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