mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-26 18:25:35 -04:00
118 lines
5.0 KiB
C
118 lines
5.0 KiB
C
#pragma once
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef void (*PSXModVBlankCallback)(void);
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typedef void (*PSXModActivationCallback)(void);
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/*
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* Register a trusted, statically linked plugin implementation. Package
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* manifests select implementations by this stable id; archives never provide
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* native code or symbol names.
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*/
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int psx_mod_register_activation_plugin(const char* id,
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PSXModActivationCallback callback);
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int psx_mod_register_vblank_plugin(const char* id,
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PSXModVBlankCallback callback);
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/* Narrow guest services available to trusted plugin callbacks. */
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int psx_mod_game_started(void);
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uint8_t psx_mod_read_byte(uint32_t address);
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void psx_mod_write_byte(uint32_t address, uint8_t value);
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/*
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* Read the committed value of one of this package's declared options, as the
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* player left it in the launcher (or the manifest default when untouched).
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* Writes a NUL-terminated string into `out` and returns 1; returns 0 with
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* out[0] = '\0' when the plan is not committed, the ids do not resolve, or the
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* value does not fit — the caller then applies its own default rather than
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* treating an empty string as a selection.
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*
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* Why this exists: the manifest schema already carries typed, validated,
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* launcher-rendered, persisted options ([[option]] boolean/choice/integer), but
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* an activation callback takes no arguments and had no way to read them, so a
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* trusted plugin could only ever be an on/off switch. A parameterised feature
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* then had to be modelled as one feature per value — and `constraint` only
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* expresses ordered_integer WITHIN a feature, so those pseudo-features could
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* not even be made mutually exclusive. This closes that gap: one feature, one
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* option, the plugin reads what was chosen.
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*
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* Ids are passed explicitly because registration is by plugin id alone and the
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* callback carries no package/feature context.
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*/
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int psx_mod_option_value(const char* package_id, const char* feature_id,
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const char* option_id, char* out, uint32_t out_size);
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/*
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* Request a fixed host display aspect before renderer/window initialization.
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* Intended for activation callbacks that move a game's widescreen enhancement
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* out of generic Settings and into its mod catalog.
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*/
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int psx_mod_set_fixed_display_aspect(uint32_t numerator,
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uint32_t denominator);
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/*
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* Request resize-driven widescreen, capped at the supplied maximum aspect.
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* The current fixed aspect continues to shape the initial game window, so a
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* plugin may select that first with psx_mod_set_fixed_display_aspect().
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*/
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int psx_mod_set_adaptive_display_aspect(uint32_t max_numerator,
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uint32_t max_denominator);
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/*
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* Set the wall-clock cadence of simulated guest VBlanks. A value of zero
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* removes frontend pacing; 60 and higher request that many native guest
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* update opportunities per host second. This intentionally changes whole-
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* machine realtime speed and is for experimental game-owned frame-rate mods.
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*/
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int psx_mod_set_native_vblank_rate(uint32_t frames_per_second);
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/*
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* Enable presentation-only frame interpolation while leaving guest VBlank,
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* game logic, timers, and audio at their stock cadence. The OpenGL presenter
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* blends between completed guest frames at the requested output rate.
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* A value of zero follows the measured host-display refresh rate.
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*/
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int psx_mod_set_frame_interpolation(uint32_t frames_per_second);
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int psx_mod_set_auto_skip_fmv(int enabled);
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/*
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* Override one player's resolved controller presentation mode for this launch.
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* This is intentionally a trusted-plugin API, not a generic launcher setting:
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* games may hide Hybrid from their normal selector while offering it as an
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* explicit game-owned mod.
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*/
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enum {
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PSX_MOD_CONTROLLER_HYBRID = 0,
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PSX_MOD_CONTROLLER_ANALOG = 1,
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PSX_MOD_CONTROLLER_DIGITAL = 2
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};
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int psx_mod_set_controller_mode_override(uint32_t player,
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uint32_t controller_mode);
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/*
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* Register a C plugin before main() on the compilers supported by the runtime.
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* The registry itself uses function-local initialization, so constructor order
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* between game sources and the framework is safe.
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*/
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#if defined(_MSC_VER)
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#pragma section(".CRT$XCU", read)
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#define PSX_MOD_CONSTRUCTOR(name) \
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static void __cdecl name(void); \
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__declspec(allocate(".CRT$XCU")) \
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static void (__cdecl* name##_constructor)(void) = name; \
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static void __cdecl name(void)
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#elif defined(__GNUC__) || defined(__clang__)
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#define PSX_MOD_CONSTRUCTOR(name) \
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static void name(void) __attribute__((constructor)); \
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static void name(void)
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#else
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#error "PSX mod plugin registration needs a supported constructor mechanism"
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#endif
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#ifdef __cplusplus
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}
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#endif
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