Expose Achievements Data for Display
Added some small methods to AchievementManager to expose useful data for displaying in an achievement UI. Also moved a couple things from private to public for the same purpose.
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@ -183,6 +183,11 @@ void AchievementManager::LoadGameByFilenameAsync(const std::string& iso_path,
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});
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}
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bool AchievementManager::IsGameLoaded() const
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{
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return m_is_game_loaded;
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}
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void AchievementManager::LoadUnlockData(const ResponseCallback& callback)
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{
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m_queue.EmplaceItem([this, callback] {
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@ -313,6 +318,64 @@ void AchievementManager::AchievementEventHandler(const rc_runtime_event_t* runti
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}
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}
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std::string AchievementManager::GetPlayerDisplayName() const
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{
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return IsLoggedIn() ? m_display_name : "";
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}
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u32 AchievementManager::GetPlayerScore() const
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{
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return IsLoggedIn() ? m_player_score : 0;
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}
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std::string AchievementManager::GetGameDisplayName() const
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{
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return IsGameLoaded() ? m_game_data.title : "";
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}
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AchievementManager::PointSpread AchievementManager::TallyScore() const
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{
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PointSpread spread{};
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if (!IsGameLoaded())
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return spread;
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for (const auto& entry : m_unlock_map)
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{
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u32 points = entry.second.points;
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spread.total_count++;
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spread.total_points += points;
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if (entry.second.remote_unlock_status == UnlockStatus::UnlockType::HARDCORE ||
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(hardcore_mode_enabled && entry.second.session_unlock_count > 0))
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{
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spread.hard_unlocks++;
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spread.hard_points += points;
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}
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else if (entry.second.remote_unlock_status == UnlockStatus::UnlockType::SOFTCORE ||
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entry.second.session_unlock_count > 0)
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{
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spread.soft_unlocks++;
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spread.soft_points += points;
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}
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}
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return spread;
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}
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rc_api_fetch_game_data_response_t* AchievementManager::GetGameData()
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{
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return &m_game_data;
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}
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AchievementManager::UnlockStatus
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AchievementManager::GetUnlockStatus(AchievementId achievement_id) const
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{
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return m_unlock_map.at(achievement_id);
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}
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void AchievementManager::GetAchievementProgress(AchievementId achievement_id, u32* value,
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u32* target)
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{
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rc_runtime_get_achievement_measured(&m_runtime, achievement_id, value, target);
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}
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void AchievementManager::CloseGame()
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{
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m_is_game_loaded = false;
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@ -353,6 +416,7 @@ AchievementManager::ResponseType AchievementManager::VerifyCredentials(const std
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{
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Config::SetBaseOrCurrent(Config::RA_API_TOKEN, login_data.api_token);
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m_display_name = login_data.display_name;
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m_player_score = login_data.score;
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}
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rc_api_destroy_login_response(&login_data);
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return r_type;
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@ -618,30 +682,6 @@ void AchievementManager::HandleLeaderboardTriggeredEvent(const rc_runtime_event_
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}
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}
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AchievementManager::PointSpread AchievementManager::TallyScore() const
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{
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PointSpread spread{};
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for (const auto& entry : m_unlock_map)
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{
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u32 points = entry.second.points;
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spread.total_count++;
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spread.total_points += points;
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if (entry.second.remote_unlock_status == UnlockStatus::UnlockType::HARDCORE ||
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(hardcore_mode_enabled && entry.second.session_unlock_count > 0))
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{
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spread.hard_unlocks++;
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spread.hard_points += points;
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}
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else if (entry.second.remote_unlock_status == UnlockStatus::UnlockType::SOFTCORE ||
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entry.second.session_unlock_count > 0)
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{
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spread.soft_unlocks++;
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spread.soft_points += points;
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}
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}
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return spread;
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}
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// Every RetroAchievements API call, with only a partial exception for fetch_image, follows
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// the same design pattern (here, X is the name of the call):
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// Create a specific rc_api_X_request_t struct and populate with the necessary values
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@ -52,12 +52,26 @@ public:
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u32 soft_points;
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};
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struct UnlockStatus
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{
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AchievementId game_data_index = 0;
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enum class UnlockType
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{
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LOCKED,
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SOFTCORE,
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HARDCORE
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} remote_unlock_status = UnlockType::LOCKED;
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u32 session_unlock_count = 0;
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u32 points = 0;
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};
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static AchievementManager* GetInstance();
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void Init();
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ResponseType Login(const std::string& password);
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void LoginAsync(const std::string& password, const ResponseCallback& callback);
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bool IsLoggedIn() const;
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void LoadGameByFilenameAsync(const std::string& iso_path, const ResponseCallback& callback);
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bool IsGameLoaded() const;
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void LoadUnlockData(const ResponseCallback& callback);
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void ActivateDeactivateAchievements();
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@ -68,6 +82,14 @@ public:
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u32 MemoryPeeker(u32 address, u32 num_bytes, void* ud);
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void AchievementEventHandler(const rc_runtime_event_t* runtime_event);
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std::string GetPlayerDisplayName() const;
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u32 GetPlayerScore() const;
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std::string GetGameDisplayName() const;
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PointSpread TallyScore() const;
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rc_api_fetch_game_data_response_t* GetGameData();
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UnlockStatus GetUnlockStatus(AchievementId achievement_id) const;
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void GetAchievementProgress(AchievementId achievement_id, u32* value, u32* target);
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void CloseGame();
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void Logout();
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void Shutdown();
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@ -95,8 +117,6 @@ private:
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void HandleLeaderboardCanceledEvent(const rc_runtime_event_t* runtime_event);
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void HandleLeaderboardTriggeredEvent(const rc_runtime_event_t* runtime_event);
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PointSpread TallyScore() const;
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template <typename RcRequest, typename RcResponse>
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ResponseType Request(RcRequest rc_request, RcResponse* rc_response,
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const std::function<int(rc_api_request_t*, const RcRequest*)>& init_request,
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@ -106,24 +126,13 @@ private:
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Core::System* m_system{};
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bool m_is_runtime_initialized = false;
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std::string m_display_name;
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u32 m_player_score = 0;
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std::array<char, HASH_LENGTH> m_game_hash{};
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u32 m_game_id = 0;
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rc_api_fetch_game_data_response_t m_game_data{};
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bool m_is_game_loaded = false;
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time_t m_last_ping_time = 0;
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struct UnlockStatus
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{
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AchievementId game_data_index = 0;
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enum class UnlockType
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{
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LOCKED,
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SOFTCORE,
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HARDCORE
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} remote_unlock_status = UnlockType::LOCKED;
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u32 session_unlock_count = 0;
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u32 points = 0;
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};
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std::unordered_map<AchievementId, UnlockStatus> m_unlock_map;
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Common::WorkQueueThread<std::function<void()>> m_queue;
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