/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCSX2. * If not, see . */ #include "PrecompiledHeader.h" #include "AchievementSettingsWidget.h" #include "AchievementLoginDialog.h" #include "MainWindow.h" #include "SettingsDialog.h" #include "SettingWidgetBinder.h" #include "QtUtils.h" #include "pcsx2/Frontend/Achievements.h" #include "pcsx2/HostSettings.h" #include "common/StringUtil.h" #include #include AchievementSettingsWidget::AchievementSettingsWidget(SettingsDialog* dialog, QWidget* parent) : QWidget(parent) , m_dialog(dialog) { m_ui.setupUi(this); SettingsInterface* sif = dialog->getSettingsInterface(); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.enable, "Achievements", "Enabled", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.richPresence, "Achievements", "RichPresence", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.challengeMode, "Achievements", "ChallengeMode", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.leaderboards, "Achievements", "Leaderboards", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.testMode, "Achievements", "TestMode", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.unofficialTestMode, "Achievements", "UnofficialTestMode", false); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.notifications, "Achievements", "Notifications", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.soundEffects, "Achievements", "SoundEffects", true); SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.primedIndicators, "Achievements", "PrimedIndicators", true); dialog->registerWidgetHelp(m_ui.enable, tr("Enable Achievements"), tr("Unchecked"), tr("When enabled and logged in, PCSX2 will scan for achievements on game load.")); dialog->registerWidgetHelp(m_ui.testMode, tr("Enable Test Mode"), tr("Unchecked"), tr("When enabled, PCSX2 will assume all achievements are locked and not send any " "unlock notifications to the server.")); dialog->registerWidgetHelp(m_ui.unofficialTestMode, tr("Test Unofficial Achievements"), tr("Unchecked"), tr("When enabled, PCSX2 will list achievements from unofficial sets. Please note that these achievements are " "not tracked by RetroAchievements, so they unlock every time.")); dialog->registerWidgetHelp(m_ui.richPresence, tr("Enable Rich Presence"), tr("Unchecked"), tr("When enabled, rich presence information will be collected and sent to the server where supported.")); dialog->registerWidgetHelp(m_ui.challengeMode, tr("Enable Hardcore Mode"), tr("Unchecked"), tr("\"Challenge\" mode for achievements, including leaderboard tracking. Disables save state, cheats, and slowdown functions.")); dialog->registerWidgetHelp(m_ui.leaderboards, tr("Enable Leaderboards"), tr("Checked"), tr("Enables tracking and submission of leaderboards in supported games. If leaderboards are disabled, you will still " "be able to view the leaderboard and scores, but no scores will be uploaded.")); dialog->registerWidgetHelp(m_ui.notifications, tr("Show Notifications"), tr("Checked"), tr("Displays popup messages on events such as achievement unlocks and leaderboard submissions.")); dialog->registerWidgetHelp(m_ui.soundEffects, tr("Enable Sound Effects"), tr("Checked"), tr("Plays sound effects for events such as achievement unlocks and leaderboard submissions.")); dialog->registerWidgetHelp(m_ui.primedIndicators, tr("Show Challenge Indicators"), tr("Checked"), tr("Shows icons in the lower-right corner of the screen when a challenge/primed achievement is active.")); connect(m_ui.enable, &QCheckBox::stateChanged, this, &AchievementSettingsWidget::updateEnableState); connect(m_ui.notifications, &QCheckBox::stateChanged, this, &AchievementSettingsWidget::updateEnableState); connect(m_ui.challengeMode, &QCheckBox::stateChanged, this, &AchievementSettingsWidget::updateEnableState); connect(m_ui.challengeMode, &QCheckBox::stateChanged, this, &AchievementSettingsWidget::onChallengeModeStateChanged); if (!m_dialog->isPerGameSettings()) { connect(m_ui.loginButton, &QPushButton::clicked, this, &AchievementSettingsWidget::onLoginLogoutPressed); connect(m_ui.viewProfile, &QPushButton::clicked, this, &AchievementSettingsWidget::onViewProfilePressed); connect(g_emu_thread, &EmuThread::onAchievementsRefreshed, this, &AchievementSettingsWidget::onAchievementsRefreshed); updateLoginState(); // force a refresh of game info Host::RunOnCPUThread(Host::OnAchievementsRefreshed); } else { // remove login and game info, not relevant for per-game m_ui.verticalLayout->removeWidget(m_ui.gameInfoBox); m_ui.gameInfoBox->deleteLater(); m_ui.gameInfoBox = nullptr; m_ui.verticalLayout->removeWidget(m_ui.loginBox); m_ui.loginBox->deleteLater(); m_ui.loginBox = nullptr; } updateEnableState(); } AchievementSettingsWidget::~AchievementSettingsWidget() = default; void AchievementSettingsWidget::updateEnableState() { const bool enabled = m_dialog->getEffectiveBoolValue("Achievements", "Enabled", false); const bool challenge = m_dialog->getEffectiveBoolValue("Achievements", "ChallengeMode", false); m_ui.testMode->setEnabled(enabled); m_ui.unofficialTestMode->setEnabled(enabled); m_ui.richPresence->setEnabled(enabled); m_ui.challengeMode->setEnabled(enabled); m_ui.leaderboards->setEnabled(enabled && challenge); m_ui.notifications->setEnabled(enabled); m_ui.soundEffects->setEnabled(enabled); m_ui.primedIndicators->setEnabled(enabled); } void AchievementSettingsWidget::onChallengeModeStateChanged() { if (!QtHost::IsVMValid()) return; const bool enabled = m_dialog->getEffectiveBoolValue("Achievements", "Enabled", false); const bool challenge = m_dialog->getEffectiveBoolValue("Achievements", "ChallengeMode", false); if (!enabled || !challenge) return; // don't bother prompting if the game doesn't have achievements auto lock = Achievements::GetLock(); if (!Achievements::HasActiveGame()) return; if (QMessageBox::question(QtUtils::GetRootWidget(this), tr("Reset System"), tr("Hardcore mode will not be enabled until the system is reset. Do you want to reset the system now?")) != QMessageBox::Yes) { return; } g_emu_thread->resetVM(); } void AchievementSettingsWidget::updateLoginState() { const std::string username(Host::GetBaseStringSettingValue("Achievements", "Username")); const bool logged_in = !username.empty(); if (logged_in) { const u64 login_unix_timestamp = StringUtil::FromChars(Host::GetBaseStringSettingValue("Achievements", "LoginTimestamp", "0")).value_or(0); const QDateTime login_timestamp(QDateTime::fromSecsSinceEpoch(static_cast(login_unix_timestamp))); m_ui.loginStatus->setText(tr("Username: %1\nLogin token generated on %2.") .arg(QString::fromStdString(username)) .arg(login_timestamp.toString(Qt::TextDate))); m_ui.loginButton->setText(tr("Logout")); } else { m_ui.loginStatus->setText(tr("Not Logged In.")); m_ui.loginButton->setText(tr("Login...")); } m_ui.viewProfile->setEnabled(logged_in); } void AchievementSettingsWidget::onLoginLogoutPressed() { if (!Host::GetBaseStringSettingValue("Achievements", "Username").empty()) { Host::RunOnCPUThread(Achievements::Logout, true); updateLoginState(); return; } AchievementLoginDialog login(this); int res = login.exec(); if (res != 0) return; updateLoginState(); } void AchievementSettingsWidget::onViewProfilePressed() { const std::string username(Host::GetBaseStringSettingValue("Achievements", "Username")); if (username.empty()) return; const QByteArray encoded_username(QUrl::toPercentEncoding(QString::fromStdString(username))); QtUtils::OpenURL(QtUtils::GetRootWidget(this), QUrl(QStringLiteral("https://retroachievements.org/user/%1").arg(QString::fromUtf8(encoded_username)))); } void AchievementSettingsWidget::onAchievementsRefreshed(quint32 id, const QString& game_info_string, quint32 total, quint32 points) { m_ui.gameInfo->setText(game_info_string); }