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d90537cc18
This makes the API a little nicer to use, since you don't need to do a mandatory dereference when passing the lock into any kind of scope guard.
166 lines
5.3 KiB
C++
166 lines
5.3 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/AchievementProgressWidget.h"
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#include <QGroupBox>
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#include <QLabel>
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#include <QLineEdit>
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#include <QProgressBar>
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#include <QString>
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#include <QVBoxLayout>
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#include <rcheevos/include/rc_api_runtime.h>
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#include "Core/AchievementManager.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Config/MainSettings.h"
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#include "Core/Core.h"
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#include "DolphinQt/QtUtils/ClearLayoutRecursively.h"
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#include "DolphinQt/Settings.h"
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static constexpr bool hardcore_mode_enabled = false;
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AchievementProgressWidget::AchievementProgressWidget(QWidget* parent) : QWidget(parent)
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{
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m_common_box = new QGroupBox();
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m_common_layout = new QVBoxLayout();
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{
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std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
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UpdateData();
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}
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m_common_box->setLayout(m_common_layout);
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auto* layout = new QVBoxLayout;
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setAlignment(Qt::AlignTop);
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layout->addWidget(m_common_box);
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setLayout(layout);
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}
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QGroupBox*
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AchievementProgressWidget::CreateAchievementBox(const rc_api_achievement_definition_t* achievement)
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{
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const auto& instance = AchievementManager::GetInstance();
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if (!instance.IsGameLoaded())
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return new QGroupBox();
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QLabel* a_badge = new QLabel();
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const auto unlock_status = instance.GetUnlockStatus(achievement->id);
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const AchievementManager::BadgeStatus* badge = &unlock_status.locked_badge;
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std::string_view color = AchievementManager::GRAY;
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if (unlock_status.remote_unlock_status == AchievementManager::UnlockStatus::UnlockType::HARDCORE)
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{
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badge = &unlock_status.unlocked_badge;
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color = AchievementManager::GOLD;
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}
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else if (hardcore_mode_enabled && unlock_status.session_unlock_count > 1)
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{
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badge = &unlock_status.unlocked_badge;
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color = AchievementManager::GOLD;
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}
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else if (unlock_status.remote_unlock_status ==
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AchievementManager::UnlockStatus::UnlockType::SOFTCORE)
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{
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badge = &unlock_status.unlocked_badge;
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color = AchievementManager::BLUE;
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}
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else if (unlock_status.session_unlock_count > 1)
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{
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badge = &unlock_status.unlocked_badge;
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color = AchievementManager::BLUE;
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}
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if (Config::Get(Config::RA_BADGES_ENABLED) && badge->name != "")
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{
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QImage i_badge{};
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if (i_badge.loadFromData(&badge->badge.front(), (int)badge->badge.size()))
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{
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a_badge->setPixmap(QPixmap::fromImage(i_badge).scaled(64, 64, Qt::KeepAspectRatio,
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Qt::SmoothTransformation));
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a_badge->adjustSize();
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a_badge->setStyleSheet(
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QStringLiteral("border: 4px solid %1").arg(QString::fromStdString(std::string(color))));
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}
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}
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QLabel* a_title = new QLabel(QString::fromUtf8(achievement->title, strlen(achievement->title)));
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QLabel* a_description =
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new QLabel(QString::fromUtf8(achievement->description, strlen(achievement->description)));
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QLabel* a_points = new QLabel(tr("%1 points").arg(achievement->points));
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QLabel* a_status = new QLabel(GetStatusString(achievement->id));
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QProgressBar* a_progress_bar = new QProgressBar();
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QSizePolicy sp_retain = a_progress_bar->sizePolicy();
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sp_retain.setRetainSizeWhenHidden(true);
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a_progress_bar->setSizePolicy(sp_retain);
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unsigned int value = 0;
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unsigned int target = 0;
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if (AchievementManager::GetInstance().GetAchievementProgress(achievement->id, &value, &target) ==
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AchievementManager::ResponseType::SUCCESS &&
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target > 0)
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{
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a_progress_bar->setRange(0, target);
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a_progress_bar->setValue(value);
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}
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else
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{
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a_progress_bar->setVisible(false);
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}
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QVBoxLayout* a_col_right = new QVBoxLayout();
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a_col_right->addWidget(a_title);
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a_col_right->addWidget(a_description);
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a_col_right->addWidget(a_points);
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a_col_right->addWidget(a_status);
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a_col_right->addWidget(a_progress_bar);
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QHBoxLayout* a_total = new QHBoxLayout();
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a_total->addWidget(a_badge);
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a_total->addLayout(a_col_right);
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QGroupBox* a_group_box = new QGroupBox();
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a_group_box->setLayout(a_total);
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return a_group_box;
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}
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void AchievementProgressWidget::UpdateData()
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{
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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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const auto* game_data = instance.GetGameData();
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for (u32 ix = 0; ix < game_data->num_achievements; ix++)
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{
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m_common_layout->addWidget(CreateAchievementBox(game_data->achievements + ix));
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}
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}
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QString AchievementProgressWidget::GetStatusString(u32 achievement_id) const
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{
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const auto unlock_status = AchievementManager::GetInstance().GetUnlockStatus(achievement_id);
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if (unlock_status.session_unlock_count > 0)
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{
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if (Config::Get(Config::RA_ENCORE_ENABLED))
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{
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return tr("Unlocked %1 times this session").arg(unlock_status.session_unlock_count);
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}
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return tr("Unlocked this session");
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}
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switch (unlock_status.remote_unlock_status)
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{
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case AchievementManager::UnlockStatus::UnlockType::LOCKED:
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return tr("Locked");
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case AchievementManager::UnlockStatus::UnlockType::SOFTCORE:
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return tr("Unlocked (Casual)");
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case AchievementManager::UnlockStatus::UnlockType::HARDCORE:
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return tr("Unlocked");
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}
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return {};
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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