/* * Copyright (C) 2014-2020 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. */ #ifndef C_API_ADDONINSTANCE_GAME_H #define C_API_ADDONINSTANCE_GAME_H #include "../addon_base.h" #include /* size_t */ //============================================================================== /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Port ID used when topology is unknown** #define DEFAULT_PORT_ID "1" //------------------------------------------------------------------------------ #ifdef __cplusplus extern "C" { #endif /* __cplusplus */ //============================================================================ /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Game add-on error codes** /// /// Used as return values on most Game related functions. /// typedef enum GAME_ERROR { /// @brief no error occurred GAME_ERROR_NO_ERROR, /// @brief an unknown error occurred GAME_ERROR_UNKNOWN, /// @brief the method that the frontend called is not implemented GAME_ERROR_NOT_IMPLEMENTED, /// @brief the command was rejected by the game client GAME_ERROR_REJECTED, /// @brief the parameters of the method that was called are invalid for this operation GAME_ERROR_INVALID_PARAMETERS, /// @brief the command failed GAME_ERROR_FAILED, /// @brief no game is loaded GAME_ERROR_NOT_LOADED, /// @brief game requires restricted resources GAME_ERROR_RESTRICTED, } GAME_ERROR; //---------------------------------------------------------------------------- //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_AudioStream 1. Audio stream /// @ingroup cpp_kodi_addon_game_Defs /// @brief **The for Audio stream used data system** /// /// Used to give Addon currently used audio stream configuration on Kodi and /// arrays to give related data to Kodi on callbacks. /// ///@{ //============================================================================ /// @brief **Stream Format** /// /// From Kodi requested specified audio sample format. /// typedef enum GAME_PCM_FORMAT { GAME_PCM_FORMAT_UNKNOWN, /// @brief S16NE sample format GAME_PCM_FORMAT_S16NE, } GAME_PCM_FORMAT; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Audio channel** /// /// Channel identification flags. /// typedef enum GAME_AUDIO_CHANNEL { /// @brief Channel list terminator GAME_CH_NULL, /// @brief Channel front left GAME_CH_FL, /// @brief Channel front right GAME_CH_FR, /// @brief Channel front center GAME_CH_FC, /// @brief Channel Low Frequency Effects / Subwoofer GAME_CH_LFE, /// @brief Channel back left GAME_CH_BL, /// @brief Channel back right GAME_CH_BR, /// @brief Channel front left over center GAME_CH_FLOC, /// @brief Channel front right over center GAME_CH_FROC, /// @brief Channel back center GAME_CH_BC, /// @brief Channel surround/side left GAME_CH_SL, /// @brief Channel surround/side right GAME_CH_SR, /// @brief Channel top front left GAME_CH_TFL, /// @brief Channel top front right GAME_CH_TFR, /// @brief Channel top front center GAME_CH_TFC, /// @brief Channel top center GAME_CH_TC, /// @brief Channel top back left GAME_CH_TBL, /// @brief Channel top back right GAME_CH_TBR, /// @brief Channel top back center GAME_CH_TBC, /// @brief Channel bacl left over center GAME_CH_BLOC, /// @brief Channel back right over center GAME_CH_BROC, } GAME_AUDIO_CHANNEL; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Game audio stream properties** /// /// Used by Kodi to pass the currently required audio stream settings to the addon /// typedef struct game_stream_audio_properties { GAME_PCM_FORMAT format; const GAME_AUDIO_CHANNEL* channel_map; } ATTRIBUTE_PACKED game_stream_audio_properties; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Audio stream packet** /// /// This packet contains audio stream data passed to Kodi. /// typedef struct game_stream_audio_packet { /// @brief Pointer for audio stream data given to Kodi const uint8_t* data; /// @brief Size of data array size_t size; } ATTRIBUTE_PACKED game_stream_audio_packet; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_VideoStream 2. Video stream /// @ingroup cpp_kodi_addon_game_Defs /// @brief **The for Video stream used data system** /// /// Used to give Addon currently used video stream configuration on Kodi and /// arrays to give related data to Kodi on callbacks. /// ///@{ //============================================================================ /// @brief **Pixel format** /// /// From Kodi requested specified video RGB color model format. /// typedef enum GAME_PIXEL_FORMAT { GAME_PIXEL_FORMAT_UNKNOWN, /// @brief 0RGB8888 Format GAME_PIXEL_FORMAT_0RGB8888, /// @brief RGB565 Format GAME_PIXEL_FORMAT_RGB565, /// @brief 0RGB1555 Format GAME_PIXEL_FORMAT_0RGB1555, } GAME_PIXEL_FORMAT; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Video rotation position** /// /// To define position how video becomes shown. /// typedef enum GAME_VIDEO_ROTATION { /// @brief 0° and Without rotation GAME_VIDEO_ROTATION_0, /// @brief rotate 90° counterclockwise GAME_VIDEO_ROTATION_90_CCW, /// @brief rotate 180° counterclockwise GAME_VIDEO_ROTATION_180_CCW, /// @brief rotate 270° counterclockwise GAME_VIDEO_ROTATION_270_CCW, } GAME_VIDEO_ROTATION; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Game video stream properties** /// /// Used by Kodi to pass the currently required video stream settings to the addon /// typedef struct game_stream_video_properties { /// @brief The to used pixel format GAME_PIXEL_FORMAT format; /// @brief The nominal used width unsigned int nominal_width; /// @brief The nominal used height unsigned int nominal_height; /// @brief The maximal used width unsigned int max_width; /// @brief The maximal used height unsigned int max_height; /// @brief On video stream used aspect ration /// /// @note If aspect_ratio is <= 0.0, an aspect ratio of nominal_width / nominal_height is assumed float aspect_ratio; } ATTRIBUTE_PACKED game_stream_video_properties; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Video stream packet** /// /// This packet contains video stream data passed to Kodi. /// typedef struct game_stream_video_packet { /// @brief Video height unsigned int width; /// @brief Video width unsigned int height; /// @brief Width @ref GAME_VIDEO_ROTATION defined rotation angle. GAME_VIDEO_ROTATION rotation; /// @brief Pointer for video stream data given to Kodi const uint8_t* data; /// @brief Size of data array size_t size; } ATTRIBUTE_PACKED game_stream_video_packet; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_HardwareFramebuffer 3. Hardware framebuffer stream /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Hardware framebuffer stream data** /// ///@{ //============================================================================ /// @brief **Hardware framebuffer type** /// typedef enum GAME_HW_CONTEXT_TYPE { /// @brief None context GAME_HW_CONTEXT_NONE, /// @brief OpenGL 2.x. Driver can choose to use latest compatibility context GAME_HW_CONTEXT_OPENGL, /// @brief OpenGL ES 2.0 GAME_HW_CONTEXT_OPENGLES2, /// @brief Modern desktop core GL context. Use major/minor fields to set GL version GAME_HW_CONTEXT_OPENGL_CORE, /// @brief OpenGL ES 3.0 GAME_HW_CONTEXT_OPENGLES3, /// @brief OpenGL ES 3.1+. Set major/minor fields. GAME_HW_CONTEXT_OPENGLES_VERSION, /// @brief Vulkan GAME_HW_CONTEXT_VULKAN } GAME_HW_CONTEXT_TYPE; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Hardware framebuffer properties** /// typedef struct game_stream_hw_framebuffer_properties { /// @brief The API to use. /// GAME_HW_CONTEXT_TYPE context_type; /// @brief Set if render buffers should have depth component attached. /// /// @todo: Obsolete /// bool depth; /// @brief Set if stencil buffers should be attached. /// /// If depth and stencil are true, a packed 24/8 buffer will be added. /// Only attaching stencil is invalid and will be ignored. /// /// @todo: Obsolete. /// bool stencil; /// @brief Use conventional bottom-left origin convention. /// /// If false, standard top-left origin semantics are used. /// /// @todo: Move to GL specific interface /// bool bottom_left_origin; /// @brief Major version number for core GL context or GLES 3.1+. unsigned int version_major; /// @brief Minor version number for core GL context or GLES 3.1+. unsigned int version_minor; /// @brief If this is true, the frontend will go very far to avoid resetting context /// in scenarios like toggling fullscreen, etc. /// /// @todo: Obsolete? Maybe frontend should just always assume this... /// /// The reset callback might still be called in extreme situations such as if /// the context is lost beyond recovery. /// /// For optimal stability, set this to false, and allow context to be reset at /// any time. /// bool cache_context; /// @brief Creates a debug context. bool debug_context; } ATTRIBUTE_PACKED game_stream_hw_framebuffer_properties; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Hardware framebuffer buffer** /// typedef struct game_stream_hw_framebuffer_buffer { /// @brief uintptr_t framebuffer; } ATTRIBUTE_PACKED game_stream_hw_framebuffer_buffer; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Hardware framebuffer packet** /// typedef struct game_stream_hw_framebuffer_packet { /// @brief uintptr_t framebuffer; } ATTRIBUTE_PACKED game_stream_hw_framebuffer_packet; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Hardware framebuffer process function address** /// typedef void (*game_proc_address_t)(void); //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_SoftwareFramebuffer 4. Software framebuffer stream /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Software framebuffer stream data** /// ///@{ //============================================================================ /// @brief **Game video stream properties** /// /// Used by Kodi to pass the currently required video stream settings to the addon /// typedef game_stream_video_properties game_stream_sw_framebuffer_properties; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Hardware framebuffer type** /// typedef struct game_stream_sw_framebuffer_buffer { GAME_PIXEL_FORMAT format; uint8_t* data; size_t size; } ATTRIBUTE_PACKED game_stream_sw_framebuffer_buffer; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Video stream packet** /// /// This packet contains video stream data passed to Kodi. /// typedef game_stream_video_packet game_stream_sw_framebuffer_packet; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_StreamTypes 5. Stream types /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Stream types data** /// ///@{ //============================================================================ /// @brief **Game stream types** /// typedef enum GAME_STREAM_TYPE { /// @brief Unknown GAME_STREAM_UNKNOWN, /// @brief Audio stream GAME_STREAM_AUDIO, /// @brief Video stream GAME_STREAM_VIDEO, /// @brief Hardware framebuffer GAME_STREAM_HW_FRAMEBUFFER, /// @brief Software framebuffer GAME_STREAM_SW_FRAMEBUFFER, } GAME_STREAM_TYPE; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Immutable stream metadata** /// /// This metadata is provided when the stream is opened. If any stream /// properties change, a new stream must be opened. /// typedef struct game_stream_properties { /// @brief GAME_STREAM_TYPE type; union { /// @brief game_stream_audio_properties audio; /// @brief game_stream_video_properties video; /// @brief game_stream_hw_framebuffer_properties hw_framebuffer; /// @brief game_stream_sw_framebuffer_properties sw_framebuffer; }; } ATTRIBUTE_PACKED game_stream_properties; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Stream buffers for hardware rendering and zero-copy support** /// typedef struct game_stream_buffer { /// @brief GAME_STREAM_TYPE type; union { /// @brief game_stream_hw_framebuffer_buffer hw_framebuffer; /// @brief game_stream_sw_framebuffer_buffer sw_framebuffer; }; } ATTRIBUTE_PACKED game_stream_buffer; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Stream packet and ephemeral metadata** /// /// This packet contains stream data and accompanying metadata. The metadata /// is ephemeral, meaning it only applies to the current packet and can change /// from packet to packet in the same stream. /// typedef struct game_stream_packet { /// @brief GAME_STREAM_TYPE type; union { /// @brief game_stream_audio_packet audio; /// @brief game_stream_video_packet video; /// @brief game_stream_hw_framebuffer_packet hw_framebuffer; /// @brief game_stream_sw_framebuffer_packet sw_framebuffer; }; } ATTRIBUTE_PACKED game_stream_packet; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_GameTypes 6. Game types /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Game types data** /// ///@{ //============================================================================ /// @brief **Game reguin definition** /// /// Returned from game_get_region() typedef enum GAME_REGION { /// @brief Game region unknown GAME_REGION_UNKNOWN, /// @brief Game region NTSC GAME_REGION_NTSC, /// @brief Game region PAL GAME_REGION_PAL, } GAME_REGION; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Special game types passed into game_load_game_special().** /// /// @remark Only used when multiple ROMs are required. /// typedef enum SPECIAL_GAME_TYPE { /// @brief Game Type BSX SPECIAL_GAME_TYPE_BSX, /// @brief Game Type BSX slotted SPECIAL_GAME_TYPE_BSX_SLOTTED, /// @brief Game Type sufami turbo SPECIAL_GAME_TYPE_SUFAMI_TURBO, /// @brief Game Type super game boy SPECIAL_GAME_TYPE_SUPER_GAME_BOY, } SPECIAL_GAME_TYPE; //---------------------------------------------------------------------------- //============================================================================ /// @brief **Game Memory** /// typedef enum GAME_MEMORY { /// @brief Passed to game_get_memory_data/size(). If the memory type doesn't apply /// to the implementation NULL/0 can be returned. GAME_MEMORY_MASK = 0xff, /// @brief Regular save ram. /// /// This ram is usually found on a game cartridge, backed /// up by a battery. If save game data is too complex for a single memory /// buffer, the SYSTEM_DIRECTORY environment callback can be used. GAME_MEMORY_SAVE_RAM = 0, /// @brief Some games have a built-in clock to keep track of time. /// /// This memory is usually just a couple of bytes to keep track of time. GAME_MEMORY_RTC = 1, /// @brief System ram lets a frontend peek into a game systems main RAM GAME_MEMORY_SYSTEM_RAM = 2, /// @brief Video ram lets a frontend peek into a game systems video RAM (VRAM) GAME_MEMORY_VIDEO_RAM = 3, /// @brief Special memory type GAME_MEMORY_SNES_BSX_RAM = ((1 << 8) | GAME_MEMORY_SAVE_RAM), /// @brief Special memory type GAME_MEMORY_SNES_BSX_PRAM = ((2 << 8) | GAME_MEMORY_SAVE_RAM), /// @brief Special memory type GAME_MEMORY_SNES_SUFAMI_TURBO_A_RAM = ((3 << 8) | GAME_MEMORY_SAVE_RAM), /// @brief Special memory type GAME_MEMORY_SNES_SUFAMI_TURBO_B_RAM = ((4 << 8) | GAME_MEMORY_SAVE_RAM), /// @brief Special memory type GAME_MEMORY_SNES_GAME_BOY_RAM = ((5 << 8) | GAME_MEMORY_SAVE_RAM), /// @brief Special memory type GAME_MEMORY_SNES_GAME_BOY_RTC = ((6 << 8) | GAME_MEMORY_RTC), } GAME_MEMORY; //---------------------------------------------------------------------------- //============================================================================ /// @brief **ID values for SIMD CPU features** typedef enum GAME_SIMD { /// @brief SIMD CPU SSE GAME_SIMD_SSE = (1 << 0), /// @brief SIMD CPU SSE2 GAME_SIMD_SSE2 = (1 << 1), /// @brief SIMD CPU VMX GAME_SIMD_VMX = (1 << 2), /// @brief SIMD CPU VMX128 GAME_SIMD_VMX128 = (1 << 3), /// @brief SIMD CPU AVX GAME_SIMD_AVX = (1 << 4), /// @brief SIMD CPU NEON GAME_SIMD_NEON = (1 << 5), /// @brief SIMD CPU SSE3 GAME_SIMD_SSE3 = (1 << 6), /// @brief SIMD CPU SSSE3 GAME_SIMD_SSSE3 = (1 << 7), /// @brief SIMD CPU MMX GAME_SIMD_MMX = (1 << 8), /// @brief SIMD CPU MMXEXT GAME_SIMD_MMXEXT = (1 << 9), /// @brief SIMD CPU SSE4 GAME_SIMD_SSE4 = (1 << 10), /// @brief SIMD CPU SSE42 GAME_SIMD_SSE42 = (1 << 11), /// @brief SIMD CPU AVX2 GAME_SIMD_AVX2 = (1 << 12), /// @brief SIMD CPU VFPU GAME_SIMD_VFPU = (1 << 13), } GAME_SIMD; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_InputTypes 7. Input types /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Input types** /// ///@{ //============================================================================ /// @brief typedef enum GAME_INPUT_EVENT_SOURCE { /// @brief GAME_INPUT_EVENT_DIGITAL_BUTTON, /// @brief GAME_INPUT_EVENT_ANALOG_BUTTON, /// @brief GAME_INPUT_EVENT_AXIS, /// @brief GAME_INPUT_EVENT_ANALOG_STICK, /// @brief GAME_INPUT_EVENT_ACCELEROMETER, /// @brief GAME_INPUT_EVENT_KEY, /// @brief GAME_INPUT_EVENT_RELATIVE_POINTER, /// @brief GAME_INPUT_EVENT_ABSOLUTE_POINTER, /// @brief GAME_INPUT_EVENT_MOTOR, } GAME_INPUT_EVENT_SOURCE; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef enum GAME_KEY_MOD { /// @brief GAME_KEY_MOD_NONE = 0x0000, /// @brief GAME_KEY_MOD_SHIFT = 0x0001, /// @brief GAME_KEY_MOD_CTRL = 0x0002, /// @brief GAME_KEY_MOD_ALT = 0x0004, /// @brief GAME_KEY_MOD_META = 0x0008, /// @brief GAME_KEY_MOD_SUPER = 0x0010, /// @brief GAME_KEY_MOD_NUMLOCK = 0x0100, /// @brief GAME_KEY_MOD_CAPSLOCK = 0x0200, /// @brief GAME_KEY_MOD_SCROLLOCK = 0x0400, } GAME_KEY_MOD; //---------------------------------------------------------------------------- //============================================================================ /// @brief Type of port on the virtual game console typedef enum GAME_PORT_TYPE { /// @brief Game port unknown GAME_PORT_UNKNOWN, /// @brief Game port Keyboard GAME_PORT_KEYBOARD, /// @brief Game port mouse GAME_PORT_MOUSE, /// @brief Game port controller GAME_PORT_CONTROLLER, } GAME_PORT_TYPE; //---------------------------------------------------------------------------- /*! @cond PRIVATE */ /*! * @brief "C" Game add-on controller layout. * * Structure used to interface in "C" between Kodi and Addon. * * See @ref AddonGameControllerLayout for description of values. */ typedef struct game_controller_layout { char* controller_id; bool provides_input; // False for multitaps char** digital_buttons; unsigned int digital_button_count; char** analog_buttons; unsigned int analog_button_count; char** analog_sticks; unsigned int analog_stick_count; char** accelerometers; unsigned int accelerometer_count; char** keys; unsigned int key_count; char** rel_pointers; unsigned int rel_pointer_count; char** abs_pointers; unsigned int abs_pointer_count; char** motors; unsigned int motor_count; } ATTRIBUTE_PACKED game_controller_layout; /*! @endcond */ struct game_input_port; //============================================================================ /// @brief Device that can provide input typedef struct game_input_device { /// @brief ID used in the Kodi controller API const char* controller_id; /// @brief const char* port_address; /// @brief struct game_input_port* available_ports; /// @brief unsigned int port_count; } ATTRIBUTE_PACKED game_input_device; //---------------------------------------------------------------------------- //============================================================================ /// @brief Port that can provide input /// /// Ports can accept multiple devices and devices can have multiple ports, so /// the topology of possible configurations is a tree structure of alternating /// port and device nodes. /// typedef struct game_input_port { /// @brief GAME_PORT_TYPE type; /// @brief Required for GAME_PORT_CONTROLLER type const char* port_id; /// @brief game_input_device* accepted_devices; /// @brief unsigned int device_count; } ATTRIBUTE_PACKED game_input_port; //---------------------------------------------------------------------------- //============================================================================ /// @brief The input topology is the possible ways to connect input devices /// /// This represents the logical topology, which is the possible connections that /// the game client's logic can handle. It is strictly a subset of the physical /// topology. Loops are not allowed. /// typedef struct game_input_topology { /// @brief The list of ports on the virtual game console game_input_port* ports; /// @brief The number of ports unsigned int port_count; /// @brief A limit on the number of input-providing devices, or -1 for no limit int player_limit; } ATTRIBUTE_PACKED game_input_topology; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_digital_button_event { /// @brief bool pressed; } ATTRIBUTE_PACKED game_digital_button_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_analog_button_event { /// @brief float magnitude; } ATTRIBUTE_PACKED game_analog_button_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_axis_event { /// @brief float position; } ATTRIBUTE_PACKED game_axis_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_analog_stick_event { /// @brief float x; /// @brief float y; } ATTRIBUTE_PACKED game_analog_stick_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_accelerometer_event { /// @brief float x; /// @brief float y; /// @brief float z; } ATTRIBUTE_PACKED game_accelerometer_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_key_event { /// @brief bool pressed; /// @brief If the keypress generates a printing character /// /// The unicode value contains the character generated. If the key is a /// non-printing character, e.g. a function or arrow key, the unicode value /// is zero. uint32_t unicode; /// @brief GAME_KEY_MOD modifiers; } ATTRIBUTE_PACKED game_key_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_rel_pointer_event { /// @brief int x; /// @brief int y; } ATTRIBUTE_PACKED game_rel_pointer_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_abs_pointer_event { /// @brief bool pressed; /// @brief float x; /// @brief float y; } ATTRIBUTE_PACKED game_abs_pointer_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_motor_event { /// @brief float magnitude; } ATTRIBUTE_PACKED game_motor_event; //---------------------------------------------------------------------------- //============================================================================ /// @brief typedef struct game_input_event { /// @brief GAME_INPUT_EVENT_SOURCE type; /// @brief const char* controller_id; /// @brief GAME_PORT_TYPE port_type; /// @brief const char* port_address; /// @brief const char* feature_name; union { /// @brief struct game_digital_button_event digital_button; /// @brief struct game_analog_button_event analog_button; /// @brief struct game_axis_event axis; /// @brief struct game_analog_stick_event analog_stick; /// @brief struct game_accelerometer_event accelerometer; /// @brief struct game_key_event key; /// @brief struct game_rel_pointer_event rel_pointer; /// @brief struct game_abs_pointer_event abs_pointer; /// @brief struct game_motor_event motor; }; } ATTRIBUTE_PACKED game_input_event; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /// @defgroup cpp_kodi_addon_game_Defs_EnvironmentTypes 8. Environment types /// @ingroup cpp_kodi_addon_game_Defs /// @brief **Environment types** /// ///@{ //============================================================================ /// @brief Game system timing /// struct game_system_timing { /// @brief FPS of video content. double fps; /// @brief Sampling rate of audio. double sample_rate; }; //---------------------------------------------------------------------------- ///@} //--==----==----==----==----==----==----==----==----==----==----==----==----==-- /*! * @brief Game properties * * Not to be used outside this header. */ typedef struct AddonProps_Game { /*! * The path of the game client being loaded. */ const char* game_client_dll_path; /*! * Paths to proxy DLLs used to load the game client. */ const char** proxy_dll_paths; /*! * Number of proxy DLL paths provided. */ unsigned int proxy_dll_count; /*! * The "system" directories of the frontend. These directories can be used to * store system-specific ROMs such as BIOSes, configuration data, etc. */ const char** resource_directories; /*! * Number of resource directories provided */ unsigned int resource_directory_count; /*! * The writable directory of the frontend. This directory can be used to store * SRAM, memory cards, high scores, etc, if the game client cannot use the * regular memory interface, GetMemoryData(). */ const char* profile_directory; /*! * The value of the property from addon.xml */ bool supports_vfs; /*! * The extensions in the property from addon.xml */ const char** extensions; /*! * Number of extensions provided */ unsigned int extension_count; } AddonProps_Game; typedef void* KODI_GAME_STREAM_HANDLE; /*! Structure to transfer the methods from kodi_game_dll.h to Kodi */ struct AddonInstance_Game; /*! * @brief Game callbacks * * Not to be used outside this header. */ typedef struct AddonToKodiFuncTable_Game { KODI_HANDLE kodiInstance; void (*CloseGame)(KODI_HANDLE kodiInstance); KODI_GAME_STREAM_HANDLE (*OpenStream)(KODI_HANDLE, const struct game_stream_properties*); bool (*GetStreamBuffer)(KODI_HANDLE, KODI_GAME_STREAM_HANDLE, unsigned int, unsigned int, struct game_stream_buffer*); void (*AddStreamData)(KODI_HANDLE, KODI_GAME_STREAM_HANDLE, const struct game_stream_packet*); void (*ReleaseStreamBuffer)(KODI_HANDLE, KODI_GAME_STREAM_HANDLE, struct game_stream_buffer*); void (*CloseStream)(KODI_HANDLE, KODI_GAME_STREAM_HANDLE); game_proc_address_t (*HwGetProcAddress)(KODI_HANDLE kodiInstance, const char* symbol); bool (*InputEvent)(KODI_HANDLE kodiInstance, const struct game_input_event* event); } AddonToKodiFuncTable_Game; /*! * @brief Game function hooks * * Not to be used outside this header. */ typedef struct KodiToAddonFuncTable_Game { KODI_HANDLE addonInstance; GAME_ERROR(__cdecl* LoadGame)(const struct AddonInstance_Game*, const char*); GAME_ERROR(__cdecl* LoadGameSpecial) (const struct AddonInstance_Game*, enum SPECIAL_GAME_TYPE, const char**, size_t); GAME_ERROR(__cdecl* LoadStandalone)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* UnloadGame)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* GetGameTiming) (const struct AddonInstance_Game*, struct game_system_timing*); GAME_REGION(__cdecl* GetRegion)(const struct AddonInstance_Game*); bool(__cdecl* RequiresGameLoop)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* RunFrame)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* Reset)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* HwContextReset)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* HwContextDestroy)(const struct AddonInstance_Game*); bool(__cdecl* HasFeature)(const struct AddonInstance_Game*, const char*, const char*); game_input_topology*(__cdecl* GetTopology)(const struct AddonInstance_Game*); void(__cdecl* FreeTopology)(const struct AddonInstance_Game*, struct game_input_topology*); void(__cdecl* SetControllerLayouts)(const struct AddonInstance_Game*, const struct game_controller_layout*, unsigned int); bool(__cdecl* EnableKeyboard)(const struct AddonInstance_Game*, bool, const char*); bool(__cdecl* EnableMouse)(const struct AddonInstance_Game*, bool, const char*); bool(__cdecl* ConnectController)(const struct AddonInstance_Game*, bool, const char*, const char*); bool(__cdecl* InputEvent)(const struct AddonInstance_Game*, const struct game_input_event*); size_t(__cdecl* SerializeSize)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* Serialize)(const struct AddonInstance_Game*, uint8_t*, size_t); GAME_ERROR(__cdecl* Deserialize)(const struct AddonInstance_Game*, const uint8_t*, size_t); GAME_ERROR(__cdecl* CheatReset)(const struct AddonInstance_Game*); GAME_ERROR(__cdecl* GetMemory) (const struct AddonInstance_Game*, enum GAME_MEMORY, uint8_t**, size_t*); GAME_ERROR(__cdecl* SetCheat) (const struct AddonInstance_Game*, unsigned int, bool, const char*); } KodiToAddonFuncTable_Game; /*! * @brief Game instance * * Not to be used outside this header. */ typedef struct AddonInstance_Game { struct AddonProps_Game* props; struct AddonToKodiFuncTable_Game* toKodi; struct KodiToAddonFuncTable_Game* toAddon; } AddonInstance_Game; #ifdef __cplusplus } #endif /* __cplusplus */ #endif /* !C_API_ADDONINSTANCE_GAME_H */