dolphin/Source/Core/DolphinQt/Achievements/AchievementLeaderboardWidge...

116 lines
4.3 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#ifdef USE_RETRO_ACHIEVEMENTS
#include "DolphinQt/Achievements/AchievementLeaderboardWidget.h"
#include <QGroupBox>
#include <QLabel>
#include <QLineEdit>
#include <QString>
#include <QVBoxLayout>
#include "Common/CommonTypes.h"
#include "Core/AchievementManager.h"
#include "Core/Config/AchievementSettings.h"
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "DolphinQt/QtUtils/ClearLayoutRecursively.h"
#include "DolphinQt/Settings.h"
AchievementLeaderboardWidget::AchievementLeaderboardWidget(QWidget* parent) : QWidget(parent)
{
m_common_box = new QGroupBox();
m_common_layout = new QGridLayout();
{
std::lock_guard lg{AchievementManager::GetInstance().GetLock()};
UpdateData();
}
m_common_box->setLayout(m_common_layout);
auto* layout = new QVBoxLayout;
layout->setContentsMargins(0, 0, 0, 0);
layout->setAlignment(Qt::AlignTop);
layout->addWidget(m_common_box);
setLayout(layout);
}
void AchievementLeaderboardWidget::UpdateData()
{
ClearLayoutRecursively(m_common_layout);
if (!AchievementManager::GetInstance().IsGameLoaded())
return;
const auto& leaderboards = AchievementManager::GetInstance().GetLeaderboardsInfo();
int row = 0;
for (const auto& board_row : leaderboards)
{
const AchievementManager::LeaderboardStatus& board = board_row.second;
QLabel* a_title = new QLabel(QString::fromStdString(board.name));
QLabel* a_description = new QLabel(QString::fromStdString(board.description));
QVBoxLayout* a_col_left = new QVBoxLayout();
a_col_left->addWidget(a_title);
a_col_left->addWidget(a_description);
if (row > 0)
{
QFrame* a_divider = new QFrame();
a_divider->setFrameShape(QFrame::HLine);
m_common_layout->addWidget(a_divider, row - 1, 0);
}
m_common_layout->addLayout(a_col_left, row, 0);
// Each leaderboard entry is displayed with four values. These are *generally* intended to be,
// in order, the first place entry, the entry one above the player, the player's entry, and
// the entry one below the player.
// Edge cases:
// * If there are fewer than four entries in the leaderboard, all entries will be shown in
// order and the remainder of the list will be padded with empty values.
// * If the player does not currently have a score in the leaderboard, or is in the top 3,
// the four slots will be the top four players in order.
// * If the player is last place, the player will be in the fourth slot, and the second and
// third slots will be the two players above them. The first slot will always be first place.
std::array<u32, 4> to_display{1, 2, 3, 4};
if (board.player_index > to_display.size() - 1)
{
// If the rank one below than the player is found, offset = 1.
u32 offset = static_cast<u32>(board.entries.count(board.player_index + 1));
// Example: player is 10th place but not last
// to_display = {1, 10-3+1+1, 10-3+1+2, 10-3+1+3} = {1, 9, 10, 11}
// Example: player is 15th place and is last
// to_display = {1, 15-3+0+1, 15-3+0+2, 15-3+0+3} = {1, 13, 14, 15}
for (size_t i = 1; i < to_display.size(); ++i)
to_display[i] = board.player_index - 3 + offset + static_cast<u32>(i);
}
for (size_t i = 0; i < to_display.size(); ++i)
{
u32 index = to_display[i];
QLabel* a_rank = new QLabel(QStringLiteral("---"));
QLabel* a_username = new QLabel(QStringLiteral("---"));
QLabel* a_score = new QLabel(QStringLiteral("---"));
const auto it = board.entries.find(index);
if (it != board.entries.end())
{
a_rank->setText(tr("Rank %1").arg(it->second.rank));
a_username->setText(QString::fromStdString(it->second.username));
a_score->setText(QString::fromUtf8(it->second.score.data()));
}
QVBoxLayout* a_col = new QVBoxLayout();
a_col->addWidget(a_rank);
a_col->addWidget(a_username);
a_col->addWidget(a_score);
if (row > 0)
{
QFrame* a_divider = new QFrame();
a_divider->setFrameShape(QFrame::HLine);
m_common_layout->addWidget(a_divider, row - 1, static_cast<int>(i) + 1);
}
m_common_layout->addLayout(a_col, row, static_cast<int>(i) + 1);
}
row += 2;
}
}
#endif // USE_RETRO_ACHIEVEMENTS