initial commit
This commit is contained in:
commit
661b5fa3b5
5 changed files with 164 additions and 0 deletions
8
README.md
Normal file
8
README.md
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
Discord RPC Sample
|
||||||
|
==================
|
||||||
|
|
||||||
|
This is a lib and a couple of quick demos, one that implements the very minimal subset to show
|
||||||
|
current status, and one that is more complete. The idea here is to give you an lib that implements
|
||||||
|
the rpc connection and wraps sending events, and a basic example that uses it; you can use the lib
|
||||||
|
directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is.
|
||||||
|
|
0
src/discord-rpc.cpp
Normal file
0
src/discord-rpc.cpp
Normal file
99
src/discord-rpc.h
Normal file
99
src/discord-rpc.h
Normal file
|
@ -0,0 +1,99 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
/* Requirements Overview
|
||||||
|
*
|
||||||
|
initialize the local IPC connection to Discord
|
||||||
|
|
||||||
|
what we need for rich presence
|
||||||
|
- send rich presence data to the client
|
||||||
|
- start spectating a session
|
||||||
|
- join a game party
|
||||||
|
- request to send rich presence data ('on discord client connected')
|
||||||
|
|
||||||
|
|
||||||
|
general usage
|
||||||
|
- initialize the discord connection
|
||||||
|
- determine if the user is a guest account
|
||||||
|
- shutdown / support timing out
|
||||||
|
*/
|
||||||
|
|
||||||
|
struct DiscordRichPresence {
|
||||||
|
const char* name; // do we need this hear or can it be pulled from the app page?
|
||||||
|
uint64_t contextStartTimeUTC;
|
||||||
|
uint64_t contextEndTimeUTC;
|
||||||
|
const char* gameState; // eg. In Game
|
||||||
|
const char* gameMode; // e.g. Summoner's Rift
|
||||||
|
const char* gameModifier; // e.g. Ranked
|
||||||
|
const char* choice; // e.g. Aatrox
|
||||||
|
const char* flavorImageKey; // e.g. The map background
|
||||||
|
const char* choiceImageKey; // e.g. The character's portrait icon
|
||||||
|
const char* partyId;
|
||||||
|
uint16_t partySize; // e.g. 0 means ignored
|
||||||
|
uint16_t partyCapacity; // e.g. 0 means no limit
|
||||||
|
const char* contextSecret; // Required for the "notify me" feature
|
||||||
|
uint8_t isInstance; // Together with context_secret enables the "notify me" feature
|
||||||
|
const char* joinSecret; // Enables the "invite to join" feature
|
||||||
|
const char* spectateSecret; // Enables the "invite to spectate" feature
|
||||||
|
};
|
||||||
|
|
||||||
|
struct DiscordRichPresence {
|
||||||
|
uint64_t contextStartTimeUTC; // 0 means unspecified
|
||||||
|
uint64_t contextStopTimeUTC; // 0 means unspecified
|
||||||
|
const char* partyStatus[4]; // e.g. "In Game", "Summoner's Rift", "Ranked", "Aatrox"
|
||||||
|
const char* largeImageKey; // e.g. The map background
|
||||||
|
const char* smallImageKey; // e.g. The character's portrait icon
|
||||||
|
|
||||||
|
const char* partyId;
|
||||||
|
uint16_t partySize; // e.g. 0 means ignored
|
||||||
|
uint16_t partyCapacity; // e.g. 0 means no limit
|
||||||
|
|
||||||
|
// optional
|
||||||
|
const char* contextSecret; // Required for the "notify me" feature
|
||||||
|
uint8_t isInstance; // Together with context_secret enables the "notify me" feature
|
||||||
|
|
||||||
|
const char* joinSecret; // Enables the "invite to join" feature
|
||||||
|
const char* spectateSecret; // Enables the "invite to spectate" feature
|
||||||
|
};
|
||||||
|
|
||||||
|
struct DiscordEventHandlers {
|
||||||
|
// required.
|
||||||
|
void (*ready)();
|
||||||
|
void (*disconnected)();
|
||||||
|
|
||||||
|
// optional for rich presence
|
||||||
|
void (*wantsPresence)();
|
||||||
|
void (*joinGame)(const char* joinSecret);
|
||||||
|
void (*spectateGame)(const char* spectateSecret);
|
||||||
|
};
|
||||||
|
|
||||||
|
struct DiscordChannelEventHandlers {
|
||||||
|
void (*messageCreate)(const DiscordMessage* message);
|
||||||
|
void (*messageUpdate)(const DiscordMessage* message);
|
||||||
|
void (*messageDelete)(const DiscordMessage* message);
|
||||||
|
void (*voiceStateCreate)(const DiscordVoiceState* state);
|
||||||
|
void (*voiceStateDelete)(const DiscordVoiceState* state);
|
||||||
|
void (*speakingStart)(const DiscordSpeakingState* state);
|
||||||
|
void (*speakingStop)(const DiscordSpeakingState* state);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Call this to start up the Discord SDK
|
||||||
|
void Discord_Initialize(const char* applicationId, DiscordEventHandlers* handlers);
|
||||||
|
|
||||||
|
// Call this to subscribe to events in a specific voice or text channel
|
||||||
|
void Discord_Subscribe(const char* channelId, const DiscordChannelEventHandlers* handlers)
|
||||||
|
|
||||||
|
// Call this when you're all done so we can cleanup without timing out.
|
||||||
|
void Discord_Shutdown();
|
||||||
|
|
||||||
|
// Call this whenever any of the data in the payload changes in a material way.
|
||||||
|
void Discord_UpdatePresence(const DiscordRichPresence* presence);
|
||||||
|
|
||||||
|
// TBD RPC Requests
|
||||||
|
void Discord_Authenticate();
|
||||||
|
void Discord_Authorize();
|
||||||
|
void Discord_GetGuilds();
|
||||||
|
void Discord_GetChannels();
|
||||||
|
void Discord_GetChannel();
|
||||||
|
void Discord_SelectVoiceChannel();
|
||||||
|
void Discord_SelectTextChannel();
|
||||||
|
void Discord_SendMessage();
|
0
src/full.cpp
Normal file
0
src/full.cpp
Normal file
57
src/simple.cpp
Normal file
57
src/simple.cpp
Normal file
|
@ -0,0 +1,57 @@
|
||||||
|
|
||||||
|
static const char* YOUR_APPLICATION_ID = "23984729347234";
|
||||||
|
|
||||||
|
void updateDiscordPresence() {
|
||||||
|
DiscordRichPresence myPresence = {0};
|
||||||
|
myPresence.name = "League of Legends";
|
||||||
|
myPresence.gameState = "In Game";
|
||||||
|
myPresence.gameMode = "Summoner's Rift";
|
||||||
|
myPresence.gameModifier = "Ranked";
|
||||||
|
myPresence.choice = "Aatrox";
|
||||||
|
myPresence.flavorImageKey = "FLAVOR_SUMMONERS_RIFT";
|
||||||
|
myPresence.choiceImageKey = "PORTRAIT_AATROX";
|
||||||
|
|
||||||
|
myPresence.partyId = GameEngine_GetMultiplayerPartyId();
|
||||||
|
myPresence.partySize = GameEngine_GetCurrentPartyCount();
|
||||||
|
myPresence.partyCapacity = PARTY_CAPACITY;
|
||||||
|
|
||||||
|
myPresence.context = GameEngine_GetPartyAndMatchSecret();
|
||||||
|
myPresence.isInstance = true;
|
||||||
|
|
||||||
|
myPresence.joinSecret = GameEngine_GetPartyAndMatchSecret();
|
||||||
|
myPresence.spectateSecret = GameEngine_GetUserIdSecret();
|
||||||
|
|
||||||
|
Discord_UpdatePresence(&myPresence);
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleDiscordDisconnected() {
|
||||||
|
// oh noes
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleDiscordReady() {
|
||||||
|
updateDiscordPresence();
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleDiscordWantsPresence() {
|
||||||
|
updateDiscordPresence();
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleDiscordJoinGame(const char* joinSecret) {
|
||||||
|
GameEngine_JoinParty(joinSecret);
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleDiscordSpectateGame(const char* spectateSecret) {
|
||||||
|
GameEngine_SpectateGame(spectateSecret);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main() {
|
||||||
|
DiscordEventHandlers handlers = {0};
|
||||||
|
handlers.ready = handleDiscordReady;
|
||||||
|
handlers.disconnected = handleDiscordDisconnected;
|
||||||
|
handlers.wantsPresence = handleDiscordWantsPresence;
|
||||||
|
handlers.joinGame = handleDiscordJoinGame;
|
||||||
|
handlers.spectateGame = handleDiscordSpectateGame;
|
||||||
|
|
||||||
|
Discord_Initialize(YOUR_APPLICATION_ID, handlers);
|
||||||
|
}
|
||||||
|
|
Loading…
Reference in a new issue