dolphin/Source/Core/DolphinQt/Achievements/AchievementsWindow.cpp
LillyJadeKatrin 4214c301ef Refactor AchievementsWindow::UpdateData to take a partial update parameter
UpdateData in AchievementsWindow now only updates the components being requested, massively improving the window's performance. The parameter is UpdatedItems in AchievementManager, which tracks which portions of the system have been updated for every update callback.
2024-05-01 07:04:32 -04:00

119 lines
3.9 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](AchievementManager::UpdatedItems updated_items) {
QueueOnObject(this, [this, updated_items = std::move(updated_items)] {
AchievementsWindow::UpdateData(std::move(updated_items));
});
});
connect(&Settings::Instance(), &Settings::EmulationStateChanged, this,
[this] { AchievementsWindow::UpdateData({.all = true}); });
}
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(AchievementManager::UpdatedItems updated_items)
{
m_settings_widget->UpdateData();
if (updated_items.all)
{
m_header_widget->UpdateData();
m_progress_widget->UpdateData(true);
m_leaderboard_widget->UpdateData(true);
}
else
{
if (updated_items.player_icon || updated_items.game_icon || updated_items.rich_presence ||
updated_items.all_achievements || updated_items.achievements.size() > 0)
{
m_header_widget->UpdateData();
}
if (updated_items.all_achievements)
m_progress_widget->UpdateData(false);
else if (updated_items.achievements.size() > 0)
m_progress_widget->UpdateData(updated_items.achievements);
if (updated_items.all_leaderboards)
m_leaderboard_widget->UpdateData(false);
else if (updated_items.leaderboards.size() > 0)
m_leaderboard_widget->UpdateData(updated_items.leaderboards);
}
{
auto& instance = AchievementManager::GetInstance();
std::lock_guard lg{instance.GetLock()};
const bool is_game_loaded = instance.IsGameLoaded();
m_header_widget->setVisible(instance.HasAPIToken());
m_tab_widget->setTabVisible(1, is_game_loaded);
m_tab_widget->setTabVisible(2, is_game_loaded);
}
update();
}
void AchievementsWindow::ForceSettingsTab()
{
m_tab_widget->setCurrentIndex(0);
}
#endif // USE_RETRO_ACHIEVEMENTS