1
0
mirror of https://github.com/RPCS3/rpcs3.git synced 2024-11-22 02:32:36 +01:00

Implement Trophy Manager.

This commit is contained in:
Robbie 2017-10-26 11:09:44 -05:00 committed by kd-11
parent 9b8eb089b1
commit 4aa89132d7
10 changed files with 558 additions and 2 deletions

View File

@ -195,6 +195,9 @@ error_code sceNpTrophyCreateContext(vm::ptr<u32> context, vm::cptr<SceNpCommunic
name = fmt::format("%s_%02d", commId->data, commId->num);
}
// Let the UI know about this commid for the trophy manager.
Emu.GetCallbacks().register_trophy_commid_to_ui(name);
// open trophy pack file
fs::file stream(vfs::get("/app_home/../TROPDIR/" + name + "/TROPHY.TRP"));

View File

@ -166,6 +166,7 @@ struct EmuCallbacks
std::function<std::shared_ptr<class MsgDialogBase>()> get_msg_dialog;
std::function<std::unique_ptr<class SaveDialogBase>()> get_save_dialog;
std::function<std::unique_ptr<class TrophyNotificationBase>()> get_trophy_notification_dialog;
std::function<void(const std::string&)> register_trophy_commid_to_ui;
};
class Emulator final

View File

@ -897,6 +897,7 @@
<ClCompile Include="rpcs3qt\syntax_highlighter.cpp" />
<ClCompile Include="rpcs3qt\save_data_info_dialog.cpp" />
<ClCompile Include="rpcs3qt\save_manager_dialog.cpp" />
<ClCompile Include="rpcs3qt\trophy_manager_dialog.cpp" />
<ClCompile Include="rpcs3qt\trophy_notification_frame.cpp" />
<ClCompile Include="rpcs3qt\trophy_notification_helper.cpp" />
<ClCompile Include="rpcs3qt\vfs_dialog.cpp" />
@ -1433,8 +1434,10 @@
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">.\QTGeneratedFiles\$(ConfigurationName)\moc_%(Filename).cpp</Outputs>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug - LLVM|x64'">"$(QTDIR)\bin\moc.exe" "%(FullPath)" -o ".\QTGeneratedFiles\$(ConfigurationName)\moc_%(Filename).cpp" -D_WINDOWS -DUNICODE -DWIN32 -DWIN64 -DQT_OPENGL_LIB -DQT_WIDGETS_LIB -DQT_QUICK_LIB -DQT_GUI_LIB -DQT_QML_LIB -DQT_NETWORK_LIB -DQT_CORE_LIB -DQT_WINEXTRAS_LIB -DLLVM_AVAILABLE -D_SCL_SECURE_NO_WARNINGS -D_UNICODE "-I.\..\Vulkan\Vulkan-LoaderAndValidationLayers\include" "-I.\.." "-I.\..\3rdparty\minidx12\Include" "-I$(QTDIR)\include" "-I$(QTDIR)\include\QtOpenGL" "-I$(QTDIR)\include\QtWidgets" "-I$(QTDIR)\include\QtQuick" "-I$(QTDIR)\include\QtGui" "-I$(QTDIR)\include\QtANGLE" "-I$(QTDIR)\include\QtQml" "-I$(QTDIR)\include\QtNetwork" "-I$(QTDIR)\include\QtCore" "-I.\debug" "-I$(QTDIR)\mkspecs\win32-msvc2015" "-I.\QTGeneratedFiles\$(ConfigurationName)\." "-I.\QTGeneratedFiles" "-I$(QTDIR)\include\QtWinExtras" "-I$(NOINHERIT)\."</Command>
</CustomBuild>
<ClInclude Include="rpcs3qt\trophy_manager_dialog.h" />
<ClInclude Include="rpcs3qt\trophy_notification_frame.h" />
<ClInclude Include="rpcs3qt\trophy_notification_helper.h" />
<ClInclude Include="rpcs3qt\trophy_tree_widget_item.h" />
<ClInclude Include="xinput_pad_handler.h" />
<ClInclude Include="\rpcs3qt\*.h" />
</ItemGroup>

View File

@ -557,6 +557,9 @@
<ClCompile Include="rpcs3qt\save_manager_dialog.cpp">
<Filter>Gui\save</Filter>
</ClCompile>
<ClCompile Include="rpcs3qt\trophy_manager_dialog.cpp">
<Filter>Gui\trophy</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="\rpcs3qt\*.h">
@ -625,6 +628,12 @@
<ClInclude Include="rpcs3qt\instruction_editor_dialog.h">
<Filter>Gui\debugger</Filter>
</ClInclude>
<ClInclude Include="rpcs3qt\trophy_manager_dialog.h">
<Filter>Gui\trophy</Filter>
</ClInclude>
<ClInclude Include="rpcs3qt\trophy_tree_widget_item.h">
<Filter>Gui\trophy</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="debug\moc_predefs.h.cbt">

View File

@ -249,6 +249,24 @@ void rpcs3_app::InitializeCallbacks()
return std::make_unique<trophy_notification_helper>(gameWindow);
};
callbacks.register_trophy_commid_to_ui = [=](const std::string& name)
{
// This callback writes a mapping between the trophy folder and the game itself. This is used by the trophy manager.
YAML::Node trophy_map = YAML::Load(fs::file{ fs::get_config_dir() + "/trophy_mapping.yml", fs::read + fs::create }.to_string());
if (!trophy_map.IsMap())
{
trophy_map.reset();
}
if (!trophy_map[name])
{
trophy_map[name] = Emu.GetTitle();
YAML::Emitter out;
out << trophy_map;
fs::file(fs::get_config_dir() + "/trophy_mapping.yml", fs::rewrite).write(out.c_str(), out.size());
}
};
callbacks.on_run = [=]() { OnEmulatorRun(); };
callbacks.on_pause = [=]() { OnEmulatorPause(); };
callbacks.on_resume = [=]() { OnEmulatorResume(); };

View File

@ -11,6 +11,7 @@
#include "vfs_dialog.h"
#include "save_manager_dialog.h"
#include "trophy_manager_dialog.h"
#include "kernel_explorer.h"
#include "game_list_frame.h"
#include "debugger_frame.h"
@ -1246,6 +1247,12 @@ void main_window::CreateConnects()
sdid->show();
});
connect(ui->actionManage_Trophy_Data, &QAction::triggered, [=]
{
trophy_manager_dialog* trop_manager = new trophy_manager_dialog();
trop_manager->show();
});
connect(ui->toolsCgDisasmAct, &QAction::triggered, [=]
{
cg_disasm_window* cgdw = new cg_disasm_window(guiSettings);

View File

@ -141,7 +141,7 @@
<x>0</x>
<y>0</y>
<width>1058</width>
<height>36</height>
<height>26</height>
</rect>
</property>
<property name="contextMenuPolicy">
@ -495,7 +495,7 @@
</action>
<action name="actionManage_Trophy_Data">
<property name="enabled">
<bool>false</bool>
<bool>true</bool>
</property>
<property name="text">
<string>Trophies</string>

View File

@ -0,0 +1,403 @@
#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 <QSlider>
#include <QLabel>
#include <QDir>
#include <QMenu>
#include <QDirIterator>
#include <QDesktopServices>
#include <QUrl>
static const int m_TROPHY_ICON_HEIGHT = 75;
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() : QWidget(), m_sort_column(0), m_col_sort_order(Qt::AscendingOrder)
{
// Nonspecific widget settings
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
setWindowTitle(tr("Trophy Manager"));
setWindowIcon(QIcon(":/rpcs3.ico"));
// HACK: dev_hdd0 must be mounted for vfs to work for loading trophies.
const std::string emu_dir_ = g_cfg.vfs.emulator_dir;
const std::string emu_dir = emu_dir_.empty() ? fs::get_config_dir() : emu_dir_;
vfs::mount("dev_hdd0", fmt::replace_all(g_cfg.vfs.dev_hdd0, "$(EmulatorDir)", emu_dir));
// 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
YAML::Node trophy_map = YAML::Load(fs::file{ fs::get_config_dir() + "/trophy_mapping.yml", fs::read + fs::create }.to_string());
if (trophy_map.IsMap())
{
QDirIterator dir_iter(qstr(vfs::get(m_TROPHY_DIR)));
while (dir_iter.hasNext())
{
std::string dirName = sstr(dir_iter.fileName());
if (auto game = trophy_map[dirName])
{
LoadTrophyFolderToDB(dirName, game.Scalar());
}
dir_iter.next();
}
}
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(true);
QCheckBox* check_unlock_trophy = new QCheckBox(tr("Show Unlocked Trophies"));
check_unlock_trophy->setCheckable(true);
check_unlock_trophy->setChecked(true);
QCheckBox* check_hidden_trophy = new QCheckBox(tr("Show Hidden Trophies"));
check_unlock_trophy->setCheckable(true);
check_unlock_trophy->setChecked(true);
QLabel* slider_label = new QLabel();
slider_label->setText(QString("Icon Size: %0").arg(m_TROPHY_ICON_HEIGHT));
QSlider* icon_slider = new QSlider(Qt::Horizontal);
icon_slider->setRange(25, 225);
icon_slider->setValue(m_TROPHY_ICON_HEIGHT);
// LAYOUTS
QGroupBox* settings = new QGroupBox(tr("Trophy View Options"));
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);
QHBoxLayout* slider_layout = new QHBoxLayout();
slider_layout->addWidget(slider_label);
slider_layout->addWidget(icon_slider);
settings_layout->addLayout(slider_layout);
settings_layout->addStretch(0);
settings->setLayout(settings_layout);
QVBoxLayout* side_layout = new QVBoxLayout();
side_layout->addWidget(settings);
QLabel* disclaimer_label = new QLabel(tr("Please note the game must first be played to be displayed."));
disclaimer_label->setWordWrap(true);
disclaimer_label->setAlignment(Qt::AlignCenter);
side_layout->addWidget(disclaimer_label);
QHBoxLayout* all_layout = new QHBoxLayout(this);
all_layout->addLayout(side_layout);
all_layout->addWidget(m_trophy_tree);
setLayout(all_layout);
QSize defaultSize = QDesktopWidget().availableGeometry().size() * 0.7;
resize(defaultSize);
// Make connects
connect(m_trophy_tree->header(), &QHeaderView::sectionClicked, this, &trophy_manager_dialog::OnColClicked);
connect(icon_slider, &QSlider::valueChanged, this, [=](int val) {
slider_label->setText(QString("Icon Size: %0").arg(val));
ResizeTrophyIcons(val);
});
connect(check_lock_trophy, &QCheckBox::clicked, [this](bool val) {
m_show_locked_trophies = val;
ApplyFilter();
});
connect(check_unlock_trophy, &QCheckBox::clicked, [this](bool val) {
m_show_unlocked_trophies = val;
ApplyFilter();
});
connect(check_hidden_trophy, &QCheckBox::clicked, [this](bool val) {
m_show_hidden_trophies = val;
ApplyFilter();
});
connect(m_trophy_tree, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu);
}
bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name, const std::string& game_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->game_name = game_name;
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;
}
for (int 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));
}
game_trophy_data->trop_config.Read(config.to_string());
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();
// 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;
}
// 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("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];
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_TROPHY_ICON_HEIGHT, Qt::SmoothTransformation));
trophy_item->setSizeHint(TrophyColumns::Icon, QSize(-1, m_TROPHY_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);
}
game_root->setText(0, qstr(data->game_name) + " : " + QString::number(unlocked_trophies) + "| " + QString::number(data->trop_usr->GetTrophiesCount()));
}
}

View File

@ -0,0 +1,64 @@
#ifndef TROPHY_MANAGER_DIALOG
#define TROPHY_MANAGER_DIALOG
#include "stdafx.h"
#include "rpcs3/Loader/TROPUSR.h"
#include "Utilities/rXml.h"
#include <QWidget>
#include <QPixmap>
#include <QTreeWidget>
struct GameTrophiesData
{
std::unique_ptr<TROPUSRLoader> trop_usr;
rXmlDocument trop_config; // I'd like to use unique but the protocol inside of the function passes around shared pointers..
std::vector<QPixmap> trophy_images;
std::string game_name;
std::string path;
};
enum TrophyColumns
{
Icon = 0,
Name = 1,
Description = 2,
Type = 3,
IsUnlocked = 4,
Id = 5,
Hidden = 6,
};
class trophy_manager_dialog : public QWidget
{
public:
explicit trophy_manager_dialog();
private Q_SLOTS:
void OnColClicked(int col);
void ResizeTrophyIcons(int val);
void ApplyFilter();
void ShowContextMenu(const QPoint& pos);
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, const std::string& game_name);
/** Fills UI with information.
Takes results from LoadTrophyFolderToDB and puts it into the UI.
*/
void PopulateUI();
std::vector<std::unique_ptr<GameTrophiesData>> m_trophies_db; //! Holds all the trophy information.
QTreeWidget* m_trophy_tree; //! UI element to display trophy stuff.
int m_sort_column = 0; //! Tracks which row we are sorting by.
Qt::SortOrder m_col_sort_order = Qt::AscendingOrder; //! Tracks order in which we are sorting.
bool m_show_hidden_trophies = false;
bool m_show_unlocked_trophies = true;
bool m_show_locked_trophies = true;
};
#endif

View File

@ -0,0 +1,48 @@
#pragma once
#include <rpcs3/rpcs3qt/trophy_manager_dialog.h>
#include <QTreeWidgetItem>
class trophy_tree_widget_item : public QTreeWidgetItem
{
public:
trophy_tree_widget_item(QTreeWidget* parent) : QTreeWidgetItem(parent) {};
trophy_tree_widget_item(QTreeWidgetItem* parent) : QTreeWidgetItem(parent) {};
private:
bool operator<(const QTreeWidgetItem &other) const {
auto GetTrophyRank = [](const QString& name)
{
if (name.toLower() == "bronze")
{
return 0;
}
else if (name.toLower() == "silver")
{
return 1;
}
else if (name.toLower() == "gold")
{
return 2;
}
else if (name.toLower() == "platinum")
{
return 3;
}
return -1;
};
int column = treeWidget()->sortColumn();
switch (column)
{
case TrophyColumns::Name: return text(TrophyColumns::Name).toLower() < other.text(TrophyColumns::Name).toLower();
case TrophyColumns::Description: return text(TrophyColumns::Description).toLower() < other.text(TrophyColumns::Description).toLower();
case TrophyColumns::Type: return GetTrophyRank(text(TrophyColumns::Type)) < GetTrophyRank(other.text(TrophyColumns::Type));
case TrophyColumns::IsUnlocked: return text(TrophyColumns::IsUnlocked).toLower() > other.text(TrophyColumns::IsUnlocked).toLower();
case TrophyColumns::Id:
default:
return text(TrophyColumns::Id).toInt() < other.text(TrophyColumns::Id).toInt();
}
}
};