#include "prx/libScePlayerInvitationDialog/libScePlayerInvitationDialog.h" #include #include "prx/libc/include/general/LogMacros.hpp" namespace { std::mutex g_dialog_mutex; PlayerInvitationDialogStatus g_dialog_status = PlayerInvitationDialogStatus::None; std::int32_t status() { return static_cast(g_dialog_status); } } extern "C" { std::int32_t APS5_VABI scePlayerInvitationDialogInitialize(void) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("status=%d", status()); if (g_dialog_status == PlayerInvitationDialogStatus::None) { g_dialog_status = PlayerInvitationDialogStatus::Initialized; } return 0; } std::int32_t APS5_VABI scePlayerInvitationDialogOpen(const ScePlayerInvitationDialogParam* param) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("param=%p status=%d", static_cast(param), status()); if (g_dialog_status == PlayerInvitationDialogStatus::None) { g_dialog_status = PlayerInvitationDialogStatus::Initialized; } g_dialog_status = PlayerInvitationDialogStatus::Running; return 0; } std::int32_t APS5_VABI scePlayerInvitationDialogUpdateStatus(void) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("status=%d", status()); if (g_dialog_status == PlayerInvitationDialogStatus::Running) { g_dialog_status = PlayerInvitationDialogStatus::Finished; } return status(); } std::int32_t APS5_VABI scePlayerInvitationDialogGetStatus(void) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("status=%d", status()); return status(); } std::int32_t APS5_VABI scePlayerInvitationDialogClose(void) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("status=%d", status()); if (g_dialog_status == PlayerInvitationDialogStatus::Running) { g_dialog_status = PlayerInvitationDialogStatus::Finished; } return 0; } std::int32_t APS5_VABI scePlayerInvitationDialogTerminate(void) { std::lock_guard lock(g_dialog_mutex); APS5_LOG_OUT("status=%d", status()); g_dialog_status = PlayerInvitationDialogStatus::None; return 0; } }