mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
75465f00cc
Was informed by the RetroAchievements team that this isn't an option in most emulators, and as the next commits will be to enable default icons, there will always be something to display.
300 lines
14 KiB
C++
300 lines
14 KiB
C++
// Copyright 2023 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#ifdef USE_RETRO_ACHIEVEMENTS
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#include "DolphinQt/Achievements/AchievementSettingsWidget.h"
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#include <QLabel>
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#include <QLineEdit>
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#include <QString>
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#include <QVBoxLayout>
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#include "Core/AchievementManager.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Config/FreeLookSettings.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/Config/UISettings.h"
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#include "Core/Core.h"
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#include "Core/Movie.h"
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#include "Core/System.h"
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#include "UICommon/DiscordPresence.h"
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#include "DolphinQt/Config/ControllerInterface/ControllerInterfaceWindow.h"
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#include "DolphinQt/Config/ToolTipControls/ToolTipCheckBox.h"
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#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
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#include "DolphinQt/QtUtils/SignalBlocking.h"
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#include "DolphinQt/Settings.h"
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AchievementSettingsWidget::AchievementSettingsWidget(QWidget* parent) : QWidget(parent)
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{
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CreateLayout();
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LoadSettings();
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ConnectWidgets();
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connect(&Settings::Instance(), &Settings::ConfigChanged, this,
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&AchievementSettingsWidget::LoadSettings);
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// If hardcore is enabled when the emulator starts, make sure it turns off what it needs to
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if (Config::Get(Config::RA_HARDCORE_ENABLED))
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ToggleHardcore();
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}
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void AchievementSettingsWidget::UpdateData()
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{
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LoadSettings();
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}
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void AchievementSettingsWidget::CreateLayout()
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{
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m_common_layout = new QVBoxLayout();
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m_common_integration_enabled_input =
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new ToolTipCheckBox(tr("Enable RetroAchievements.org Integration"));
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m_common_integration_enabled_input->SetDescription(
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tr("Enable integration with RetroAchievements for earning achievements and competing in "
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"leaderboards.<br><br>Must log in with a RetroAchievements account to use. Dolphin does "
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"not save your password locally and uses an API token to maintain login."));
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m_common_username_label = new QLabel(tr("Username"));
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m_common_username_input = new QLineEdit(QStringLiteral(""));
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m_common_password_label = new QLabel(tr("Password"));
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m_common_password_input = new QLineEdit(QStringLiteral(""));
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m_common_password_input->setEchoMode(QLineEdit::Password);
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m_common_login_button = new QPushButton(tr("Log In"));
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m_common_logout_button = new QPushButton(tr("Log Out"));
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m_common_login_failed = new QLabel(tr("Login Failed"));
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m_common_login_failed->setStyleSheet(QStringLiteral("QLabel { color : red; }"));
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m_common_login_failed->setVisible(false);
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m_common_hardcore_enabled_input = new ToolTipCheckBox(tr("Enable Hardcore Mode"));
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m_common_hardcore_enabled_input->SetDescription(
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tr("Enable Hardcore Mode on RetroAchievements.<br><br>Hardcore Mode is intended to provide "
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"an experience as close to gaming on the original hardware as possible. RetroAchievements "
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"rankings are primarily oriented towards Hardcore points (Softcore points are tracked but "
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"not as heavily emphasized) and leaderboards require Hardcore Mode to be on.<br><br>To "
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"ensure this experience, the following features will be disabled, as they give emulator "
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"players an advantage over console players:<br>- Loading states<br>-- Saving states is "
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"allowed<br>- Emulator speeds below 100%<br>-- Frame advance is disabled<br>-- Turbo is "
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"allowed<br>- Cheats<br>- Memory patches<br>-- File patches are allowed<br>- Debug "
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"UI<br>- Freelook<br><br><dolphin_emphasis>This cannot be turned on while a game is "
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"playing.</dolphin_emphasis><br>Close your current game before enabling.<br>Be aware that "
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"turning Hardcore Mode off while a game is running requires the game to be closed before "
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"re-enabling."));
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m_common_unofficial_enabled_input = new ToolTipCheckBox(tr("Enable Unofficial Achievements"));
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m_common_unofficial_enabled_input->SetDescription(
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tr("Enable unlocking unofficial achievements as well as official "
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"achievements.<br><br>Unofficial achievements may be optional or unfinished achievements "
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"that have not been deemed official by RetroAchievements and may be useful for testing or "
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"simply for fun.<br><br>Setting takes effect on next game load."));
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m_common_encore_enabled_input = new ToolTipCheckBox(tr("Enable Encore Achievements"));
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m_common_encore_enabled_input->SetDescription(
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tr("Enable unlocking achievements in Encore Mode.<br><br>Encore Mode re-enables achievements "
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"the player has already unlocked on the site so that the player will be notified if they "
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"meet the unlock conditions again, useful for custom speedrun criteria or simply for fun."
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"<br><br>Setting takes effect on next game load."));
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m_common_spectator_enabled_input = new ToolTipCheckBox(tr("Enable Spectator Mode"));
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m_common_spectator_enabled_input->SetDescription(
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tr("Enable unlocking achievements in Spectator Mode.<br><br>While in Spectator Mode, "
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"achievements and leaderboards will be processed and displayed on screen, but will not be "
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"submitted to the server.<br><br>If this is on at game launch, it will not be turned off "
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"until game close, because a RetroAchievements session will not be created.<br><br>If "
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"this is off at game launch, it can be toggled freely while the game is running."));
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m_common_discord_presence_enabled_input = new ToolTipCheckBox(tr("Enable Discord Presence"));
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m_common_discord_presence_enabled_input->SetDescription(
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tr("Use RetroAchievements rich presence in your Discord status.<br><br>Show Current Game on "
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"Discord must be enabled."));
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m_common_progress_enabled_input = new ToolTipCheckBox(tr("Enable Progress Notifications"));
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m_common_progress_enabled_input->SetDescription(
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tr("Enable progress notifications on achievements.<br><br>Displays a brief popup message "
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"whenever the player makes progress on an achievement that tracks an accumulated value, "
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"such as 60 out of 120 stars."));
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m_common_layout->addWidget(m_common_integration_enabled_input);
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m_common_layout->addWidget(m_common_username_label);
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m_common_layout->addWidget(m_common_username_input);
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m_common_layout->addWidget(m_common_password_label);
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m_common_layout->addWidget(m_common_password_input);
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m_common_layout->addWidget(m_common_login_button);
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m_common_layout->addWidget(m_common_logout_button);
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m_common_layout->addWidget(m_common_login_failed);
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m_common_layout->addWidget(new QLabel(tr("Function Settings")));
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m_common_layout->addWidget(m_common_hardcore_enabled_input);
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m_common_layout->addWidget(m_common_unofficial_enabled_input);
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m_common_layout->addWidget(m_common_encore_enabled_input);
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m_common_layout->addWidget(m_common_spectator_enabled_input);
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m_common_layout->addWidget(new QLabel(tr("Display Settings")));
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#ifdef USE_DISCORD_PRESENCE
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m_common_layout->addWidget(m_common_discord_presence_enabled_input);
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#endif // USE_DISCORD_PRESENCE
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m_common_layout->addWidget(m_common_progress_enabled_input);
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m_common_layout->setAlignment(Qt::AlignTop);
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setLayout(m_common_layout);
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}
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void AchievementSettingsWidget::ConnectWidgets()
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{
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connect(m_common_integration_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleRAIntegration);
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connect(m_common_login_button, &QPushButton::pressed, this, &AchievementSettingsWidget::Login);
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connect(m_common_logout_button, &QPushButton::pressed, this, &AchievementSettingsWidget::Logout);
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connect(m_common_hardcore_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleHardcore);
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connect(m_common_unofficial_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleUnofficial);
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connect(m_common_encore_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleEncore);
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connect(m_common_spectator_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleSpectator);
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connect(m_common_discord_presence_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleDiscordPresence);
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connect(m_common_progress_enabled_input, &QCheckBox::toggled, this,
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&AchievementSettingsWidget::ToggleProgress);
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}
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void AchievementSettingsWidget::OnControllerInterfaceConfigure()
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{
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ControllerInterfaceWindow* window = new ControllerInterfaceWindow(this);
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window->setAttribute(Qt::WA_DeleteOnClose, true);
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window->setWindowModality(Qt::WindowModality::WindowModal);
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window->show();
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}
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void AchievementSettingsWidget::LoadSettings()
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{
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bool enabled = Config::Get(Config::RA_ENABLED);
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bool hardcore_enabled = Config::Get(Config::RA_HARDCORE_ENABLED);
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bool logged_out = Config::Get(Config::RA_API_TOKEN).empty();
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std::string username = Config::Get(Config::RA_USERNAME);
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SignalBlocking(m_common_integration_enabled_input)->setChecked(enabled);
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SignalBlocking(m_common_username_label)->setEnabled(enabled);
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if (!username.empty())
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SignalBlocking(m_common_username_input)->setText(QString::fromStdString(username));
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SignalBlocking(m_common_username_input)->setEnabled(enabled && logged_out);
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SignalBlocking(m_common_password_label)->setVisible(logged_out);
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SignalBlocking(m_common_password_label)->setEnabled(enabled);
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SignalBlocking(m_common_password_input)->setVisible(logged_out);
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SignalBlocking(m_common_password_input)->setEnabled(enabled);
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SignalBlocking(m_common_login_button)->setVisible(logged_out);
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SignalBlocking(m_common_login_button)
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->setEnabled(enabled && !Core::IsRunning(Core::System::GetInstance()));
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SignalBlocking(m_common_logout_button)->setVisible(!logged_out);
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SignalBlocking(m_common_logout_button)->setEnabled(enabled);
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SignalBlocking(m_common_hardcore_enabled_input)
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->setChecked(Config::Get(Config::RA_HARDCORE_ENABLED));
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auto& system = Core::System::GetInstance();
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SignalBlocking(m_common_hardcore_enabled_input)
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->setEnabled(enabled &&
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(hardcore_enabled || (Core::GetState(system) == Core::State::Uninitialized &&
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!system.GetMovie().IsPlayingInput())));
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SignalBlocking(m_common_unofficial_enabled_input)
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->setChecked(Config::Get(Config::RA_UNOFFICIAL_ENABLED));
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SignalBlocking(m_common_unofficial_enabled_input)->setEnabled(enabled);
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SignalBlocking(m_common_encore_enabled_input)->setChecked(Config::Get(Config::RA_ENCORE_ENABLED));
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SignalBlocking(m_common_encore_enabled_input)->setEnabled(enabled);
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SignalBlocking(m_common_spectator_enabled_input)
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->setChecked(Config::Get(Config::RA_SPECTATOR_ENABLED));
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SignalBlocking(m_common_spectator_enabled_input)->setEnabled(enabled);
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SignalBlocking(m_common_discord_presence_enabled_input)
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->setChecked(Config::Get(Config::RA_DISCORD_PRESENCE_ENABLED));
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SignalBlocking(m_common_discord_presence_enabled_input)
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->setEnabled(enabled && Config::Get(Config::MAIN_USE_DISCORD_PRESENCE));
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SignalBlocking(m_common_progress_enabled_input)
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->setChecked(Config::Get(Config::RA_PROGRESS_ENABLED));
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SignalBlocking(m_common_progress_enabled_input)->setEnabled(enabled);
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}
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void AchievementSettingsWidget::SaveSettings()
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{
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Config::ConfigChangeCallbackGuard config_guard;
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Config::SetBaseOrCurrent(Config::RA_ENABLED, m_common_integration_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_HARDCORE_ENABLED,
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m_common_hardcore_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_UNOFFICIAL_ENABLED,
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m_common_unofficial_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_ENCORE_ENABLED, m_common_encore_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_SPECTATOR_ENABLED,
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m_common_spectator_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_DISCORD_PRESENCE_ENABLED,
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m_common_discord_presence_enabled_input->isChecked());
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Config::SetBaseOrCurrent(Config::RA_PROGRESS_ENABLED,
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m_common_progress_enabled_input->isChecked());
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Config::Save();
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}
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void AchievementSettingsWidget::ToggleRAIntegration()
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{
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SaveSettings();
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auto& instance = AchievementManager::GetInstance();
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if (Config::Get(Config::RA_ENABLED))
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instance.Init();
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else
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instance.Shutdown();
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if (Config::Get(Config::RA_HARDCORE_ENABLED))
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emit Settings::Instance().EmulationStateChanged(Core::GetState(Core::System::GetInstance()));
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}
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void AchievementSettingsWidget::Login()
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{
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Config::SetBaseOrCurrent(Config::RA_USERNAME, m_common_username_input->text().toStdString());
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AchievementManager::GetInstance().Login(m_common_password_input->text().toStdString());
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m_common_password_input->setText(QString());
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SaveSettings();
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}
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void AchievementSettingsWidget::Logout()
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{
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AchievementManager::GetInstance().Logout();
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SaveSettings();
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}
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void AchievementSettingsWidget::ToggleHardcore()
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{
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SaveSettings();
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AchievementManager::GetInstance().SetHardcoreMode();
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if (Config::Get(Config::RA_HARDCORE_ENABLED))
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{
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if (Config::Get(Config::MAIN_EMULATION_SPEED) < 1.0f)
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Config::SetBaseOrCurrent(Config::MAIN_EMULATION_SPEED, 1.0f);
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Config::SetBaseOrCurrent(Config::FREE_LOOK_ENABLED, false);
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Settings::Instance().SetCheatsEnabled(false);
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Settings::Instance().SetDebugModeEnabled(false);
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}
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emit Settings::Instance().EmulationStateChanged(Core::GetState(Core::System::GetInstance()));
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}
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void AchievementSettingsWidget::ToggleUnofficial()
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{
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SaveSettings();
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}
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void AchievementSettingsWidget::ToggleEncore()
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{
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SaveSettings();
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}
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void AchievementSettingsWidget::ToggleSpectator()
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{
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SaveSettings();
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AchievementManager::GetInstance().SetSpectatorMode();
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}
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void AchievementSettingsWidget::ToggleDiscordPresence()
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{
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SaveSettings();
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Discord::UpdateDiscordPresence();
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}
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void AchievementSettingsWidget::ToggleProgress()
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{
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SaveSettings();
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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