mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-15 15:30:29 +02:00
The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
345 lines
9.8 KiB
C++
345 lines
9.8 KiB
C++
#pragma once
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#include <string>
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#include <string_view>
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#include <vector>
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#include <functional>
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#include <cstdint>
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// Platform integration
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// To run the PPSSPP core, a platform needs to implement all the System_ functions in this file.
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// Failure to implement all of these will simply cause linker failures. There are a few that are
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// only implemented on specific platforms, but they're also only called on those platforms.
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// The platform then calls the entry points from NativeApp.h as appropriate. That's basically it,
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// disregarding build system complexities.
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enum SystemPermission {
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SYSTEM_PERMISSION_STORAGE,
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SYSTEM_PERMISSION_LOCAL_NETWORK,
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};
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enum PermissionStatus {
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PERMISSION_STATUS_UNKNOWN,
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PERMISSION_STATUS_DENIED,
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PERMISSION_STATUS_PENDING,
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PERMISSION_STATUS_GRANTED,
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};
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// These APIs must be implemented by every port (for example app-android.cpp, SDLMain.cpp).
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// Ideally these should be safe to call from any thread.
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void System_Toast(std::string_view text);
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void System_ShowKeyboard();
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// Vibrate either takes a number of milliseconds to vibrate unconditionally,
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// or you can specify these constants for "standard" feedback. On Android,
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// these will only be performed if haptic feedback is enabled globally.
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// Also, on Android, these will work even if you don't have the VIBRATE permission,
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// while generic vibration will not if you don't have it.
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enum {
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HAPTIC_SOFT_KEYBOARD = -1,
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HAPTIC_VIRTUAL_KEY = -2,
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HAPTIC_LONG_PRESS_ACTIVATED = -3,
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};
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enum class LaunchUrlType {
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BROWSER_URL,
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EMAIL_ADDRESS,
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LOCAL_FILE,
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LOCAL_FOLDER, // Shows the folder. Not supported on all systems of course.
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};
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void System_Vibrate(int length_ms);
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void System_LaunchUrl(LaunchUrlType urlType, std::string_view url);
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// It's sometimes a little unclear what should be a request, and what should be a separate function.
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// Going forward, "optional" things (PPSSPP will still function alright without it) will be requests,
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// to make implementations simpler in the default case.
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enum class UIEventNotification {
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MENU_RETURN,
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POPUP_CLOSED,
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DIALOG_CLOSED,
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TEXT_GOTFOCUS,
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TEXT_LOSTFOCUS,
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};
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enum class SystemRequestType {
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INPUT_TEXT_MODAL,
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ASK_USERNAME_PASSWORD,
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BROWSE_FOR_IMAGE,
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BROWSE_FOR_FILE,
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BROWSE_FOR_FOLDER,
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BROWSE_FOR_FILE_SAVE,
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EXIT_APP,
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RESTART_APP, // For graphics backend changes
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RECREATE_ACTIVITY, // Android
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COPY_TO_CLIPBOARD,
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SHARE_TEXT,
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SET_WINDOW_TITLE,
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APPLY_FULLSCREEN_STATE,
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GRAPHICS_BACKEND_FAILED_ALERT,
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CREATE_GAME_SHORTCUT,
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SHOW_FILE_IN_FOLDER,
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NOTIFY_UI_EVENT, // Used to manage events that are useful for popup virtual keyboards.
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SET_KEEP_SCREEN_BRIGHT,
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// High-level hardware control
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CAMERA_COMMAND,
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GPS_COMMAND,
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INFRARED_COMMAND,
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MICROPHONE_COMMAND,
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RUN_CALLBACK_IN_WNDPROC,
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MOVE_TO_TRASH,
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// for iOS IAP support
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IAP_RESTORE_PURCHASES,
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IAP_MAKE_PURCHASE,
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OPEN_DISPLAY_SETTINGS,
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};
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// Run a closure on the main thread. Used to safely implement UI that runs on another thread.
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void System_RunOnMainThread(std::function<void()> func);
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// Implementations are supposed to process the request, and post the response to the g_RequestManager (see Message.h).
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// This is not to be used directly by applications, instead use the g_RequestManager to make the requests.
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// This can return false if it's known that the platform doesn't support the request, the app is supposed to handle
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// or ignore that cleanly.
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// Some requests don't use responses.
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bool System_MakeRequest(SystemRequestType type, int requestId, const std::string ¶m1, const std::string ¶m2, int64_t param3, int64_t param4);
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PermissionStatus System_GetPermissionStatus(SystemPermission permission);
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void System_AskForPermission(SystemPermission permission);
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// This will get muddy with multi-screen support :/ But this will always be the type of the main device.
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// These are the return values from System_GetPropertyInt(SYSPROP_DEVICE_TYPE).
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enum SystemDeviceType {
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DEVICE_TYPE_MOBILE = 0, // phones and pads
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DEVICE_TYPE_TV = 1, // Android TV and similar
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DEVICE_TYPE_DESKTOP = 2, // Desktop computer
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DEVICE_TYPE_VR = 3, // VR headset
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};
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enum SystemKeyboardLayout {
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KEYBOARD_LAYOUT_QWERTY = 0,
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KEYBOARD_LAYOUT_QWERTZ = 1,
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KEYBOARD_LAYOUT_AZERTY = 2,
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};
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enum SystemProperty {
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SYSPROP_NAME,
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SYSPROP_SYSTEMBUILD,
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SYSPROP_LANGREGION,
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SYSPROP_CPUINFO,
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SYSPROP_BOARDNAME,
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SYSPROP_CLIPBOARD_TEXT,
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SYSPROP_GPUDRIVER_VERSION,
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SYSPROP_BUILD_VERSION,
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SYSPROP_COMPUTER_NAME,
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// Separate SD cards or similar.
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// Need hacky solutions to get at this.
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SYSPROP_HAS_ADDITIONAL_STORAGE,
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SYSPROP_ADDITIONAL_STORAGE_DIRS,
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SYSPROP_TEMP_DIRS,
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SYSPROP_CAN_GET_FREE_SPACE_FAST,
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SYSPROP_IS_HEADLESS,
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SYSPROP_HAS_FILE_BROWSER,
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SYSPROP_HAS_FOLDER_BROWSER,
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SYSPROP_HAS_IMAGE_BROWSER,
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SYSPROP_HAS_BACK_BUTTON,
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SYSPROP_HAS_KEYBOARD,
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SYSPROP_KEYBOARD_IS_SOFT,
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SYSPROP_HAS_ACCELEROMETER, // Used to enable/disable tilt input settings
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SYSPROP_HAS_OPEN_DIRECTORY,
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SYSPROP_HAS_LOGIN_DIALOG,
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SYSPROP_HAS_TEXT_CLIPBOARD,
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SYSPROP_HAS_TEXT_INPUT_DIALOG, // Indicates that System_InputBoxGetString is available.
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SYSPROP_HAS_DEEP_LINKS, // ios-style deep links
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SYSPROP_CAN_CREATE_SHORTCUT,
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SYSPROP_CAN_SHOW_FILE,
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SYSPROP_CAN_LAUNCH_URL, // System_LaunchUrl can open a web page.
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SYSPROP_SUPPORTS_HTTPS,
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SYSPROP_DEBUGGER_PRESENT,
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// Available as Int:
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SYSPROP_SYSTEMVERSION,
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SYSPROP_DISPLAY_XRES,
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SYSPROP_DISPLAY_YRES,
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SYSPROP_DISPLAY_REFRESH_RATE,
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SYSPROP_DISPLAY_LOGICAL_DPI,
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SYSPROP_DISPLAY_DPI,
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SYSPROP_DISPLAY_COUNT,
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SYSPROP_MOGA_VERSION,
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// Float only:
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SYSPROP_DISPLAY_SAFE_INSET_LEFT,
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SYSPROP_DISPLAY_SAFE_INSET_RIGHT,
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SYSPROP_DISPLAY_SAFE_INSET_TOP,
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SYSPROP_DISPLAY_SAFE_INSET_BOTTOM,
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SYSPROP_DISPLAY_HAS_CAMERA_CUTOUT,
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SYSPROP_DEVICE_TYPE,
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SYSPROP_APP_GOLD, // To avoid having #ifdef GOLD other than in main.cpp and similar.
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// Exposed on Android. Choosing the optimal sample rate for audio
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// will result in lower latencies. Buffer size is automatically matched
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// by the OpenSL audio backend, only exposed here for debugging/info.
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SYSPROP_AUDIO_SAMPLE_RATE,
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SYSPROP_AUDIO_FRAMES_PER_BUFFER,
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SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE,
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SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER,
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// Exposed on SDL.
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SYSPROP_AUDIO_DEVICE_LIST,
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SYSPROP_SUPPORTS_PERMISSIONS,
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SYSPROP_SUPPORTS_SUSTAINED_PERF_MODE,
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SYSPROP_SUPPORTS_OPEN_FILE_IN_EDITOR, // See FileUtil.cpp: OpenFileInEditor
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// Android-specific.
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SYSPROP_ANDROID_SCOPED_STORAGE,
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SYSPROP_CAN_JIT,
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SYSPROP_HAS_DEBUGGER,
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SYSPROP_KEYBOARD_LAYOUT,
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SYSPROP_USER_DOCUMENTS_DIR,
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// iOS app store limitation: The documents directory should be the only browsable directory.
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// We'll not return true for this in non-app-store builds.
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SYSPROP_LIMITED_FILE_BROWSING,
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SYSPROP_OK_BUTTON_LEFT,
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SYSPROP_MAIN_WINDOW_HANDLE,
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SYSPROP_CAN_READ_BATTERY_PERCENTAGE,
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SYSPROP_BATTERY_PERCENTAGE,
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SYSPROP_ENOUGH_RAM_FOR_FULL_ISO,
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SYSPROP_HAS_TRASH_BIN,
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SYSPROP_USE_IAP,
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SYSPROP_USE_APP_STORE,
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SYSPROP_SUPPORTS_SHARE_TEXT,
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SYSPROP_CAN_RESTRICT_ORIENTATION,
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SYSPROP_INSTALLER_NAME, // Useful on Android to check if we were installed from the play store.
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};
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// NOTE: Unlike requests or UIMessage, these are synchronous!
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enum class SystemNotification {
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UI,
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MEM_VIEW,
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DISASSEMBLY,
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DISASSEMBLY_AFTERSTEP,
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DEBUG_MODE_CHANGE,
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BOOT_DONE, // this is sent from EMU thread! Make sure that Host handles it properly!
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SYMBOL_MAP_UPDATED,
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SWITCH_UMD_UPDATED,
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ROTATE_UPDATED,
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FORCE_RECREATE_ACTIVITY,
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IMMERSIVE_MODE_CHANGE,
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AUDIO_RESET_DEVICE,
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SUSTAINED_PERF_CHANGE,
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POLL_CONTROLLERS,
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TOGGLE_DEBUG_CONSOLE, // TODO: Kinda weird, just ported forward.
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TEST_JAVA_EXCEPTION,
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KEEP_SCREEN_AWAKE,
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ACTIVITY,
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UI_STATE_CHANGED,
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AUDIO_MODE_CHANGED,
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APP_SWITCH_MODE_CHANGED,
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PAD_STATE_CHANGED,
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CONFIG_LOADED,
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BEFORE_CONFIG_SAVE_ON_EXIT,
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};
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// I guess it's not super great architecturally to centralize this, since it's not general - but same with a lot of
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// the other stuff, and this is only used by PPSSPP, so... better this than ugly strings.
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enum class UIMessage {
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PERMISSION_GRANTED,
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POWER_SAVING,
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RECREATE_VIEWS,
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CONFIG_LOADED,
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REQUEST_GAME_BOOT,
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REQUEST_GAME_RUN, // or continue?
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REQUEST_GAME_PAUSE,
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REQUEST_GAME_RESET,
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REQUEST_GAME_STOP,
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GAME_SELECTED,
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SHOW_CONTROL_MAPPING,
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SHOW_CHAT_SCREEN,
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SHOW_DISPLAY_LAYOUT_EDITOR,
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SHOW_SETTINGS,
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SHOW_LANGUAGE_SCREEN,
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REQUEST_GPU_DUMP_NEXT_FRAME,
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REQUEST_CLEAR_JIT,
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APP_RESUMED,
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REQUEST_PLAY_SOUND,
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WINDOW_MINIMIZED,
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WINDOW_RESTORED,
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LOST_FOCUS,
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GOT_FOCUS,
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GPU_CONFIG_CHANGED,
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GPU_RENDER_RESIZED,
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GPU_DISPLAY_RESIZED,
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POSTSHADER_UPDATED,
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ACHIEVEMENT_LOGIN_STATE_CHANGE,
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SAVESTATE_DISPLAY_SLOT,
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GAMESETTINGS_SEARCH,
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SAVEDATA_SEARCH,
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RESTART_GRAPHICS,
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RECENT_FILES_CHANGED,
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SAVE_FRAME_DUMP,
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ADHOC_SERVER_LIST_CHANGED,
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};
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std::string System_GetProperty(SystemProperty prop);
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std::vector<std::string> System_GetPropertyStringVec(SystemProperty prop);
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int64_t System_GetPropertyInt(SystemProperty prop);
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float System_GetPropertyFloat(SystemProperty prop);
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bool System_GetPropertyBool(SystemProperty prop);
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void System_Notify(SystemNotification notification);
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std::vector<std::string> System_GetCameraDeviceList();
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bool System_AudioRecordingIsAvailable();
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bool System_AudioRecordingState();
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// This will be changed to take an enum. Replacement for the old NativeMessageReceived.
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void System_PostUIMessage(UIMessage message, std::string_view param = "");
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// For these functions, most platforms will use the implementation provided in UI/AudioCommon.cpp,
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// no need to implement separately.
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void System_AudioGetDebugStats(char *buf, size_t bufSize);
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void System_AudioClear();
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// These samples really have 16 bits of value, but can be a little out of range.
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// This is for pushing rate-controlled 44khz audio from emulation.
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// If you push a little too fast, we'll pitch up to a limit, for example.
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// Volume is a unit-range multiplier.
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void System_AudioPushSamples(const int32_t *audio, int numSamples, float volume);
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inline void System_AudioResetStatCounters() {
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return System_AudioGetDebugStats(nullptr, 0);
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}
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