mirror of
https://github.com/hrydgard/ppsspp.git
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a7c21b582e
Necessary to avoid some dependency inversion. Gotta figure out how this will interact with the libretro stuff..
395 lines
14 KiB
C++
395 lines
14 KiB
C++
#include "UI/RetroAchievementScreens.h"
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#include "Common/System/OSD.h"
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#include "Common/System/Request.h"
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#include "Common/UI/View.h"
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#include "Common/UI/ViewGroup.h"
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#include "Common/UI/Context.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/UI/IconCache.h"
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#include "Core/Config.h"
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#include "Core/RetroAchievements.h"
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void RetroAchievementsListScreen::CreateTabs() {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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UI::LinearLayout *achievements = AddTab("Achievements", ac->T("Achievements"));
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achievements->SetSpacing(5.0f);
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CreateAchievementsTab(achievements);
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if (Achievements::GetLeaderboardCount() > 0) {
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UI::LinearLayout *leaderboards = AddTab("Leaderboards", ac->T("Leaderboards"));
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leaderboards->SetSpacing(5.0f);
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CreateLeaderboardsTab(leaderboards);
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}
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#ifdef _DEBUG
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CreateStatisticsTab(AddTab("AchievementsStatistics", ac->T("Statistics")));
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#endif
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}
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void RetroAchievementsListScreen::CreateAchievementsTab(UI::ViewGroup *achievements) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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using namespace UI;
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std::vector<Achievements::Achievement> unlockedAchievements;
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std::vector<Achievements::Achievement> lockedAchievements;
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achievements->Add(new ItemHeader(ac->T("Achievements")));
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achievements->Add(new GameAchievementSummaryView(Achievements::GetGameID()));
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Achievements::EnumerateAchievements([&](const Achievements::Achievement &achievement) {
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if (achievement.locked) {
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lockedAchievements.push_back(achievement);
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} else {
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unlockedAchievements.push_back(achievement);
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}
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return true;
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});
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achievements->Add(new ItemHeader(ac->T("Unlocked achievements")));
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for (auto &achievement : unlockedAchievements) {
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achievements->Add(new AchievementView(std::move(achievement)));
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}
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achievements->Add(new ItemHeader(ac->T("Locked achievements")));
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for (auto &achievement : lockedAchievements) {
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achievements->Add(new AchievementView(std::move(achievement)));
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}
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}
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void RetroAchievementsListScreen::CreateLeaderboardsTab(UI::ViewGroup *viewGroup) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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using namespace UI;
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viewGroup->Add(new GameAchievementSummaryView(Achievements::GetGameID()));
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viewGroup->Add(new ItemHeader(ac->T("Leaderboards")));
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std::vector<Achievements::Leaderboard> leaderboards;
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Achievements::EnumerateLeaderboards([&](const Achievements::Leaderboard &leaderboard) {
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leaderboards.push_back(leaderboard);
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return true;
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});
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for (auto &leaderboard : leaderboards) {
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if (!leaderboard.hidden) {
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int leaderboardID = leaderboard.id;
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viewGroup->Add(new LeaderboardSummaryView(std::move(leaderboard)))->OnClick.Add([=](UI::EventParams &e) -> UI::EventReturn {
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screenManager()->push(new RetroAchievementsLeaderboardScreen(gamePath_, leaderboardID));
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return UI::EVENT_DONE;
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});
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}
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}
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}
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void RetroAchievementsListScreen::CreateStatisticsTab(UI::ViewGroup *viewGroup) {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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using namespace UI;
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Achievements::Statistics stats = Achievements::GetStatistics();
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viewGroup->Add(new ItemHeader(ac->T("Statistics")));
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viewGroup->Add(new InfoItem(ac->T("Bad memory accesses"), StringFromFormat("%d", stats.badMemoryAccessCount)));
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}
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void RetroAchievementsLeaderboardScreen::CreateTabs() {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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const Achievements::Leaderboard *leaderboard = Achievements::GetLeaderboardByID(leaderboardID_);
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using namespace UI;
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UI::LinearLayout *layout = AddTab("AchievementsLeaderboard", leaderboard->title.c_str());
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layout->Add(new TextView(leaderboard->description));
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layout->Add(new ItemHeader(ac->T("Leaderboard")));
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Poll();
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// TODO: Make it pretty.
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for (auto &entry : entries_) {
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layout->Add(new TextView(StringFromFormat(" %d: %s: %s%s", entry.rank, entry.user.c_str(), entry.formatted_score.c_str(), entry.is_self ? " <<<<< " : "")));
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}
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}
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void RetroAchievementsLeaderboardScreen::Poll() {
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if (done_)
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return;
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std::optional<bool> result = Achievements::TryEnumerateLeaderboardEntries(leaderboardID_, [&](const Achievements::LeaderboardEntry &entry) -> bool {
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entries_.push_back(entry);
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return true;
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});
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if (result.has_value()) {
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done_ = true;
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RecreateViews();
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}
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}
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void RetroAchievementsLeaderboardScreen::update() {
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TabbedUIDialogScreenWithGameBackground::update();
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Poll();
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}
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void RetroAchievementsSettingsScreen::CreateTabs() {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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auto di = GetI18NCategory(I18NCat::DIALOG);
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using namespace UI;
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CreateAccountTab(AddTab("AchievementsAccount", ac->T("Account")));
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CreateSettingsTab(AddTab("AchievementsSettings", di->T("Settings")));
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}
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void RetroAchievementsSettingsScreen::sendMessage(const char *message, const char *value) {
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TabbedUIDialogScreenWithGameBackground::sendMessage(message, value);
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if (!strcmp(message, "achievements_loginstatechange")) {
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RecreateViews();
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}
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}
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void RetroAchievementsSettingsScreen::CreateAccountTab(UI::ViewGroup *viewGroup) {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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auto di = GetI18NCategory(I18NCat::DIALOG);
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using namespace UI;
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if (Achievements::IsLoggedIn()) {
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viewGroup->Add(new InfoItem(ac->T("Username"), Achievements::GetUsername()));
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viewGroup->Add(new Choice(di->T("Log out")))->OnClick.Add([=](UI::EventParams &) -> UI::EventReturn {
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Achievements::Logout();
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return UI::EVENT_DONE;
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});
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} else {
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// TODO: Add UI for platforms that don't support System_AskUsernamePassword.
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if (System_GetPropertyBool(SYSPROP_HAS_LOGIN_DIALOG)) {
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viewGroup->Add(new Choice(ac->T("Log in")))->OnClick.Add([=](UI::EventParams &) -> UI::EventReturn {
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System_AskUsernamePassword(ac->T("Log in"), [](const std::string &value, int) {
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std::vector<std::string> parts;
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SplitString(value, '\n', parts);
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if (parts.size() == 2 && !parts[0].empty() && !parts[1].empty()) {
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Achievements::LoginAsync(parts[0].c_str(), parts[1].c_str());
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}
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});
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return UI::EVENT_DONE;
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});
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} else {
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// Hack up a temporary quick login-form-ish-thing
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viewGroup->Add(new PopupTextInputChoice(&username_, di->T("Username"), "", 128, screenManager()));
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viewGroup->Add(new PopupTextInputChoice(&password_, di->T("Password"), "", 128, screenManager()));
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viewGroup->Add(new Choice(di->T("Log in")))->OnClick.Add([=](UI::EventParams &) -> UI::EventReturn {
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if (!username_.empty() && !password_.empty()) {
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Achievements::LoginAsync(username_.c_str(), password_.c_str());
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}
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return UI::EVENT_DONE;
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});
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}
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viewGroup->Add(new Choice(ac->T("Register on www.retroachievements.org")))->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
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System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://retroachievements.org/createaccount.php");
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return UI::EVENT_DONE;
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});
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}
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viewGroup->Add(new ItemHeader(di->T("Links")));
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viewGroup->Add(new Choice(ac->T("RetroAchievements website")))->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
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System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.retroachievements.org/");
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return UI::EVENT_DONE;
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});
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viewGroup->Add(new Choice(ac->T("How to use RetroAchievements")))->OnClick.Add([&](UI::EventParams &) -> UI::EventReturn {
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System_LaunchUrl(LaunchUrlType::BROWSER_URL, "https://www.ppsspp.org/docs/reference/retro-achievements");
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return UI::EVENT_DONE;
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});
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}
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void RetroAchievementsSettingsScreen::CreateSettingsTab(UI::ViewGroup *viewGroup) {
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auto ac = GetI18NCategory(I18NCat::ACHIEVEMENTS);
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using namespace UI;
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viewGroup->Add(new ItemHeader(ac->T("Settings")));
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsRichPresence, ac->T("Rich Presence")));
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsSoundEffects, ac->T("Sound Effects"))); // not yet implemented
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viewGroup->Add(new CheckBox(&g_Config.bAchievementsLogBadMemReads, ac->T("Log bad memory accesses")));
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// Not yet fully implemented
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// viewGroup->Add(new CheckBox(&g_Config.bAchievementsChallengeMode, ac->T("Challenge Mode (no savestates)")));
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// TODO: What are these for?
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// viewGroup->Add(new CheckBox(&g_Config.bAchievementsTestMode, ac->T("Test Mode")));
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// viewGroup->Add(new CheckBox(&g_Config.bAchievementsUnofficialTestMode, ac->T("Unofficial Test Mode")));
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}
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void MeasureAchievement(const UIContext &dc, const Achievements::Achievement &achievement, float *w, float *h) {
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*w = 0.0f;
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*h = 72.0f;
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}
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void MeasureGameAchievementSummary(const UIContext &dc, int gameID, float *w, float *h) {
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*w = 0.0f;
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*h = 72.0f;
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}
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void MeasureLeaderboardSummary(const UIContext &dc, const Achievements::Leaderboard &achievement, float *w, float *h) {
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*w = 0.0f;
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*h = 72.0f;
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}
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// Graphical
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void RenderAchievement(UIContext &dc, const Achievements::Achievement &achievement, AchievementRenderStyle style, const Bounds &bounds, float alpha, float startTime, float time_s) {
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using namespace UI;
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UI::Drawable background = UI::Drawable(dc.theme->backgroundColor);
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if (achievement.locked) {
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background.color = 0x706060;
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}
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background.color = colorAlpha(background.color, alpha);
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uint32_t fgColor = colorAlpha(dc.theme->itemStyle.fgColor, alpha);
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if (style == AchievementRenderStyle::UNLOCKED) {
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float mixWhite = pow(Clamp((float)(1.0f - (time_s - startTime)), 0.0f, 1.0f), 3.0f);
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background.color = colorBlend(0xFFE0FFFF, background.color, mixWhite);
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}
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float iconSpace = 64.0f;
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dc.Flush();
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dc.Begin();
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dc.FillRect(background, bounds);
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dc.SetFontStyle(dc.theme->uiFont);
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dc.SetFontScale(1.0f, 1.0f);
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dc.DrawTextRect(achievement.title.c_str(), bounds.Inset(iconSpace + 12.0f, 2.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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dc.SetFontScale(0.66f, 0.66f);
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dc.DrawTextRect(achievement.description.c_str(), bounds.Inset(iconSpace + 12.0f, 39.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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char temp[64];
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snprintf(temp, sizeof(temp), "%d", achievement.points);
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dc.SetFontScale(1.5f, 1.5f);
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dc.DrawTextRect(temp, bounds.Expand(-5.0f, -5.0f), fgColor, ALIGN_RIGHT | ALIGN_VCENTER);
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dc.SetFontScale(1.0f, 1.0f);
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dc.Flush();
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std::string name = Achievements::GetAchievementBadgePath(achievement);
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if (g_iconCache.BindIconTexture(&dc, name)) {
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dc.Draw()->DrawTexRect(Bounds(bounds.x + 4.0f, bounds.y + 4.0f, iconSpace, iconSpace), 0.0f, 0.0f, 1.0f, 1.0f, whiteAlpha(alpha));
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}
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dc.Flush();
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dc.RebindTexture();
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}
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void RenderGameAchievementSummary(UIContext &dc, int gameID, const Bounds &bounds, float alpha) {
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using namespace UI;
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UI::Drawable background = dc.theme->itemStyle.background;
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background.color = colorAlpha(background.color, alpha);
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uint32_t fgColor = colorAlpha(dc.theme->itemStyle.fgColor, alpha);
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float iconSpace = 64.0f;
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dc.Flush();
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dc.Begin();
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dc.FillRect(background, bounds);
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dc.SetFontStyle(dc.theme->uiFont);
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dc.SetFontScale(1.0f, 1.0f);
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dc.DrawTextRect(Achievements::GetGameTitle().c_str(), bounds.Inset(iconSpace + 5.0f, 2.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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std::string description = Achievements::GetGameAchievementSummary();
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std::string icon = Achievements::GetGameIcon();
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dc.SetFontScale(0.66f, 0.66f);
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dc.DrawTextRect(description.c_str(), bounds.Inset(iconSpace + 5.0f, 38.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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dc.SetFontScale(1.0f, 1.0f);
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dc.Flush();
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std::string name = icon;
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if (g_iconCache.BindIconTexture(&dc, name)) {
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dc.Draw()->DrawTexRect(Bounds(bounds.x, bounds.y, iconSpace, iconSpace), 0.0f, 0.0f, 1.0f, 1.0f, whiteAlpha(alpha));
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}
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dc.Flush();
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dc.RebindTexture();
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}
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void RenderLeaderboardSummary(UIContext &dc, const Achievements::Leaderboard &leaderboard, AchievementRenderStyle style, const Bounds &bounds, float alpha, float startTime, float time_s) {
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using namespace UI;
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UI::Drawable background = UI::Drawable(dc.theme->backgroundColor);
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background.color = colorAlpha(background.color, alpha);
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uint32_t fgColor = colorAlpha(dc.theme->itemStyle.fgColor, alpha);
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if (style == AchievementRenderStyle::UNLOCKED) {
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float mixWhite = pow(Clamp((float)(1.0f - (time_s - startTime)), 0.0f, 1.0f), 3.0f);
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background.color = colorBlend(0xFFE0FFFF, background.color, mixWhite);
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}
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float iconSpace = 64.0f;
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dc.Flush();
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dc.Begin();
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dc.FillRect(background, bounds);
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dc.SetFontStyle(dc.theme->uiFont);
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dc.SetFontScale(1.0f, 1.0f);
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dc.DrawTextRect(leaderboard.title.c_str(), bounds.Inset(iconSpace + 12.0f, 2.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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dc.SetFontScale(0.66f, 0.66f);
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dc.DrawTextRect(leaderboard.description.c_str(), bounds.Inset(iconSpace + 12.0f, 39.0f, 5.0f, 5.0f), fgColor, ALIGN_TOPLEFT);
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/*
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char temp[64];
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snprintf(temp, sizeof(temp), "%d", leaderboard.points);
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dc.SetFontScale(1.5f, 1.5f);
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dc.DrawTextRect(temp, bounds.Expand(-5.0f, -5.0f), fgColor, ALIGN_RIGHT | ALIGN_VCENTER);
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dc.SetFontScale(1.0f, 1.0f);
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dc.Flush();
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*/
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dc.Flush();
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dc.RebindTexture();
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}
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void AchievementView::Draw(UIContext &dc) {
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RenderAchievement(dc, achievement_, AchievementRenderStyle::LISTED, bounds_, 1.0f, 0.0f, 0.0f);
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}
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void AchievementView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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MeasureAchievement(dc, achievement_, &w, &h);
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}
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void AchievementView::Click() {
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// In debug builds, clicking achievements will show them being unlocked (which may be a lie).
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#ifdef _DEBUG
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g_OSD.ShowAchievementUnlocked(achievement_.id);
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#endif
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}
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void LeaderboardSummaryView::Draw(UIContext &dc) {
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RenderLeaderboardSummary(dc, leaderboard_, AchievementRenderStyle::LISTED, bounds_, 1.0f, 0.0f, 0.0f);
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}
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void LeaderboardSummaryView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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MeasureLeaderboardSummary(dc, leaderboard_, &w, &h);
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}
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void GameAchievementSummaryView::Draw(UIContext &dc) {
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RenderGameAchievementSummary(dc, gameID_, bounds_, 1.0f);
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}
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void GameAchievementSummaryView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
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MeasureGameAchievementSummary(dc, gameID_, &w, &h);
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}
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