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11
README.md
11
README.md
@ -7,7 +7,7 @@ have callbacks for where a more complete game would do more things (joining, spe
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||||
## Documentation
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||||
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||||
The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/topics/rich-presence)!
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The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/rich-presence/how-to)!
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## Basic Usage
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||||
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||||
@ -31,7 +31,7 @@ There's a [CMake](https://cmake.org/download/) file that should be able to gener
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```
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There is a wrapper build script `build.py` that runs `cmake` with a few different options.
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||||
Usually, I run `build.py` to get things started, then use the generated project files as I work on things.
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Usually, I run `build.py` to get things started, then use the generated project files as I work on things. It does depend on `click` library, so do a quick `pip install click` to make sure you have it if you want to run `build.py`.
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There are some CMake options you might care about:
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@ -75,4 +75,9 @@ Below is a table of unofficial, community-developed wrappers for and implementat
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||||
| Name | Language |
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||||
|------|----------|
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| Be the first! | |
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||||
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc "Discord-RPC.jar") | Java |
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| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
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| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
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| [Discord Rich Presence](https://npmjs.org/discord-rich-presence) | JavaScript |
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| [drpc4k](https://github.com/Bluexin/drpc4k) | [Kotlin](https://kotlinlang.org/) |
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| [SwordRPC](https://github.com/Azoy/SwordRPC) | [Swift](https://swift.org) |
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|
31
build.py
31
build.py
@ -87,9 +87,34 @@ def for_unity(ctx):
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@cli.command()
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def unreal():
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""" todo: build unreal project """
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pass
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@click.pass_context
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def unreal(ctx):
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""" build libs and copy them into the unreal project """
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ctx.invoke(
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libs,
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clean=False,
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static=False,
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shared=True,
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skip_formatter=True,
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just_release=True
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)
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click.echo('--- Copying libs and header into unreal example')
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UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
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BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
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UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
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mkdir_p(UNREAL_DLL_PATH)
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shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.dll'), UNREAL_DLL_PATH)
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UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
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mkdir_p(UNREAL_INCLUDE_PATH)
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shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord-rpc.h'), UNREAL_INCLUDE_PATH)
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UNREAL_LIB_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
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mkdir_p(UNREAL_LIB_PATH)
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shutil.copy(os.path.join(BUILD_BASE_PATH, 'discord-rpc.lib'), UNREAL_LIB_PATH)
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def build_lib(build_name, generator, options, just_release):
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|
@ -66,7 +66,7 @@ First is the `ACTIVITY_JOIN` event:
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"data": {
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"secret": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f"
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},
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"evnt": "ACTIVITY_JOIN"
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"evt": "ACTIVITY_JOIN"
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}
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```
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@ -78,7 +78,7 @@ Second is the `ACTIVITY_SPECTATE` event:
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"data": {
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"secret": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0"
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},
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"evnt": "ACTIVITY_SPECTATE"
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"evt": "ACTIVITY_SPECTATE"
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}
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```
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@ -96,7 +96,7 @@ And third is the `ACTIVITY_JOIN_REQUEST` event:
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},
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"secret": "e459ca99273f59909dd16ed97865f3ad"
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},
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"evnt": "ACTIVITY_JOIN_REQUEST"
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"evt": "ACTIVITY_JOIN_REQUEST"
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}
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```
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|
@ -16,8 +16,10 @@ public class DiscordController : MonoBehaviour
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public string optionalSteamId;
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public int callbackCalls;
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public int clickCounter;
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public DiscordRpc.JoinRequest joinRequest;
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public UnityEngine.Events.UnityEvent onConnect;
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public UnityEngine.Events.UnityEvent onDisconnect;
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public UnityEngine.Events.UnityEvent hasResponded;
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public DiscordJoinEvent onJoin;
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public DiscordJoinEvent onSpectate;
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public DiscordJoinRequestEvent onJoinRequest;
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@ -34,6 +36,20 @@ public class DiscordController : MonoBehaviour
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DiscordRpc.UpdatePresence(ref presence);
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}
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public void RequestRespondYes()
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{
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Debug.Log("Discord: responding yes to Ask to Join request");
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DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes);
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hasResponded.Invoke();
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}
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public void RequestRespondNo()
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{
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Debug.Log("Discord: responding no to Ask to Join request");
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DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No);
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hasResponded.Invoke();
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}
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public void ReadyCallback()
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{
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++callbackCalls;
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@ -72,6 +88,7 @@ public class DiscordController : MonoBehaviour
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{
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++callbackCalls;
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Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
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joinRequest = request;
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onJoinRequest.Invoke(request);
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}
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||||
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|
@ -78,6 +78,9 @@ public class DiscordRpc
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[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
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public static extern void UpdatePresence(ref RichPresence presence);
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||||
[DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)]
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||||
public static extern void ClearPresence();
|
||||
|
||||
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
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public static extern void Respond(string userId, Reply reply);
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}
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@ -14,6 +14,7 @@
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static const char* APPLICATION_ID = "345229890980937739";
|
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static int FrustrationLevel = 0;
|
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static int64_t StartTime;
|
||||
static int SendPresence = 1;
|
||||
|
||||
static int prompt(char* line, size_t size)
|
||||
{
|
||||
@ -32,6 +33,7 @@ static int prompt(char* line, size_t size)
|
||||
|
||||
static void updateDiscordPresence()
|
||||
{
|
||||
if (SendPresence) {
|
||||
char buffer[256];
|
||||
DiscordRichPresence discordPresence;
|
||||
memset(&discordPresence, 0, sizeof(discordPresence));
|
||||
@ -50,9 +52,12 @@ static void updateDiscordPresence()
|
||||
discordPresence.spectateSecret = "look";
|
||||
discordPresence.instance = 0;
|
||||
Discord_UpdatePresence(&discordPresence);
|
||||
} else {
|
||||
Discord_ClearPresence();
|
||||
}
|
||||
}
|
||||
|
||||
static void handleDiscordReady()
|
||||
static void handleDiscordReady(void)
|
||||
{
|
||||
printf("\nDiscord: ready\n");
|
||||
}
|
||||
@ -143,6 +148,18 @@ static void gameLoop()
|
||||
continue;
|
||||
}
|
||||
|
||||
if (line[0] == 'c') {
|
||||
if (SendPresence) {
|
||||
printf("Clearing presence information.\n");
|
||||
SendPresence = 0;
|
||||
} else {
|
||||
printf("Restoring presence information.\n");
|
||||
SendPresence = 1;
|
||||
}
|
||||
updateDiscordPresence();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (line[0] == 'y') {
|
||||
printf("Reinit Discord.\n");
|
||||
discordInit();
|
||||
|
3
examples/unrealstatus/.gitignore
vendored
3
examples/unrealstatus/.gitignore
vendored
@ -73,3 +73,6 @@ Intermediate/
|
||||
|
||||
# Cache files for the editor to use
|
||||
DerivedDataCache/
|
||||
|
||||
# Library headers must be copied automatically by the build script (build.py unreal)
|
||||
Plugins/DiscordRpc/Source/ThirdParty/DiscordRpcLibrary/Include
|
||||
|
@ -15,9 +15,15 @@
|
||||
"Installed": false,
|
||||
"Modules": [
|
||||
{
|
||||
"Name": "discordrpc",
|
||||
"Type": "Developer",
|
||||
"LoadingPhase": "Default"
|
||||
"Name": "DiscordRpc",
|
||||
"Type": "Runtime",
|
||||
"LoadingPhase": "PreDefault",
|
||||
"WhitelistPlatforms" :
|
||||
[
|
||||
"Win64",
|
||||
"Linux",
|
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"Mac"
|
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]
|
||||
}
|
||||
]
|
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}
|
@ -0,0 +1,57 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.IO;
|
||||
|
||||
public class DiscordRpc : ModuleRules
|
||||
{
|
||||
#if WITH_FORWARDED_MODULE_RULES_CTOR
|
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public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
|
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#else
|
||||
public DiscordRpc(TargetInfo Target)
|
||||
#endif
|
||||
{
|
||||
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
|
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|
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PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
"DiscordRpc/Public"
|
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}
|
||||
);
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
"DiscordRpc/Private"
|
||||
}
|
||||
);
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"Core",
|
||||
"DiscordRpcLibrary"
|
||||
}
|
||||
);
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"Projects"
|
||||
}
|
||||
);
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add any modules that your module loads dynamically here ...
|
||||
}
|
||||
);
|
||||
|
||||
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "Source", "ThirdParty", "DiscordRpcLibrary"));
|
||||
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
|
||||
}
|
||||
}
|
@ -0,0 +1,71 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "DiscordRpcPrivatePCH.h"
|
||||
#include "IPluginManager.h"
|
||||
#include "ModuleManager.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FDiscordRpcModule"
|
||||
|
||||
void FDiscordRpcModule::StartupModule()
|
||||
{
|
||||
#if !PLATFORM_LINUX
|
||||
#if defined(DISCORD_DYNAMIC_LIB)
|
||||
// Get the base directory of this plugin
|
||||
FString BaseDir = IPluginManager::Get().FindPlugin("DiscordRpc")->GetBaseDir();
|
||||
const FString SDKDir = FPaths::Combine(*BaseDir, TEXT("Source"), TEXT("ThirdParty"), TEXT("DiscordRpcLibrary"));
|
||||
#if PLATFORM_WINDOWS
|
||||
const FString LibName = TEXT("discord-rpc");
|
||||
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Win64"));
|
||||
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
|
||||
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
|
||||
FreeDependency(DiscordRpcLibraryHandle);
|
||||
}
|
||||
#elif PLATFORM_MAC
|
||||
const FString LibName = TEXT("libdiscord-rpc");
|
||||
const FString LibDir = FPaths::Combine(*SDKDir, TEXT("Mac"));
|
||||
if (!LoadDependency(LibDir, LibName, DiscordRpcLibraryHandle)) {
|
||||
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT(LOCTEXT_NAMESPACE, "Failed to load DiscordRpc plugin. Plug-in will not be functional."));
|
||||
FreeDependency(DiscordRpcLibraryHandle);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void FDiscordRpcModule::ShutdownModule()
|
||||
{
|
||||
// Free the dll handle
|
||||
#if !PLATFORM_LINUX
|
||||
#if defined(DISCORD_DYNAMIC_LIB)
|
||||
FreeDependency(DiscordRpcLibraryHandle);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
bool FDiscordRpcModule::LoadDependency(const FString& Dir, const FString& Name, void*& Handle)
|
||||
{
|
||||
FString Lib = Name + TEXT(".") + FPlatformProcess::GetModuleExtension();
|
||||
FString Path = Dir.IsEmpty() ? *Lib : FPaths::Combine(*Dir, *Lib);
|
||||
|
||||
Handle = FPlatformProcess::GetDllHandle(*Path);
|
||||
|
||||
if (Handle == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FDiscordRpcModule::FreeDependency(void*& Handle)
|
||||
{
|
||||
if (Handle != nullptr)
|
||||
{
|
||||
FPlatformProcess::FreeDllHandle(Handle);
|
||||
Handle = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FDiscordRpcModule, DiscordRpc)
|
@ -1,7 +1,5 @@
|
||||
|
||||
|
||||
#include "DiscordRpcPrivatePCH.h"
|
||||
#include "DiscordRpcBlueprint.h"
|
||||
|
||||
#include "discord-rpc.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY(Discord)
|
||||
@ -145,3 +143,8 @@ void UDiscordRpc::UpdatePresence()
|
||||
|
||||
Discord_UpdatePresence(&rp);
|
||||
}
|
||||
|
||||
void UDiscordRpc::ClearPresence()
|
||||
{
|
||||
Discord_ClearPresence();
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
#include "Core.h"
|
||||
#include "DiscordRpc.h"
|
@ -0,0 +1,20 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "ModuleManager.h"
|
||||
|
||||
class FDiscordRpcModule : public IModuleInterface {
|
||||
public:
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
private:
|
||||
/** Handle to the test dll we will load */
|
||||
void* DiscordRpcLibraryHandle;
|
||||
|
||||
/** StartupModule is covered with defines, these functions are the place to put breakpoints */
|
||||
static bool LoadDependency(const FString& Dir, const FString& Name, void*& Handle);
|
||||
static void FreeDependency(void*& Handle);
|
||||
};
|
@ -1,5 +1,3 @@
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
@ -108,6 +106,11 @@ public:
|
||||
Category = "Discord")
|
||||
void UpdatePresence();
|
||||
|
||||
UFUNCTION(BlueprintCallable,
|
||||
meta = (DisplayName = "Clear presence", Keywords = "Discord rpc"),
|
||||
Category = "Discord")
|
||||
void ClearPresence();
|
||||
|
||||
UPROPERTY(BlueprintReadOnly,
|
||||
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
|
||||
Category = "Discord")
|
@ -0,0 +1,59 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
using System.IO;
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class DiscordRpcLibrary : ModuleRules
|
||||
{
|
||||
#if WITH_FORWARDED_MODULE_RULES_CTOR
|
||||
public DiscordRpcLibrary(ReadOnlyTargetRules Target) : base(Target)
|
||||
#else
|
||||
public DiscordRpcLibrary(TargetInfo Target)
|
||||
#endif
|
||||
{
|
||||
Type = ModuleType.External;
|
||||
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
|
||||
|
||||
string BaseDirectory = Path.GetFullPath(Path.Combine(ModuleDirectory, "..", "..", "ThirdParty", "DiscordRpcLibrary"));
|
||||
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
string lib = Path.Combine(BaseDirectory, "Win64");
|
||||
|
||||
// Include headers
|
||||
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
|
||||
|
||||
// Add the import library
|
||||
PublicLibraryPaths.Add(lib);
|
||||
PublicAdditionalLibraries.Add(Path.Combine(lib, "discord-rpc.lib"));
|
||||
|
||||
// Dynamic
|
||||
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "discord-rpc.dll")));
|
||||
PublicDelayLoadDLLs.Add("discord-rpc.dll");
|
||||
}
|
||||
else if (Target.Platform == UnrealTargetPlatform.Linux)
|
||||
{
|
||||
string lib = Path.Combine(BaseDirectory, "Linux", "x86_64-unknown-linux-gnu");
|
||||
|
||||
// Include headers
|
||||
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
|
||||
|
||||
// Add the import library
|
||||
PublicLibraryPaths.Add(lib);
|
||||
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.so"));
|
||||
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.so")));
|
||||
}
|
||||
else if (Target.Platform == UnrealTargetPlatform.Mac)
|
||||
{
|
||||
string lib = Path.Combine(BaseDirectory, "Mac");
|
||||
|
||||
// Include headers
|
||||
PublicIncludePaths.Add(Path.Combine(BaseDirectory, "Include"));
|
||||
|
||||
// Add the import library
|
||||
PublicLibraryPaths.Add(lib);
|
||||
PublicAdditionalLibraries.Add(Path.Combine(lib, "libdiscord-rpc.dylib"));
|
||||
RuntimeDependencies.Add(new RuntimeDependency(Path.Combine(lib, "libdiscord-rpc.dylib")));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
using System.IO;
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class discordrpcLibrary : ModuleRules
|
||||
{
|
||||
public discordrpcLibrary(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
Type = ModuleType.External;
|
||||
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
{
|
||||
// Add the import library
|
||||
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Include"));
|
||||
PublicLibraryPaths.Add(Path.Combine(ModuleDirectory, "x64", "Release"));
|
||||
PublicAdditionalLibraries.Add("discord-rpc.lib");
|
||||
|
||||
// Delay-load the DLL, so we can load it from the right place first
|
||||
PublicDelayLoadDLLs.Add("discord-rpc.dll");
|
||||
}
|
||||
else if (Target.Platform == UnrealTargetPlatform.Mac)
|
||||
{
|
||||
PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libdiscord-rpc.dylib"));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,50 +0,0 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "discordrpc.h"
|
||||
#include "Core.h"
|
||||
#include "IPluginManager.h"
|
||||
#include "ModuleManager.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FdiscordrpcModule"
|
||||
|
||||
void FdiscordrpcModule::StartupModule()
|
||||
{
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified
|
||||
// in the .uplugin file per-module
|
||||
|
||||
// Get the base directory of this plugin
|
||||
FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
|
||||
|
||||
// Add on the relative location of the third party dll and load it
|
||||
FString LibraryPath;
|
||||
#if PLATFORM_WINDOWS
|
||||
LibraryPath = FPaths::Combine(
|
||||
*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
|
||||
#elif PLATFORM_MAC
|
||||
LibraryPath = FPaths::Combine(
|
||||
*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
|
||||
#endif // PLATFORM_WINDOWS
|
||||
|
||||
DiscordLibraryHandle =
|
||||
!LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
|
||||
|
||||
if (!DiscordLibraryHandle) {
|
||||
FMessageDialog::Open(
|
||||
EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
|
||||
}
|
||||
}
|
||||
|
||||
void FdiscordrpcModule::ShutdownModule()
|
||||
{
|
||||
// This function may be called during shutdown to clean up your module. For modules that
|
||||
// support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
|
||||
// Free the dll handle
|
||||
FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
|
||||
DiscordLibraryHandle = nullptr;
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FdiscordrpcModule, discordrpc)
|
@ -1,16 +0,0 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "ModuleManager.h"
|
||||
|
||||
class FdiscordrpcModule : public IModuleInterface {
|
||||
public:
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
private:
|
||||
/** Handle to the test dll we will load */
|
||||
void* DiscordLibraryHandle;
|
||||
};
|
@ -1,65 +0,0 @@
|
||||
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class discordrpc : ModuleRules
|
||||
{
|
||||
public discordrpc(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
||||
PublicIncludePaths.AddRange(
|
||||
new string[] {
|
||||
"discordrpc/Public"
|
||||
// ... add public include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateIncludePaths.AddRange(
|
||||
new string[] {
|
||||
"discordrpc/Private",
|
||||
"../../../../../include"
|
||||
// ... add other private include paths required here ...
|
||||
}
|
||||
);
|
||||
|
||||
PublicLibraryPaths.AddRange(
|
||||
new string[] {
|
||||
System.IO.Path.Combine(ModuleDirectory, "../../Binaries/ThirdParty/discordrpcLibrary/", Target.Platform.ToString()),
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PublicDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"Slate",
|
||||
"SlateCore",
|
||||
"Core",
|
||||
"discordrpcLibrary",
|
||||
"Projects"
|
||||
// ... add other public dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add private dependencies that you statically link with here ...
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(
|
||||
new string[]
|
||||
{
|
||||
// ... add any modules that your module loads dynamically here ...
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
@ -49,7 +49,7 @@ typedef struct DiscordJoinRequest {
|
||||
} DiscordJoinRequest;
|
||||
|
||||
typedef struct DiscordEventHandlers {
|
||||
void (*ready)();
|
||||
void (*ready)(void);
|
||||
void (*disconnected)(int errorCode, const char* message);
|
||||
void (*errored)(int errorCode, const char* message);
|
||||
void (*joinGame)(const char* joinSecret);
|
||||
@ -76,6 +76,7 @@ DISCORD_EXPORT void Discord_UpdateConnection(void);
|
||||
#endif
|
||||
|
||||
DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence);
|
||||
DISCORD_EXPORT void Discord_ClearPresence(void);
|
||||
|
||||
DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply);
|
||||
|
||||
|
@ -29,16 +29,18 @@ if(WIN32)
|
||||
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_win.cpp discord_register_win.cpp)
|
||||
add_library(discord-rpc ${BASE_RPC_SRC})
|
||||
if (MSVC)
|
||||
set(CRT_FLAGS)
|
||||
if(USE_STATIC_CRT)
|
||||
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||
set(CRT_FLAGS /MTd)
|
||||
else()
|
||||
set(CRT_FLAGS /MT)
|
||||
endif()
|
||||
foreach(CompilerFlag
|
||||
CMAKE_CXX_FLAGS
|
||||
CMAKE_CXX_FLAGS_DEBUG
|
||||
CMAKE_CXX_FLAGS_RELEASE
|
||||
CMAKE_C_FLAGS
|
||||
CMAKE_C_FLAGS_DEBUG
|
||||
CMAKE_C_FLAGS_RELEASE)
|
||||
string(REPLACE "/MD" "/MT" ${CompilerFlag} "${${CompilerFlag}}")
|
||||
endforeach()
|
||||
endif(USE_STATIC_CRT)
|
||||
target_compile_options(discord-rpc PRIVATE /EHsc
|
||||
${CRT_FLAGS}
|
||||
/Wall
|
||||
/wd4100 # unreferenced formal parameter
|
||||
/wd4514 # unreferenced inline
|
||||
|
@ -304,7 +304,7 @@ extern "C" DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
|
||||
IoThread.Start();
|
||||
}
|
||||
|
||||
extern "C" DISCORD_EXPORT void Discord_Shutdown()
|
||||
extern "C" DISCORD_EXPORT void Discord_Shutdown(void)
|
||||
{
|
||||
if (!Connection) {
|
||||
return;
|
||||
@ -325,6 +325,11 @@ extern "C" DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence*
|
||||
SignalIOActivity();
|
||||
}
|
||||
|
||||
extern "C" DISCORD_EXPORT void Discord_ClearPresence(void)
|
||||
{
|
||||
Discord_UpdatePresence(nullptr);
|
||||
}
|
||||
|
||||
extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_REPLY_ */ int reply)
|
||||
{
|
||||
// if we are not connected, let's not batch up stale messages for later
|
||||
@ -340,7 +345,7 @@ extern "C" DISCORD_EXPORT void Discord_Respond(const char* userId, /* DISCORD_RE
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" DISCORD_EXPORT void Discord_RunCallbacks()
|
||||
extern "C" DISCORD_EXPORT void Discord_RunCallbacks(void)
|
||||
{
|
||||
// Note on some weirdness: internally we might connect, get other signals, disconnect any number
|
||||
// of times inbetween calls here. Externally, we want the sequence to seem sane, so any other
|
||||
|
@ -5,45 +5,28 @@
|
||||
|
||||
#include "discord_register.h"
|
||||
|
||||
static bool Mkdir(const char* path)
|
||||
{
|
||||
int result = mkdir(path, 0755);
|
||||
if (result == 0) {
|
||||
return true;
|
||||
}
|
||||
if (errno == EEXIST) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static void RegisterCommand(const char* applicationId, const char* command)
|
||||
{
|
||||
// There does not appear to be a way to register arbitrary commands on OSX, so instead we'll save the command
|
||||
// to a file in the Discord config path, and when it is needed, Discord can try to load the file there, open
|
||||
// the command therein (will pass to js's window.open, so requires a url-like thing)
|
||||
|
||||
const char* home = getenv("HOME");
|
||||
// Note: will not work for sandboxed apps
|
||||
NSString *home = NSHomeDirectory();
|
||||
if (!home) {
|
||||
return;
|
||||
}
|
||||
|
||||
char path[2048];
|
||||
sprintf(path, "%s/Library/Application Support/discord", home);
|
||||
Mkdir(path);
|
||||
strcat(path, "/games");
|
||||
Mkdir(path);
|
||||
strcat(path, "/");
|
||||
strcat(path, applicationId);
|
||||
strcat(path, ".json");
|
||||
NSString *path = [[[[[[home stringByAppendingPathComponent:@"Library"]
|
||||
stringByAppendingPathComponent:@"Application Support"]
|
||||
stringByAppendingPathComponent:@"discord"]
|
||||
stringByAppendingPathComponent:@"games"]
|
||||
stringByAppendingPathComponent:[NSString stringWithUTF8String:applicationId]]
|
||||
stringByAppendingPathExtension:@"json"];
|
||||
[[NSFileManager defaultManager] createDirectoryAtPath:[path stringByDeletingLastPathComponent] withIntermediateDirectories:YES attributes:nil error:nil];
|
||||
|
||||
FILE* f = fopen(path, "w");
|
||||
if (f) {
|
||||
char jsonBuffer[2048];
|
||||
int len = snprintf(jsonBuffer, sizeof(jsonBuffer), "{\"command\": \"%s\"}", command);
|
||||
fwrite(jsonBuffer, (size_t)len, 1, f);
|
||||
fclose(f);
|
||||
}
|
||||
NSString *jsonBuffer = [NSString stringWithFormat:@"{\"command\": \"%s\"}", command];
|
||||
[jsonBuffer writeToFile:path atomically:NO encoding:NSUTF8StringEncoding error:nil];
|
||||
}
|
||||
|
||||
static void RegisterURL(const char* applicationId)
|
||||
@ -83,15 +66,15 @@ void Discord_Register(const char* applicationId, const char* command)
|
||||
}
|
||||
else {
|
||||
// raii lite
|
||||
void* pool = [[NSAutoreleasePool alloc] init];
|
||||
@autoreleasepool {
|
||||
RegisterURL(applicationId);
|
||||
[(id)pool drain];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Discord_RegisterSteamGame(const char* applicationId, const char* steamId)
|
||||
{
|
||||
char command[256];
|
||||
sprintf(command, "steam://rungameid/%s", steamId);
|
||||
snprintf(command, 256, "steam://rungameid/%s", steamId);
|
||||
Discord_Register(applicationId, command);
|
||||
}
|
||||
|
@ -1,17 +1,4 @@
|
||||
/*
|
||||
* MinGW defaults to WINNT 5.1 (aka XP), however some of functions used here
|
||||
* require WINNT >= 6.0 APIs, which are only visible when WINVER and
|
||||
* _WIN32_WINNT defines are set properly before including any system headers.
|
||||
* Such API is e.g. RegSetKeyValueW.
|
||||
*/
|
||||
#ifdef __MINGW32__
|
||||
// 0x0600 == vista
|
||||
#define WINVER 0x0600
|
||||
#define _WIN32_WINNT 0x0600
|
||||
#endif // __MINGW32__
|
||||
|
||||
#include "discord-rpc.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define NOMCX
|
||||
@ -19,7 +6,51 @@
|
||||
#define NOIME
|
||||
#include <windows.h>
|
||||
#include <psapi.h>
|
||||
#include <cwchar>
|
||||
#include <stdio.h>
|
||||
|
||||
/**
|
||||
* Updated fixes for MinGW and WinXP
|
||||
* This block is written the way it does not involve changing the rest of the code
|
||||
* Checked to be compiling
|
||||
* 1) strsafe.h belongs to Windows SDK and cannot be added to MinGW
|
||||
* #include guarded, functions redirected to <string.h> substitutes
|
||||
* 2) RegSetKeyValueW and LSTATUS are not declared in <winreg.h>
|
||||
* The entire function is rewritten
|
||||
*/
|
||||
#ifdef __MINGW32__
|
||||
/// strsafe.h fixes
|
||||
#define StringCbPrintfW snwprintf
|
||||
LPWSTR StringCbCopyW(LPWSTR a, size_t l, LPCWSTR b)
|
||||
{
|
||||
a[l-1] = 0;
|
||||
return wcsncpy(a, b, l - 1); // does not set the last byte to 0 on overflow, so it's set to 0 above
|
||||
}
|
||||
#else
|
||||
#include <strsafe.h>
|
||||
#endif // __MINGW32__
|
||||
|
||||
/// winreg.h fixes
|
||||
#ifndef LSTATUS
|
||||
#define LSTATUS LONG
|
||||
#endif
|
||||
#ifdef RegSetKeyValueW
|
||||
#undefine RegSetKeyValueW
|
||||
#endif
|
||||
#define RegSetKeyValueW regset
|
||||
LSTATUS regset(HKEY hkey, LPCWSTR subkey, LPCWSTR name, DWORD type, const void *data, DWORD len)
|
||||
{
|
||||
HKEY hsubkey = NULL;
|
||||
LSTATUS ret;
|
||||
if (subkey && subkey[0]) /* need to create the subkey */
|
||||
{
|
||||
if ((ret = RegCreateKeyW( hkey, subkey, &hsubkey )) != ERROR_SUCCESS) return ret;
|
||||
hkey = hsubkey;
|
||||
}
|
||||
ret = RegSetValueExW( hkey, name, 0, type, (const BYTE*)data, len );
|
||||
if (hsubkey) RegCloseKey( hsubkey );
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Discord_RegisterW(const wchar_t* applicationId, const wchar_t* command)
|
||||
{
|
||||
|
@ -102,6 +102,7 @@ size_t JsonWriteRichPresenceObj(char* dest,
|
||||
WriteKey(writer, "pid");
|
||||
writer.Int(pid);
|
||||
|
||||
if (presence != nullptr)
|
||||
{
|
||||
WriteObject activity(writer, "activity");
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#ifndef __MINGW32__
|
||||
#pragma warning(push)
|
||||
|
||||
#pragma warning(disable : 4061) // enum is not explicitly handled by a case label
|
||||
@ -9,12 +10,15 @@
|
||||
#pragma warning(disable : 4464) // relative include path contains
|
||||
#pragma warning(disable : 4668) // is not defined as a preprocessor macro
|
||||
#pragma warning(disable : 6313) // Incorrect operator
|
||||
#endif // __MINGW32__
|
||||
|
||||
#include "rapidjson/document.h"
|
||||
#include "rapidjson/stringbuffer.h"
|
||||
#include "rapidjson/writer.h"
|
||||
|
||||
#ifndef __MINGW32__
|
||||
#pragma warning(pop)
|
||||
#endif // __MINGW32__
|
||||
|
||||
// if only there was a standard library function for this
|
||||
template <size_t Len>
|
||||
|
Reference in New Issue
Block a user