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87 lines
3.7 KiB
C++
87 lines
3.7 KiB
C++
#pragma once
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#include <functional>
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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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// These are defined in Common/Input/InputState.cpp
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struct TouchInput;
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struct KeyInput;
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struct AxisInput;
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class GraphicsContext;
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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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void NativeGetAppInfo(std::string *app_dir_name, std::string *app_nice_name, bool *landscape, std::string *version);
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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_dir, const char *external_dir, const char *cache_dir);
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// Runs after NativeInit() at some point. May (and probably should) call OpenGL.
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// Should not initialize anything screen-size-dependent - do that in NativeResized.
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bool NativeInitGraphics(GraphicsContext *graphicsContext);
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// If you want to change DPI stuff (such as modifying dp_xres and dp_yres), this is the
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// place to do it. You should only read g_dpi_scale and pixel_xres and pixel_yres in this,
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// and only write dp_xres and dp_yres.
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void NativeResized();
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// Set a flag to indicate a restart. Reset after NativeInit().
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void NativeSetRestarting();
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// Retrieve current restarting flag.
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bool NativeIsRestarting();
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// Delivers touch/key/axis events "instantly", without waiting for the next frame so that NativeFrame can deliver.
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// Some systems like UI will buffer these events internally but at least in gameplay we can get the minimum possible
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// input latency - assuming your main loop is architected properly (NativeFrame called from a different thread than input event handling).
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void NativeTouch(const TouchInput &touch);
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bool NativeKey(const KeyInput &key);
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void NativeAxis(const AxisInput *axis, size_t count);
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void NativeAccelerometer(float tiltX, float tiltY, float tiltZ);
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void NativeMouseDelta(float dx, float dy);
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// Called when it's process a frame, including rendering. If the device can keep up, this
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// will be called sixty times per second. Main thread.
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void NativeFrame(GraphicsContext *graphicsContext);
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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, int sampleRateHz);
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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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void PostLoadConfig();
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// Returns false on failure. Shouldn't really happen, though.
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bool NativeSaveSecret(std::string_view nameOfSecret, std::string_view data);
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inline bool NativeClearSecret(std::string_view nameOfSecret) {
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return NativeSaveSecret(nameOfSecret, "");
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}
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// On failure, returns an empty string. Good enough since any real secret is non-empty.
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std::string NativeLoadSecret(std::string_view nameOfSecret);
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