rpcs3/rpcs3/rpcs3qt/trophy_manager_dialog.cpp
2018-04-01 02:53:53 +04:00

524 lines
17 KiB
C++

#include "trophy_manager_dialog.h"
#include "trophy_tree_widget_item.h"
#include "stdafx.h"
#include "Utilities/Log.h"
#include "Utilities/StrUtil.h"
#include "rpcs3/Emu/VFS.h"
#include "Emu/System.h"
#include "Emu/Memory/Memory.h"
#include "Emu/Cell/Modules/sceNpTrophy.h"
#include "yaml-cpp/yaml.h"
#include <QHeaderView>
#include <QVBoxLayout>
#include <QCheckBox>
#include <QPushButton>
#include <QGroupBox>
#include <QPixmap>
#include <QTableWidget>
#include <QDesktopWidget>
#include <QLabel>
#include <QDir>
#include <QMenu>
#include <QDirIterator>
#include <QDesktopServices>
#include <QUrl>
static const char* m_TROPHY_DIR = "/dev_hdd0/home/00000001/trophy/";
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> gui_settings)
: QWidget(), m_sort_column(0), m_col_sort_order(Qt::AscendingOrder), m_gui_settings(gui_settings)
{
// Nonspecific widget settings
setWindowTitle(tr("Trophy Manager"));
setObjectName("trophy_manager");
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();
// HACK: dev_hdd0 must be mounted for vfs to work for loading trophies.
vfs::mount("dev_hdd0", Emu.GetHddDir());
// Trophy Tree
m_trophy_tree = new QTreeWidget();
m_trophy_tree->setColumnCount(6);
QStringList column_names;
column_names << tr("Icon") << tr("Name") << tr("Description") << tr("Type") << tr("Status") << tr("ID");
m_trophy_tree->setHeaderLabels(column_names);
m_trophy_tree->header()->setSectionResizeMode(QHeaderView::ResizeToContents);
m_trophy_tree->header()->setStretchLastSection(false);
m_trophy_tree->setSortingEnabled(true);
m_trophy_tree->setContextMenuPolicy(Qt::CustomContextMenu);
// Populate the trophy database
QDirIterator dir_iter(qstr(vfs::get(m_TROPHY_DIR)));
while (dir_iter.hasNext())
{
dir_iter.next();
if (dir_iter.fileName() == "." || dir_iter.fileName() == ".." || dir_iter.fileName() == ".gitignore")
{
continue;
}
std::string dirName = sstr(dir_iter.fileName());
LOG_TRACE(GENERAL, "Loading trophy dir: %s", dirName);
LoadTrophyFolderToDB(dirName);
}
PopulateUI();
ApplyFilter();
// Checkboxes to control dialog
QCheckBox* check_lock_trophy = new QCheckBox(tr("Show Locked Trophies"));
check_lock_trophy->setCheckable(true);
check_lock_trophy->setChecked(m_show_locked_trophies);
QCheckBox* check_unlock_trophy = new QCheckBox(tr("Show Unlocked 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* slider_label = new QLabel();
slider_label->setText(tr("Icon Size: %0").arg(m_icon_height));
m_icon_slider = new QSlider(Qt::Horizontal);
m_icon_slider->setRange(25, 225);
m_icon_slider->setValue(m_icon_height);
// LAYOUTS
QGroupBox* show_settings = new QGroupBox(tr("Trophy View Options"));
show_settings->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Fixed);
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("Trophy Icon Options"));
QVBoxLayout* slider_layout = new QVBoxLayout();
slider_layout->addWidget(slider_label);
slider_layout->addWidget(m_icon_slider);
icon_settings->setLayout(slider_layout);
QVBoxLayout* options_layout = new QVBoxLayout();
options_layout->addStretch();
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_trophy_tree);
all_layout->setStretch(1, 1);
setLayout(all_layout);
if (!restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray()))
resize(QDesktopWidget().availableGeometry().size() * 0.7);
// Make connects
connect(m_icon_slider, &QSlider::valueChanged, this, [=](int val)
{
slider_label->setText(tr("Icon Size: %0").arg(val));
ResizeTrophyIcons(val);
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, [&]()
{
m_gui_settings->SetValue(gui::tr_icon_height, m_icon_slider->value());
});
connect(m_icon_slider, &QSlider::actionTriggered, [&](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(check_lock_trophy, &QCheckBox::clicked, [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](bool checked)
{
m_show_unlocked_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_unlocked, checked);
});
connect(check_hidden_trophy, &QCheckBox::clicked, [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](bool checked)
{
m_show_bronze_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_bronze, checked);
});
connect(check_silver_trophy, &QCheckBox::clicked, [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](bool checked)
{
m_show_gold_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_gold, checked);
});
connect(check_platinum_trophy, &QCheckBox::clicked, [this](bool checked)
{
m_show_platinum_trophies = checked;
ApplyFilter();
m_gui_settings->SetValue(gui::tr_show_platinum, checked);
});
connect(m_trophy_tree->header(), &QHeaderView::sectionClicked, this, &trophy_manager_dialog::OnColClicked);
connect(m_trophy_tree, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu);
}
bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
{
std::string trophyPath = m_TROPHY_DIR + trop_name;
// Populate GameTrophiesData
std::unique_ptr<GameTrophiesData> game_trophy_data = std::make_unique<GameTrophiesData>();
game_trophy_data->path = vfs::get(trophyPath + "/");
game_trophy_data->trop_usr.reset(new TROPUSRLoader());
std::string trophyUsrPath = trophyPath + "/TROPUSR.DAT";
std::string trophyConfPath = trophyPath + "/TROPCONF.SFM";
bool success = game_trophy_data->trop_usr->Load(trophyUsrPath, trophyConfPath);
fs::file config(vfs::get(trophyConfPath));
if (!success || !config)
{
LOG_ERROR(GENERAL, "Failed to load trophy database for %s", trop_name);
return false;
}
if (game_trophy_data->trop_usr->GetTrophiesCount() == 0)
{
LOG_ERROR(GENERAL, "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 < game_trophy_data->trop_usr->GetTrophiesCount(); ++trophy_id)
{
// Figure out how many zeros are needed for padding. (either 0, 1, or 2)
QString padding = "";
if (trophy_id < 10)
{
padding = "00";
}
else if (trophy_id < 100)
{
padding = "0";
}
QPixmap trophy_icon;
QString path = qstr(game_trophy_data->path) + "TROP" + padding + QString::number(trophy_id) + ".PNG";
if (!trophy_icon.load(path))
{
LOG_ERROR(GENERAL, "Failed to load trophy icon for trophy %n %s", trophy_id, game_trophy_data->path);
}
game_trophy_data->trophy_images.emplace_back(std::move(trophy_icon));
}
// Get game name
game_trophy_data->trop_config.Read(config.to_string());
std::shared_ptr<rXmlNode> trophy_base = game_trophy_data->trop_config.GetRoot();
if (trophy_base->GetChildren()->GetName() == "trophyconf")
{
trophy_base = trophy_base->GetChildren();
}
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
{
if (n->GetName() == "title-name")
{
game_trophy_data->game_name = n->GetNodeContent();
break;
}
}
m_trophies_db.push_back(std::move(game_trophy_data));
config.release();
return true;
}
void trophy_manager_dialog::OnColClicked(int col)
{
if (col == 0) return; // Don't "sort" icons.
if (col == m_sort_column)
{
m_col_sort_order = (m_col_sort_order == Qt::AscendingOrder) ? Qt::DescendingOrder : Qt::AscendingOrder;
}
else
{
m_col_sort_order = Qt::AscendingOrder;
}
m_sort_column = col;
m_trophy_tree->sortByColumn(m_sort_column, m_col_sort_order);
}
void trophy_manager_dialog::ResizeTrophyIcons(int size)
{
for (int i = 0; i < m_trophy_tree->topLevelItemCount(); ++i)
{
auto* game = m_trophy_tree->topLevelItem(i);
int db_pos = game->data(1, Qt::UserRole).toInt();
for (int j = 0; j < game->childCount(); ++j)
{
auto* node = game->child(j);
int trophy_id = node->text(TrophyColumns::Id).toInt();
node->setData(TrophyColumns::Icon, Qt::DecorationRole, m_trophies_db[db_pos]->trophy_images[trophy_id].scaledToHeight(size, Qt::SmoothTransformation));
node->setSizeHint(TrophyColumns::Icon, QSize(-1, size));
}
}
}
void trophy_manager_dialog::ApplyFilter()
{
for (int i = 0; i < m_trophy_tree->topLevelItemCount(); ++i)
{
auto* game = m_trophy_tree->topLevelItem(i);
int db_pos = game->data(1, Qt::UserRole).toInt();
for (int j = 0; j < game->childCount(); ++j)
{
auto* node = game->child(j);
int trophy_id = node->text(TrophyColumns::Id).toInt();
QString trophy_type = node->text(TrophyColumns::Type);
// I could use boolean logic and reduce this to something much shorter and also much more confusing...
bool hidden = node->data(TrophyColumns::Hidden, Qt::UserRole).toBool();
bool trophy_unlocked = m_trophies_db[db_pos]->trop_usr->GetTrophyUnlockState(trophy_id);
bool hide = false;
if (trophy_unlocked && !m_show_unlocked_trophies)
{
hide = true;
}
if (!trophy_unlocked && !m_show_locked_trophies)
{
hide = true;
}
if (hidden && !trophy_unlocked && !m_show_hidden_trophies)
{
hide = true;
}
if ((trophy_type == Bronze && !m_show_bronze_trophies)
|| (trophy_type == Silver && !m_show_silver_trophies)
|| (trophy_type == Gold && !m_show_gold_trophies)
|| (trophy_type == Platinum && !m_show_platinum_trophies))
{
hide = true;
}
// Special override to show *just* hidden trophies.
if (!m_show_unlocked_trophies && !m_show_locked_trophies && m_show_hidden_trophies)
{
hide = !hidden;
}
node->setHidden(hide);
}
}
}
void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
{
QPoint globalPos = m_trophy_tree->mapToGlobal(loc);
QMenu* menu = new QMenu();
QTreeWidgetItem* item = m_trophy_tree->currentItem();
if (!item)
{
return;
}
QAction* show_trophy_dir = new QAction(tr("Open Trophy Dir"), menu);
// Only two levels in this tree (ignoring root). So getting the index as such works.
int db_ind;
bool is_game_node = m_trophy_tree->indexOfTopLevelItem(item) != -1;
if (is_game_node)
{
db_ind = item->data(1, Qt::UserRole).toInt();
}
else
{
db_ind = item->parent()->data(1, Qt::UserRole).toInt();
}
connect(show_trophy_dir, &QAction::triggered, [=]()
{
QString path = qstr(m_trophies_db[db_ind]->path);
QDesktopServices::openUrl(QUrl("file:///" + path));
});
menu->addAction(show_trophy_dir);
menu->exec(globalPos);
}
void trophy_manager_dialog::PopulateUI()
{
for (int i = 0; i < m_trophies_db.size(); ++i)
{
auto& data = m_trophies_db[i];
LOG_TRACE(GENERAL, "Populating Trophy Manager UI with %s %s", data->game_name, data->path);
std::shared_ptr<rXmlNode> trophy_base = data->trop_config.GetRoot();
if (trophy_base->GetChildren()->GetName() == "trophyconf")
{
trophy_base = trophy_base->GetChildren();
}
else
{
LOG_ERROR(GENERAL, "Root name does not match trophyconf in trophy. Name received: %s", trophy_base->GetChildren()->GetName());
continue;
}
QTreeWidgetItem* game_root = new QTreeWidgetItem(m_trophy_tree);
// Name is set later to include the trophy locked/unlocked count.
game_root->setData(1, Qt::UserRole, i);
m_trophy_tree->addTopLevelItem(game_root);
int unlocked_trophies = 0;
for (std::shared_ptr<rXmlNode> n = trophy_base->GetChildren(); n; n = n->GetNext())
{
// Only show trophies.
if (n->GetName() != "trophy")
{
continue;
}
s32 trophy_id = atoi(n->GetAttribute("id").c_str());
// Don't show hidden trophies
bool hidden = n->GetAttribute("hidden")[0] == 'y';
// Get data (stolen graciously from sceNpTrophy.cpp)
SceNpTrophyDetails details;
details.trophyId = trophy_id;
QString trophy_type = "";
switch (n->GetAttribute("ttype")[0])
{
case 'B': details.trophyGrade = SCE_NP_TROPHY_GRADE_BRONZE; trophy_type = Bronze; break;
case 'S': details.trophyGrade = SCE_NP_TROPHY_GRADE_SILVER; trophy_type = Silver; break;
case 'G': details.trophyGrade = SCE_NP_TROPHY_GRADE_GOLD; trophy_type = Gold; break;
case 'P': details.trophyGrade = SCE_NP_TROPHY_GRADE_PLATINUM; trophy_type = Platinum; break;
}
switch (n->GetAttribute("hidden")[0])
{
case 'y': details.hidden = true; break;
case 'n': details.hidden = false; break;
}
for (std::shared_ptr<rXmlNode> n2 = n->GetChildren(); n2; n2 = n2->GetNext())
{
if (n2->GetName() == "name")
{
std::string name = n2->GetNodeContent();
memcpy(details.name, name.c_str(), std::min((size_t)SCE_NP_TROPHY_NAME_MAX_SIZE, name.length() + 1));
}
if (n2->GetName() == "detail")
{
std::string detail = n2->GetNodeContent();
memcpy(details.description, detail.c_str(), std::min((size_t)SCE_NP_TROPHY_DESCR_MAX_SIZE, detail.length() + 1));
}
}
bool unlocked = data->trop_usr->GetTrophyUnlockState(trophy_id);
if (unlocked)
{
++unlocked_trophies;
}
trophy_tree_widget_item* trophy_item = new trophy_tree_widget_item(game_root);
trophy_item->setData(TrophyColumns::Icon, Qt::DecorationRole, data->trophy_images[trophy_id].scaledToHeight(m_icon_height, Qt::SmoothTransformation));
trophy_item->setSizeHint(TrophyColumns::Icon, QSize(-1, m_icon_height));
trophy_item->setText(TrophyColumns::Name, qstr(details.name));
trophy_item->setText(TrophyColumns::Description, qstr(details.description));
trophy_item->setText(TrophyColumns::Type, trophy_type);
trophy_item->setText(TrophyColumns::IsUnlocked, unlocked ? "Unlocked" : "Locked");
trophy_item->setText(TrophyColumns::Id, QString::number(trophy_id));
trophy_item->setData(TrophyColumns::Hidden, Qt::UserRole, hidden);
game_root->addChild(trophy_item);
}
int all_trophies = data->trop_usr->GetTrophiesCount();
int percentage = 100 * unlocked_trophies / all_trophies;
game_root->setText(0, qstr(data->game_name) + QString(" : %1% (%2/%3)").arg(percentage).arg(unlocked_trophies).arg(all_trophies));
}
}
void trophy_manager_dialog::closeEvent(QCloseEvent * event)
{
// Save gui settings
m_gui_settings->SetValue(gui::tr_geometry, saveGeometry());
}