// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #include "common/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 { /// Typical durations for OSD messages. static constexpr float OSD_CRITICAL_ERROR_DURATION = 20.0f; static constexpr float OSD_ERROR_DURATION = 15.0f; static constexpr float OSD_WARNING_DURATION = 10.0f; static constexpr float OSD_INFO_DURATION = 5.0f; static constexpr float OSD_QUICK_DURATION = 2.5f; /// Reads a file from the resources directory of the application. /// This may be outside of the "normal" filesystem on platforms such as Mac. std::optional> ReadResourceFile(const char* filename); /// Reads a resource file file from the resources directory as a string. std::optional ReadResourceFileToString(const char* filename); /// Returns the modified time of a resource. std::optional GetResourceFileTimestamp(const char* filename); // 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(); /// Returns a localized version of the specified string within the specified context. /// The pointer is guaranteed to be valid until the next language change. const char* TranslateToCString(const std::string_view& context, const std::string_view& msg); /// Returns a localized version of the specified string within the specified context. /// The view is guaranteed to be valid until the next language change. /// NOTE: When passing this to fmt, positional arguments should be used in the base string, as /// not all locales follow the same word ordering. std::string_view TranslateToStringView(const std::string_view& context, const std::string_view& msg); /// Returns a localized version of the specified string within the specified context. std::string TranslateToString(const std::string_view& context, const std::string_view& msg); /// Clears the translation cache. All previously used strings should be considered invalid. void ClearTranslationCache(); std::unique_ptr CreateAudioStream(AudioBackend backend, u32 sample_rate, u32 channels, u32 buffer_ms, u32 latency_ms, AudioStretchMode stretch); /// Returns the scale of OSD elements. float GetOSDScale(); /// Adds OSD messages, duration is in seconds. void AddOSDMessage(std::string message, float duration = 2.0f); void AddKeyedOSDMessage(std::string key, std::string message, float duration = 2.0f); void AddIconOSDMessage(std::string key, const char* icon, std::string message, float duration = 2.0f); void AddFormattedOSDMessage(float duration, const char* format, ...); void AddKeyedFormattedOSDMessage(std::string key, float duration, const char* format, ...); void RemoveKeyedOSDMessage(std::string key); void ClearOSDMessages(); /// Displays an asynchronous error on the UI thread, i.e. doesn't block the caller. void ReportErrorAsync(const std::string_view& title, const std::string_view& message); void ReportFormattedErrorAsync(const std::string_view& title, const char* format, ...); /// Displays a synchronous confirmation on the UI thread, i.e. blocks the caller. bool ConfirmMessage(const std::string_view& title, const std::string_view& message); bool ConfirmFormattedMessage(const std::string_view& title, const char* format, ...); /// Debugger feedback. void ReportDebuggerMessage(const std::string_view& message); void ReportFormattedDebuggerMessage(const char* format, ...); /// 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); /// Enables "relative" mouse mode, locking the cursor position and returning relative coordinates. void SetMouseMode(bool relative, bool hide_cursor); /// Safely executes a function on the VM thread. void RunOnCPUThread(std::function function, bool block = false); /// Opens a URL, using the default application. void OpenURL(const std::string_view& url); /// Copies the provided text to the host's clipboard, if present. bool CopyTextToClipboard(const std::string_view& text); /// 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(); /// Provided by the host; renders the display. void RenderDisplay(bool skip_present); void InvalidateDisplay(); 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); /// Implementation to retrieve a translated string. s32 GetTranslatedStringImpl(const std::string_view& context, const std::string_view& msg, char* tbuf, size_t tbuf_space); } // namespace Internal } // namespace Host // Helper macros for retrieving translated strings. #define TRANSLATE(context, msg) Host::TranslateToCString(context, msg) #define TRANSLATE_SV(context, msg) Host::TranslateToStringView(context, msg) #define TRANSLATE_STR(context, msg) Host::TranslateToString(context, msg) #define TRANSLATE_FS(context, msg) fmt::runtime(Host::TranslateToStringView(context, msg)) // Does not translate the string at runtime, but allows the UI to in its own way. #define TRANSLATE_NOOP(context, msg) msg