Adding user object to READY event (#159)

* Pass the READY event data down in onConnect

* Changes made for UE4 and Unity wrappers

* Changing object name from joinRequest to DiscordUser
This commit is contained in:
Mason Sciotti
2018-04-16 10:25:44 -07:00
committed by GitHub
parent 2ce9fe068b
commit 64027b336f
10 changed files with 97 additions and 56 deletions

View File

@ -52,14 +52,18 @@ static void updateDiscordPresence()
discordPresence.spectateSecret = "look";
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
} else {
}
else {
Discord_ClearPresence();
}
}
static void handleDiscordReady(void)
static void handleDiscordReady(const DiscordUser* connectedUser)
{
printf("\nDiscord: ready\n");
printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
}
static void handleDiscordDisconnected(int errcode, const char* message)
@ -82,13 +86,13 @@ static void handleDiscordSpectate(const char* secret)
printf("\nDiscord: spectate (%s)\n", secret);
}
static void handleDiscordJoinRequest(const DiscordJoinRequest* request)
static void handleDiscordJoinRequest(const DiscordUser* request)
{
int response = -1;
char yn[4];
printf("\nDiscord: join request from %s - %s - %s\n",
printf("\nDiscord: join request from %s#%s - %s\n",
request->username,
request->avatar,
request->discriminator,
request->userId);
do {
printf("Accept? (y/n)");
@ -152,7 +156,8 @@ static void gameLoop()
if (SendPresence) {
printf("Clearing presence information.\n");
SendPresence = 0;
} else {
}
else {
printf("Restoring presence information.\n");
SendPresence = 1;
}