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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.
116 lines
4.3 KiB
C++
116 lines
4.3 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/AchievementLeaderboardWidget.h"
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#include <QGroupBox>
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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 "Common/CommonTypes.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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AchievementLeaderboardWidget::AchievementLeaderboardWidget(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 QGridLayout();
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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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void AchievementLeaderboardWidget::UpdateData()
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{
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ClearLayoutRecursively(m_common_layout);
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if (!AchievementManager::GetInstance().IsGameLoaded())
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return;
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const auto& leaderboards = AchievementManager::GetInstance().GetLeaderboardsInfo();
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int row = 0;
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for (const auto& board_row : leaderboards)
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{
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const AchievementManager::LeaderboardStatus& board = board_row.second;
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QLabel* a_title = new QLabel(QString::fromStdString(board.name));
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QLabel* a_description = new QLabel(QString::fromStdString(board.description));
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QVBoxLayout* a_col_left = new QVBoxLayout();
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a_col_left->addWidget(a_title);
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a_col_left->addWidget(a_description);
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if (row > 0)
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{
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QFrame* a_divider = new QFrame();
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a_divider->setFrameShape(QFrame::HLine);
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m_common_layout->addWidget(a_divider, row - 1, 0);
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}
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m_common_layout->addLayout(a_col_left, row, 0);
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// Each leaderboard entry is displayed with four values. These are *generally* intended to be,
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// in order, the first place entry, the entry one above the player, the player's entry, and
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// the entry one below the player.
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// Edge cases:
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// * If there are fewer than four entries in the leaderboard, all entries will be shown in
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// order and the remainder of the list will be padded with empty values.
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// * If the player does not currently have a score in the leaderboard, or is in the top 3,
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// the four slots will be the top four players in order.
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// * If the player is last place, the player will be in the fourth slot, and the second and
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// third slots will be the two players above them. The first slot will always be first place.
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std::array<u32, 4> to_display{1, 2, 3, 4};
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if (board.player_index > to_display.size() - 1)
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{
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// If the rank one below than the player is found, offset = 1.
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u32 offset = static_cast<u32>(board.entries.count(board.player_index + 1));
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// Example: player is 10th place but not last
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// to_display = {1, 10-3+1+1, 10-3+1+2, 10-3+1+3} = {1, 9, 10, 11}
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// Example: player is 15th place and is last
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// to_display = {1, 15-3+0+1, 15-3+0+2, 15-3+0+3} = {1, 13, 14, 15}
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for (size_t i = 1; i < to_display.size(); ++i)
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to_display[i] = board.player_index - 3 + offset + static_cast<u32>(i);
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}
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for (size_t i = 0; i < to_display.size(); ++i)
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{
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u32 index = to_display[i];
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QLabel* a_rank = new QLabel(QStringLiteral("---"));
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QLabel* a_username = new QLabel(QStringLiteral("---"));
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QLabel* a_score = new QLabel(QStringLiteral("---"));
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const auto it = board.entries.find(index);
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if (it != board.entries.end())
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{
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a_rank->setText(tr("Rank %1").arg(it->second.rank));
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a_username->setText(QString::fromStdString(it->second.username));
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a_score->setText(QString::fromUtf8(it->second.score.data()));
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}
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QVBoxLayout* a_col = new QVBoxLayout();
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a_col->addWidget(a_rank);
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a_col->addWidget(a_username);
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a_col->addWidget(a_score);
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if (row > 0)
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{
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QFrame* a_divider = new QFrame();
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a_divider->setFrameShape(QFrame::HLine);
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m_common_layout->addWidget(a_divider, row - 1, static_cast<int>(i) + 1);
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}
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m_common_layout->addLayout(a_col, row, static_cast<int>(i) + 1);
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}
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row += 2;
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}
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}
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#endif // USE_RETRO_ACHIEVEMENTS
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