mirror of
https://github.com/RPCS3/rpcs3.git
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719 lines
25 KiB
C++
719 lines
25 KiB
C++
#include "trophy_manager_dialog.h"
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#include "custom_table_widget_item.h"
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#include "table_item_delegate.h"
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#include "qt_utils.h"
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#include "stdafx.h"
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#include "Utilities/Log.h"
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#include "Utilities/StrUtil.h"
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#include "rpcs3/Emu/VFS.h"
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#include "Emu/System.h"
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#include "Emu/Memory/Memory.h"
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#include "Emu/Cell/Modules/sceNpTrophy.h"
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#include "yaml-cpp/yaml.h"
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#include <QHeaderView>
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#include <QVBoxLayout>
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#include <QCheckBox>
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#include <QGroupBox>
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#include <QPixmap>
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#include <QDesktopWidget>
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#include <QDir>
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#include <QMenu>
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#include <QDirIterator>
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#include <QDesktopServices>
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#include <QUrl>
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#include <QScrollBar>
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static const char* m_TROPHY_DIR = "/dev_hdd0/home/00000001/trophy/";
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namespace
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{
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constexpr auto qstr = QString::fromStdString;
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inline std::string sstr(const QString& _in) { return _in.toUtf8().toStdString(); }
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}
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trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_settings)
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: QWidget(), m_gui_settings(gui_settings)
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{
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// Nonspecific widget settings
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setWindowTitle(tr("Trophy Manager"));
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setObjectName("trophy_manager");
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m_game_icon_size_index = m_gui_settings->GetValue(gui::tr_game_iconSize).toInt();
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m_icon_height = m_gui_settings->GetValue(gui::tr_icon_height).toInt();
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m_show_locked_trophies = m_gui_settings->GetValue(gui::tr_show_locked).toBool();
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m_show_unlocked_trophies = m_gui_settings->GetValue(gui::tr_show_unlocked).toBool();
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m_show_hidden_trophies = m_gui_settings->GetValue(gui::tr_show_hidden).toBool();
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m_show_bronze_trophies = m_gui_settings->GetValue(gui::tr_show_bronze).toBool();
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m_show_silver_trophies = m_gui_settings->GetValue(gui::tr_show_silver).toBool();
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m_show_gold_trophies = m_gui_settings->GetValue(gui::tr_show_gold).toBool();
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m_show_platinum_trophies = m_gui_settings->GetValue(gui::tr_show_platinum).toBool();
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// HACK: dev_hdd0 must be mounted for vfs to work for loading trophies.
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vfs::mount("dev_hdd0", Emu.GetHddDir());
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// Game chooser combo box
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m_game_combo = new QComboBox();
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m_game_combo->setSizeAdjustPolicy(QComboBox::AdjustToMinimumContentsLengthWithIcon);
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// Game progression label
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m_game_progress = new QLabel(tr("Progress: %1% (%2/%3)").arg(0).arg(0).arg(0));
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// Games Table
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m_game_table = new QTableWidget();
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m_game_table->setShowGrid(false);
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m_game_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_game_table->verticalScrollBar()->setSingleStep(20);
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m_game_table->horizontalScrollBar()->setSingleStep(20);
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m_game_table->setItemDelegate(new table_item_delegate(this));
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m_game_table->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_game_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
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m_game_table->setColumnCount(GameColumns::GameColumnsCount);
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m_game_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Game"), tr("Progress") });
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m_game_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
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m_game_table->horizontalHeader()->setStretchLastSection(true);
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m_game_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
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m_game_table->verticalHeader()->setVisible(false);
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m_game_table->setAlternatingRowColors(true);
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// Trophy Table
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m_trophy_table = new QTableWidget();
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m_trophy_table->setShowGrid(false);
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m_trophy_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_trophy_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel);
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m_trophy_table->verticalScrollBar()->setSingleStep(20);
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m_trophy_table->horizontalScrollBar()->setSingleStep(20);
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m_trophy_table->setItemDelegate(new table_item_delegate(this));
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m_trophy_table->setSelectionBehavior(QAbstractItemView::SelectRows);
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m_trophy_table->setEditTriggers(QAbstractItemView::NoEditTriggers);
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m_trophy_table->setColumnCount(TrophyColumns::Count);
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m_trophy_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Name"), tr("Description"), tr("Type"), tr("Status"), tr("ID") });
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m_trophy_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft);
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m_trophy_table->horizontalHeader()->setStretchLastSection(true);
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m_trophy_table->verticalHeader()->setVisible(false);
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m_trophy_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed);
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m_trophy_table->setContextMenuPolicy(Qt::CustomContextMenu);
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m_trophy_table->setAlternatingRowColors(true);
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m_splitter = new QSplitter();
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m_splitter->addWidget(m_game_table);
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m_splitter->addWidget(m_trophy_table);
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// Populate the trophy database
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QDirIterator dir_iter(qstr(vfs::get(m_TROPHY_DIR)));
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while (dir_iter.hasNext())
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{
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dir_iter.next();
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if (dir_iter.fileName() == "." || dir_iter.fileName() == ".." || dir_iter.fileName() == ".gitignore")
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{
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continue;
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}
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std::string dirName = sstr(dir_iter.fileName());
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LOG_TRACE(GENERAL, "Loading trophy dir: %s", dirName);
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LoadTrophyFolderToDB(dirName);
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}
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m_game_table->setRowCount(m_trophies_db.size());
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m_game_icon_size = gui_settings::SizeFromSlider(m_game_icon_size_index);
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for (int i = 0; i < m_trophies_db.size(); ++i)
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{
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const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount();
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const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount();
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const int percentage = 100 * unlocked_trophies / all_trophies;
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const std::string icon_path = m_trophies_db[i]->path + "/ICON0.PNG";
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const QString name = qstr(m_trophies_db[i]->game_name).simplified();
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const QString progress = QString("%0% (%1/%2)").arg(percentage).arg(unlocked_trophies).arg(all_trophies);
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m_game_combo->addItem(name, i);
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// Load game icon
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QPixmap icon;
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if (!icon.load(qstr(icon_path)))
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{
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LOG_WARNING(GENERAL, "Could not load trophy game icon from path %s", icon_path);
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}
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custom_table_widget_item* icon_item = new custom_table_widget_item;
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icon_item->setData(Qt::UserRole, icon);
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icon_item->setData(Qt::DecorationRole, icon.scaled(m_game_icon_size, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation));
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m_game_table->setItem(i, GameColumns::GameIcon, icon_item);
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m_game_table->setItem(i, GameColumns::GameName, new custom_table_widget_item(name));
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m_game_table->setItem(i, GameColumns::GameProgress, new custom_table_widget_item(progress, Qt::UserRole, percentage));
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}
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gui::utils::resize_combo_box_view(m_game_combo);
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m_game_table->setSortingEnabled(true); // Enable sorting only after using setItem calls
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// Checkboxes to control dialog
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QCheckBox* check_lock_trophy = new QCheckBox(tr("Show Locked Trophies"));
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check_lock_trophy->setCheckable(true);
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check_lock_trophy->setChecked(m_show_locked_trophies);
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QCheckBox* check_unlock_trophy = new QCheckBox(tr("Show Unlocked Trophies"));
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check_unlock_trophy->setCheckable(true);
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check_unlock_trophy->setChecked(m_show_unlocked_trophies);
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QCheckBox* check_hidden_trophy = new QCheckBox(tr("Show Hidden Trophies"));
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check_hidden_trophy->setCheckable(true);
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check_hidden_trophy->setChecked(m_show_hidden_trophies);
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QCheckBox* check_bronze_trophy = new QCheckBox(tr("Show Bronze Trophies"));
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check_bronze_trophy->setCheckable(true);
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check_bronze_trophy->setChecked(m_show_bronze_trophies);
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QCheckBox* check_silver_trophy = new QCheckBox(tr("Show Silver Trophies"));
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check_silver_trophy->setCheckable(true);
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check_silver_trophy->setChecked(m_show_silver_trophies);
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QCheckBox* check_gold_trophy = new QCheckBox(tr("Show Gold Trophies"));
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check_gold_trophy->setCheckable(true);
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check_gold_trophy->setChecked(m_show_gold_trophies);
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QCheckBox* check_platinum_trophy = new QCheckBox(tr("Show Platinum Trophies"));
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check_platinum_trophy->setCheckable(true);
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check_platinum_trophy->setChecked(m_show_platinum_trophies);
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QLabel* trophy_slider_label = new QLabel();
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trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(m_icon_height).arg(m_icon_height));
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QLabel* game_slider_label = new QLabel();
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game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
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m_icon_slider = new QSlider(Qt::Horizontal);
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m_icon_slider->setRange(25, 225);
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m_icon_slider->setValue(m_icon_height);
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m_game_icon_slider = new QSlider(Qt::Horizontal);
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m_game_icon_slider->setRange(0, gui::gl_max_slider_pos);
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m_game_icon_slider->setValue(m_game_icon_size_index);
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// LAYOUTS
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QGroupBox* choose_game = new QGroupBox(tr("Choose Game"));
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QVBoxLayout* choose_layout = new QVBoxLayout();
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choose_layout->addWidget(m_game_combo);
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choose_game->setLayout(choose_layout);
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QGroupBox* trophy_info = new QGroupBox(tr("Trophy Info"));
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QVBoxLayout* info_layout = new QVBoxLayout();
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info_layout->addWidget(m_game_progress);
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trophy_info->setLayout(info_layout);
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QGroupBox* show_settings = new QGroupBox(tr("Trophy View Options"));
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QVBoxLayout* settings_layout = new QVBoxLayout();
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settings_layout->addWidget(check_lock_trophy);
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settings_layout->addWidget(check_unlock_trophy);
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settings_layout->addWidget(check_hidden_trophy);
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settings_layout->addWidget(check_bronze_trophy);
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settings_layout->addWidget(check_silver_trophy);
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settings_layout->addWidget(check_gold_trophy);
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settings_layout->addWidget(check_platinum_trophy);
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show_settings->setLayout(settings_layout);
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QGroupBox* icon_settings = new QGroupBox(tr("Icon Options"));
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QVBoxLayout* slider_layout = new QVBoxLayout();
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slider_layout->addWidget(trophy_slider_label);
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slider_layout->addWidget(m_icon_slider);
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slider_layout->addWidget(game_slider_label);
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slider_layout->addWidget(m_game_icon_slider);
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icon_settings->setLayout(slider_layout);
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QVBoxLayout* options_layout = new QVBoxLayout();
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options_layout->addWidget(choose_game);
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options_layout->addWidget(trophy_info);
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options_layout->addWidget(show_settings);
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options_layout->addWidget(icon_settings);
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options_layout->addStretch();
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QHBoxLayout* all_layout = new QHBoxLayout(this);
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all_layout->addLayout(options_layout);
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all_layout->addWidget(m_splitter);
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all_layout->setStretch(1, 1);
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setLayout(all_layout);
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if (!restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray()))
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resize(QDesktopWidget().availableGeometry().size() * 0.7);
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QByteArray splitterstate = m_gui_settings->GetValue(gui::tr_splitterState).toByteArray();
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if (splitterstate.isEmpty())
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{
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const int width_left = m_splitter->width() * 0.4;
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const int width_right = m_splitter->width() - width_left;
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m_splitter->setSizes({ width_left, width_right });
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}
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else
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{
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m_splitter->restoreState(splitterstate);
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}
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QByteArray game_table_state = m_gui_settings->GetValue(gui::tr_games_state).toByteArray();
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if (!game_table_state.isEmpty())
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{
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m_game_table->horizontalHeader()->restoreState(game_table_state);
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}
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else if (m_game_table->rowCount() > 0)
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{
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// If no settings exist, go to default.
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m_game_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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m_game_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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}
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QByteArray trophy_table_state = m_gui_settings->GetValue(gui::tr_trophy_state).toByteArray();
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if (!trophy_table_state.isEmpty())
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{
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m_trophy_table->horizontalHeader()->restoreState(trophy_table_state);
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}
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else if (m_trophy_table->rowCount() > 0)
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{
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// If no settings exist, go to default.
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m_trophy_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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m_trophy_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents);
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}
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PopulateUI();
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ApplyFilter();
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// Make connects
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connect(m_icon_slider, &QSlider::valueChanged, this, [=](int val)
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{
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m_icon_height = val;
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trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(val).arg(val));
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ResizeTrophyIcons();
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if (m_save_icon_height)
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{
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m_save_icon_height = false;
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m_gui_settings->SetValue(gui::tr_icon_height, val);
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}
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});
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connect(m_icon_slider, &QSlider::sliderReleased, this, [&]()
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{
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m_gui_settings->SetValue(gui::tr_icon_height, m_icon_slider->value());
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});
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connect(m_icon_slider, &QSlider::actionTriggered, [&](int action)
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{
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if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
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{ // we only want to save on mouseclicks or slider release (the other connect handles this)
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m_save_icon_height = true; // actionTriggered happens before the value was changed
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}
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});
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connect(m_game_icon_slider, &QSlider::valueChanged, this, [=](int val)
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{
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m_game_icon_size_index = val;
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m_game_icon_size = gui_settings::SizeFromSlider(val);;
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game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height()));
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ResizeGameIcons();
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if (m_save_game_icon_size)
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{
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m_save_game_icon_size = false;
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m_gui_settings->SetValue(gui::tr_game_iconSize, val);
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}
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});
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connect(m_game_icon_slider, &QSlider::sliderReleased, this, [&]()
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{
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m_gui_settings->SetValue(gui::tr_game_iconSize, m_game_icon_slider->value());
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});
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connect(m_game_icon_slider, &QSlider::actionTriggered, [&](int action)
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{
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if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
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{ // we only want to save on mouseclicks or slider release (the other connect handles this)
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m_save_game_icon_size = true; // actionTriggered happens before the value was changed
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}
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});
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connect(check_lock_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_locked_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_locked, checked);
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});
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connect(check_unlock_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_unlocked_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_unlocked, checked);
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});
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connect(check_hidden_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_hidden_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_hidden, checked);
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});
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connect(check_bronze_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_bronze_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_bronze, checked);
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});
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connect(check_silver_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_silver_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_silver, checked);
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});
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connect(check_gold_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_gold_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_gold, checked);
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});
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connect(check_platinum_trophy, &QCheckBox::clicked, [this](bool checked)
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{
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m_show_platinum_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_platinum, checked);
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});
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connect(m_trophy_table, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu);
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connect(m_game_combo, &QComboBox::currentTextChanged, [this]
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{
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PopulateUI();
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ApplyFilter();
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});
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connect(m_game_table, &QTableWidget::doubleClicked, [this]
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{
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m_game_combo->setCurrentText(m_game_table->item(m_game_table->currentRow(), GameColumns::GameName)->text());
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});
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// Show dialog and then paint gui in order to adjust headers correctly
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show();
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ReadjustGameTable();
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ReadjustTrophyTable();
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}
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bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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{
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std::string trophyPath = m_TROPHY_DIR + trop_name;
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// Populate GameTrophiesData
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std::unique_ptr<GameTrophiesData> game_trophy_data = std::make_unique<GameTrophiesData>();
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game_trophy_data->path = vfs::get(trophyPath + "/");
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game_trophy_data->trop_usr.reset(new TROPUSRLoader());
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std::string trophyUsrPath = trophyPath + "/TROPUSR.DAT";
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std::string trophyConfPath = trophyPath + "/TROPCONF.SFM";
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bool success = game_trophy_data->trop_usr->Load(trophyUsrPath, trophyConfPath);
|
|
|
|
fs::file config(vfs::get(trophyConfPath));
|
|
|
|
if (!success || !config)
|
|
{
|
|
LOG_ERROR(GENERAL, "Failed to load trophy database for %s", trop_name);
|
|
return false;
|
|
}
|
|
|
|
if (game_trophy_data->trop_usr->GetTrophiesCount() == 0)
|
|
{
|
|
LOG_ERROR(GENERAL, "Warning game %s in trophy folder %s usr file reports zero trophies. Cannot load in trophy manager.", game_trophy_data->game_name, game_trophy_data->path);
|
|
return false;
|
|
}
|
|
|
|
for (u32 trophy_id = 0; trophy_id < game_trophy_data->trop_usr->GetTrophiesCount(); ++trophy_id)
|
|
{
|
|
// Figure out how many zeros are needed for padding. (either 0, 1, or 2)
|
|
QString padding = "";
|
|
if (trophy_id < 10)
|
|
{
|
|
padding = "00";
|
|
}
|
|
else if (trophy_id < 100)
|
|
{
|
|
padding = "0";
|
|
}
|
|
|
|
QPixmap trophy_icon;
|
|
QString path = qstr(game_trophy_data->path) + "TROP" + padding + QString::number(trophy_id) + ".PNG";
|
|
if (!trophy_icon.load(path))
|
|
{
|
|
LOG_ERROR(GENERAL, "Failed to load trophy icon for trophy %n %s", trophy_id, game_trophy_data->path);
|
|
}
|
|
game_trophy_data->trophy_images.emplace_back(std::move(trophy_icon));
|
|
}
|
|
|
|
// Get game name
|
|
game_trophy_data->trop_config.Read(config.to_string());
|
|
std::shared_ptr<rXmlNode> trophy_base = game_trophy_data->trop_config.GetRoot();
|
|
if (trophy_base->GetChildren()->GetName() == "trophyconf")
|
|
{
|
|
trophy_base = trophy_base->GetChildren();
|
|
}
|
|
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
|
|
{
|
|
if (n->GetName() == "title-name")
|
|
{
|
|
game_trophy_data->game_name = n->GetNodeContent();
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_trophies_db.push_back(std::move(game_trophy_data));
|
|
|
|
config.release();
|
|
return true;
|
|
}
|
|
|
|
void trophy_manager_dialog::ResizeGameIcons()
|
|
{
|
|
if (m_game_combo->count() <= 0)
|
|
return;
|
|
|
|
for (int i = 0; i < m_game_table->rowCount(); ++i)
|
|
{
|
|
QTableWidgetItem* item = m_game_table->item(i, GameColumns::GameIcon);
|
|
QPixmap pixmap = item->data(Qt::UserRole).value<QPixmap>();
|
|
QPixmap scaled = pixmap.scaled(m_game_icon_size, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation);
|
|
item->setData(Qt::DecorationRole, scaled);
|
|
}
|
|
|
|
ReadjustGameTable();
|
|
}
|
|
|
|
void trophy_manager_dialog::ResizeTrophyIcons()
|
|
{
|
|
if (m_game_combo->count() <= 0)
|
|
return;
|
|
|
|
int db_pos = m_game_combo->currentData().toInt();
|
|
|
|
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
|
|
{
|
|
int trophy_id = m_trophy_table->item(i, TrophyColumns::Id)->text().toInt();
|
|
QPixmap scaled = m_trophies_db[db_pos]->trophy_images[trophy_id].scaledToHeight(m_icon_height, Qt::SmoothTransformation);
|
|
m_trophy_table->item(i, TrophyColumns::Icon)->setData(Qt::DecorationRole, scaled);
|
|
}
|
|
|
|
ReadjustTrophyTable();
|
|
}
|
|
|
|
void trophy_manager_dialog::ApplyFilter()
|
|
{
|
|
if (m_game_combo->count() <= 0)
|
|
return;
|
|
|
|
int db_pos = m_game_combo->currentData().toInt();
|
|
|
|
for (int i = 0; i < m_trophy_table->rowCount(); ++i)
|
|
{
|
|
int trophy_id = m_trophy_table->item(i, TrophyColumns::Id)->text().toInt();
|
|
QString trophy_type = m_trophy_table->item(i, TrophyColumns::Type)->text();
|
|
|
|
// I could use boolean logic and reduce this to something much shorter and also much more confusing...
|
|
bool hidden = m_trophy_table->item(i, TrophyColumns::Icon)->data(Qt::UserRole).toBool();
|
|
bool trophy_unlocked = m_trophies_db[db_pos]->trop_usr->GetTrophyUnlockState(trophy_id);
|
|
|
|
bool hide = false;
|
|
if (trophy_unlocked && !m_show_unlocked_trophies)
|
|
{
|
|
hide = true;
|
|
}
|
|
if (!trophy_unlocked && !m_show_locked_trophies)
|
|
{
|
|
hide = true;
|
|
}
|
|
if (hidden && !trophy_unlocked && !m_show_hidden_trophies)
|
|
{
|
|
hide = true;
|
|
}
|
|
if ((trophy_type == Bronze && !m_show_bronze_trophies)
|
|
|| (trophy_type == Silver && !m_show_silver_trophies)
|
|
|| (trophy_type == Gold && !m_show_gold_trophies)
|
|
|| (trophy_type == Platinum && !m_show_platinum_trophies))
|
|
{
|
|
hide = true;
|
|
}
|
|
|
|
// Special override to show *just* hidden trophies.
|
|
if (!m_show_unlocked_trophies && !m_show_locked_trophies && m_show_hidden_trophies)
|
|
{
|
|
hide = !hidden;
|
|
}
|
|
|
|
m_trophy_table->setRowHidden(i, hide);
|
|
}
|
|
}
|
|
|
|
void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
|
|
{
|
|
QPoint globalPos = m_trophy_table->mapToGlobal(loc);
|
|
QMenu* menu = new QMenu();
|
|
QTableWidgetItem* item = m_trophy_table->item(m_trophy_table->currentRow(), TrophyColumns::Icon);
|
|
if (!item)
|
|
{
|
|
return;
|
|
}
|
|
|
|
QAction* show_trophy_dir = new QAction(tr("Open Trophy Dir"), menu);
|
|
|
|
int db_ind = m_game_combo->currentData().toInt();
|
|
|
|
connect(show_trophy_dir, &QAction::triggered, [=]()
|
|
{
|
|
QString path = qstr(m_trophies_db[db_ind]->path);
|
|
QDesktopServices::openUrl(QUrl("file:///" + path));
|
|
});
|
|
|
|
menu->addAction(show_trophy_dir);
|
|
menu->exec(globalPos);
|
|
}
|
|
|
|
void trophy_manager_dialog::PopulateUI()
|
|
{
|
|
if (m_game_combo->count() <= 0)
|
|
return;
|
|
|
|
auto& data = m_trophies_db[m_game_combo->currentData().toInt()];
|
|
LOG_TRACE(GENERAL, "Populating Trophy Manager UI with %s %s", data->game_name, data->path);
|
|
|
|
const int all_trophies = data->trop_usr->GetTrophiesCount();
|
|
const int unlocked_trophies = data->trop_usr->GetUnlockedTrophiesCount();
|
|
const int percentage = 100 * unlocked_trophies / all_trophies;
|
|
|
|
m_game_progress->setText(QString("Progress: %1% (%2/%3)").arg(percentage).arg(unlocked_trophies).arg(all_trophies));
|
|
|
|
m_trophy_table->clearContents();
|
|
m_trophy_table->setRowCount(all_trophies);
|
|
m_trophy_table->setSortingEnabled(false); // Disable sorting before using setItem calls
|
|
|
|
std::shared_ptr<rXmlNode> trophy_base = data->trop_config.GetRoot();
|
|
if (trophy_base->GetChildren()->GetName() == "trophyconf")
|
|
{
|
|
trophy_base = trophy_base->GetChildren();
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR(GENERAL, "Root name does not match trophyconf in trophy. Name received: %s", trophy_base->GetChildren()->GetName());
|
|
return;
|
|
}
|
|
|
|
int i = 0;
|
|
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
|
|
{
|
|
// Only show trophies.
|
|
if (n->GetName() != "trophy")
|
|
{
|
|
continue;
|
|
}
|
|
|
|
s32 trophy_id = atoi(n->GetAttribute("id").c_str());
|
|
|
|
// Don't show hidden trophies
|
|
bool hidden = n->GetAttribute("hidden")[0] == 'y';
|
|
|
|
// Get data (stolen graciously from sceNpTrophy.cpp)
|
|
SceNpTrophyDetails details;
|
|
details.trophyId = trophy_id;
|
|
QString trophy_type = "";
|
|
|
|
switch (n->GetAttribute("ttype")[0])
|
|
{
|
|
case 'B': details.trophyGrade = SCE_NP_TROPHY_GRADE_BRONZE; trophy_type = Bronze; break;
|
|
case 'S': details.trophyGrade = SCE_NP_TROPHY_GRADE_SILVER; trophy_type = Silver; break;
|
|
case 'G': details.trophyGrade = SCE_NP_TROPHY_GRADE_GOLD; trophy_type = Gold; break;
|
|
case 'P': details.trophyGrade = SCE_NP_TROPHY_GRADE_PLATINUM; trophy_type = Platinum; break;
|
|
}
|
|
|
|
switch (n->GetAttribute("hidden")[0])
|
|
{
|
|
case 'y': details.hidden = true; break;
|
|
case 'n': details.hidden = false; break;
|
|
}
|
|
|
|
for (std::shared_ptr<rXmlNode> n2 = n->GetChildren(); n2; n2 = n2->GetNext())
|
|
{
|
|
if (n2->GetName() == "name")
|
|
{
|
|
std::string name = n2->GetNodeContent();
|
|
memcpy(details.name, name.c_str(), std::min((size_t)SCE_NP_TROPHY_NAME_MAX_SIZE, name.length() + 1));
|
|
}
|
|
if (n2->GetName() == "detail")
|
|
{
|
|
std::string detail = n2->GetNodeContent();
|
|
memcpy(details.description, detail.c_str(), std::min((size_t)SCE_NP_TROPHY_DESCR_MAX_SIZE, detail.length() + 1));
|
|
}
|
|
}
|
|
|
|
QString unlockstate = data->trop_usr->GetTrophyUnlockState(trophy_id) ? tr("Unlocked") : tr("Locked");
|
|
|
|
custom_table_widget_item* icon_item = new custom_table_widget_item();
|
|
icon_item->setData(Qt::DecorationRole, data->trophy_images[trophy_id].scaledToHeight(m_icon_height, Qt::SmoothTransformation));
|
|
icon_item->setData(Qt::UserRole, hidden, true);
|
|
|
|
custom_table_widget_item* type_item = new custom_table_widget_item(trophy_type);
|
|
type_item->setData(Qt::UserRole, uint(details.trophyGrade), true);
|
|
|
|
m_trophy_table->setItem(i, TrophyColumns::Icon, icon_item);
|
|
m_trophy_table->setItem(i, TrophyColumns::Name, new custom_table_widget_item(qstr(details.name)));
|
|
m_trophy_table->setItem(i, TrophyColumns::Description, new custom_table_widget_item(qstr(details.description)));
|
|
m_trophy_table->setItem(i, TrophyColumns::Type, type_item);
|
|
m_trophy_table->setItem(i, TrophyColumns::IsUnlocked, new custom_table_widget_item(unlockstate));
|
|
m_trophy_table->setItem(i, TrophyColumns::Id, new custom_table_widget_item(QString::number(trophy_id), Qt::UserRole, trophy_id));
|
|
|
|
++i;
|
|
}
|
|
|
|
m_trophy_table->setSortingEnabled(true); // Re-enable sorting after using setItem calls
|
|
|
|
ReadjustTrophyTable();
|
|
}
|
|
|
|
void trophy_manager_dialog::ReadjustGameTable()
|
|
{
|
|
// Fixate vertical header and row height
|
|
m_game_table->verticalHeader()->setMinimumSectionSize(m_game_icon_size.height());
|
|
m_game_table->verticalHeader()->setMaximumSectionSize(m_game_icon_size.height());
|
|
m_game_table->resizeRowsToContents();
|
|
|
|
// Resize and fixate icon column
|
|
m_game_table->resizeColumnToContents(GameColumns::GameIcon);
|
|
m_game_table->horizontalHeader()->setSectionResizeMode(GameColumns::GameIcon, QHeaderView::Fixed);
|
|
|
|
// Shorten the last section to remove horizontal scrollbar if possible
|
|
m_game_table->resizeColumnToContents(GameColumns::GameColumnsCount - 1);
|
|
}
|
|
|
|
void trophy_manager_dialog::ReadjustTrophyTable()
|
|
{
|
|
// Fixate vertical header and row height
|
|
m_trophy_table->verticalHeader()->setMinimumSectionSize(m_icon_height);
|
|
m_trophy_table->verticalHeader()->setMaximumSectionSize(m_icon_height);
|
|
m_trophy_table->resizeRowsToContents();
|
|
|
|
// Resize and fixate icon column
|
|
m_trophy_table->resizeColumnToContents(TrophyColumns::Icon);
|
|
m_trophy_table->horizontalHeader()->setSectionResizeMode(TrophyColumns::Icon, QHeaderView::Fixed);
|
|
|
|
// Shorten the last section to remove horizontal scrollbar if possible
|
|
m_trophy_table->resizeColumnToContents(TrophyColumns::Count - 1);
|
|
}
|
|
|
|
void trophy_manager_dialog::closeEvent(QCloseEvent *event)
|
|
{
|
|
// Save gui settings
|
|
m_gui_settings->SetValue(gui::tr_geometry, saveGeometry());
|
|
m_gui_settings->SetValue(gui::tr_splitterState, m_splitter->saveState());
|
|
m_gui_settings->SetValue(gui::tr_games_state, m_game_table->horizontalHeader()->saveState());
|
|
m_gui_settings->SetValue(gui::tr_trophy_state, m_trophy_table->horizontalHeader()->saveState());
|
|
|
|
QWidget::closeEvent(event);
|
|
}
|