AchievementManager: Return the default player and game badges if the current one isn't loaded yet
This saves some copying and fixes an issue where the default badges disappear after a game was closed
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549b16d442
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d665175a2b
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@ -440,7 +440,7 @@ u32 AchievementManager::GetPlayerScore() const
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const AchievementManager::Badge& AchievementManager::GetPlayerBadge() const
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const AchievementManager::Badge& AchievementManager::GetPlayerBadge() const
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{
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{
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return m_player_badge;
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return m_player_badge.data.empty() ? m_default_player_badge : m_player_badge;
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}
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}
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std::string_view AchievementManager::GetGameDisplayName() const
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std::string_view AchievementManager::GetGameDisplayName() const
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@ -460,7 +460,7 @@ rc_api_fetch_game_data_response_t* AchievementManager::GetGameData()
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const AchievementManager::Badge& AchievementManager::GetGameBadge() const
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const AchievementManager::Badge& AchievementManager::GetGameBadge() const
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{
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{
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return m_game_badge;
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return m_game_badge.data.empty() ? m_default_game_badge : m_game_badge;
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}
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}
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const AchievementManager::Badge& AchievementManager::GetAchievementBadge(AchievementId id,
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const AchievementManager::Badge& AchievementManager::GetAchievementBadge(AchievementId id,
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@ -696,7 +696,6 @@ void AchievementManager::LoadDefaultBadges()
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DEFAULT_PLAYER_BADGE_FILENAME);
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DEFAULT_PLAYER_BADGE_FILENAME);
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}
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}
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}
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}
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m_player_badge = m_default_player_badge;
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if (m_default_game_badge.data.empty())
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if (m_default_game_badge.data.empty())
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{
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{
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@ -707,7 +706,6 @@ void AchievementManager::LoadDefaultBadges()
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DEFAULT_GAME_BADGE_FILENAME);
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DEFAULT_GAME_BADGE_FILENAME);
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}
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}
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}
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}
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m_game_badge = m_default_game_badge;
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if (m_default_unlocked_badge.data.empty())
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if (m_default_unlocked_badge.data.empty())
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{
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{
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@ -888,7 +886,7 @@ void AchievementManager::DisplayWelcomeMessage()
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const u32 color =
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const u32 color =
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rc_client_get_hardcore_enabled(m_client) ? OSD::Color::YELLOW : OSD::Color::CYAN;
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rc_client_get_hardcore_enabled(m_client) ? OSD::Color::YELLOW : OSD::Color::CYAN;
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OSD::AddMessage("", OSD::Duration::VERY_LONG, OSD::Color::GREEN, &m_game_badge);
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OSD::AddMessage("", OSD::Duration::VERY_LONG, OSD::Color::GREEN, &GetGameBadge());
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auto info = rc_client_get_game_info(m_client);
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auto info = rc_client_get_game_info(m_client);
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if (!info)
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if (!info)
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{
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{
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@ -1033,7 +1031,7 @@ void AchievementManager::HandleGameCompletedEvent(const rc_client_event_t* clien
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OSD::AddMessage(fmt::format("Congratulations! {} has {} {}", user_info->display_name,
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OSD::AddMessage(fmt::format("Congratulations! {} has {} {}", user_info->display_name,
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hardcore ? "mastered" : "completed", game_info->title),
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hardcore ? "mastered" : "completed", game_info->title),
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OSD::Duration::VERY_LONG, hardcore ? OSD::Color::YELLOW : OSD::Color::CYAN,
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OSD::Duration::VERY_LONG, hardcore ? OSD::Color::YELLOW : OSD::Color::CYAN,
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&AchievementManager::GetInstance().m_game_badge);
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&AchievementManager::GetInstance().GetGameBadge());
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}
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}
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void AchievementManager::HandleResetEvent(const rc_client_event_t* client_event)
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void AchievementManager::HandleResetEvent(const rc_client_event_t* client_event)
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