Achievements: Switch to rc_client

This commit is contained in:
Stenzek
2023-09-07 20:13:48 +10:00
parent f8c5e4982c
commit c773c763ef
28 changed files with 3327 additions and 3187 deletions

View File

@ -3,105 +3,44 @@
#pragma once
#include "settings.h"
#include "types.h"
#include "common/string.h"
#include "common/types.h"
#include <functional>
#include <optional>
#include <string>
#include <utility>
#include <vector>
class Error;
class StateWrapper;
class CDImage;
struct Settings;
namespace Achievements {
#ifdef WITH_CHEEVOS
enum class AchievementCategory : u8
enum class LoginRequestReason
{
Local = 0,
Core = 3,
Unofficial = 5
UserInitiated,
TokenInvalid,
};
struct Achievement
{
u32 id;
std::string title;
std::string description;
std::string memaddr;
std::string badge_name;
// badge paths are mutable because they're resolved when they're needed.
mutable std::string locked_badge_path;
mutable std::string unlocked_badge_path;
u32 points;
AchievementCategory category;
bool locked;
bool active;
bool primed;
};
struct Leaderboard
{
u32 id;
std::string title;
std::string description;
int format;
};
struct LeaderboardEntry
{
std::string user;
std::string formatted_score;
time_t submitted;
u32 rank;
bool is_self;
};
// RAIntegration only exists for Windows, so no point checking it on other platforms.
#ifdef WITH_RAINTEGRATION
bool IsUsingRAIntegration();
#else
static ALWAYS_INLINE bool IsUsingRAIntegration()
{
return false;
}
#endif
bool IsActive();
bool IsLoggedIn();
bool ChallengeModeActive();
bool LeaderboardsActive();
bool IsTestModeActive();
bool IsUnofficialTestModeActive();
bool IsRichPresenceEnabled();
bool HasActiveGame();
u32 GetGameID();
/// Acquires the achievements lock. Must be held when accessing any achievement state from another thread.
std::unique_lock<std::recursive_mutex> GetLock();
void Initialize();
/// Initializes the RetroAchievments client.
bool Initialize();
/// Updates achievements settings.
void UpdateSettings(const Settings& old_config);
void ResetRuntime();
/// Resets the internal state of all achievement tracking. Call on system reset.
void ResetClient();
/// Called when the system is being reset. If it returns false, the reset should be aborted.
bool ConfirmSystemReset();
/// Called when the system is being shut down. If Shutdown() returns false, the shutdown should be aborted.
bool Shutdown();
bool Shutdown(bool allow_cancel);
/// Called when the system is being paused and resumed.
void OnSystemPaused(bool paused);
@ -110,60 +49,86 @@ void OnSystemPaused(bool paused);
void FrameUpdate();
/// Called when the system is paused, because FrameUpdate() won't be getting called.
void ProcessPendingHTTPRequests();
void IdleUpdate();
/// Saves/loads state.
bool DoState(StateWrapper& sw);
/// Returns true if the current game has any achievements or leaderboards.
/// Does not need to have the lock held.
bool SafeHasAchievementsOrLeaderboards();
/// Attempts to log in to RetroAchievements using the specified credentials.
/// If the login is successful, the token returned by the server will be saved.
bool Login(const char* username, const char* password, Error* error);
const std::string& GetUsername();
const std::string& GetRichPresenceString();
bool LoginAsync(const char* username, const char* password);
bool Login(const char* username, const char* password);
/// Logs out of RetroAchievements, clearing any credentials.
void Logout();
/// Called when the system changes game, or is booting.
void GameChanged(const std::string& path, CDImage* image);
/// Re-enables hardcode mode if it is enabled in the settings.
bool ResetChallengeMode();
bool ResetHardcoreMode();
/// Forces hardcore mode off until next reset.
void DisableChallengeMode();
void DisableHardcoreMode();
/// Prompts the user to disable hardcore mode, if they agree, returns true.
bool ConfirmChallengeModeDisable(const char* trigger);
bool ConfirmHardcoreModeDisable(const char* trigger);
/// Returns true if features such as save states should be disabled.
bool ChallengeModeActive();
/// Returns true if hardcore mode is active, and functionality should be restricted.
bool IsHardcoreModeActive();
/// RAIntegration only exists for Windows, so no point checking it on other platforms.
bool IsUsingRAIntegration();
/// Returns true if the achievement system is active. Achievements can be active without a valid client.
bool IsActive();
/// Returns true if RetroAchievements game data has been loaded.
bool HasActiveGame();
/// Returns the RetroAchievements ID for the current game.
u32 GetGameID();
/// Returns true if the current game has any achievements or leaderboards.
bool HasAchievementsOrLeaderboards();
/// Returns true if the current game has any leaderboards.
bool HasLeaderboards();
/// Returns true if the game supports rich presence.
bool HasRichPresence();
/// Returns the current rich presence string.
/// Should be called with the lock held.
const std::string& GetRichPresenceString();
/// Returns the RetroAchievements title for the current game.
/// Should be called with the lock held.
const std::string& GetGameTitle();
const std::string& GetGameIcon();
bool EnumerateAchievements(std::function<bool(const Achievement&)> callback);
u32 GetUnlockedAchiementCount();
u32 GetAchievementCount();
u32 GetMaximumPointsForGame();
u32 GetCurrentPointsForGame();
/// Clears all cached state used to render the UI.
void ClearUIState();
bool EnumerateLeaderboards(std::function<bool(const Leaderboard&)> callback);
std::optional<bool> TryEnumerateLeaderboardEntries(u32 id, std::function<bool(const LeaderboardEntry&)> callback);
const Leaderboard* GetLeaderboardByID(u32 id);
u32 GetLeaderboardCount();
bool IsLeaderboardTimeType(const Leaderboard& leaderboard);
u32 GetPrimedAchievementCount();
/// Draws ImGui overlays when not paused.
void DrawGameOverlays();
const Achievement* GetAchievementByID(u32 id);
std::pair<u32, u32> GetAchievementProgress(const Achievement& achievement);
TinyString GetAchievementProgressText(const Achievement& achievement);
const std::string& GetAchievementBadgePath(const Achievement& achievement, bool download_if_missing = true,
bool force_unlocked_icon = false);
std::string GetAchievementBadgeURL(const Achievement& achievement);
/// Draws ImGui overlays when paused.
void DrawPauseMenuOverlays();
/// Queries the achievement list, and if no achievements are available, returns false.
bool PrepareAchievementsWindow();
/// Renders the achievement list.
void DrawAchievementsWindow();
/// Queries the leaderboard list, and if no leaderboards are available, returns false.
bool PrepareLeaderboardsWindow();
/// Renders the leaderboard list.
void DrawLeaderboardsWindow();
#ifdef WITH_RAINTEGRATION
/// Prevents the internal implementation from being used. Instead, RAIntegration will be
/// called into when achievement-related events occur.
void SwitchToRAIntegration();
namespace RAIntegration {
@ -173,46 +138,20 @@ std::vector<std::tuple<int, std::string, bool>> GetMenuItems();
void ActivateMenuItem(int item);
} // namespace RAIntegration
#endif
#else
// Make noops when compiling without cheevos.
static inline bool ConfirmSystemReset()
{
return true;
}
static inline void ResetRuntime()
{
}
static inline bool DoState(StateWrapper& sw)
{
return true;
}
static constexpr inline bool ChallengeModeActive()
{
return false;
}
static inline bool ResetChallengeMode()
{
return false;
}
static inline void DisableChallengeMode()
{
}
static inline bool ConfirmChallengeModeDisable(const char* trigger)
{
return true;
}
#endif
} // namespace Achievements
/// Functions implemented in the frontend.
namespace Host {
/// Called if the big picture UI requests achievements login, or token login fails.
void OnAchievementsLoginRequested(Achievements::LoginRequestReason reason);
/// Called when achievements login completes.
void OnAchievementsLoginSuccess(const char* display_name, u32 points, u32 sc_points, u32 unread_messages);
/// Called whenever game details or rich presence information is updated.
/// Implementers can assume the lock is held when this is called.
void OnAchievementsRefreshed();
void OnAchievementsChallengeModeChanged();
/// Called whenever hardcore mode is toggled.
void OnAchievementsHardcoreModeChanged();
} // namespace Host