RetroArch/discord/discord.c
2018-05-29 11:14:21 +02:00

136 lines
4.1 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
#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;
}