#include "trophy_manager_dialog.h" #include "custom_table_widget_item.h" #include "table_item_delegate.h" #include "qt_utils.h" #include "game_list.h" #include "gui_settings.h" #include "util/logs.hpp" #include "Utilities/StrUtil.h" #include "Utilities/File.h" #include "Emu/VFS.h" #include "Emu/System.h" #include "Emu/system_utils.hpp" #include "Emu/Cell/Modules/sceNpTrophy.h" #include "Loader/TROPUSR.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include LOG_CHANNEL(gui_log, "GUI"); namespace { constexpr auto qstr = QString::fromStdString; inline std::string sstr(const QString& _in) { return _in.toUtf8().toStdString(); } } trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr gui_settings) : QWidget() , m_gui_settings(std::move(gui_settings)) { // Nonspecific widget settings setWindowTitle(tr("Trophy Manager")); setObjectName("trophy_manager"); setAttribute(Qt::WA_DeleteOnClose); setAttribute(Qt::WA_StyledBackground); m_game_icon_size_index = m_gui_settings->GetValue(gui::tr_game_iconSize).toInt(); m_icon_height = m_gui_settings->GetValue(gui::tr_icon_height).toInt(); m_show_locked_trophies = m_gui_settings->GetValue(gui::tr_show_locked).toBool(); m_show_unlocked_trophies = m_gui_settings->GetValue(gui::tr_show_unlocked).toBool(); m_show_hidden_trophies = m_gui_settings->GetValue(gui::tr_show_hidden).toBool(); m_show_bronze_trophies = m_gui_settings->GetValue(gui::tr_show_bronze).toBool(); m_show_silver_trophies = m_gui_settings->GetValue(gui::tr_show_silver).toBool(); m_show_gold_trophies = m_gui_settings->GetValue(gui::tr_show_gold).toBool(); m_show_platinum_trophies = m_gui_settings->GetValue(gui::tr_show_platinum).toBool(); // Get the currently selected user's trophy path. m_trophy_dir = "/dev_hdd0/home/" + Emu.GetUsr() + "/trophy/"; // Game chooser combo box m_game_combo = new QComboBox(); m_game_combo->setSizeAdjustPolicy(QComboBox::AdjustToMinimumContentsLengthWithIcon); // Game progression label m_game_progress = new QLabel(tr("Progress: %1% (%2/%3)").arg(0).arg(0).arg(0)); // Games Table m_game_table = new game_list(); m_game_table->setObjectName("trophy_manager_game_table"); m_game_table->setShowGrid(false); m_game_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel); m_game_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel); m_game_table->verticalScrollBar()->installEventFilter(this); m_game_table->verticalScrollBar()->setSingleStep(20); m_game_table->horizontalScrollBar()->setSingleStep(20); m_game_table->setItemDelegate(new table_item_delegate(this, true)); m_game_table->setSelectionBehavior(QAbstractItemView::SelectRows); m_game_table->setSelectionMode(QAbstractItemView::SingleSelection); m_game_table->setEditTriggers(QAbstractItemView::NoEditTriggers); m_game_table->setColumnCount(GameColumns::GameColumnsCount); m_game_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Game"), tr("Progress") }); m_game_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft); m_game_table->horizontalHeader()->setStretchLastSection(true); m_game_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed); m_game_table->verticalHeader()->setVisible(false); m_game_table->setAlternatingRowColors(true); m_game_table->installEventFilter(this); // Trophy Table m_trophy_table = new game_list(); m_trophy_table->setObjectName("trophy_manager_trophy_table"); m_trophy_table->setShowGrid(false); m_trophy_table->setVerticalScrollMode(QAbstractItemView::ScrollPerPixel); m_trophy_table->setHorizontalScrollMode(QAbstractItemView::ScrollPerPixel); m_trophy_table->verticalScrollBar()->installEventFilter(this); m_trophy_table->verticalScrollBar()->setSingleStep(20); m_trophy_table->horizontalScrollBar()->setSingleStep(20); m_trophy_table->setItemDelegate(new table_item_delegate(this, true)); m_trophy_table->setSelectionBehavior(QAbstractItemView::SelectRows); m_trophy_table->setEditTriggers(QAbstractItemView::NoEditTriggers); m_trophy_table->setColumnCount(TrophyColumns::Count); m_trophy_table->setHorizontalHeaderLabels(QStringList{ tr("Icon"), tr("Name"), tr("Description"), tr("Type"), tr("Status"), tr("ID"), tr("Platinum Relevant") }); m_trophy_table->horizontalHeader()->setDefaultAlignment(Qt::AlignLeft); m_trophy_table->horizontalHeader()->setStretchLastSection(true); m_trophy_table->verticalHeader()->setVisible(false); m_trophy_table->verticalHeader()->setSectionResizeMode(QHeaderView::Fixed); m_trophy_table->setContextMenuPolicy(Qt::CustomContextMenu); m_trophy_table->setAlternatingRowColors(true); m_trophy_table->installEventFilter(this); m_splitter = new QSplitter(); m_splitter->addWidget(m_game_table); m_splitter->addWidget(m_trophy_table); m_game_icon_size = gui_settings::SizeFromSlider(m_game_icon_size_index); // Checkboxes to control dialog QCheckBox* check_lock_trophy = new QCheckBox(tr("Show Not Earned Trophies")); check_lock_trophy->setCheckable(true); check_lock_trophy->setChecked(m_show_locked_trophies); QCheckBox* check_unlock_trophy = new QCheckBox(tr("Show Earned Trophies")); check_unlock_trophy->setCheckable(true); check_unlock_trophy->setChecked(m_show_unlocked_trophies); QCheckBox* check_hidden_trophy = new QCheckBox(tr("Show Hidden Trophies")); check_hidden_trophy->setCheckable(true); check_hidden_trophy->setChecked(m_show_hidden_trophies); QCheckBox* check_bronze_trophy = new QCheckBox(tr("Show Bronze Trophies")); check_bronze_trophy->setCheckable(true); check_bronze_trophy->setChecked(m_show_bronze_trophies); QCheckBox* check_silver_trophy = new QCheckBox(tr("Show Silver Trophies")); check_silver_trophy->setCheckable(true); check_silver_trophy->setChecked(m_show_silver_trophies); QCheckBox* check_gold_trophy = new QCheckBox(tr("Show Gold Trophies")); check_gold_trophy->setCheckable(true); check_gold_trophy->setChecked(m_show_gold_trophies); QCheckBox* check_platinum_trophy = new QCheckBox(tr("Show Platinum Trophies")); check_platinum_trophy->setCheckable(true); check_platinum_trophy->setChecked(m_show_platinum_trophies); QLabel* trophy_slider_label = new QLabel(); trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(m_icon_height).arg(m_icon_height)); QLabel* game_slider_label = new QLabel(); game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height())); m_icon_slider = new QSlider(Qt::Horizontal); m_icon_slider->setRange(25, 225); m_icon_slider->setValue(m_icon_height); m_game_icon_slider = new QSlider(Qt::Horizontal); m_game_icon_slider->setRange(0, gui::gl_max_slider_pos); m_game_icon_slider->setValue(m_game_icon_size_index); // LAYOUTS QGroupBox* choose_game = new QGroupBox(tr("Choose Game")); QVBoxLayout* choose_layout = new QVBoxLayout(); choose_layout->addWidget(m_game_combo); choose_game->setLayout(choose_layout); QGroupBox* trophy_info = new QGroupBox(tr("Trophy Info")); QVBoxLayout* info_layout = new QVBoxLayout(); info_layout->addWidget(m_game_progress); trophy_info->setLayout(info_layout); QGroupBox* show_settings = new QGroupBox(tr("Trophy View Options")); QVBoxLayout* settings_layout = new QVBoxLayout(); settings_layout->addWidget(check_lock_trophy); settings_layout->addWidget(check_unlock_trophy); settings_layout->addWidget(check_hidden_trophy); settings_layout->addWidget(check_bronze_trophy); settings_layout->addWidget(check_silver_trophy); settings_layout->addWidget(check_gold_trophy); settings_layout->addWidget(check_platinum_trophy); show_settings->setLayout(settings_layout); QGroupBox* icon_settings = new QGroupBox(tr("Icon Options")); QVBoxLayout* slider_layout = new QVBoxLayout(); slider_layout->addWidget(trophy_slider_label); slider_layout->addWidget(m_icon_slider); slider_layout->addWidget(game_slider_label); slider_layout->addWidget(m_game_icon_slider); icon_settings->setLayout(slider_layout); QVBoxLayout* options_layout = new QVBoxLayout(); options_layout->addWidget(choose_game); options_layout->addWidget(trophy_info); options_layout->addWidget(show_settings); options_layout->addWidget(icon_settings); options_layout->addStretch(); QHBoxLayout* all_layout = new QHBoxLayout(this); all_layout->addLayout(options_layout); all_layout->addWidget(m_splitter); all_layout->setStretch(1, 1); setLayout(all_layout); // Make connects connect(m_icon_slider, &QSlider::valueChanged, this, [this, trophy_slider_label](int val) { m_icon_height = val; if (trophy_slider_label) { trophy_slider_label->setText(tr("Trophy Icon Size: %0x%1").arg(val).arg(val)); } ResizeTrophyIcons(); if (m_save_icon_height) { m_save_icon_height = false; m_gui_settings->SetValue(gui::tr_icon_height, val); } }); connect(m_icon_slider, &QSlider::sliderReleased, this, [this]() { m_gui_settings->SetValue(gui::tr_icon_height, m_icon_slider->value()); }); connect(m_icon_slider, &QSlider::actionTriggered, this, [this](int action) { if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove) { // we only want to save on mouseclicks or slider release (the other connect handles this) m_save_icon_height = true; // actionTriggered happens before the value was changed } }); connect(m_game_icon_slider, &QSlider::valueChanged, this, [this, game_slider_label](int val) { m_game_icon_size_index = val; m_game_icon_size = gui_settings::SizeFromSlider(val); if (game_slider_label) { game_slider_label->setText(tr("Game Icon Size: %0x%1").arg(m_game_icon_size.width()).arg(m_game_icon_size.height())); } ResizeGameIcons(); if (m_save_game_icon_size) { m_save_game_icon_size = false; m_gui_settings->SetValue(gui::tr_game_iconSize, val); } }); connect(m_game_icon_slider, &QSlider::sliderReleased, this, [this]() { m_gui_settings->SetValue(gui::tr_game_iconSize, m_game_icon_slider->value()); }); connect(m_game_icon_slider, &QSlider::actionTriggered, this, [this](int action) { if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove) { // we only want to save on mouseclicks or slider release (the other connect handles this) m_save_game_icon_size = true; // actionTriggered happens before the value was changed } }); connect(check_lock_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_locked_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_locked, checked); }); connect(check_unlock_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_unlocked_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_unlocked, checked); }); connect(check_hidden_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_hidden_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_hidden, checked); }); connect(check_bronze_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_bronze_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_bronze, checked); }); connect(check_silver_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_silver_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_silver, checked); }); connect(check_gold_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_gold_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_gold, checked); }); connect(check_platinum_trophy, &QCheckBox::clicked, this, [this](bool checked) { m_show_platinum_trophies = checked; ApplyFilter(); m_gui_settings->SetValue(gui::tr_show_platinum, checked); }); connect(m_trophy_table, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu); connect(m_game_combo, &QComboBox::currentTextChanged, this, [this] { PopulateTrophyTable(); ApplyFilter(); }); connect(m_game_table, &QTableWidget::itemSelectionChanged, this, [this] { if (m_game_table->selectedItems().isEmpty()) { return; } QTableWidgetItem* item = m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName); if (!item) { return; } m_game_combo->setCurrentText(item->text()); }); RepaintUI(true); StartTrophyLoadThreads(); } trophy_manager_dialog::~trophy_manager_dialog() { } bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name) { const std::string trophyPath = m_trophy_dir + trop_name; // Populate GameTrophiesData std::unique_ptr game_trophy_data = std::make_unique(); game_trophy_data->path = vfs::get(trophyPath + "/"); game_trophy_data->trop_usr.reset(new TROPUSRLoader()); const std::string tropusr_path = trophyPath + "/TROPUSR.DAT"; const std::string tropconf_path = trophyPath + "/TROPCONF.SFM"; const bool success = game_trophy_data->trop_usr->Load(tropusr_path, tropconf_path).success; fs::file config(vfs::get(tropconf_path)); if (!success || !config) { gui_log.error("Failed to load trophy database for %s", trop_name); return false; } const u32 trophy_count = game_trophy_data->trop_usr->GetTrophiesCount(); if (trophy_count == 0) { gui_log.error("Warning game %s in trophy folder %s usr file reports zero trophies. Cannot load in trophy manager.", game_trophy_data->game_name, game_trophy_data->path); return false; } for (u32 trophy_id = 0; trophy_id < trophy_count; ++trophy_id) { // A trophy icon has 3 digits from 000 to 999, for example TROP001.PNG game_trophy_data->trophy_image_paths[trophy_id] = qstr(fmt::format("%sTROP%03d.PNG", game_trophy_data->path, trophy_id)); } // Get game name game_trophy_data->trop_config.Read(config.to_string()); std::shared_ptr trophy_base = game_trophy_data->trop_config.GetRoot(); if (trophy_base->GetChildren()->GetName() == "trophyconf") { trophy_base = trophy_base->GetChildren(); } for (std::shared_ptr n = trophy_base->GetChildren(); n; n = n->GetNext()) { if (n->GetName() == "title-name") { game_trophy_data->game_name = n->GetNodeContent(); break; } } { std::scoped_lock lock(m_trophies_db_mtx); m_trophies_db.push_back(std::move(game_trophy_data)); } config.release(); return true; } void trophy_manager_dialog::RepaintUI(bool restore_layout) { if (m_gui_settings->GetValue(gui::m_enableUIColors).toBool()) { m_game_icon_color = m_gui_settings->GetValue(gui::tr_icon_color).value(); } else { m_game_icon_color = gui::utils::get_label_color("trophy_manager_icon_background_color"); } PopulateGameTable(); if (restore_layout && !restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray())) { resize(QGuiApplication::primaryScreen()->availableSize() * 0.7); } if (restore_layout && !m_splitter->restoreState(m_gui_settings->GetValue(gui::tr_splitterState).toByteArray())) { const int width_left = m_splitter->width() * 0.4; const int width_right = m_splitter->width() - width_left; m_splitter->setSizes({ width_left, width_right }); } PopulateTrophyTable(); const QByteArray game_table_state = m_gui_settings->GetValue(gui::tr_games_state).toByteArray(); if (restore_layout && !m_game_table->horizontalHeader()->restoreState(game_table_state) && m_game_table->rowCount()) { // If no settings exist, resize to contents. (disabled) //m_game_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents); //m_game_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents); } const QByteArray trophy_table_state = m_gui_settings->GetValue(gui::tr_trophy_state).toByteArray(); if (restore_layout && !m_trophy_table->horizontalHeader()->restoreState(trophy_table_state) && m_trophy_table->rowCount()) { // If no settings exist, resize to contents. (disabled) //m_trophy_table->verticalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents); //m_trophy_table->horizontalHeader()->resizeSections(QHeaderView::ResizeMode::ResizeToContents); } ApplyFilter(); // Show dialog and then paint gui in order to adjust headers correctly show(); ReadjustGameTable(); ReadjustTrophyTable(); } void trophy_manager_dialog::HandleRepaintUiRequest() { const QSize window_size = size(); const QByteArray splitter_state = m_splitter->saveState(); const QByteArray game_table_state = m_game_table->horizontalHeader()->saveState(); const QByteArray trophy_table_state = m_trophy_table->horizontalHeader()->saveState(); RepaintUI(false); m_splitter->restoreState(splitter_state); m_game_table->horizontalHeader()->restoreState(game_table_state); m_trophy_table->horizontalHeader()->restoreState(trophy_table_state); resize(window_size); } QPixmap trophy_manager_dialog::GetResizedGameIcon(int index) const { QTableWidgetItem* item = m_game_table->item(index, GameColumns::GameIcon); if (!item) { return QPixmap(); } const QPixmap icon = item->data(Qt::UserRole).value(); const qreal dpr = devicePixelRatioF(); QPixmap new_icon = QPixmap(icon.size() * dpr); new_icon.setDevicePixelRatio(dpr); new_icon.fill(m_game_icon_color); if (!icon.isNull()) { QPainter painter(&new_icon); painter.setRenderHint(QPainter::SmoothPixmapTransform); painter.drawPixmap(QPoint(0, 0), icon); painter.end(); } return new_icon.scaled(m_game_icon_size * dpr, Qt::KeepAspectRatio, Qt::TransformationMode::SmoothTransformation); } void trophy_manager_dialog::ResizeGameIcons() { if (m_game_combo->count() <= 0) return; QList indices; for (int i = 0; i < m_game_table->rowCount(); ++i) indices.append(i); const std::function get_scaled = [this](const int& i) { return GetResizedGameIcon(i); }; // NOTE: Due to a Qt bug in Qt 5.15.2, QtConcurrent::blockingMapped has a high risk of deadlocking. So let's just use QtConcurrent::mapped. const QList scaled = QtConcurrent::mapped(indices, get_scaled).results(); for (int i = 0; i < m_game_table->rowCount() && i < scaled.count(); ++i) { QTableWidgetItem* icon_item = m_game_table->item(i, TrophyColumns::Icon); if (icon_item) icon_item->setData(Qt::DecorationRole, scaled[i]); } ReadjustGameTable(); } void trophy_manager_dialog::ResizeTrophyIcons() { if (m_game_combo->count() <= 0) return; const int db_pos = m_game_combo->currentData().toInt(); const qreal dpr = devicePixelRatioF(); const int new_height = m_icon_height * dpr; QList trophy_ids; for (int i = 0; i < m_trophy_table->rowCount(); ++i) { if (QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id)) { trophy_ids.append(item->text().toInt()); } } const std::function get_scaled = [this, data = m_trophies_db.at(db_pos).get(), dpr, new_height](const int& trophy_id) { QPixmap icon; { std::scoped_lock lock(m_trophies_db_mtx); if (data->trophy_images.contains(trophy_id)) { icon = data->trophy_images[trophy_id]; } else if (const QString& path = data->trophy_image_paths[trophy_id]; !icon.load(path)) { gui_log.error("Failed to load trophy icon for trophy %d (icon='%s')", trophy_id, sstr(path)); } else { data->trophy_images[trophy_id] = icon; } } QPixmap new_icon = QPixmap(icon.size() * dpr); new_icon.setDevicePixelRatio(dpr); new_icon.fill(m_game_icon_color); if (!icon.isNull()) { QPainter painter(&new_icon); painter.setRenderHint(QPainter::SmoothPixmapTransform); painter.drawPixmap(QPoint(0, 0), icon); painter.end(); } return new_icon.scaledToHeight(new_height, Qt::SmoothTransformation); }; // NOTE: Due to a Qt bug in Qt 5.15.2, QtConcurrent::blockingMapped has a high risk of deadlocking. So let's just use QtConcurrent::mapped. const QList scaled = QtConcurrent::mapped(trophy_ids, get_scaled).results(); for (int i = 0; i < m_trophy_table->rowCount() && i < scaled.count(); ++i) { QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon); if (icon_item) icon_item->setData(Qt::DecorationRole, scaled.at(i)); } ReadjustTrophyTable(); } void trophy_manager_dialog::ApplyFilter() { if (!m_game_combo || m_game_combo->count() <= 0) return; const int db_pos = m_game_combo->currentData().toInt(); if (db_pos + 0u >= m_trophies_db.size() || !m_trophies_db[db_pos]) return; const auto trop_usr = m_trophies_db[db_pos]->trop_usr.get(); if (!trop_usr) return; for (int i = 0; i < m_trophy_table->rowCount(); ++i) { QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id); QTableWidgetItem* type_item = m_trophy_table->item(i, TrophyColumns::Type); QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon); if (!item || !type_item || !icon_item) { continue; } const int trophy_id = item->text().toInt(); const int trophy_type = type_item->data(Qt::UserRole).toInt(); // I could use boolean logic and reduce this to something much shorter and also much more confusing... const bool hidden = icon_item->data(Qt::UserRole).toBool(); const bool trophy_unlocked = trop_usr->GetTrophyUnlockState(trophy_id); bool hide = false; // Special override to show *just* hidden trophies. if (!m_show_unlocked_trophies && !m_show_locked_trophies && m_show_hidden_trophies) { hide = !hidden; } else if ((trophy_unlocked && !m_show_unlocked_trophies) || (!trophy_unlocked && !m_show_locked_trophies) || (hidden && !trophy_unlocked && !m_show_hidden_trophies) || (trophy_type == SCE_NP_TROPHY_GRADE_BRONZE && !m_show_bronze_trophies) || (trophy_type == SCE_NP_TROPHY_GRADE_SILVER && !m_show_silver_trophies) || (trophy_type == SCE_NP_TROPHY_GRADE_GOLD && !m_show_gold_trophies) || (trophy_type == SCE_NP_TROPHY_GRADE_PLATINUM && !m_show_platinum_trophies)) { hide = true; } m_trophy_table->setRowHidden(i, hide); } ReadjustTrophyTable(); } void trophy_manager_dialog::ShowContextMenu(const QPoint& pos) { QTableWidgetItem* item = m_trophy_table->item(m_trophy_table->currentRow(), TrophyColumns::Icon); if (!item) { return; } QMenu* menu = new QMenu(); QAction* show_trophy_dir = new QAction(tr("Open Trophy Directory"), menu); const int db_ind = m_game_combo->currentData().toInt(); connect(show_trophy_dir, &QAction::triggered, this, [this, db_ind]() { const QString path = qstr(m_trophies_db[db_ind]->path); QDesktopServices::openUrl(QUrl::fromLocalFile(path)); }); menu->addAction(show_trophy_dir); menu->exec(m_trophy_table->viewport()->mapToGlobal(pos)); } void trophy_manager_dialog::StartTrophyLoadThreads() { m_trophies_db.clear(); const QDir trophy_dir(qstr(vfs::get(m_trophy_dir))); const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot); const int count = folder_list.count(); if (count <= 0) { RepaintUI(true); return; } QList indices; for (int i = 0; i < count; ++i) indices.append(i); QFutureWatcher futureWatcher; QProgressDialog progressDialog(tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this, Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint); progressDialog.setWindowTitle(tr("Loading trophies")); connect(&futureWatcher, &QFutureWatcher::progressRangeChanged, &progressDialog, &QProgressDialog::setRange); connect(&futureWatcher, &QFutureWatcher::progressValueChanged, &progressDialog, &QProgressDialog::setValue); connect(&futureWatcher, &QFutureWatcher::finished, this, [this]() { RepaintUI(true); }); connect(&progressDialog, &QProgressDialog::canceled, this, [this, &futureWatcher]() { futureWatcher.cancel(); close(); // It's pointless to show an empty window }); futureWatcher.setFuture(QtConcurrent::map(indices, [this, folder_list](const int& i) { const std::string dir_name = sstr(folder_list.value(i)); gui_log.trace("Loading trophy dir: %s", dir_name); if (!LoadTrophyFolderToDB(dir_name)) { // TODO: Add error checks & throws to LoadTrophyFolderToDB so that they can be caught here. // Also add a way of showing the number of corrupted/invalid folders in UI somewhere. gui_log.error("Error occurred while parsing folder %s for trophies.", dir_name); } })); progressDialog.exec(); futureWatcher.waitForFinished(); } void trophy_manager_dialog::PopulateGameTable() { m_game_table->setSortingEnabled(false); // Disable sorting before using setItem calls m_game_table->clearContents(); m_game_table->setRowCount(static_cast(m_trophies_db.size())); m_game_combo->clear(); QList indices; for (usz i = 0; i < m_trophies_db.size(); ++i) indices.append(static_cast(i)); const std::function get_icon = [this](const int& i) { // Load game icon QPixmap icon; const std::string icon_path = m_trophies_db[i]->path + "ICON0.PNG"; if (!icon.load(qstr(icon_path))) { gui_log.warning("Could not load trophy game icon from path %s", icon_path); } return icon; }; // NOTE: Due to a Qt bug in Qt 5.15.2, QtConcurrent::blockingMapped has a high risk of deadlocking. So let's just use QtConcurrent::mapped. const QList icons = QtConcurrent::mapped(indices, get_icon).results(); for (int i = 0; i < indices.count(); ++i) { const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount(); const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount(); const int percentage = 100 * unlocked_trophies / all_trophies; const QString progress = tr("%0% (%1/%2)").arg(percentage).arg(unlocked_trophies).arg(all_trophies); const QString name = qstr(m_trophies_db[i]->game_name).simplified(); custom_table_widget_item* icon_item = new custom_table_widget_item; if (icons.count() > i) icon_item->setData(Qt::UserRole, icons[i]); m_game_table->setItem(i, GameColumns::GameIcon, icon_item); m_game_table->setItem(i, GameColumns::GameName, new custom_table_widget_item(name)); m_game_table->setItem(i, GameColumns::GameProgress, new custom_table_widget_item(progress, Qt::UserRole, percentage)); m_game_combo->addItem(name, i); } m_game_combo->model()->sort(0, Qt::AscendingOrder); ResizeGameIcons(); m_game_table->setSortingEnabled(true); // Enable sorting only after using setItem calls gui::utils::resize_combo_box_view(m_game_combo); } void trophy_manager_dialog::PopulateTrophyTable() { if (m_game_combo->count() <= 0) return; auto& data = m_trophies_db[m_game_combo->currentData().toInt()]; gui_log.trace("Populating Trophy Manager UI with %s %s", data->game_name, data->path); const int all_trophies = data->trop_usr->GetTrophiesCount(); const int unlocked_trophies = data->trop_usr->GetUnlockedTrophiesCount(); const int percentage = 100 * unlocked_trophies / all_trophies; m_game_progress->setText(tr("Progress: %1% (%2/%3)").arg(percentage).arg(unlocked_trophies).arg(all_trophies)); m_trophy_table->clear_list(); m_trophy_table->setRowCount(all_trophies); m_trophy_table->setSortingEnabled(false); // Disable sorting before using setItem calls std::shared_ptr trophy_base = data->trop_config.GetRoot(); if (trophy_base->GetChildren()->GetName() == "trophyconf") { trophy_base = trophy_base->GetChildren(); } else { gui_log.error("Root name does not match trophyconf in trophy. Name received: %s", trophy_base->GetChildren()->GetName()); return; } int i = 0; for (std::shared_ptr n = trophy_base->GetChildren(); n; n = n->GetNext()) { // Only show trophies. if (n->GetName() != "trophy") { continue; } // Get data (stolen graciously from sceNpTrophy.cpp) SceNpTrophyDetails details; // Get trophy id const s32 trophy_id = atoi(n->GetAttribute("id").c_str()); details.trophyId = trophy_id; // Get platinum link id (we assume there only exists one platinum trophy per game for now) const s32 platinum_link_id = atoi(n->GetAttribute("pid").c_str()); const QString platinum_relevant = platinum_link_id < 0 ? tr("No") : tr("Yes"); // Get trophy type QString trophy_type; switch (n->GetAttribute("ttype")[0]) { case 'B': details.trophyGrade = SCE_NP_TROPHY_GRADE_BRONZE; trophy_type = tr("Bronze", "Trophy type"); break; case 'S': details.trophyGrade = SCE_NP_TROPHY_GRADE_SILVER; trophy_type = tr("Silver", "Trophy type"); break; case 'G': details.trophyGrade = SCE_NP_TROPHY_GRADE_GOLD; trophy_type = tr("Gold", "Trophy type"); break; case 'P': details.trophyGrade = SCE_NP_TROPHY_GRADE_PLATINUM; trophy_type = tr("Platinum", "Trophy type"); break; default: gui_log.warning("Unknown trophy grade %s", n->GetAttribute("ttype")); break; } // Get hidden state const bool hidden = n->GetAttribute("hidden")[0] == 'y'; details.hidden = hidden; // Get name and detail for (std::shared_ptr n2 = n->GetChildren(); n2; n2 = n2->GetNext()) { if (n2->GetName() == "name") { std::string name = n2->GetNodeContent(); strcpy_trunc(details.name, name); } if (n2->GetName() == "detail") { std::string detail = n2->GetNodeContent(); strcpy_trunc(details.description, detail); } } const QString unlockstate = data->trop_usr->GetTrophyUnlockState(trophy_id) ? tr("Earned") : tr("Not Earned"); custom_table_widget_item* icon_item = new custom_table_widget_item(); icon_item->setData(Qt::UserRole, hidden, true); custom_table_widget_item* type_item = new custom_table_widget_item(trophy_type); type_item->setData(Qt::UserRole, static_cast(details.trophyGrade), true); m_trophy_table->setItem(i, TrophyColumns::Icon, icon_item); m_trophy_table->setItem(i, TrophyColumns::Name, new custom_table_widget_item(qstr(details.name))); m_trophy_table->setItem(i, TrophyColumns::Description, new custom_table_widget_item(qstr(details.description))); m_trophy_table->setItem(i, TrophyColumns::Type, type_item); m_trophy_table->setItem(i, TrophyColumns::IsUnlocked, new custom_table_widget_item(unlockstate)); m_trophy_table->setItem(i, TrophyColumns::Id, new custom_table_widget_item(QString::number(trophy_id), Qt::UserRole, trophy_id)); m_trophy_table->setItem(i, TrophyColumns::PlatinumLink, new custom_table_widget_item(platinum_relevant, Qt::UserRole, platinum_link_id)); ++i; } m_trophy_table->setSortingEnabled(true); // Re-enable sorting after using setItem calls ResizeTrophyIcons(); } void trophy_manager_dialog::ReadjustGameTable() const { // Fixate vertical header and row height m_game_table->verticalHeader()->setMinimumSectionSize(m_game_icon_size.height()); m_game_table->verticalHeader()->setMaximumSectionSize(m_game_icon_size.height()); m_game_table->resizeRowsToContents(); // Resize and fixate icon column m_game_table->resizeColumnToContents(GameColumns::GameIcon); m_game_table->horizontalHeader()->setSectionResizeMode(GameColumns::GameIcon, QHeaderView::Fixed); // Shorten the last section to remove horizontal scrollbar if possible m_game_table->resizeColumnToContents(GameColumns::GameColumnsCount - 1); } void trophy_manager_dialog::ReadjustTrophyTable() const { // Fixate vertical header and row height m_trophy_table->verticalHeader()->setMinimumSectionSize(m_icon_height); m_trophy_table->verticalHeader()->setMaximumSectionSize(m_icon_height); m_trophy_table->resizeRowsToContents(); // Resize and fixate icon column m_trophy_table->resizeColumnToContents(TrophyColumns::Icon); m_trophy_table->horizontalHeader()->setSectionResizeMode(TrophyColumns::Icon, QHeaderView::Fixed); // Shorten the last section to remove horizontal scrollbar if possible m_trophy_table->resizeColumnToContents(TrophyColumns::Count - 1); } bool trophy_manager_dialog::eventFilter(QObject *object, QEvent *event) { const bool is_trophy_scroll = object == m_trophy_table->verticalScrollBar(); const bool is_trophy_table = object == m_trophy_table; const bool is_game_scroll = object == m_game_table->verticalScrollBar(); const bool is_game_table = object == m_game_table; int zoom_val = 0; switch (event->type()) { case QEvent::Wheel: { QWheelEvent *wheelEvent = static_cast(event); if (wheelEvent->modifiers() & Qt::ControlModifier && (is_trophy_scroll || is_game_scroll)) { const QPoint numSteps = wheelEvent->angleDelta() / 8 / 15; // http://doc.qt.io/qt-5/qwheelevent.html#pixelDelta zoom_val = numSteps.y(); } break; } case QEvent::KeyPress: { QKeyEvent *keyEvent = static_cast(event); if (keyEvent && keyEvent->modifiers() == Qt::ControlModifier && (is_trophy_table || is_game_table)) { if (keyEvent->key() == Qt::Key_Plus) { zoom_val = 1; } else if (keyEvent->key() == Qt::Key_Minus) { zoom_val = -1; } } break; } default: break; } if (zoom_val != 0) { if (m_icon_slider && (is_trophy_table || is_trophy_scroll)) { m_save_icon_height = true; m_icon_slider->setSliderPosition(zoom_val + m_icon_slider->value()); } else if (m_game_icon_slider && (is_game_table || is_game_scroll)) { m_save_game_icon_size = true; m_game_icon_slider->setSliderPosition(zoom_val + m_game_icon_slider->value()); } return true; } return QWidget::eventFilter(object, event); } void trophy_manager_dialog::closeEvent(QCloseEvent *event) { // Save gui settings m_gui_settings->SetValue(gui::tr_geometry, saveGeometry()); m_gui_settings->SetValue(gui::tr_splitterState, m_splitter->saveState()); m_gui_settings->SetValue(gui::tr_games_state, m_game_table->horizontalHeader()->saveState()); m_gui_settings->SetValue(gui::tr_trophy_state, m_trophy_table->horizontalHeader()->saveState()); QWidget::closeEvent(event); }