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b015225bf6
Using `SYSPROP_SYSTEMVERSION` is bad idea since it's set under `Available as Int`, instead I just added `SYSPROP_SYSTEMBUILD`
304 lines
8.7 KiB
C++
304 lines
8.7 KiB
C++
#pragma once
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#include <string>
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#include <string_view>
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#include <vector>
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#include <functional>
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#include <cstdint>
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#include <mutex>
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// Platform integration
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// To run the PPSSPP core, a platform needs to implement all the System_ functions in this file.
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// Failure to implement all of these will simply cause linker failures. There are a few that are
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// only implemented on specific platforms, but they're also only called on those platforms.
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// The platform then calls the entry points from NativeApp.h as appropriate. That's basically it,
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// disregarding build system complexities.
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enum SystemPermission {
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SYSTEM_PERMISSION_STORAGE,
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};
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enum PermissionStatus {
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PERMISSION_STATUS_UNKNOWN,
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PERMISSION_STATUS_DENIED,
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PERMISSION_STATUS_PENDING,
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PERMISSION_STATUS_GRANTED,
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};
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// These APIs must be implemented by every port (for example app-android.cpp, SDLMain.cpp).
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// Ideally these should be safe to call from any thread.
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void System_Toast(std::string_view text);
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void System_ShowKeyboard();
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// Vibrate either takes a number of milliseconds to vibrate unconditionally,
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// or you can specify these constants for "standard" feedback. On Android,
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// these will only be performed if haptic feedback is enabled globally.
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// Also, on Android, these will work even if you don't have the VIBRATE permission,
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// while generic vibration will not if you don't have it.
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enum {
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HAPTIC_SOFT_KEYBOARD = -1,
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HAPTIC_VIRTUAL_KEY = -2,
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HAPTIC_LONG_PRESS_ACTIVATED = -3,
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};
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enum class LaunchUrlType {
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BROWSER_URL,
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MARKET_URL,
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EMAIL_ADDRESS,
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};
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void System_Vibrate(int length_ms);
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void System_LaunchUrl(LaunchUrlType urlType, const char *url);
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// It's sometimes a little unclear what should be a request, and what should be a separate function.
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// Going forward, "optional" things (PPSSPP will still function alright without it) will be requests,
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// to make implementations simpler in the default case.
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enum class UIEventNotification {
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MENU_RETURN,
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POPUP_CLOSED,
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TEXT_GOTFOCUS,
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TEXT_LOSTFOCUS,
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};
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enum class SystemRequestType {
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INPUT_TEXT_MODAL,
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ASK_USERNAME_PASSWORD,
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BROWSE_FOR_IMAGE,
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BROWSE_FOR_FILE,
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BROWSE_FOR_FOLDER,
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EXIT_APP,
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RESTART_APP, // For graphics backend changes
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RECREATE_ACTIVITY, // Android
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COPY_TO_CLIPBOARD,
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SHARE_TEXT,
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SET_WINDOW_TITLE,
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TOGGLE_FULLSCREEN_STATE,
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GRAPHICS_BACKEND_FAILED_ALERT,
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CREATE_GAME_SHORTCUT,
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SHOW_FILE_IN_FOLDER,
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// Commonly ignored, used when automated tests generate output.
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SEND_DEBUG_OUTPUT,
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// Note: height specified as param3, width based on param1.size() / param3.
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SEND_DEBUG_SCREENSHOT,
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NOTIFY_UI_EVENT, // Used to manage events that are useful for popup virtual keyboards.
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SET_KEEP_SCREEN_BRIGHT,
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// High-level hardware control
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CAMERA_COMMAND,
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GPS_COMMAND,
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INFRARED_COMMAND,
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MICROPHONE_COMMAND,
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RUN_CALLBACK_IN_WNDPROC,
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};
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// Implementations are supposed to process the request, and post the response to the g_RequestManager (see Message.h).
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// This is not to be used directly by applications, instead use the g_RequestManager to make the requests.
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// This can return false if it's known that the platform doesn't support the request, the app is supposed to handle
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// or ignore that cleanly.
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// Some requests don't use responses.
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bool System_MakeRequest(SystemRequestType type, int requestId, const std::string ¶m1, const std::string ¶m2, int64_t param3, int64_t param4);
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PermissionStatus System_GetPermissionStatus(SystemPermission permission);
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void System_AskForPermission(SystemPermission permission);
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// This will get muddy with multi-screen support :/ But this will always be the type of the main device.
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enum SystemDeviceType {
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DEVICE_TYPE_MOBILE = 0, // phones and pads
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DEVICE_TYPE_TV = 1, // Android TV and similar
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DEVICE_TYPE_DESKTOP = 2, // Desktop computer
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DEVICE_TYPE_VR = 3, // VR headset
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};
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enum SystemKeyboardLayout {
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KEYBOARD_LAYOUT_QWERTY = 0,
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KEYBOARD_LAYOUT_QWERTZ = 1,
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KEYBOARD_LAYOUT_AZERTY = 2,
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};
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enum SystemProperty {
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SYSPROP_NAME,
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SYSPROP_SYSTEMBUILD,
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SYSPROP_LANGREGION,
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SYSPROP_CPUINFO,
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SYSPROP_BOARDNAME,
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SYSPROP_CLIPBOARD_TEXT,
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SYSPROP_GPUDRIVER_VERSION,
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SYSPROP_BUILD_VERSION,
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// Separate SD cards or similar.
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// Need hacky solutions to get at this.
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SYSPROP_HAS_ADDITIONAL_STORAGE,
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SYSPROP_ADDITIONAL_STORAGE_DIRS,
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SYSPROP_TEMP_DIRS,
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SYSPROP_HAS_FILE_BROWSER,
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SYSPROP_HAS_FOLDER_BROWSER,
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SYSPROP_HAS_IMAGE_BROWSER,
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SYSPROP_HAS_BACK_BUTTON,
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SYSPROP_HAS_KEYBOARD,
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SYSPROP_KEYBOARD_IS_SOFT,
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SYSPROP_HAS_ACCELEROMETER, // Used to enable/disable tilt input settings
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SYSPROP_HAS_OPEN_DIRECTORY,
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SYSPROP_HAS_LOGIN_DIALOG,
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SYSPROP_HAS_TEXT_CLIPBOARD,
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SYSPROP_HAS_TEXT_INPUT_DIALOG, // Indicates that System_InputBoxGetString is available.
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SYSPROP_CAN_CREATE_SHORTCUT,
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SYSPROP_CAN_SHOW_FILE,
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SYSPROP_SUPPORTS_HTTPS,
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SYSPROP_DEBUGGER_PRESENT,
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// Available as Int:
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SYSPROP_SYSTEMVERSION,
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SYSPROP_DISPLAY_XRES,
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SYSPROP_DISPLAY_YRES,
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SYSPROP_DISPLAY_REFRESH_RATE,
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SYSPROP_DISPLAY_LOGICAL_DPI,
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SYSPROP_DISPLAY_DPI,
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SYSPROP_DISPLAY_COUNT,
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SYSPROP_MOGA_VERSION,
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// Float only:
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SYSPROP_DISPLAY_SAFE_INSET_LEFT,
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SYSPROP_DISPLAY_SAFE_INSET_RIGHT,
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SYSPROP_DISPLAY_SAFE_INSET_TOP,
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SYSPROP_DISPLAY_SAFE_INSET_BOTTOM,
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SYSPROP_DEVICE_TYPE,
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SYSPROP_APP_GOLD, // To avoid having #ifdef GOLD other than in main.cpp and similar.
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// Exposed on Android. Choosing the optimal sample rate for audio
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// will result in lower latencies. Buffer size is automatically matched
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// by the OpenSL audio backend, only exposed here for debugging/info.
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SYSPROP_AUDIO_SAMPLE_RATE,
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SYSPROP_AUDIO_FRAMES_PER_BUFFER,
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SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE,
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SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER,
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// Exposed on SDL.
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SYSPROP_AUDIO_DEVICE_LIST,
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SYSPROP_SUPPORTS_PERMISSIONS,
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SYSPROP_SUPPORTS_SUSTAINED_PERF_MODE,
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SYSPROP_SUPPORTS_OPEN_FILE_IN_EDITOR, // See FileUtil.cpp: OpenFileInEditor
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// Android-specific.
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SYSPROP_ANDROID_SCOPED_STORAGE,
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SYSPROP_CAN_JIT,
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SYSPROP_HAS_DEBUGGER,
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SYSPROP_KEYBOARD_LAYOUT,
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SYSPROP_SKIP_UI,
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SYSPROP_USER_DOCUMENTS_DIR,
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// iOS app store limitation: The documents directory should be the only browsable directory.
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// We'll not return true for this in non-app-store builds.
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SYSPROP_LIMITED_FILE_BROWSING,
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SYSPROP_OK_BUTTON_LEFT,
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SYSPROP_MAIN_WINDOW_HANDLE,
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};
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enum class SystemNotification {
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UI,
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MEM_VIEW,
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DISASSEMBLY,
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DEBUG_MODE_CHANGE,
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BOOT_DONE, // this is sent from EMU thread! Make sure that Host handles it properly!
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SYMBOL_MAP_UPDATED,
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SWITCH_UMD_UPDATED,
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ROTATE_UPDATED,
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FORCE_RECREATE_ACTIVITY,
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IMMERSIVE_MODE_CHANGE,
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AUDIO_RESET_DEVICE,
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SUSTAINED_PERF_CHANGE,
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POLL_CONTROLLERS,
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TOGGLE_DEBUG_CONSOLE, // TODO: Kinda weird, just ported forward.
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TEST_JAVA_EXCEPTION,
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KEEP_SCREEN_AWAKE,
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ACTIVITY,
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UI_STATE_CHANGED,
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AUDIO_MODE_CHANGED,
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APP_SWITCH_MODE_CHANGED,
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};
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// I guess it's not super great architecturally to centralize this, since it's not general - but same with a lot of
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// the other stuff, and this is only used by PPSSPP, so... better this than ugly strings.
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enum class UIMessage {
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PERMISSION_GRANTED,
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POWER_SAVING,
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RECREATE_VIEWS,
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CONFIG_LOADED,
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REQUEST_GAME_BOOT,
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REQUEST_GAME_RUN, // or continue?
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REQUEST_GAME_PAUSE,
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REQUEST_GAME_RESET,
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REQUEST_GAME_STOP,
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GAME_SELECTED,
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SHOW_CONTROL_MAPPING,
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SHOW_CHAT_SCREEN,
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SHOW_DISPLAY_LAYOUT_EDITOR,
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SHOW_SETTINGS,
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SHOW_LANGUAGE_SCREEN,
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REQUEST_GPU_DUMP_NEXT_FRAME,
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REQUEST_CLEAR_JIT,
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APP_RESUMED,
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REQUEST_PLAY_SOUND,
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WINDOW_MINIMIZED,
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LOST_FOCUS,
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GOT_FOCUS,
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GPU_CONFIG_CHANGED,
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GPU_RENDER_RESIZED,
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GPU_DISPLAY_RESIZED,
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POSTSHADER_UPDATED,
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ACHIEVEMENT_LOGIN_STATE_CHANGE,
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SAVESTATE_DISPLAY_SLOT,
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GAMESETTINGS_SEARCH,
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SAVEDATA_SEARCH,
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RESTART_GRAPHICS,
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};
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std::string System_GetProperty(SystemProperty prop);
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std::vector<std::string> System_GetPropertyStringVec(SystemProperty prop);
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int64_t System_GetPropertyInt(SystemProperty prop);
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float System_GetPropertyFloat(SystemProperty prop);
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bool System_GetPropertyBool(SystemProperty prop);
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void System_Notify(SystemNotification notification);
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std::vector<std::string> System_GetCameraDeviceList();
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bool System_AudioRecordingIsAvailable();
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bool System_AudioRecordingState();
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// This will be changed to take an enum. Replacement for the old NativeMessageReceived.
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void System_PostUIMessage(UIMessage message, const std::string ¶m = "");
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// For these functions, most platforms will use the implementation provided in UI/AudioCommon.cpp,
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// no need to implement separately.
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void System_AudioGetDebugStats(char *buf, size_t bufSize);
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void System_AudioClear();
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// These samples really have 16 bits of value, but can be a little out of range.
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// This is for pushing rate-controlled 44khz audio from emulation.
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// If you push a little too fast, we'll pitch up to a limit, for example.
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void System_AudioPushSamples(const int32_t *audio, int numSamples);
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inline void System_AudioResetStatCounters() {
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return System_AudioGetDebugStats(nullptr, 0);
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}
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