mirror of
https://github.com/yuzu-emu/discord-rpc
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100 lines
3.6 KiB
C
100 lines
3.6 KiB
C
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#pragma once
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/* Requirements Overview
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*
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initialize the local IPC connection to Discord
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what we need for rich presence
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- send rich presence data to the client
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- start spectating a session
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- join a game party
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- request to send rich presence data ('on discord client connected')
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general usage
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- initialize the discord connection
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- determine if the user is a guest account
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- shutdown / support timing out
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*/
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struct DiscordRichPresence {
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const char* name; // do we need this hear or can it be pulled from the app page?
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uint64_t contextStartTimeUTC;
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uint64_t contextEndTimeUTC;
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const char* gameState; // eg. In Game
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const char* gameMode; // e.g. Summoner's Rift
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const char* gameModifier; // e.g. Ranked
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const char* choice; // e.g. Aatrox
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const char* flavorImageKey; // e.g. The map background
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const char* choiceImageKey; // e.g. The character's portrait icon
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const char* partyId;
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uint16_t partySize; // e.g. 0 means ignored
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uint16_t partyCapacity; // e.g. 0 means no limit
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const char* contextSecret; // Required for the "notify me" feature
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uint8_t isInstance; // Together with context_secret enables the "notify me" feature
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const char* joinSecret; // Enables the "invite to join" feature
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const char* spectateSecret; // Enables the "invite to spectate" feature
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};
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struct DiscordRichPresence {
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uint64_t contextStartTimeUTC; // 0 means unspecified
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uint64_t contextStopTimeUTC; // 0 means unspecified
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const char* partyStatus[4]; // e.g. "In Game", "Summoner's Rift", "Ranked", "Aatrox"
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const char* largeImageKey; // e.g. The map background
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const char* smallImageKey; // e.g. The character's portrait icon
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const char* partyId;
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uint16_t partySize; // e.g. 0 means ignored
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uint16_t partyCapacity; // e.g. 0 means no limit
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// optional
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const char* contextSecret; // Required for the "notify me" feature
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uint8_t isInstance; // Together with context_secret enables the "notify me" feature
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const char* joinSecret; // Enables the "invite to join" feature
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const char* spectateSecret; // Enables the "invite to spectate" feature
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};
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struct DiscordEventHandlers {
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// required.
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void (*ready)();
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void (*disconnected)();
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// optional for rich presence
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void (*wantsPresence)();
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void (*joinGame)(const char* joinSecret);
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void (*spectateGame)(const char* spectateSecret);
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};
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struct DiscordChannelEventHandlers {
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void (*messageCreate)(const DiscordMessage* message);
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void (*messageUpdate)(const DiscordMessage* message);
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void (*messageDelete)(const DiscordMessage* message);
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void (*voiceStateCreate)(const DiscordVoiceState* state);
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void (*voiceStateDelete)(const DiscordVoiceState* state);
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void (*speakingStart)(const DiscordSpeakingState* state);
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void (*speakingStop)(const DiscordSpeakingState* state);
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}
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// Call this to start up the Discord SDK
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void Discord_Initialize(const char* applicationId, DiscordEventHandlers* handlers);
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// Call this to subscribe to events in a specific voice or text channel
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void Discord_Subscribe(const char* channelId, const DiscordChannelEventHandlers* handlers)
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// Call this when you're all done so we can cleanup without timing out.
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void Discord_Shutdown();
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// Call this whenever any of the data in the payload changes in a material way.
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void Discord_UpdatePresence(const DiscordRichPresence* presence);
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// TBD RPC Requests
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void Discord_Authenticate();
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void Discord_Authorize();
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void Discord_GetGuilds();
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void Discord_GetChannels();
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void Discord_GetChannel();
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void Discord_SelectVoiceChannel();
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void Discord_SelectTextChannel();
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void Discord_SendMessage();
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