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