discord-rpc/src/discord-rpc.h

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2017-06-23 23:04:36 +00:00
#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();