dolphin/Source/Core/DolphinQt/Achievements/AchievementsWindow.cpp
Lioncash d90537cc18 AchievementManager: Return by reference from GetLock()
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.
2023-12-11 13:51:50 -05:00

98 lines
3.0 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef USE_RETRO_ACHIEVEMENTS
#include "DolphinQt/Achievements/AchievementsWindow.h"
#include <mutex>
#include <QDialogButtonBox>
#include <QTabWidget>
#include <QVBoxLayout>
#include "Core/AchievementManager.h"
#include "DolphinQt/Achievements/AchievementHeaderWidget.h"
#include "DolphinQt/Achievements/AchievementLeaderboardWidget.h"
#include "DolphinQt/Achievements/AchievementProgressWidget.h"
#include "DolphinQt/Achievements/AchievementSettingsWidget.h"
#include "DolphinQt/QtUtils/QueueOnObject.h"
#include "DolphinQt/QtUtils/WrapInScrollArea.h"
#include "DolphinQt/Settings.h"
AchievementsWindow::AchievementsWindow(QWidget* parent) : QDialog(parent)
{
setWindowTitle(tr("Achievements"));
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
CreateMainLayout();
ConnectWidgets();
AchievementManager::GetInstance().SetUpdateCallback(
[this] { QueueOnObject(this, &AchievementsWindow::UpdateData); });
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
&AchievementsWindow::UpdateData);
UpdateData();
}
void AchievementsWindow::showEvent(QShowEvent* event)
{
QDialog::showEvent(event);
update();
}
void AchievementsWindow::CreateMainLayout()
{
const auto is_game_loaded = AchievementManager::GetInstance().IsGameLoaded();
m_header_widget = new AchievementHeaderWidget(this);
m_tab_widget = new QTabWidget();
m_settings_widget = new AchievementSettingsWidget(m_tab_widget);
m_progress_widget = new AchievementProgressWidget(m_tab_widget);
m_leaderboard_widget = new AchievementLeaderboardWidget(m_tab_widget);
m_tab_widget->addTab(GetWrappedWidget(m_settings_widget, this, 125, 100), tr("Settings"));
m_tab_widget->addTab(GetWrappedWidget(m_progress_widget, this, 125, 100), tr("Progress"));
m_tab_widget->setTabVisible(1, is_game_loaded);
m_tab_widget->addTab(GetWrappedWidget(m_leaderboard_widget, this, 125, 100), tr("Leaderboards"));
m_tab_widget->setTabVisible(2, is_game_loaded);
m_button_box = new QDialogButtonBox(QDialogButtonBox::Close);
auto* layout = new QVBoxLayout();
layout->addWidget(m_header_widget);
layout->addWidget(m_tab_widget);
layout->addWidget(m_button_box);
WrapInScrollArea(this, layout);
}
void AchievementsWindow::ConnectWidgets()
{
connect(m_button_box, &QDialogButtonBox::rejected, this, &QDialog::reject);
}
void AchievementsWindow::UpdateData()
{
{
auto& instance = AchievementManager::GetInstance();
std::lock_guard lg{instance.GetLock()};
const bool is_game_loaded = instance.IsGameLoaded();
m_header_widget->UpdateData();
m_header_widget->setVisible(instance.IsLoggedIn());
m_settings_widget->UpdateData();
m_progress_widget->UpdateData();
m_tab_widget->setTabVisible(1, is_game_loaded);
m_leaderboard_widget->UpdateData();
m_tab_widget->setTabVisible(2, is_game_loaded);
}
update();
}
void AchievementsWindow::ForceSettingsTab()
{
m_tab_widget->setCurrentIndex(0);
}
#endif // USE_RETRO_ACHIEVEMENTS