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