#pragma once #include // clang-format off #if defined(DISCORD_DYNAMIC_LIB) # if defined(_WIN32) # if defined(DISCORD_BUILDING_SDK) # define DISCORD_EXPORT __declspec(dllexport) # else # define DISCORD_EXPORT __declspec(dllimport) # endif # else # define DISCORD_EXPORT __attribute__((visibility("default"))) # endif #else # define DISCORD_EXPORT #endif // clang-format on #ifdef __cplusplus extern "C" { #endif typedef struct DiscordRichPresence { const char* state; /* max 128 bytes */ const char* details; /* max 128 bytes */ int64_t startTimestamp; int64_t endTimestamp; const char* largeImageKey; /* max 32 bytes */ const char* largeImageText; /* max 128 bytes */ const char* smallImageKey; /* max 32 bytes */ const char* smallImageText; /* max 128 bytes */ const char* partyId; /* max 128 bytes */ int partySize; int partyMax; const char* matchSecret; /* max 128 bytes */ const char* joinSecret; /* max 128 bytes */ const char* spectateSecret; /* max 128 bytes */ int8_t instance; } DiscordRichPresence; typedef struct DiscordEventHandlers { void (*ready)(); void (*disconnected)(int errorCode, const char* message); void (*errored)(int errorCode, const char* message); void (*joinGame)(const char* joinSecret); void (*spectateGame)(const char* spectateSecret); } DiscordEventHandlers; DISCORD_EXPORT void Discord_Initialize(const char* applicationId, DiscordEventHandlers* handlers, int autoRegister, const char* optionalSteamId); DISCORD_EXPORT void Discord_Shutdown(); /* checks for incoming messages, dispatches callbacks */ DISCORD_EXPORT void Discord_RunCallbacks(); /* If you disable the lib starting its own io thread, you'll need to call this from your own */ #ifdef DISCORD_DISABLE_IO_THREAD DISCORD_EXPORT void Discord_UpdateConnection(); #endif DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence); #ifdef __cplusplus } /* extern "C" */ #endif