mirror of
https://github.com/libretro/RetroArch
synced 2025-01-30 21:32:45 +00:00
121 lines
3.6 KiB
C
121 lines
3.6 KiB
C
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2018 - Andrés Suárez
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "discord.h"
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static const char* APPLICATION_ID = "450822022025576457";
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static int FrustrationLevel = 0;
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static int64_t start_time;
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static bool discord_ready = false;
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static unsigned discord_status = 0;
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DiscordRichPresence discord_presence;
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static void handle_discord_ready(const DiscordUser* connectedUser)
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{
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RARCH_LOG("[discord] connected to user %s#%s - %s\n",
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connectedUser->username,
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connectedUser->discriminator,
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connectedUser->userId);
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}
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static void handle_discord_disconnected(int errcode, const char* message)
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{
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RARCH_LOG("[discord] disconnected (%d: %s)\n", errcode, message);
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}
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static void handle_discord_error(int errcode, const char* message)
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{
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RARCH_LOG("[discord] error (%d: %s)\n", errcode, message);
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}
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static void handle_discord_join(const char* secret)
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{
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RARCH_LOG("[discord] join (%s)\n", secret);
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}
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static void handle_discord_spectate(const char* secret)
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{
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RARCH_LOG("[discord] spectate (%s)\n", secret);
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}
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static void handle_discord_join_request(const DiscordUser* request)
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{
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int response = -1;
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char yn[4];
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RARCH_LOG("[discord] join request from %s#%s - %s\n",
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request->username,
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request->discriminator,
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request->userId);
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}
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void discord_update(unsigned presence)
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{
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if (!discord_ready || discord_status != DISCORD_PRESENCE_MENU && discord_status == presence)
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return;
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RARCH_LOG("[discord] updating (%d)\n", presence);
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memset(&discord_presence, 0, sizeof(discord_presence));
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switch (presence)
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{
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case DISCORD_PRESENCE_MENU:
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discord_presence.state = "In-Menu";
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discord_presence.largeImageKey = "icon";
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discord_presence.instance = 0;
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discord_presence.startTimestamp = start_time;
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break;
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case DISCORD_PRESENCE_GAME:
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start_time = time(0);
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discord_presence.state = "Link's House";
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discord_presence.details = "Legend of Zelda, The - Link's Awakening DX";
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discord_presence.largeImageKey = "icon";
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//discord_presence.smallImageKey = "icon";
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discord_presence.instance = 0;
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discord_presence.startTimestamp = start_time;
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break;
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default:
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break;
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}
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Discord_UpdatePresence(&discord_presence);
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discord_status = presence;
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}
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void discord_init()
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{
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RARCH_LOG("[discord] initializing\n");
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start_time = time(0);
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DiscordEventHandlers handlers;
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memset(&handlers, 0, sizeof(handlers));
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handlers.ready = handle_discord_ready;
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handlers.disconnected = handle_discord_disconnected;
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handlers.errored = handle_discord_error;
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handlers.joinGame = handle_discord_join;
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handlers.spectateGame = handle_discord_spectate;
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handlers.joinRequest = handle_discord_join_request;
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Discord_Initialize(APPLICATION_ID, &handlers, 1, NULL);
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discord_ready = true;
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}
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void discord_shutdown()
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{
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RARCH_LOG("[discord] shutting down\n");
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Discord_ClearPresence();
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Discord_Shutdown();
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discord_ready = false;
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}
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