cambridge/libs/discordGameSDK/examples/c/main.c

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#include <stdint.h>
#include <stdio.h>
#include <assert.h>
#include "discord_game_sdk.h"
#ifdef _WIN32
#include <Windows.h>
#else
#include <unistd.h>
#include <string.h>
#endif
#define DISCORD_REQUIRE(x) assert(x == DiscordResult_Ok)
struct Application {
struct IDiscordCore* core;
struct IDiscordUserManager* users;
struct IDiscordAchievementManager* achievements;
struct IDiscordActivityManager* activities;
struct IDiscordRelationshipManager* relationships;
struct IDiscordApplicationManager* application;
struct IDiscordLobbyManager* lobbies;
DiscordUserId user_id;
};
void UpdateActivityCallback(void* data, enum EDiscordResult result)
{
DISCORD_REQUIRE(result);
}
int RelationshipPassFilter(void* data, struct DiscordRelationship* relationship)
{
return (relationship->type == DiscordRelationshipType_Friend);
}
int RelationshipSnowflakeFilter(void* data, struct DiscordRelationship* relationship)
{
struct Application* app = (struct Application*)data;
return (relationship->type == DiscordRelationshipType_Friend &&
relationship->user.id < app->user_id);
}
void OnRelationshipsRefresh(void* data)
{
struct Application* app = (struct Application*)data;
struct IDiscordRelationshipManager* module = app->relationships;
module->filter(module, app, RelationshipPassFilter);
int32_t unfiltered_count = 0;
DISCORD_REQUIRE(module->count(module, &unfiltered_count));
module->filter(module, app, RelationshipSnowflakeFilter);
int32_t filtered_count = 0;
DISCORD_REQUIRE(module->count(module, &filtered_count));
printf("=== Cool Friends ===\n");
for (int32_t i = 0; i < filtered_count; i += 1) {
struct DiscordRelationship relationship;
DISCORD_REQUIRE(module->get_at(module, i, &relationship));
printf("%lld %s#%s\n",
relationship.user.id,
relationship.user.username,
relationship.user.discriminator);
}
printf("(%d friends less cool than you omitted)\n", unfiltered_count - filtered_count);
struct DiscordActivity activity;
memset(&activity, 0, sizeof(activity));
sprintf(activity.details, "Cooler than %d friends", unfiltered_count - filtered_count);
sprintf(activity.state, "%d friends total", unfiltered_count);
app->activities->update_activity(app->activities, &activity, app, UpdateActivityCallback);
}
void OnUserUpdated(void* data)
{
struct Application* app = (struct Application*)data;
struct DiscordUser user;
app->users->get_current_user(app->users, &user);
app->user_id = user.id;
}
void OnOAuth2Token(void* data, enum EDiscordResult result, struct DiscordOAuth2Token* token)
{
if (result == DiscordResult_Ok) {
printf("OAuth2 token: %s\n", token->access_token);
}
else {
printf("GetOAuth2Token failed with %d\n", (int)result);
}
}
void OnLobbyConnect(void* data, enum EDiscordResult result, struct DiscordLobby* lobby)
{
printf("LobbyConnect returned %d\n", (int)result);
}
int main(int argc, char** argv)
{
struct Application app;
memset(&app, 0, sizeof(app));
struct IDiscordUserEvents users_events;
memset(&users_events, 0, sizeof(users_events));
users_events.on_current_user_update = OnUserUpdated;
struct IDiscordActivityEvents activities_events;
memset(&activities_events, 0, sizeof(activities_events));
struct IDiscordRelationshipEvents relationships_events;
memset(&relationships_events, 0, sizeof(relationships_events));
relationships_events.on_refresh = OnRelationshipsRefresh;
struct DiscordCreateParams params;
DiscordCreateParamsSetDefault(&params);
params.client_id = 418559331265675294;
params.flags = DiscordCreateFlags_Default;
params.event_data = &app;
params.activity_events = &activities_events;
params.relationship_events = &relationships_events;
params.user_events = &users_events;
DISCORD_REQUIRE(DiscordCreate(DISCORD_VERSION, &params, &app.core));
app.users = app.core->get_user_manager(app.core);
app.achievements = app.core->get_achievement_manager(app.core);
app.activities = app.core->get_activity_manager(app.core);
app.application = app.core->get_application_manager(app.core);
app.lobbies = app.core->get_lobby_manager(app.core);
app.lobbies->connect_lobby_with_activity_secret(
app.lobbies, "invalid_secret", &app, OnLobbyConnect);
app.application->get_oauth2_token(app.application, &app, OnOAuth2Token);
DiscordBranch branch;
app.application->get_current_branch(app.application, &branch);
printf("Current branch %s\n", branch);
app.relationships = app.core->get_relationship_manager(app.core);
for (;;) {
DISCORD_REQUIRE(app.core->run_callbacks(app.core));
#ifdef _WIN32
Sleep(16);
#else
usleep(16 * 1000);
#endif
}
return 0;
}