2022-04-18 13:35:14 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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2023-09-17 10:19:51 +00:00
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* Copyright (C) 2002-2023 PCSX2 Dev Team
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2022-04-18 13:35:14 +00:00
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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2023-05-13 04:30:41 +00:00
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2022-04-18 13:35:14 +00:00
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#include "AchievementLoginDialog.h"
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#include "QtHost.h"
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2023-05-13 04:30:41 +00:00
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#include "pcsx2/Achievements.h"
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#include "common/Error.h"
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#include <QtWidgets/QMessageBox>
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2023-07-27 09:24:55 +00:00
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AchievementLoginDialog::AchievementLoginDialog(QWidget* parent, Achievements::LoginRequestReason reason)
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: QDialog(parent)
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, m_reason(reason)
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{
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m_ui.setupUi(this);
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m_ui.loginIcon->setPixmap(QIcon::fromTheme("login-box-line").pixmap(32));
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setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
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2023-07-27 09:24:55 +00:00
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// Adjust text if needed based on reason.
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if (reason == Achievements::LoginRequestReason::TokenInvalid)
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{
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m_ui.instructionText->setText(
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tr("<strong>Your RetroAchievements login token is no longer valid.</strong> You must re-enter your "
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"credentials for achievements to be tracked. Your password will not be saved in PCSX2, an access token "
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"will be generated and used instead."));
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}
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m_login = m_ui.buttonBox->addButton(tr("&Login"), QDialogButtonBox::AcceptRole);
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m_login->setEnabled(false);
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connectUi();
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}
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AchievementLoginDialog::~AchievementLoginDialog() = default;
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void AchievementLoginDialog::loginClicked()
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{
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std::string username(m_ui.userName->text().toStdString());
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std::string password(m_ui.password->text().toStdString());
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// TODO: Make cancellable.
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m_ui.status->setText(tr("Logging in..."));
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enableUI(false);
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Host::RunOnCPUThread([this, username = std::move(username), password = std::move(password)]() {
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Error error;
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const bool result = Achievements::Login(username.c_str(), password.c_str(), &error);
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const QString message = QString::fromStdString(error.GetDescription());
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QMetaObject::invokeMethod(this, "processLoginResult", Qt::QueuedConnection, Q_ARG(bool, result), Q_ARG(const QString&, message));
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});
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}
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void AchievementLoginDialog::cancelClicked()
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{
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// Disable hardcore mode if we cancelled reauthentication.
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if (m_reason == Achievements::LoginRequestReason::TokenInvalid && QtHost::IsVMValid())
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{
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Host::RunOnCPUThread([]() {
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if (VMManager::HasValidVM() && !Achievements::HasActiveGame())
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Achievements::DisableHardcoreMode();
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});
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}
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done(1);
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}
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void AchievementLoginDialog::processLoginResult(bool result, const QString& message)
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{
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if (!result)
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{
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QMessageBox::critical(
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this, tr("Login Error"),
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tr("Login failed.\nError: %1\n\nPlease check your username and password, and try again.").arg(message));
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m_ui.status->setText(tr("Login failed."));
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enableUI(true);
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return;
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}
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done(0);
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}
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void AchievementLoginDialog::connectUi()
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{
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connect(m_ui.buttonBox, &QDialogButtonBox::accepted, this, &AchievementLoginDialog::loginClicked);
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connect(m_ui.buttonBox, &QDialogButtonBox::rejected, this, &AchievementLoginDialog::cancelClicked);
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auto enableLoginButton = [this](const QString&) { m_login->setEnabled(canEnableLoginButton()); };
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connect(m_ui.userName, &QLineEdit::textChanged, enableLoginButton);
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connect(m_ui.password, &QLineEdit::textChanged, enableLoginButton);
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}
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void AchievementLoginDialog::enableUI(bool enabled)
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{
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m_ui.userName->setEnabled(enabled);
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m_ui.password->setEnabled(enabled);
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m_ui.buttonBox->button(QDialogButtonBox::Cancel)->setEnabled(enabled);
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m_login->setEnabled(enabled && canEnableLoginButton());
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}
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bool AchievementLoginDialog::canEnableLoginButton() const
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{
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return !m_ui.userName->text().isEmpty() && !m_ui.password->text().isEmpty();
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}
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