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+/*
+ * Copyright (C) 2012-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#pragma once
+
+#include "GameClientSubsystem.h"
+#include "addons/binary-addons/AddonDll.h"
+#include "addons/kodi-dev-kit/include/kodi/addon-instance/Game.h"
+#include "threads/CriticalSection.h"
+
+#include <atomic>
+#include <memory>
+#include <set>
+#include <stdint.h>
+#include <string>
+#include <utility>
+
+class CFileItem;
+
+namespace KODI
+{
+namespace RETRO
+{
+class IStreamManager;
+}
+
+namespace GAME
+{
+
+class CGameClientCheevos;
+class CGameClientInGameSaves;
+class CGameClientInput;
+class CGameClientProperties;
+class IGameInputCallback;
+
+/*!
+ * \ingroup games
+ * \brief Helper class to have "C" struct created before other parts becomes his pointer.
+ */
+class CGameClientStruct
+{
+public:
+ CGameClientStruct()
+ {
+ // Create "C" interface structures, used as own parts to prevent API problems on update
+ KODI_ADDON_INSTANCE_INFO* info = new KODI_ADDON_INSTANCE_INFO();
+ info->id = "";
+ info->version = kodi::addon::GetTypeVersion(ADDON_INSTANCE_GAME);
+ info->type = ADDON_INSTANCE_GAME;
+ info->kodi = this;
+ info->parent = nullptr;
+ info->first_instance = true;
+ info->functions = new KODI_ADDON_INSTANCE_FUNC_CB();
+ m_ifc.info = info;
+ m_ifc.functions = new KODI_ADDON_INSTANCE_FUNC();
+
+ m_ifc.game = new AddonInstance_Game;
+ m_ifc.game->props = new AddonProps_Game();
+ m_ifc.game->toKodi = new AddonToKodiFuncTable_Game();
+ m_ifc.game->toAddon = new KodiToAddonFuncTable_Game();
+ }
+
+ ~CGameClientStruct()
+ {
+ delete m_ifc.functions;
+ if (m_ifc.info)
+ delete m_ifc.info->functions;
+ delete m_ifc.info;
+ if (m_ifc.game)
+ {
+ delete m_ifc.game->toAddon;
+ delete m_ifc.game->toKodi;
+ delete m_ifc.game->props;
+ delete m_ifc.game;
+ }
+ }
+
+ KODI_ADDON_INSTANCE_STRUCT m_ifc;
+};
+
+/*!
+ * \ingroup games
+ * \brief Interface between Kodi and Game add-ons.
+ *
+ * The game add-on system is extremely large. To make the code more manageable,
+ * a subsystem pattern has been put in place. This pattern takes functionality
+ * that would normally be placed in this class, and puts it in another class
+ * (a "subsystem").
+ *
+ * The architecture is relatively simple. Subsystems are placed in a flat
+ * struct and accessed by calling the subsystem name. For example,
+ * historically, OpenJoystick() was a member of this class. Now, the function
+ * is called like Input().OpenJoystick().
+ *
+ * Although this pattern adds a layer of complexity, it enforces modularity and
+ * separation of concerns by making it very clear when one subsystem becomes
+ * dependent on another. Subsystems are all given access to each other by the
+ * calling mechanism. However, calling a subsystem creates a dependency on it,
+ * and an engineering decision must be made to justify the dependency.
+ *
+ * CONTRIBUTING
+ *
+ * If you wish to contribute, a beneficial task would be to refactor anything
+ * in this class into a new subsystem:
+ *
+ * Using line count as a heuristic, the subsystem pattern has shrunk the .cpp
+ * from 1,200 lines to just over 600. Reducing this further is the challenge.
+ * You must now choose whether to accept.
+ */
+class CGameClient : public ADDON::CAddonDll, private CGameClientStruct
+{
+public:
+ explicit CGameClient(const ADDON::AddonInfoPtr& addonInfo);
+
+ ~CGameClient() override;
+
+ // Game subsystems (const)
+ const CGameClientCheevos& Cheevos() const { return *m_subsystems.Cheevos; }
+ const CGameClientInput& Input() const { return *m_subsystems.Input; }
+ const CGameClientProperties& AddonProperties() const { return *m_subsystems.AddonProperties; }
+ const CGameClientStreams& Streams() const { return *m_subsystems.Streams; }
+
+ // Game subsystems (mutable)
+ CGameClientCheevos& Cheevos() { return *m_subsystems.Cheevos; }
+ CGameClientInput& Input() { return *m_subsystems.Input; }
+ CGameClientProperties& AddonProperties() { return *m_subsystems.AddonProperties; }
+ CGameClientStreams& Streams() { return *m_subsystems.Streams; }
+
+ // Implementation of IAddon via CAddonDll
+ std::string LibPath() const override;
+ ADDON::AddonPtr GetRunningInstance() const override;
+
+ // Query properties of the game client
+ bool SupportsStandalone() const { return m_bSupportsStandalone; }
+ bool SupportsPath() const;
+ bool SupportsVFS() const { return m_bSupportsVFS; }
+ const std::set<std::string>& GetExtensions() const { return m_extensions; }
+ bool SupportsAllExtensions() const { return m_bSupportsAllExtensions; }
+ bool IsExtensionValid(const std::string& strExtension) const;
+ const std::string& GetEmulatorName() const { return m_emulatorName; }
+ const std::string& GetPlatforms() const { return m_platforms; }
+
+ // Start/stop gameplay
+ bool Initialize(void);
+ void Unload();
+ bool OpenFile(const CFileItem& file,
+ RETRO::IStreamManager& streamManager,
+ IGameInputCallback* input);
+ bool OpenStandalone(RETRO::IStreamManager& streamManager, IGameInputCallback* input);
+ void Reset();
+ void CloseFile();
+ const std::string& GetGamePath() const { return m_gamePath; }
+
+ // Playback control
+ bool RequiresGameLoop() const { return m_bRequiresGameLoop; }
+ bool IsPlaying() const { return m_bIsPlaying; }
+ size_t GetSerializeSize() const { return m_serializeSize; }
+ double GetFrameRate() const { return m_framerate; }
+ double GetSampleRate() const { return m_samplerate; }
+ void RunFrame();
+
+ // Access memory
+ size_t SerializeSize() const { return m_serializeSize; }
+ bool Serialize(uint8_t* data, size_t size);
+ bool Deserialize(const uint8_t* data, size_t size);
+
+ /*!
+ * @brief To get the interface table used between addon and kodi
+ * @todo This function becomes removed after old callback library system
+ * is removed.
+ */
+ AddonInstance_Game* GetInstanceInterface() { return m_ifc.game; }
+
+ // Helper functions
+ bool LogError(GAME_ERROR error, const char* strMethod) const;
+ void LogException(const char* strFunctionName) const;
+
+private:
+ // Private gameplay functions
+ bool InitializeGameplay(const std::string& gamePath,
+ RETRO::IStreamManager& streamManager,
+ IGameInputCallback* input);
+ bool LoadGameInfo();
+ void NotifyError(GAME_ERROR error);
+ std::string GetMissingResource();
+
+ // Helper functions
+ void LogAddonProperties(void) const;
+
+ /*!
+ * @brief Callback functions from addon to kodi
+ */
+ //@{
+ static void cb_close_game(KODI_HANDLE kodiInstance);
+ static KODI_GAME_STREAM_HANDLE cb_open_stream(KODI_HANDLE kodiInstance,
+ const game_stream_properties* properties);
+ static bool cb_get_stream_buffer(KODI_HANDLE kodiInstance,
+ KODI_GAME_STREAM_HANDLE stream,
+ unsigned int width,
+ unsigned int height,
+ game_stream_buffer* buffer);
+ static void cb_add_stream_data(KODI_HANDLE kodiInstance,
+ KODI_GAME_STREAM_HANDLE stream,
+ const game_stream_packet* packet);
+ static void cb_release_stream_buffer(KODI_HANDLE kodiInstance,
+ KODI_GAME_STREAM_HANDLE stream,
+ game_stream_buffer* buffer);
+ static void cb_close_stream(KODI_HANDLE kodiInstance, KODI_GAME_STREAM_HANDLE stream);
+ static game_proc_address_t cb_hw_get_proc_address(KODI_HANDLE kodiInstance, const char* sym);
+ static bool cb_input_event(KODI_HANDLE kodiInstance, const game_input_event* event);
+ //@}
+
+ /*!
+ * \brief Parse the name of a libretro game add-on into its emulator name
+ * and platforms
+ *
+ * \param addonName The name of the add-on, e.g. "Nintendo - SNES / SFC (Snes9x 2002)"
+ *
+ * \return A tuple of two strings:
+ * - first: the emulator name, e.g. "Snes9x 2002"
+ * - second: the platforms, e.g. "Nintendo - SNES / SFC"
+ *
+ * For cores that don't emulate a platform, such as 2048 with the add-on name
+ * "2048", then the emulator name will be the add-on name and platforms
+ * will be empty, e.g.:
+ * - first: "2048"
+ * - second: ""
+ */
+ static std::pair<std::string, std::string> ParseLibretroName(const std::string& addonName);
+
+ // Game subsystems
+ GameClientSubsystems m_subsystems;
+
+ // Game API xml parameters
+ bool m_bSupportsVFS;
+ bool m_bSupportsStandalone;
+ std::set<std::string> m_extensions;
+ bool m_bSupportsAllExtensions;
+ std::string m_emulatorName;
+ std::string m_platforms;
+
+ // Properties of the current playing file
+ std::atomic_bool m_bIsPlaying; // True between OpenFile() and CloseFile()
+ std::string m_gamePath;
+ bool m_bRequiresGameLoop = false;
+ size_t m_serializeSize;
+ IGameInputCallback* m_input = nullptr; // The input callback passed to OpenFile()
+ double m_framerate = 0.0; // Video frame rate (fps)
+ double m_samplerate = 0.0; // Audio sample rate (Hz)
+ GAME_REGION m_region; // Region of the loaded game
+
+ // In-game saves
+ std::unique_ptr<CGameClientInGameSaves> m_inGameSaves;
+
+ CCriticalSection m_critSection;
+};
+
+} // namespace GAME
+} // namespace KODI