discord-rpc/examples/send-presence/send-presence.c

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/*
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This is a simple example in C of using the rich presence API asynchronously.
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*/
#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "discord_rpc.h"
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static const char* APPLICATION_ID = "345229890980937739";
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static int FrustrationLevel = 0;
static int64_t StartTime;
static int SendPresence = 1;
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static int prompt(char* line, size_t size)
{
int res;
char* nl;
printf("\n> ");
fflush(stdout);
res = fgets(line, (int)size, stdin) ? 1 : 0;
line[size - 1] = 0;
nl = strchr(line, '\n');
if (nl) {
*nl = 0;
}
return res;
}
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static void updateDiscordPresence()
{
if (SendPresence) {
char buffer[256];
DiscordRichPresence discordPresence;
memset(&discordPresence, 0, sizeof(discordPresence));
discordPresence.state = "West of House";
sprintf(buffer, "Frustration level: %d", FrustrationLevel);
discordPresence.details = buffer;
discordPresence.startTimestamp = StartTime;
discordPresence.endTimestamp = time(0) + 5 * 60;
discordPresence.largeImageKey = "canary-large";
discordPresence.smallImageKey = "ptb-small";
discordPresence.partyId = "party1234";
discordPresence.partySize = 1;
discordPresence.partyMax = 6;
discordPresence.partyPrivacy = DISCORD_PARTY_PUBLIC;
discordPresence.matchSecret = "xyzzy";
discordPresence.joinSecret = "join";
discordPresence.spectateSecret = "look";
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
}
else {
Discord_ClearPresence();
}
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}
static void handleDiscordReady(const DiscordUser* connectedUser)
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{
printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
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}
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static void handleDiscordDisconnected(int errcode, const char* message)
{
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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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printf("\nDiscord: error (%d: %s)\n", errcode, message);
}
static void handleDiscordJoin(const char* secret)
{
printf("\nDiscord: join (%s)\n", secret);
}
static void handleDiscordSpectate(const char* secret)
{
printf("\nDiscord: spectate (%s)\n", secret);
}
static void handleDiscordJoinRequest(const DiscordUser* request)
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{
int response = -1;
char yn[4];
printf("\nDiscord: join request from %s#%s - %s\n",
request->username,
request->discriminator,
request->userId);
do {
printf("Accept? (y/n)");
if (!prompt(yn, sizeof(yn))) {
break;
}
if (!yn[0]) {
continue;
}
if (yn[0] == 'y') {
response = DISCORD_REPLY_YES;
break;
}
if (yn[0] == 'n') {
response = DISCORD_REPLY_NO;
break;
}
} while (1);
if (response != -1) {
Discord_Respond(request->userId, response);
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}
}
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static void discordInit()
{
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(APPLICATION_ID, &handlers, 1, NULL);
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}
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static void gameLoop()
{
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char line[512];
char* space;
StartTime = time(0);
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printf("You are standing in an open field west of a white house.\n");
while (prompt(line, sizeof(line))) {
if (line[0]) {
if (line[0] == 'q') {
break;
}
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if (line[0] == 't') {
printf("Shutting off Discord.\n");
Discord_Shutdown();
continue;
}
if (line[0] == 'c') {
if (SendPresence) {
printf("Clearing presence information.\n");
SendPresence = 0;
}
else {
printf("Restoring presence information.\n");
SendPresence = 1;
}
updateDiscordPresence();
continue;
}
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if (line[0] == 'y') {
printf("Reinit Discord.\n");
discordInit();
continue;
}
if (time(NULL) & 1) {
printf("I don't understand that.\n");
}
else {
space = strchr(line, ' ');
if (space) {
*space = 0;
}
printf("I don't know the word \"%s\".\n", line);
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}
++FrustrationLevel;
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updateDiscordPresence();
}
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#ifdef DISCORD_DISABLE_IO_THREAD
Discord_UpdateConnection();
#endif
Discord_RunCallbacks();
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}
}
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int main(int argc, char* argv[])
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{
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discordInit();
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gameLoop();
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Discord_Shutdown();
return 0;
}