Similarly to the Progress widget (though without the separate object for each box, because each Leaderboard unit is just three text fields stacked vertically), AchievementLeaderboardWidget.UpdateData will now accept three options: destroy all and rebuild, update all, or update a set of rows.
As part of this, AchievementManager::GetLeaderboardsInfo has been refactored to GetLeaderboardInfo to return a single leaderboard for the ID passed in.
AchievementProgressWidget maintains in memory a map of AchievementBox pointers so that UpdateData can operate on them individually. UpdateData is overhauled for three options: UpdateData(true) will destroy the entire list and re-create it from scratch as before, to be used if the game or player changes/closes/logs out. UpdateData(false) will loop through the map and call UpdateData on every achievement box, to be used for certain settings changes such as enabling badges or disabling hardcore mode. UpdateData(set<IDs>) will call UpdateData on only the IDs in the set, to be used when achievements are unlocked.
AchievementBox is an extension of QGroupBox that contains the data for a single achievement, initialized with the achievement data and able to reference AchievementManager to update itself.
This change was primarily made to refactor the badge fetching to use the client instead of the runtime, but in the process I also refactored the code to cut down on complexity and duplication. Now the FetchBadge method is passed a function that generates the badge name; this is used to ensure that once the badge is loaded that it is still the desired badge to avoid race conditions.
HashGame has become LoadGame, similar structure with the file loaders but using the client instead. LoadGameCallback has been created to handle the results. The old LoadGameSync has been deleted as have
several hash and load methods that it called.
Deletes AchievementManager::Login, renames LoginAsync to Login, and replaces the one synchronous call in the AchievementSettingsWidget with the async call. There is a minor usability regression in that the UI currently does not notify the user when a login has failed; this will be addressed in a later change (possibly in a different PR).
Move CheatManager's child widgets into scroll areas to allow making the
window smaller than the default.
In CheatSearchWidget, enable word wrapping for the label describing the
address space and search type to help it fit better inside a narrower
window.
There were three distinct mechanisms for signaling symbol changes in DolphinQt: `Host::NotifyMapLoaded`, `MenuBar::NotifySymbolsUpdated`, and `CodeViewWidget::SymbolsChanged`. The behavior of these signals has been consolidated into the new `Host::PPCSymbolsUpdated` signal, which can be emitted from anywhere in DolphinQt to properly update symbols everywhere in DolphinQt.
With this, I intend to make it clearer that Auto, Force 4:3, Force 16:9
and Custom are really the same thing, just with the aspect ratio of the
simulated TV being selected in a different way. I also extended the
introduction in a way I feel will clarify things but which you are
welcome to bikeshed :)
I was thinking of this during the review of 41b19e262f, but wanted to
put it in a separate PR as to avoid blocking it on bikeshedding.
I'm a bit unsure what to do about the word "analog" in "analog TV". I
felt that repeating it for each of these options would be too
repetitive. I suppose there's a reason why we used the word originally,
but digital TVs do give you basically the same aspect ratio for GC/Wii
games as analog TVs. (Of course, whether it's 4:3-like or 16:9-like
depends on what aspect ratio you set in the TV's settings, but that's
the case for widescreen CRTs too.)