369 lines
13 KiB
C
369 lines
13 KiB
C
#ifndef RA_INTERFACE_H
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#define RA_INTERFACE_H
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#include <wtypes.h> /* HWND */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/******************************
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* Initialization *
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******************************/
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/**
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* Loads and initializes the DLL.
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*
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* Must be called before using any of the other functions. Will automatically download the DLL
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* if not found, or prompt the user to upgrade if a newer version is available
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*
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* @param hMainHWND the handle of the main window
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* @param nEmulatorID the unique idenfier of the emulator
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* @param sClientVersion the current version of the emulator (will be validated against the minimum version for the specified emulator ID)
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*/
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extern void RA_Init(HWND hMainHWND, int nEmulatorID, const char* sClientVersion);
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/**
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* Loads and initializes the DLL.
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*
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* Must be called before using any of the other functions. Will automatically download the DLL
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* if not found, or prompt the user to upgrade if a newer version is available
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*
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* @param hMainHWND the handle of the main window
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* @param sClientName the name of the client, displayed in the title bar and included in the User-Agent for API calls
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* @param sClientVersion the current version of the client
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*/
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extern void RA_InitClient(HWND hMainHWND, const char* sClientName, const char* sClientVersion);
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/**
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* Defines callbacks that the DLL can use to interact with the client.
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*
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* @param fpUnusedIsActive [no longer used] returns non-zero if a game is running
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* @param fpCauseUnpause unpauses the emulator
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* @param fpCausePause pauses the emulator
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* @param fpRebuildMenu notifies the client that the popup menu has changed (@see RA_CreatePopupMenu)
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* @param fpEstimateTitle gets a short description for the game being loaded (parameter is a 256-byte buffer to fill)
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* @param fpResetEmulator resets the emulator
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* @param fpLoadROM [currently unused] tells the emulator to load a specific game
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*/
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extern void RA_InstallSharedFunctions(int (*fpUnusedIsActive)(void),
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void (*fpCauseUnpause)(void), void (*fpCausePause)(void), void (*fpRebuildMenu)(void),
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void (*fpEstimateTitle)(char*), void (*fpResetEmulator)(void), void (*fpLoadROM)(const char*));
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/**
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* Tells the DLL to use UpdateWindow instead of InvalidateRect when the UI needs to be repainted. This is primarily
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* necessary when integrating with an emulator using the SDL library as it keeps the message queue flooded so the
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* InvalidateRect messages never get turned into WM_PAINT messages.
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*
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* @param bEnable non-zero if InvalidateRect calls should be replaced with UpdateWindow
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*/
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extern void RA_SetForceRepaint(int bEnable);
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/**
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* Creates a popup menu that can be appended to the main menu of the emulator.
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*
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* @return handle to the menu. if not attached to the program menu, caller must destroy it themselves.
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*/
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extern HMENU RA_CreatePopupMenu(void);
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/* Resource values for menu items - needed by MFC ON_COMMAND_RANGE macros or WM_COMMAND WndProc handlers
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* they're not all currently used, allowing additional items without forcing recompilation of the emulators
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*/
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#define IDM_RA_MENUSTART 1700
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#define IDM_RA_MENUEND 1739
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/**
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* Called when a menu item in the popup menu is selected.
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*
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* @param nID the ID of the menu item (will be between IDM_RA_MENUSTART and IDM_RA_MENUEND)
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*/
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extern void RA_InvokeDialog(LPARAM nID);
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/**
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* Provides additional information to include in the User-Agent string for API calls.
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*
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* This is primarily used to identify dependencies or configurations (such as libretro core versions)
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*
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* @param sDetail the additional information to include
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*/
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extern void RA_SetUserAgentDetail(const char* sDetail);
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/**
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* Attempts to log in to the retroachievements.org site.
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*
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* Prompts the user for their login credentials and performs the login. If they've previously logged in and have
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* chosen to store their credentials, the login occurs without prompting.
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*
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* @param bBlocking if zero, control is returned to the calling process while the login request is processed by the server.
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*/
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extern void RA_AttemptLogin(int bBlocking);
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/**
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* Specifies the console associated to the emulator.
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*
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* May be called just before loading a game if the emulator supports multiple consoles.
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*
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* @param nConsoleID the unique identifier of the console associated to the game being loaded.
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*/
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extern void RA_SetConsoleID(unsigned int nConsoleID);
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/**
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* Resets memory references created by previous calls to RA_InstallMemoryBank.
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*/
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extern void RA_ClearMemoryBanks(void);
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typedef unsigned char (RA_ReadMemoryFunc)(unsigned int nAddress);
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typedef void (RA_WriteMemoryFunc)(unsigned int nAddress, unsigned char nValue);
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/**
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* Exposes a block of memory to the DLL.
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*
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* The blocks of memory expected by the DLL are unique per console ID. To identify the correct map for a console,
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* view the consoleinfo.c file in the rcheevos repository.
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*
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* @param nBankID the index of the bank to update. will replace any existing bank at that index.
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* @param pReader a function to read from the bank. parameter is the offset within the bank to read from.
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* @param pWriter a function to write to the bank. parameters are the offset within the bank to write to and an 8-bit value to write.
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* @param nBankSize the size of the bank.
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*/
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extern void RA_InstallMemoryBank(int nBankID, RA_ReadMemoryFunc pReader, RA_WriteMemoryFunc pWriter, int nBankSize);
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/**
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* Deinitializes and unloads the DLL.
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*/
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extern void RA_Shutdown(void);
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/******************************
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* Overlay *
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******************************/
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/**
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* Determines if the overlay is fully visible.
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*
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* Precursor check before calling RA_NavigateOverlay
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*
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* @return non-zero if the overlay is fully visible, zero if it is not.
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*/
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extern int RA_IsOverlayFullyVisible(void);
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/**
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* Called to show or hide the overlay.
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*
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* @param bIsPaused true to show the overlay, false to hide it.
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*/
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extern void RA_SetPaused(bool bIsPaused);
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struct ControllerInput
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{
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int m_bUpPressed;
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int m_bDownPressed;
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int m_bLeftPressed;
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int m_bRightPressed;
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int m_bConfirmPressed; /* Usually C or A */
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int m_bCancelPressed; /* Usually B */
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int m_bQuitPressed; /* Usually Start */
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};
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/**
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* Passes controller input to the overlay.
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*
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* Does nothing if the overlay is not fully visible.
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*
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* @param pInput pointer to a ControllerInput structure indicating which inputs are active.
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*/
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extern void RA_NavigateOverlay(struct ControllerInput* pInput);
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/**
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* [deprecated] Updates the overlay for a single frame.
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*
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* This function just calls RA_NavigateOverlay. Updating and rendering is now handled internally to the DLL.
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*/
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extern void RA_UpdateRenderOverlay(HDC, struct ControllerInput* pInput, float, RECT*, bool, bool);
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/**
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* Updates the handle to the main window.
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*
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* The main window handle is used to anchor the overlay. If the client recreates the handle as the result of switching
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* from windowed mode to full screen, or for any other reason, it should call this to reattach the overlay.
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*
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* @param hMainHWND the new handle of the main window
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*/
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extern void RA_UpdateHWnd(HWND hMainHWND);
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/******************************
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* Game Management *
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******************************/
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/**
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* Identifies the game associated to a block of memory.
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*
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* The block of memory is the fully buffered game file. If more complicated identification is required, the caller
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* needs to link against rcheevos/rhash directly to generate the hash, and call RA_IdentifyHash with the result.
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* Can be called when switching discs to ensure the additional discs are still associated to the loaded game.
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*
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* @param pROMData the contents of the game file
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* @param nROMSize the size of the game file
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* @return the unique identifier of the game, 0 if no association available.
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*/
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extern unsigned int RA_IdentifyRom(BYTE* pROMData, unsigned int nROMSize);
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/**
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* Identifies the game associated to a pre-generated hash.
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*
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* Used when the hash algorithm is something other than full file.
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* Can be called when switching discs to ensure the additional discs are still associated to the loaded game.
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*
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* @param sHash the hash generated by rcheevos/rhash
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* @return the unique identifier of the game, 0 if no association available.
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*/
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extern unsigned int RA_IdentifyHash(const char* sHash);
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/**
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* Fetches all retroachievements related data for the specified game.
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*
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* @param nGameId the unique identifier of the game to activate
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*/
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extern void RA_ActivateGame(unsigned int nGameId);
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/**
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* Identifies and activates the game associated to a block of memory.
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*
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* Functions as a call to RA_IdentifyRom followed by a call to RA_ActivateGame.
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*
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* @param pROMData the contents of the game file
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* @param nROMSize the size of the game file
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*/
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extern void RA_OnLoadNewRom(BYTE* pROMData, unsigned int nROMSize);
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/**
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* Called before unloading the game to allow the user to save any changes they might have.
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*
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* @param bIsQuitting non-zero to change the messaging to indicate the emulator is closing.
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* @return zero to abort the unload. non-zero to continue.
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*/
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extern int RA_ConfirmLoadNewRom(int bIsQuitting);
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/******************************
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* Runtime Functionality *
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******************************/
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/**
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* Does all achievement-related processing for a single frame.
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*/
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extern void RA_DoAchievementsFrame(void);
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/**
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* Temporarily disables forced updating of tool windows.
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*
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* Primarily used while fast-forwarding.
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*/
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extern void RA_SuspendRepaint(void);
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/**
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* Resumes forced updating of tool windows.
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*/
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extern void RA_ResumeRepaint(void);
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/**
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* [deprecated] Used to be used to ensure the asynchronous server calls are processed on the UI thread.
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* That's all managed within the DLL now. Calling this function does nothing.
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*/
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extern void RA_HandleHTTPResults(void);
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/**
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* Adds flavor text to the application title bar.
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*
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* Application title bar is managed by the DLL. Value will be "ClientName - Version - Flavor Text - Username"
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*
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* @param sCustomMessage the flavor text to include in the title bar.
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*/
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extern void RA_UpdateAppTitle(const char* sCustomMessage);
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/**
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* Get the user name of the currently logged in user.
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*
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* @return user name of the currently logged in user, empty if no user is logged in.
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*/
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const char* RA_UserName(void);
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/**
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* Determines if the user is currently playing with hardcore enabled.
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*
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* The client should disable any features that would give the player an unfair advantage if this returns non-zero.
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* Things like loading states, using cheats, modifying RAM, disabling rendering layers, viewing decoded tilemaps, etc.
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*
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* @return non-zero if hardcore mode is currently active.
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*/
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extern int RA_HardcoreModeIsActive(void);
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/**
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* Warns the user they're about to do something that will disable hardcore mode.
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*
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* @param sActivity what the user is about to do (i.e. "load a state").
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* @return non-zero if the user disabled hardcore and the activity is allowed.
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* zero if the user declined to disable hardcore and the activity should be aborted.
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*/
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extern int RA_WarnDisableHardcore(const char* sActivity);
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/**
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* Disables hardcore mode without prompting or notifying the user.
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*
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* Should only be called if the client does its own prompting/notification.
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* Typically used when an activity cannot be aborted.
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*/
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extern void RA_DisableHardcore(void);
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/**
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* Notifies the DLL that the game has been reset.
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*
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* Disables active leaderboards and resets hit counts on all active achievements.
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*/
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extern void RA_OnReset(void);
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/**
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* Notifies the DLL that a save state has been created.
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*
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* Creates a .rap file next to the state file that contains achievement-related information for the save state.
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*
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* @param sFilename full path to the save state file.
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*/
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extern void RA_OnSaveState(const char* sFilename);
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/**
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* Notifies the DLL that a save state has been loaded.
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*
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* Loads the .rap file next to the state file that contains achievement-related information for the save state being loaded.
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*
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* @param sFilename full path to the save state file.
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*/
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extern void RA_OnLoadState(const char* sFilename);
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/**
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* Captures the current state of the achievement runtime for inclusion in a save state.
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*
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* @param pBuffer buffer to write achievement state information to
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* @param nBufferSize the size of the buffer
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* @return the number of bytes needed to capture the achievement state. if less than nBufferSize, pBuffer
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* will not be populated. the function should be called again with a larger buffer.
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*/
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extern int RA_CaptureState(char* pBuffer, int nBufferSize);
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/**
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* Restores the state of the achievement runtime from a previously captured state.
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*
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* @param pBuffer buffer containing previously serialized achievement state information
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*/
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extern void RA_RestoreState(const char* pBuffer);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif // !RA_INTERFACE_H
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