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authorLillyJadeKatrin <lilly.kitty.1988@gmail.com>2023-04-12 21:46:27 -0400
committerLillyJadeKatrin <lilly.kitty.1988@gmail.com>2023-04-14 17:15:45 -0400
commit505f40cf9d6df3a2f5985132505caacf4125d403 (patch)
tree0c04fe371b771a14a652c695908c52892c0cb47b /Source/Core/VideoBackends/Vulkan/ObjectCache.cpp
parentae18aa0639bdf2d51c8bf738bd7f794d89aa22e4 (diff)
Added ActivateDeactivateAchievement to AchievementManager
ActivateDeactivateAchievement is passed an Achievement ID as returned from the FetchGameData API call and determines whether to activate it, deactivate it, or leave it where it is based on its current known state and what settings are enabled. Activating or deactivating an achievement entails calling a method provided by rcheevos that performs this on the rcheevos runtime. Activating an achievement loads its memory signature into the runtime; now the runtime will process the achievement each time the rc_runtime_do_frame function is called (this will be in a future PR) to determine when the achievement's requirements are met. Deactivating an achievement unloads it from the runtime. The specific logic to determine whether an achievement is active operates over many fields but is documented in detail inside the function. There are multiple settings flags for which achievements are enabled (one flag for all achievements, an "unofficial" flag for enabling achievements marked as unofficial i.e. those that have logic on the site but have not yet been officially approved, and an "encore" flag that enables achievements the player has already unlocked) and this function also evaluates whether the achievement has been unlocked in hardcore mode or softcore mode (though currently every reference to the current hardcore mode state is hardcoded as false).
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/ObjectCache.cpp')
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