455 lines
20 KiB
C++
455 lines
20 KiB
C++
#include "content/views/view_achievements.hpp"
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#include <hex/api/content_registry.hpp>
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#include <hex/api/task_manager.hpp>
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#include <cmath>
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#include <imgui_internal.h>
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namespace hex::plugin::builtin {
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ViewAchievements::ViewAchievements() : View::Floating("hex.builtin.view.achievements.name") {
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// Add achievements menu item to Extas menu
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ContentRegistry::Interface::addMenuItem({ "hex.builtin.menu.extras", "hex.builtin.view.achievements.name" }, 2600, Shortcut::None, [&, this] {
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this->getWindowOpenState() = true;
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});
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// Add newly unlocked achievements to the display queue
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EventAchievementUnlocked::subscribe(this, [this](const Achievement &achievement) {
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this->m_achievementUnlockQueue.push_back(&achievement);
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});
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RequestOpenWindow::subscribe(this, [this](const std::string &name) {
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if (name == "Achievements") {
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TaskManager::doLater([this] {
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this->getWindowOpenState() = true;
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});
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}
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});
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// Load settings
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this->m_showPopup = ContentRegistry::Settings::read("hex.builtin.setting.interface", "hex.builtin.setting.interface.achievement_popup", true);
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}
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ViewAchievements::~ViewAchievements() {
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EventAchievementUnlocked::unsubscribe(this);
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}
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void drawAchievement(ImDrawList *drawList, const AchievementManager::AchievementNode *node, ImVec2 position) {
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const auto achievementSize = scaled({ 50, 50 });
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auto &achievement = *node->achievement;
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// Determine achievement border color based on unlock state
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const auto borderColor = [&] {
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if (achievement.isUnlocked())
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return ImGuiExt::GetCustomColorU32(ImGuiCustomCol_AchievementUnlocked, 1.0F);
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else if (node->isUnlockable())
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return ImGui::GetColorU32(ImGuiCol_Button, 1.0F);
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else
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return ImGui::GetColorU32(ImGuiCol_PlotLines, 1.0F);
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}();
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// Determine achievement fill color based on unlock state
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const auto fillColor = [&] {
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if (achievement.isUnlocked())
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return ImGui::GetColorU32(ImGuiCol_FrameBg, 1.0F) | 0xFF000000;
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else if (node->isUnlockable()) {
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auto cycleProgress = sinf(float(ImGui::GetTime()) * 6.0F) * 0.5F + 0.5F;
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return (u32(ImColor(ImLerp(ImGui::GetStyleColorVec4(ImGuiCol_TextDisabled), ImGui::GetStyleColorVec4(ImGuiCol_Text), cycleProgress))) & 0x00FFFFFF) | 0x80000000;
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}
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else
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return ImGui::GetColorU32(ImGuiCol_TextDisabled, 0.5F);
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}();
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// Draw achievement background
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if (achievement.isUnlocked()) {
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drawList->AddRectFilled(position, position + achievementSize, fillColor, 5_scaled, 0);
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drawList->AddRect(position, position + achievementSize, borderColor, 5_scaled, 0, 2_scaled);
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} else {
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drawList->AddRectFilled(position, position + achievementSize, ImGui::GetColorU32(ImGuiCol_WindowBg) | 0xFF000000, 5_scaled, 0);
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}
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// Draw achievement icon if available
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if (const auto &icon = achievement.getIcon(); icon.isValid()) {
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ImVec2 iconSize;
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if (icon.getSize().x > icon.getSize().y) {
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iconSize.x = achievementSize.x;
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iconSize.y = iconSize.x / icon.getSize().x * icon.getSize().y;
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} else {
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iconSize.y = achievementSize.y;
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iconSize.x = iconSize.y / icon.getSize().y * icon.getSize().x;
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}
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iconSize *= 0.7F;
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ImVec2 margin = (achievementSize - iconSize) / 2.0F;
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drawList->AddImage(icon, position + margin, position + margin + iconSize);
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}
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// Dim achievement if it is not unlocked
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if (!achievement.isUnlocked()) {
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drawList->AddRectFilled(position, position + achievementSize, fillColor, 5_scaled, 0);
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drawList->AddRect(position, position + achievementSize, borderColor, 5_scaled, 0, 2_scaled);
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}
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auto tooltipPos = position + ImVec2(achievementSize.x, 0);
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auto tooltipSize = achievementSize * ImVec2(4, 0);
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// Draw achievement tooltip when hovering over it
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if (ImGui::IsWindowHovered() && ImGui::IsMouseHoveringRect(position, position + achievementSize)) {
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ImGui::SetNextWindowPos(tooltipPos);
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ImGui::SetNextWindowSize(tooltipSize);
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if (ImGui::BeginTooltip()) {
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if (achievement.isBlacked() && !achievement.isUnlocked()) {
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// Handle achievements that are blacked out
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ImGui::TextUnformatted("[ ??? ]");
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} else {
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// Handle regular achievements
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ImGui::BeginDisabled(!achievement.isUnlocked());
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// Draw achievement name
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ImGui::TextUnformatted(Lang(achievement.getUnlocalizedName()));
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// Draw progress bar if achievement has progress
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if (auto requiredProgress = achievement.getRequiredProgress(); requiredProgress > 1) {
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ImGui::ProgressBar(float(achievement.getProgress()) / float(requiredProgress + 1), ImVec2(achievementSize.x * 4, 5_scaled), "");
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}
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bool separator = false;
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// Draw prompt to click on achievement if it has a click callback
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if (achievement.getClickCallback() && !achievement.isUnlocked()) {
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ImGui::Separator();
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separator = true;
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ImGuiExt::TextFormattedColored(ImGuiExt::GetCustomColorVec4(ImGuiCustomCol_AchievementUnlocked), "[ {} ]", Lang("hex.builtin.view.achievements.click"));
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}
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// Draw achievement description if available
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if (const auto &desc = achievement.getUnlocalizedDescription(); !desc.empty()) {
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if (!separator)
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ImGui::Separator();
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else
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ImGui::NewLine();
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ImGuiExt::TextFormattedWrapped("{}", Lang(desc));
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}
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ImGui::EndDisabled();
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}
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ImGui::EndTooltip();
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}
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// Handle achievement click
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if (!achievement.isUnlocked() && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) {
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if (ImGui::GetIO().KeyShift) {
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// Allow achievements to be unlocked in debug mode by shift-clicking them
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#if defined (DEBUG)
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AchievementManager::unlockAchievement(node->achievement->getUnlocalizedCategory(), node->achievement->getUnlocalizedName());
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#endif
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} else {
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// Trigger achievement click callback
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if (auto clickCallback = achievement.getClickCallback(); clickCallback)
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clickCallback(achievement);
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}
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}
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}
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}
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void drawOverlay(ImDrawList *drawList, ImVec2 windowMin, ImVec2 windowMax, const std::string &currCategory) {
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auto &achievements = AchievementManager::getAchievements()[currCategory];
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// Calculate number of achievements that have been unlocked
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const auto unlockedCount = std::count_if(achievements.begin(), achievements.end(), [](const auto &entry) {
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const auto &[name, achievement] = entry;
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return achievement->isUnlocked();
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});
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// Calculate number of invisible achievements
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const auto invisibleCount = std::count_if(achievements.begin(), achievements.end(), [](const auto &entry) {
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const auto &[name, achievement] = entry;
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return achievement->isInvisible() && !achievement->isUnlocked();
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});
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// Calculate number of visible achievements
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const auto visibleCount = achievements.size() - invisibleCount;
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// Construct number of unlocked achievements text
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auto unlockedText = hex::format("{}: {} / {}{}", "hex.builtin.view.achievements.unlocked_count"_lang, unlockedCount, visibleCount, invisibleCount > 0 ? "+" : " ");
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// Calculate overlay size
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auto &style = ImGui::GetStyle();
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auto overlaySize = ImGui::CalcTextSize(unlockedText.c_str()) + style.ItemSpacing + style.WindowPadding * 2.0F;
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auto padding = scaled({ 10, 10 });
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auto overlayPos = ImVec2(windowMax.x - overlaySize.x - padding.x, windowMin.y + padding.y);
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// Draw overlay background
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drawList->AddRectFilled(overlayPos, overlayPos + overlaySize, ImGui::GetColorU32(ImGuiCol_WindowBg, 0.8F));
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drawList->AddRect(overlayPos, overlayPos + overlaySize, ImGui::GetColorU32(ImGuiCol_Border));
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// Draw overlay content
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ImGui::SetCursorScreenPos(overlayPos + padding);
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ImGui::BeginGroup();
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ImGui::TextUnformatted(unlockedText.c_str());
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ImGui::EndGroup();
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}
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void drawBackground(ImDrawList *drawList, ImVec2 min, ImVec2 max, ImVec2 offset) {
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const auto patternSize = scaled({ 10, 10 });
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const auto darkColor = ImGui::GetColorU32(ImGuiCol_TableRowBg);
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const auto lightColor = ImGui::GetColorU32(ImGuiCol_TableRowBgAlt);
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// Draw a border around the entire background
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drawList->AddRect(min, max, ImGui::GetColorU32(ImGuiCol_Border), 0.0F, 0, 1.0_scaled);
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// Draw a checkerboard pattern
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bool light = false;
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bool prevStart = false;
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for (float x = min.x + offset.x; x < max.x; x += i32(patternSize.x)) {
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if (prevStart == light)
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light = !light;
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prevStart = light;
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for (float y = min.y + offset.y; y < max.y; y += i32(patternSize.y)) {
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drawList->AddRectFilled({ x, y }, { x + patternSize.x, y + patternSize.y }, light ? lightColor : darkColor);
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light = !light;
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}
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}
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}
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ImVec2 ViewAchievements::drawAchievementTree(ImDrawList *drawList, const AchievementManager::AchievementNode * prevNode, const std::vector<AchievementManager::AchievementNode*> &nodes, ImVec2 position) {
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ImVec2 maxPos = position;
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// Loop over all available achievement nodes
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for (auto &node : nodes) {
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// If the achievement is invisible and not unlocked yet, don't draw anything
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if (node->achievement->isInvisible() && !node->achievement->isUnlocked())
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continue;
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// If the achievement has any visibility requirements, check if they are met
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if (!node->visibilityParents.empty()) {
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bool visible = true;
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// Check if all the visibility requirements are unlocked
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for (auto &parent : node->visibilityParents) {
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if (!parent->achievement->isUnlocked()) {
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visible = false;
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break;
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}
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}
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// If any of the visibility requirements are not unlocked, don't draw the achievement
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if (!visible)
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continue;
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}
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drawList->ChannelsSetCurrent(1);
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// Check if the achievement has any parents
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if (prevNode != nullptr) {
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// Check if the parent achievement is in the same category
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if (prevNode->achievement->getUnlocalizedCategory() != node->achievement->getUnlocalizedCategory())
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continue;
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auto start = prevNode->position + scaled({ 25, 25 });
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auto end = position + scaled({ 25, 25 });
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auto middle = ((start + end) / 2.0F) - scaled({ 50, 0 });
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const auto color = [prevNode]{
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if (prevNode->achievement->isUnlocked())
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return ImGui::GetColorU32(ImGuiCol_Text) | 0xFF000000;
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else
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return ImGui::GetColorU32(ImGuiCol_TextDisabled) | 0xFF000000;
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}();
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// Draw a bezier curve between the parent and child achievement
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drawList->AddBezierQuadratic(start, middle, end, color, 2_scaled);
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// Handle jumping to an achievement
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if (this->m_achievementToGoto != nullptr) {
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if (this->m_achievementToGoto == node->achievement) {
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this->m_offset = position - scaled({ 100, 100 });
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}
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}
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}
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drawList->ChannelsSetCurrent(2);
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// Draw the achievement
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drawAchievement(drawList, node, position);
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// Adjust the position for the next achievement and continue drawing the achievement tree
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node->position = position;
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auto newMaxPos = drawAchievementTree(drawList, node, node->children, position + scaled({ 150, 0 }));
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if (newMaxPos.x > maxPos.x)
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maxPos.x = newMaxPos.x;
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if (newMaxPos.y > maxPos.y)
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maxPos.y = newMaxPos.y;
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position.y = maxPos.y + 100_scaled;
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}
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return maxPos;
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}
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void ViewAchievements::drawContent() {
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if (ImGui::BeginTabBar("##achievement_categories")) {
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auto &startNodes = AchievementManager::getAchievementStartNodes();
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// Get all achievement category names
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std::vector<std::string> categories;
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for (const auto &[categoryName, achievements] : startNodes) {
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categories.push_back(categoryName);
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}
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std::reverse(categories.begin(), categories.end());
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// Draw each individual achievement category
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for (const auto &categoryName : categories) {
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const auto &achievements = startNodes[categoryName];
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// Check if any achievements in the category are unlocked or unlockable
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bool visible = false;
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for (const auto &achievement : achievements) {
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if (achievement->isUnlocked() || achievement->isUnlockable()) {
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visible = true;
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break;
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}
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}
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// If all achievements in this category are invisible, don't draw it
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if (!visible)
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continue;
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ImGuiTabItemFlags flags = ImGuiTabItemFlags_None;
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// Handle jumping to the category of an achievement
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if (this->m_achievementToGoto != nullptr) {
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if (this->m_achievementToGoto->getUnlocalizedCategory() == categoryName) {
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flags |= ImGuiTabItemFlags_SetSelected;
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}
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}
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// Draw the achievement category
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if (ImGui::BeginTabItem(Lang(categoryName), nullptr, flags)) {
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auto drawList = ImGui::GetWindowDrawList();
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const auto cursorPos = ImGui::GetCursorPos();
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const auto windowPos = ImGui::GetWindowPos() + ImVec2(0, cursorPos.y);
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const auto windowSize = ImGui::GetWindowSize() - ImVec2(0, cursorPos.y);
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const float borderSize = 20.0_scaled;
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const auto windowPadding = ImGui::GetStyle().WindowPadding;
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const auto innerWindowPos = windowPos + ImVec2(borderSize, borderSize);
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const auto innerWindowSize = windowSize - ImVec2(borderSize * 2, borderSize * 2) - ImVec2(0, ImGui::GetTextLineHeightWithSpacing());
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// Prevent the achievement tree from being drawn outside of the window
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drawList->PushClipRect(innerWindowPos, innerWindowPos + innerWindowSize, true);
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drawList->ChannelsSplit(4);
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drawList->ChannelsSetCurrent(0);
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// Draw achievement background
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drawBackground(drawList, innerWindowPos, innerWindowPos + innerWindowSize, this->m_offset);
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// Draw the achievement tree
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auto maxPos = drawAchievementTree(drawList, nullptr, achievements, innerWindowPos + scaled({ 100, 100 }) + this->m_offset);
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drawList->ChannelsSetCurrent(3);
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// Draw the achievement overlay
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drawOverlay(drawList, innerWindowPos, innerWindowPos + innerWindowSize, categoryName);
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drawList->ChannelsMerge();
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// Handle dragging the achievement tree around
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if (ImGui::IsMouseHoveringRect(innerWindowPos, innerWindowPos + innerWindowSize)) {
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auto dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Left);
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this->m_offset += dragDelta;
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ImGui::ResetMouseDragDelta(ImGuiMouseButton_Left);
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}
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// Clamp the achievement tree to the window
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this->m_offset = -ImClamp(-this->m_offset, { 0, 0 }, ImMax(maxPos - innerWindowPos - innerWindowSize, { 0, 0 }));
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drawList->PopClipRect();
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// Draw settings below the window
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ImGui::SetCursorScreenPos(innerWindowPos + ImVec2(0, innerWindowSize.y + windowPadding.y));
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ImGui::BeginGroup();
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{
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if (ImGui::Checkbox("Show popup", &this->m_showPopup))
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ContentRegistry::Settings::write("hex.builtin.setting.interface", "hex.builtin.setting.interface.achievement_popup", this->m_showPopup);
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}
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ImGui::EndGroup();
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ImGui::EndTabItem();
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}
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}
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ImGui::EndTabBar();
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}
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this->m_achievementToGoto = nullptr;
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}
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void ViewAchievements::drawAlwaysVisibleContent() {
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// Handle showing the achievement unlock popup
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if (this->m_achievementUnlockQueueTimer >= 0 && this->m_showPopup) {
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this->m_achievementUnlockQueueTimer -= ImGui::GetIO().DeltaTime;
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// Check if there's an achievement that can be drawn
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if (this->m_currAchievement != nullptr) {
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const ImVec2 windowSize = scaled({ 200, 55 });
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ImGui::SetNextWindowPos(ImHexApi::System::getMainWindowPosition() + ImVec2 { ImHexApi::System::getMainWindowSize().x - windowSize.x - 100_scaled, 0 });
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ImGui::SetNextWindowSize(windowSize);
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if (ImGui::Begin("##achievement_unlocked", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoInputs)) {
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ImGui::BringWindowToDisplayFront(ImGui::GetCurrentWindow());
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// Draw unlock text
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ImGuiExt::TextFormattedColored(ImGuiExt::GetCustomColorVec4(ImGuiCustomCol_AchievementUnlocked), "{}", "hex.builtin.view.achievements.unlocked"_lang);
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// Draw achievement icon
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ImGui::Image(this->m_currAchievement->getIcon(), scaled({ 20, 20 }));
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ImGui::SameLine();
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ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
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ImGui::SameLine();
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// Draw name of achievement
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ImGuiExt::TextFormattedWrapped("{}", Lang(this->m_currAchievement->getUnlocalizedName()));
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// Handle clicking on the popup
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if (ImGui::IsWindowHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
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// Open the achievement window and jump to the achievement
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this->getWindowOpenState() = true;
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this->m_achievementToGoto = this->m_currAchievement;
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}
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}
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ImGui::End();
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}
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} else {
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// Reset the achievement unlock queue timer
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this->m_achievementUnlockQueueTimer = -1.0F;
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this->m_currAchievement = nullptr;
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// If there are more achievements to draw, draw the next one
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if (!this->m_achievementUnlockQueue.empty()) {
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this->m_currAchievement = this->m_achievementUnlockQueue.front();
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this->m_achievementUnlockQueue.pop_front();
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this->m_achievementUnlockQueueTimer = 5.0F;
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}
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}
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}
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} |