mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
ee6234ecb6
Also gets rid of the shared_ptr usage, and generally makes things nicer. Needed for later config refactorings, good to get in early.
154 lines
3.1 KiB
C++
154 lines
3.1 KiB
C++
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#include <ctime>
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#include <string>
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#include "ppsspp_config.h"
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#include "Common/Log.h"
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#include "Core/Config.h"
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#include "DiscordIntegration.h"
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#include "Common/Data/Text/I18n.h"
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#if (PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(MAC) || PPSSPP_PLATFORM(LINUX)) && !PPSSPP_PLATFORM(ANDROID) && !PPSSPP_PLATFORM(UWP)
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#ifdef _MSC_VER
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#define ENABLE_DISCORD
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#elif USE_DISCORD
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#define ENABLE_DISCORD
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#endif
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#else
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// TODO
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#endif
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#ifdef ENABLE_DISCORD
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#include "ext/discord-rpc/include/discord_rpc.h"
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#endif
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// TODO: Enable on more platforms. Make optional.
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Discord g_Discord;
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static const char *ppsspp_app_id = "423397985041383434";
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#ifdef ENABLE_DISCORD
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// No context argument? What?
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static void handleDiscordError(int errCode, const char *message) {
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ERROR_LOG(SYSTEM, "Discord error code %d: '%s'", errCode, message);
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}
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#endif
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Discord::~Discord() {
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if (initialized_) {
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ERROR_LOG(SYSTEM, "Discord destructor running though g_Discord.Shutdown() has not been called.");
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}
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}
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bool Discord::IsEnabled() const {
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return g_Config.bDiscordPresence;
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}
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void Discord::Init() {
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_assert_(IsEnabled());
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_assert_(!initialized_);
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#ifdef ENABLE_DISCORD
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DiscordEventHandlers eventHandlers{};
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eventHandlers.errored = &handleDiscordError;
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Discord_Initialize(ppsspp_app_id, &eventHandlers, 0, nullptr);
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INFO_LOG(SYSTEM, "Discord connection initialized");
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#endif
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initialized_ = true;
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}
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void Discord::Shutdown() {
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if (initialized_) {
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#ifdef ENABLE_DISCORD
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Discord_Shutdown();
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#endif
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initialized_ = false;
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}
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}
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void Discord::Update() {
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if (!IsEnabled()) {
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if (initialized_) {
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Shutdown();
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}
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return;
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} else {
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if (!initialized_) {
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Init();
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}
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}
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#ifdef ENABLE_DISCORD
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#ifdef DISCORD_DISABLE_IO_THREAD
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Discord_UpdateConnection();
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#endif
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Discord_RunCallbacks();
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#endif
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}
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void Discord::SetPresenceGame(const char *gameTitle) {
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if (!IsEnabled())
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return;
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if (!initialized_) {
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Init();
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}
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#ifdef ENABLE_DISCORD
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auto sc = GetI18NCategory(I18NCat::SCREEN);
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DiscordRichPresence discordPresence{};
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discordPresence.state = gameTitle;
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std::string details = sc->T("Playing");
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discordPresence.details = details.c_str();
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discordPresence.startTimestamp = time(0);
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discordPresence.largeImageText = "PPSSPP is the best PlayStation Portable emulator around!";
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#ifdef GOLD
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discordPresence.largeImageKey = "icon_gold_png";
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#else
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discordPresence.largeImageKey = "icon_regular_png";
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#endif
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Discord_UpdatePresence(&discordPresence);
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#endif
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}
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void Discord::SetPresenceMenu() {
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if (!IsEnabled())
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return;
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if (!initialized_) {
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Init();
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}
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#ifdef ENABLE_DISCORD
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auto sc = GetI18NCategory(I18NCat::SCREEN);
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DiscordRichPresence discordPresence{};
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discordPresence.state = sc->T("In menu");
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discordPresence.details = "";
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discordPresence.startTimestamp = time(0);
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discordPresence.largeImageText = "PPSSPP is the best PlayStation Portable emulator around!";
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#ifdef GOLD
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discordPresence.largeImageKey = "icon_gold_png";
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#else
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discordPresence.largeImageKey = "icon_regular_png";
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#endif
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Discord_UpdatePresence(&discordPresence);
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#endif
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}
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void Discord::ClearPresence() {
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if (!IsEnabled() || !initialized_)
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return;
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#ifdef ENABLE_DISCORD
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Discord_ClearPresence();
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#endif
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}
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