Refactored AchievementProgressWidget to maintain AchievementBox list

AchievementProgressWidget maintains in memory a map of AchievementBox pointers so that UpdateData can operate on them individually. UpdateData is overhauled for three options: UpdateData(true) will destroy the entire list and re-create it from scratch as before, to be used if the game or player changes/closes/logs out. UpdateData(false) will loop through the map and call UpdateData on every achievement box, to be used for certain settings changes such as enabling badges or disabling hardcore mode. UpdateData(set<IDs>) will call UpdateData on only the IDs in the set, to be used when achievements are unlocked.
This commit is contained in:
LillyJadeKatrin 2024-03-09 21:34:20 -05:00
parent 3793d723b9
commit d2069e888d
3 changed files with 46 additions and 21 deletions

View file

@ -27,10 +27,7 @@ AchievementProgressWidget::AchievementProgressWidget(QWidget* parent) : QWidget(
m_common_box = new QGroupBox();
m_common_layout = new QVBoxLayout();
{
std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
UpdateData();
}
UpdateData(true);
m_common_box->setLayout(m_common_layout);
@ -41,24 +38,48 @@ AchievementProgressWidget::AchievementProgressWidget(QWidget* parent) : QWidget(
setLayout(layout);
}
void AchievementProgressWidget::UpdateData()
void AchievementProgressWidget::UpdateData(bool clean_all)
{
ClearLayoutRecursively(m_common_layout);
auto& instance = AchievementManager::GetInstance();
if (!instance.IsGameLoaded())
return;
auto* client = instance.GetClient();
auto* achievement_list =
rc_client_create_achievement_list(client, RC_CLIENT_ACHIEVEMENT_CATEGORY_CORE_AND_UNOFFICIAL,
RC_CLIENT_ACHIEVEMENT_LIST_GROUPING_LOCK_STATE);
for (u32 ix = 0; ix < achievement_list->num_buckets; ix++)
if (clean_all)
{
for (u32 jx = 0; jx < achievement_list->buckets[ix].num_achievements; jx++)
m_achievement_boxes.clear();
ClearLayoutRecursively(m_common_layout);
auto& instance = AchievementManager::GetInstance();
if (!instance.IsGameLoaded())
return;
auto* client = instance.GetClient();
auto* achievement_list = rc_client_create_achievement_list(
client, RC_CLIENT_ACHIEVEMENT_CATEGORY_CORE_AND_UNOFFICIAL,
RC_CLIENT_ACHIEVEMENT_LIST_GROUPING_LOCK_STATE);
for (u32 ix = 0; ix < achievement_list->num_buckets; ix++)
{
m_common_layout->addWidget(
new AchievementBox(this, achievement_list->buckets[ix].achievements[jx]));
for (u32 jx = 0; jx < achievement_list->buckets[ix].num_achievements; jx++)
{
auto* achievement = achievement_list->buckets[ix].achievements[jx];
m_achievement_boxes[achievement->id] = std::make_shared<AchievementBox>(this, achievement);
m_common_layout->addWidget(m_achievement_boxes[achievement->id].get());
}
}
rc_client_destroy_achievement_list(achievement_list);
}
else
{
for (auto box : m_achievement_boxes)
{
box.second->UpdateData();
}
}
}
void AchievementProgressWidget::UpdateData(
const std::set<AchievementManager::AchievementId>& update_ids)
{
for (auto& [id, box] : m_achievement_boxes)
{
if (update_ids.contains(id))
{
box->UpdateData();
}
}
}

View file

@ -7,7 +7,9 @@
#include <QWidget>
#include "Common/CommonTypes.h"
#include "Core/AchievementManager.h"
class AchievementBox;
class QCheckBox;
class QGroupBox;
class QLineEdit;
@ -21,11 +23,13 @@ class AchievementProgressWidget final : public QWidget
Q_OBJECT
public:
explicit AchievementProgressWidget(QWidget* parent);
void UpdateData();
void UpdateData(bool clean_all);
void UpdateData(const std::set<AchievementManager::AchievementId>& update_ids);
private:
QGroupBox* m_common_box;
QVBoxLayout* m_common_layout;
std::map<AchievementManager::AchievementId, std::shared_ptr<AchievementBox>> m_achievement_boxes;
};
#endif // USE_RETRO_ACHIEVEMENTS

View file

@ -81,7 +81,7 @@ void AchievementsWindow::UpdateData()
m_header_widget->UpdateData();
m_header_widget->setVisible(instance.HasAPIToken());
m_settings_widget->UpdateData();
m_progress_widget->UpdateData();
m_progress_widget->UpdateData(true);
m_tab_widget->setTabVisible(1, is_game_loaded);
m_leaderboard_widget->UpdateData();
m_tab_widget->setTabVisible(2, is_game_loaded);