#pragma once #include struct DiscordRichPresence { const char* state; const char* details; int64_t startTimestamp; int64_t endTimestamp; const char* largeImageKey; const char* largeImageText; const char* smallImageKey; const char* smallImageText; const char* partyId; int partySize; int partyMax; const char* matchSecret; const char* joinSecret; const char* spectateSecret; bool instance; }; struct DiscordEventHandlers { // required. void (*ready)(); void (*disconnected)(); // optional for rich presence void (*wantsPresence)(); void (*joinGame)(const char* joinSecret); void (*spectateGame)(const char* spectateSecret); }; void Discord_Initialize(const char* applicationId, DiscordEventHandlers* handlers); void Discord_Shutdown(); void Discord_UpdatePresence(const DiscordRichPresence* presence); /* later 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 subscribe to events in a specific voice or text channel void Discord_Subscribe(const char* channelId, const DiscordChannelEventHandlers* handlers); // 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(); */