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