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119 lines
5.0 KiB
C++
119 lines
5.0 KiB
C++
#pragma once
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#include <string>
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// The Native App API.
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//
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// Implement these functions and you've got a native app. These are called
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// from the framework, which exposes the native JNI api which is a bit
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// more complicated.
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// This is defined in input/input_state.h.
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struct InputState;
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struct TouchInput;
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struct KeyInput;
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struct AxisInput;
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// The first function to get called, just write strings to the two pointers.
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// This might get called multiple times in some implementations, you must be able to handle that.
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// The detected DP dimensions of the screen are set as dp_xres and dp_yres and you're free to change
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// them if you have a fixed-size app that needs to stretch a little to fit.
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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape);
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// Generic host->C++ messaging, used for functionality like system-native popup input boxes.
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void NativeMessageReceived(const char *message, const char *value);
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// For the back button to work right, this should return true on your main or title screen.
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// Otherwise, just return false.
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bool NativeIsAtTopLevel();
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// The very first function to be called after NativeGetAppInfo. Even NativeMix is not called
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// before this, although it may be called at any point in time afterwards (on any thread!)
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// This functions must NOT call OpenGL. Main thread.
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void NativeInit(int argc, const char *argv[], const char *savegame_directory, const char *external_directory, const char *installID);
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// Runs after NativeInit() at some point. May (and probably should) call OpenGL.
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void NativeInitGraphics();
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// Signals that you need to recreate all buffered OpenGL resources,
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// like textures, vbo etc. Also, if you have modified dp_xres and dp_yres, you have to
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// do it again here. Main thread.
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void NativeDeviceLost();
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// Called ~sixty times a second, delivers the current input state.
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// Main thread.
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void NativeUpdate(InputState &input);
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// Delivers touch events "instantly", without waiting for the next frame so that NativeUpdate can deliver.
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// Useful for triggering audio events, saving a few ms.
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// If you don't care about touch latency, just do a no-op implementation of this.
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// time is not yet implemented. finger can be from 0 to 7, inclusive.
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void NativeTouch(const TouchInput &touch);
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void NativeKey(const KeyInput &key);
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void NativeAxis(const AxisInput &axis);
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// Called when it's time to render. If the device can keep up, this
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// will also be called sixty times per second. Main thread.
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void NativeRender();
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// This should render num_samples 44khz stereo samples.
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// Try not to make too many assumptions on the granularity
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// of num_samples.
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// This function may be called from a totally separate thread from
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// the rest of the game, so be careful with synchronization.
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// Returns the number of samples actually output. The app should do everything it can
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// to fill the buffer completely.
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int NativeMix(short *audio, int num_samples);
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void NativeSetMixer(void* mixer);
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// Called when it's time to shutdown. After this has been called,
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// no more calls to any other function will be made from the framework
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// before process exit.
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// The graphics context should still be active when calling this, as freeing
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// of graphics resources happens here.
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// Main thread.
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void NativeShutdownGraphics();
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void NativeShutdown();
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// Called on app.onCreate and app.onDestroy (?). Tells the app to save/restore
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// light state. If app was fully rebooted between these calls, it's okay if some minor
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// state is lost (position in level) but the level currently playihg, or the song
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// currently being edited, or whatever, should be restored properly. In this case,
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// firstTime will be set so that appropriate action can be taken (or not taken when
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// it's not set).
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//
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// Note that NativeRestore is always called on bootup.
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void NativeRestoreState(bool firstTime); // onCreate
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void NativeSaveState(); // onDestroy
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// Calls back into Java / SDL
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// These APIs must be implemented by every port (for example app-android.cpp, PCMain.cpp).
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// You are free to call these.
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void SystemToast(const char *text);
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void ShowKeyboard();
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void ShowAd(int x, int y, bool center_x);
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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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void Vibrate(int length_ms);
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void LaunchBrowser(const char *url);
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void LaunchMarket(const char *url);
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void LaunchEmail(const char *email_address);
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void System_InputBox(const char *title, const char *defaultValue);
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enum SystemProperty {
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SYSPROP_NAME,
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SYSPROP_LANGREGION,
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SYSPROP_CPUINFO,
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};
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std::string System_GetProperty(SystemProperty prop);
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