rpcsx/rpcs3/rpcs3qt/trophy_manager_dialog.h
2023-12-15 00:31:49 +01:00

118 lines
3.4 KiB
C++

#pragma once
#include "Loader/TROPUSR.h"
#include <QWidget>
#include <QComboBox>
#include <QFutureWatcher>
#include <QLabel>
#include <QPixmap>
#include <QTableWidget>
#include <QSlider>
#include <QSplitter>
#include <memory>
#include <mutex>
#include <unordered_map>
class game_list;
class gui_settings;
class TROPUSRLoader;
struct GameTrophiesData
{
std::unique_ptr<TROPUSRLoader> trop_usr;
trophy_xml_document trop_config; // I'd like to use unique but the protocol inside of the function passes around shared pointers..
std::unordered_map<int, QPixmap> trophy_images; // Cache trophy images to avoid loading from disk as much as possible.
std::unordered_map<int, QString> trophy_image_paths;
std::string game_name;
std::string path;
};
class trophy_manager_dialog : public QWidget
{
Q_OBJECT
public:
explicit trophy_manager_dialog(std::shared_ptr<gui_settings> gui_settings);
~trophy_manager_dialog() override;
void RepaintUI(bool restore_layout = true);
public Q_SLOTS:
void HandleRepaintUiRequest();
private Q_SLOTS:
void ResizeGameIcons();
void ResizeTrophyIcons();
void ApplyFilter();
void ShowTrophyTableContextMenu(const QPoint& pos);
void ShowGameTableContextMenu(const QPoint& pos);
Q_SIGNALS:
void GameIconReady(int index, const QPixmap& pixmap);
void TrophyIconReady(int index, const QPixmap& pixmap);
private:
/** Loads a trophy folder.
Returns true if successful. Does not attempt to install if failure occurs, like sceNpTrophy.
*/
bool LoadTrophyFolderToDB(const std::string& trop_name);
/** Populate the trophy database (multithreaded). */
void StartTrophyLoadThreads();
/** Fills game table with information.
Takes results from LoadTrophyFolderToDB and puts it into the UI.
*/
void PopulateGameTable();
/** Fills trophy table with information.
Takes results from LoadTrophyFolderToDB and puts it into the UI.
*/
void PopulateTrophyTable();
void ReadjustGameTable() const;
void ReadjustTrophyTable() const;
void WaitAndAbortGameRepaintThreads();
void WaitAndAbortTrophyRepaintThreads();
void closeEvent(QCloseEvent *event) override;
bool eventFilter(QObject *object, QEvent *event) override;
static QDateTime TickToDateTime(u64 tick);
static u64 DateTimeToTick(QDateTime date_time);
std::shared_ptr<gui_settings> m_gui_settings;
std::vector<std::unique_ptr<GameTrophiesData>> m_trophies_db; //! Holds all the trophy information.
std::mutex m_trophies_db_mtx;
QComboBox* m_game_combo; //! Lets you choose a game
QLabel* m_game_progress; //! Shows you the current game's progress
QSplitter* m_splitter; //! Contains the game and trophy tables
game_list* m_trophy_table; //! UI element to display trophy stuff.
game_list* m_game_table; //! UI element to display games.
QList<QAction*> m_trophy_column_acts;
QList<QAction*> m_game_column_acts;
bool m_show_hidden_trophies = false;
bool m_show_unlocked_trophies = true;
bool m_show_locked_trophies = true;
bool m_show_bronze_trophies = true;
bool m_show_silver_trophies = true;
bool m_show_gold_trophies = true;
bool m_show_platinum_trophies = true;
std::string m_trophy_dir;
int m_icon_height = 75;
bool m_save_icon_height = false;
QSlider* m_icon_slider = nullptr;
int m_game_icon_size_index = 25;
QSize m_game_icon_size = QSize(m_game_icon_size_index, m_game_icon_size_index);
bool m_save_game_icon_size = false;
QSlider* m_game_icon_slider = nullptr;
QColor m_game_icon_color;
};