// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #include "util/host.h" #include "common/small_string.h" #include "common/types.h" #include #include #include #include #include #include #include #include class SettingsInterface; struct WindowInfo; enum class AudioBackend : u8; enum class AudioStretchMode : u8; enum class RenderAPI : u32; class AudioStream; class CDImage; namespace Host { // Base setting retrieval, bypasses layers. std::string GetBaseStringSettingValue(const char* section, const char* key, const char* default_value = ""); bool GetBaseBoolSettingValue(const char* section, const char* key, bool default_value = false); s32 GetBaseIntSettingValue(const char* section, const char* key, s32 default_value = 0); u32 GetBaseUIntSettingValue(const char* section, const char* key, u32 default_value = 0); float GetBaseFloatSettingValue(const char* section, const char* key, float default_value = 0.0f); double GetBaseDoubleSettingValue(const char* section, const char* key, double default_value = 0.0); std::vector GetBaseStringListSetting(const char* section, const char* key); // Allows the emucore to write settings back to the frontend. Use with care. // You should call CommitBaseSettingChanges() if you directly write to the layer (i.e. not these functions), or it may // not be written to disk. void SetBaseBoolSettingValue(const char* section, const char* key, bool value); void SetBaseIntSettingValue(const char* section, const char* key, s32 value); void SetBaseUIntSettingValue(const char* section, const char* key, u32 value); void SetBaseFloatSettingValue(const char* section, const char* key, float value); void SetBaseStringSettingValue(const char* section, const char* key, const char* value); void SetBaseStringListSettingValue(const char* section, const char* key, const std::vector& values); bool AddValueToBaseStringListSetting(const char* section, const char* key, const char* value); bool RemoveValueFromBaseStringListSetting(const char* section, const char* key, const char* value); void DeleteBaseSettingValue(const char* section, const char* key); void CommitBaseSettingChanges(); // Settings access, thread-safe. std::string GetStringSettingValue(const char* section, const char* key, const char* default_value = ""); bool GetBoolSettingValue(const char* section, const char* key, bool default_value = false); int GetIntSettingValue(const char* section, const char* key, s32 default_value = 0); u32 GetUIntSettingValue(const char* section, const char* key, u32 default_value = 0); float GetFloatSettingValue(const char* section, const char* key, float default_value = 0.0f); double GetDoubleSettingValue(const char* section, const char* key, double default_value = 0.0); std::vector GetStringListSetting(const char* section, const char* key); /// Direct access to settings interface. Must hold the lock when calling GetSettingsInterface() and while using it. std::unique_lock GetSettingsLock(); SettingsInterface* GetSettingsInterface(); /// Returns the settings interface that controller bindings should be loaded from. /// If an input profile is being used, this will be the input layer, otherwise the layered interface. SettingsInterface* GetSettingsInterfaceForBindings(); std::unique_ptr CreateAudioStream(AudioBackend backend, u32 sample_rate, u32 channels, u32 buffer_ms, u32 latency_ms, AudioStretchMode stretch); /// Debugger feedback. void ReportDebuggerMessage(const std::string_view& message); void ReportFormattedDebuggerMessage(const char* format, ...); /// Returns a list of supported languages and codes (suffixes for translation files). std::span> GetAvailableLanguageList(); /// Refreshes the UI when the language is changed. bool ChangeLanguage(const char* new_language); /// Displays a loading screen with the logo, rendered with ImGui. Use when executing possibly-time-consuming tasks /// such as compiling shaders when starting up. void DisplayLoadingScreen(const char* message, int progress_min = -1, int progress_max = -1, int progress_value = -1); /// Safely executes a function on the VM thread. void RunOnCPUThread(std::function function, bool block = false); /// Requests shut down and exit of the hosting application. This may not actually exit, /// if the user cancels the shutdown confirmation. void RequestExit(bool allow_confirm); /// Attempts to create the rendering device backend. bool CreateGPUDevice(RenderAPI api); /// Handles fullscreen transitions and such. void UpdateDisplayWindow(); /// Called when the window is resized. void ResizeDisplayWindow(s32 width, s32 height, float scale); /// Destroys any active rendering device. void ReleaseGPUDevice(); /// Called before drawing the OSD and other display elements. void BeginPresentFrame(); namespace Internal { /// Retrieves the base settings layer. Must call with lock held. SettingsInterface* GetBaseSettingsLayer(); /// Retrieves the game settings layer, if present. Must call with lock held. SettingsInterface* GetGameSettingsLayer(); /// Retrieves the input settings layer, if present. Must call with lock held. SettingsInterface* GetInputSettingsLayer(); /// Sets the base settings layer. Should be called by the host at initialization time. void SetBaseSettingsLayer(SettingsInterface* sif); /// Sets the game settings layer. Called by VMManager when the game changes. void SetGameSettingsLayer(SettingsInterface* sif); /// Sets the input profile settings layer. Called by VMManager when the game changes. void SetInputSettingsLayer(SettingsInterface* sif); } // namespace Internal } // namespace Host