ppsspp/Core/RetroAchievements.h
2023-09-12 14:17:50 +02:00

121 lines
3.7 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-2.0 OR GPL-3.0 OR CC-BY-NC-ND-4.0)
// Derived from Duckstation's RetroAchievements implementation by stenzek as can be seen
// above, relicensed to GPL 2.0.
// Modifications and deletions have been made where needed.
// Refactoring it into a more PPSSPP-like style may or may not be a good idea -
// it'll make it harder to copy new achievement features from Duckstation.
#pragma once
#include <functional>
#include <optional>
#include <string>
#include <utility>
#include <vector>
#include <set>
#include <mutex>
#include "Common/StringUtils.h"
#include "Common/CommonTypes.h"
#include "Core/Loaders.h" // for IdentifiedFileType
#include "ext/rcheevos/include/rc_client.h"
class Path;
class PointerWrap;
class FileLoader;
namespace Achievements {
struct Statistics {
// Debug stats
int badMemoryAccessCount;
};
// RAIntegration only exists for Windows, so no point checking it on other platforms.
#ifdef WITH_RAINTEGRATION
bool IsUsingRAIntegration();
#else
static inline bool IsUsingRAIntegration()
{
return false;
}
#endif
// Returns true if the user is logged in properly, and everything is set up for playing games with achievements.
bool IsLoggedIn();
// Returns true if in a game, and achievements are active in the current game.
bool IsActive();
// Returns true if unofficial achievements are enabled.
bool UnofficialEnabled();
// Returns true if encore-mode is active.
bool EncoreModeActive();
// Returns true if the emulator should hold off on executing game code, such as during game identification.
bool IsBlockingExecution();
// Returns true if features such as save states should be disabled.
// This should only be used for controlling functionality of the following things, which are banned in Challenge/Hardcore mode:
//
// * Savestates
// * Slowdown time (though hard to fully prevent, could use crazy post shaders or software rendering...)
bool ChallengeModeActive();
// Same as ChallengeModeActive but comes with a convenient user message. Don't use for every-frame checks or UI enablement,
// only for shortcut keys and commands. You should look up the message in I18NCat::ACHIEVEMENTS.
// If no message is specified, a standard "This feature is not available in Challenge Mode" message will be shown.
// Also returns true if challenge mode is active.
bool WarnUserIfChallengeModeActive(const char *message = nullptr);
// The new API is so much nicer that we can use it directly instead of wrapping it. So let's expose the client.
// Will of course return nullptr if not active.
rc_client_t *GetClient();
void Initialize();
void UpdateSettings();
bool LoginProblems(std::string *errorString);
bool HasToken();
/// Called when the system is being shut down. If Shutdown() returns false, the shutdown should be aborted if possible.
bool Shutdown();
void DownloadImageIfMissing(const std::string &cache_key, std::string &&url);
/// Called once a frame at vsync time on the CPU thread, during gameplay.
void FrameUpdate();
/// Called every frame to let background processing happen.
void Idle();
/// Saves/loads state.
void DoState(PointerWrap &p);
/// Returns true if the current game has any achievements or leaderboards.
bool HasAchievementsOrLeaderboards();
bool LoginAsync(const char *username, const char *password);
void Logout();
bool IsReadyToStart();
void SetGame(const Path &path, IdentifiedFileType fileType, FileLoader *fileLoader);
void ChangeUMD(const Path &path, FileLoader *fileLoader); // for in-game UMD change
void UnloadGame(); // Call when leaving a game.
Statistics GetStatistics();
std::string GetGameAchievementSummary();
std::set<uint32_t> GetActiveChallengeIDs();
} // namespace Achievements