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https://github.com/hrydgard/ppsspp.git
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2625570d21
My previous workaround was flawed - it didn't work at all since we run http callbacks on the main thread, so no progress was made in the background. Now we really delay starting the game until the achievement system is ready, if it's in the process of logging in.
121 lines
3.6 KiB
C++
121 lines
3.6 KiB
C++
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-2.0 OR GPL-3.0 OR CC-BY-NC-ND-4.0)
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// Derived from Duckstation's RetroAchievements implementation by stenzek as can be seen
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// above, relicensed to GPL 2.0.
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// Modifications and deletions have been made where needed.
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// Refactoring it into a more PPSSPP-like style may or may not be a good idea -
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// it'll make it harder to copy new achievement features from Duckstation.
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#pragma once
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#include <functional>
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#include <optional>
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#include <string>
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#include <utility>
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#include <vector>
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#include <set>
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#include <mutex>
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#include "Common/StringUtils.h"
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#include "Common/CommonTypes.h"
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#include "ext/rcheevos/include/rc_client.h"
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class Path;
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class PointerWrap;
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class FileLoader;
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namespace Achievements {
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struct Statistics {
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// Debug stats
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int badMemoryAccessCount;
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};
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// RAIntegration only exists for Windows, so no point checking it on other platforms.
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#ifdef WITH_RAINTEGRATION
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bool IsUsingRAIntegration();
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#else
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static inline bool IsUsingRAIntegration()
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{
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return false;
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}
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#endif
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// Returns true if the user is logged in properly, and everything is set up for playing games with achievements.
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bool IsLoggedIn();
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// Returns true if in a game, and achievements are active in the current game.
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bool IsActive();
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// Returns true if unofficial achievements are enabled.
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bool UnofficialEnabled();
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// Returns true if encore-mode is active.
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bool EncoreModeActive();
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// Returns true if the emulator should hold off on executing game code, such as during game identification.
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bool IsBlockingExecution();
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// Returns true if features such as save states should be disabled.
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// This should only be used for controlling functionality of the following things, which are banned in Challenge/Hardcore mode:
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//
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// * Savestates
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// * Slowdown time (though hard to fully prevent, could use crazy post shaders or software rendering...)
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bool ChallengeModeActive();
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// Same as ChallengeModeActive but comes with a convenient user message. Don't use for every-frame checks or UI enablement,
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// only for shortcut keys and commands. You should look up the message in I18NCat::ACHIEVEMENTS.
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// If no message is specified, a standard "This feature is not available in Challenge Mode" message will be shown.
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// Also returns true if challenge mode is active.
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bool WarnUserIfChallengeModeActive(const char *message = nullptr);
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// The new API is so much nicer that we can use it directly instead of wrapping it. So let's expose the client.
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// Will of course return nullptr if not active.
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rc_client_t *GetClient();
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void Initialize();
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void UpdateSettings();
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bool LoginProblems(std::string *errorString);
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bool HasToken();
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void TryLoginByToken();
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/// Called when the system is being shut down. If Shutdown() returns false, the shutdown should be aborted if possible.
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bool Shutdown();
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void DownloadImageIfMissing(const std::string &cache_key, std::string &&url);
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/// Called once a frame at vsync time on the CPU thread, during gameplay.
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void FrameUpdate();
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/// Called every frame to let background processing happen.
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void Idle();
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/// Saves/loads state.
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void DoState(PointerWrap &p);
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/// Returns true if the current game has any achievements or leaderboards.
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bool HasAchievementsOrLeaderboards();
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bool LoginAsync(const char *username, const char *password);
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void Logout();
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bool IsReadyToStart();
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void SetGame(const Path &path, FileLoader *fileLoader);
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void ChangeUMD(const Path &path); // for in-game UMD change
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void UnloadGame(); // Call when leaving a game.
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Statistics GetStatistics();
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std::string GetGameAchievementSummary();
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std::set<uint32_t> GetActiveChallengeIDs();
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} // namespace Achievements
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