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e01ca5b057
* Rename LogType to Log * Explicitly use the Log:: enum when logging. Allows for autocomplete when editing. * Mac/ARM64 buildfix * Do the same with the hle result log macros * Rename the log names to mixed case while at it. * iOS buildfix * Qt buildfix attempt, ARM32 buildfix
114 lines
3.9 KiB
C++
114 lines
3.9 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 "Core/Loaders.h" // for IdentifiedFileType
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class Path;
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class PointerWrap;
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class FileLoader;
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struct rc_client_t;
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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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// 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 HardcoreModeActive();
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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 Hardcore Mode" message will be shown.
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// Also returns true if hardcore mode is active.
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// Specify isSaveAction so we can still permit saves (but not loads) in hardcore mode if that option is enabled.
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bool WarnUserIfHardcoreModeActive(bool isSaveStateAction, std::string_view message = "");
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// Returns the length of the string. If (size_t)-1, there's no message.
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size_t GetRichPresenceMessage(char *buffer, size_t bufSize);
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// Returns true if the user has unsaved RAIntegration changes. Should prompt the user to be sure they want to exit.
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bool RAIntegrationDirty();
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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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/// 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, IdentifiedFileType fileType, FileLoader *fileLoader);
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void ChangeUMD(const Path &path, FileLoader *fileLoader); // 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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