/* ** richpresence.cpp ** ** handles rich presence for Discord. does nothing but transmit the appid, ** game, and current level. ** **--------------------------------------------------------------------------- ** Copyright 2022 Rachael Alexanderson ** Copyright 2017 Discord ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include "common/engine/printf.h" #include "discord_rpc.h" #include "version.h" static int64_t StartTime = 0; static bool didInit = false; static void handleDiscordReady(const DiscordUser* connectedUser) { Printf("\nDiscord: connected to user %s#%s - %s\n", connectedUser->username, connectedUser->discriminator, connectedUser->userId); } static void handleDiscordDisconnected(int errcode, const char* message) { Printf("\nDiscord: disconnected (%d: %s)\n", errcode, message); } static void handleDiscordError(int errcode, const char* message) { Printf("\nDiscord: error (%d: %s)\n", errcode, message); } static void handleDiscordSpectate(const char* secret) { Printf("\nDiscord: spectate (%s)\n", secret); } static void handleDiscordJoin(const char* secret) { Printf("\nDiscord: join (%s)\n", secret); } static void handleDiscordJoinRequest(const DiscordUser* request) { // we can't join in-game int response = DISCORD_REPLY_NO; Discord_Respond(request->userId, response); Printf("\nDiscord: join request from %s#%s - %s\n", request->username, request->discriminator, request->userId); } void I_UpdateDiscordPresence(bool SendPresence, const char* curstatus, const char* appid, const char* steamappid) { const char* curappid = DEFAULT_DISCORD_APP_ID; if (appid && appid[0] != '\0') curappid = appid; if (!didInit && !SendPresence) return; // we haven't initted, there's nothing to do here, just exit if (!didInit) { didInit = true; DiscordEventHandlers handlers; memset(&handlers, 0, sizeof(handlers)); handlers.ready = handleDiscordReady; handlers.disconnected = handleDiscordDisconnected; handlers.errored = handleDiscordError; handlers.joinGame = handleDiscordJoin; handlers.spectateGame = handleDiscordSpectate; handlers.joinRequest = handleDiscordJoinRequest; Discord_Initialize(curappid, &handlers, 1, steamappid); } if (SendPresence) { DiscordRichPresence discordPresence; memset(&discordPresence, 0, sizeof(discordPresence)); discordPresence.state = "Playing"; if (!StartTime) StartTime = time(0); discordPresence.startTimestamp = StartTime; discordPresence.details = curstatus; discordPresence.largeImageKey = "game-image"; discordPresence.instance = 0; Discord_UpdatePresence(&discordPresence); } else { Discord_ClearPresence(); } }