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Refactored AchievementProgress UpdateData to Re-Sort
When AchievementProgress::UpdateData(false) is called, it will now empty itself and reinsert all existing boxes, re-sorted into their current buckets, and call UpdateProgress on them all.
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@ -62,6 +62,9 @@ AchievementBox::AchievementBox(QWidget* parent, rc_client_achievement_t* achieve
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void AchievementBox::UpdateData()
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{
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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// rc_client guarantees m_achievement will be valid as long as the game is loaded
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if (!AchievementManager::GetInstance().IsGameLoaded())
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return;
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const auto& badge = AchievementManager::GetInstance().GetAchievementBadge(
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m_achievement->id, m_achievement->state != RC_CLIENT_ACHIEVEMENT_STATE_UNLOCKED);
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@ -92,6 +95,11 @@ void AchievementBox::UpdateData()
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void AchievementBox::UpdateProgress()
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{
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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// rc_client guarantees m_achievement will be valid as long as the game is loaded
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if (!AchievementManager::GetInstance().IsGameLoaded())
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return;
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if (m_achievement->measured_percent > 0.000)
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{
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m_progress_bar->setRange(0, 100);
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@ -42,33 +42,47 @@ void AchievementProgressWidget::UpdateData(bool clean_all)
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{
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m_achievement_boxes.clear();
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ClearLayoutRecursively(m_common_layout);
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auto& instance = AchievementManager::GetInstance();
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if (!instance.IsGameLoaded())
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return;
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auto* client = instance.GetClient();
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auto* achievement_list = rc_client_create_achievement_list(
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client, RC_CLIENT_ACHIEVEMENT_CATEGORY_CORE_AND_UNOFFICIAL,
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RC_CLIENT_ACHIEVEMENT_LIST_GROUPING_PROGRESS);
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for (u32 ix = 0; ix < achievement_list->num_buckets; ix++)
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{
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m_common_layout->addWidget(new QLabel(tr(achievement_list->buckets[ix].label)));
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for (u32 jx = 0; jx < achievement_list->buckets[ix].num_achievements; jx++)
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{
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auto* achievement = achievement_list->buckets[ix].achievements[jx];
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m_achievement_boxes[achievement->id] = std::make_shared<AchievementBox>(this, achievement);
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m_common_layout->addWidget(m_achievement_boxes[achievement->id].get());
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}
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}
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rc_client_destroy_achievement_list(achievement_list);
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}
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else
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{
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for (auto box : m_achievement_boxes)
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while (auto* item = m_common_layout->takeAt(0))
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{
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box.second->UpdateData();
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auto* widget = item->widget();
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m_common_layout->removeWidget(widget);
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if (std::strcmp(widget->metaObject()->className(), "QLabel") == 0)
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{
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delete widget;
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delete item;
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}
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}
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}
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auto& instance = AchievementManager::GetInstance();
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if (!instance.IsGameLoaded())
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return;
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auto* client = instance.GetClient();
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auto* achievement_list =
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rc_client_create_achievement_list(client, RC_CLIENT_ACHIEVEMENT_CATEGORY_CORE_AND_UNOFFICIAL,
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RC_CLIENT_ACHIEVEMENT_LIST_GROUPING_PROGRESS);
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for (u32 ix = 0; ix < achievement_list->num_buckets; ix++)
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{
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m_common_layout->addWidget(new QLabel(tr(achievement_list->buckets[ix].label)));
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for (u32 jx = 0; jx < achievement_list->buckets[ix].num_achievements; jx++)
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{
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auto* achievement = achievement_list->buckets[ix].achievements[jx];
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auto box_itr = m_achievement_boxes.find(achievement->id);
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if (box_itr == m_achievement_boxes.end())
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{
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m_achievement_boxes[achievement->id] = std::make_shared<AchievementBox>(this, achievement);
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}
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else
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{
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box_itr->second->UpdateProgress();
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}
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m_common_layout->addWidget(m_achievement_boxes[achievement->id].get());
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}
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}
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rc_client_destroy_achievement_list(achievement_list);
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}
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void AchievementProgressWidget::UpdateData(
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