Added handling to Achievement Progress Events, which are generated when an achievement with a Measured field updates in value. For example, an achievement for collecting 120 stars will throw this event when the player collects each star, and with this handling, the player will get a message on screen informing them of this progress. This message will only appear if the newly added RA_PROGRESS_ENABLED setting is true.
A deep-copy method CopyReader has been added to BlobReader (virtual) and all of its subclasses (override). This should create a second BlobReader to open the same set of data but with an independent read pointer so that it doesn't interfere with any reads done on the original Reader.
As part of this, IOFile has added code to create a deep copy IOFile pointer onto the same file, with code based on the platform in question to find the file ID from the file pointer and open a new one. There has also been a small piece added to FileInfo to enable a deep copy, but its only subclass at this time already had a copy constructor so this was relatively minor.
The achievement badges will now have a blue or gold border to identify whether they have been unlocked in softcore or hardcore mode. Similarly, the game badge will have a blue border if all achievements have been unlocked in either mode or a gold border if all achievements have been unlocked in hardcore mode.
Provided the badges are turned on in the settings, each achievement will have a badge next to it on the progress tab. There are different badges for locked and unlocked (usually locked is grayscale while unlocked is in color but not necessarily) and the badge chosen depends on the player's current unlock and hardcore status.
Provided badges are turned on, if there's a player logged in their RetroAchievements icon will appear next to their player info in the header of the Achievements dialog. If they're playing a game, so will the icon for the game. Also performed some refactoring and reorganizing to the header as a whole so that it looks consistent whether a game is running or not.
FetchBadges fetches all available badges (player, game, achievements) and stores them in AchievementManager's memory. New fields and accessors have been added as necessary. Badges for individual achievements are stored in the UnlockStatus map. The method is public so that the settings dialog can call it if badges are turned on after a game is started. Badges are deleted at game close and logout.
When evaluating whether jo.fastmem should be set to true, we check the
value of jo.fastmem_arena. However, due to a change made in 28e8117b90,
jo.fastmem_arena wasn't set until after the first time we set
jo.fastmem, so jo.fastmem would end up always being false until the next
time RefreshConfig was called.
Fixes https://bugs.dolphin-emu.org/issues/13364.
Image requests from RetroAchievements have a slightly different format from other requests, on account of being GET calls that return strings of image data, so this is a separate function that makes such calls. To handle this, I create a BadgeStatus object that ties each badge to a boolean flag for whether it is loaded and thus usable.