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https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-03 16:29:10 +00:00
Add Discord Rich Presence integration for Windows
This commit is contained in:
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15 changed files with 243 additions and 0 deletions
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@ -108,6 +108,10 @@ win32 {
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}
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win32:!winrt {
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CONFIG += soundio
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# Discord RPC for rich presence
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LIBS += -ldiscord-rpc
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DEFINES += HAVE_DISCORD
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}
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macx {
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LIBS += -lssl -lcrypto -lavcodec.58 -lavutil.56 -lopus -framework SDL2 -framework SDL2_ttf
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@ -128,6 +132,7 @@ SOURCES += \
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backend/nvpairingmanager.cpp \
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backend/computermanager.cpp \
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backend/boxartmanager.cpp \
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backend/richpresencemanager.cpp \
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cli/commandlineparser.cpp \
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cli/quitstream.cpp \
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cli/startstream.cpp \
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@ -155,6 +160,7 @@ HEADERS += \
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backend/nvpairingmanager.h \
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backend/computermanager.h \
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backend/boxartmanager.h \
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backend/richpresencemanager.h \
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cli/commandlineparser.h \
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cli/quitstream.h \
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cli/startstream.h \
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63
app/backend/richpresencemanager.cpp
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63
app/backend/richpresencemanager.cpp
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@ -0,0 +1,63 @@
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#include "richpresencemanager.h"
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#include <QDebug>
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RichPresenceManager::RichPresenceManager(StreamingPreferences& prefs, QString gameName)
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: m_DiscordActive(false)
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{
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#ifdef HAVE_DISCORD
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if (prefs.richPresence) {
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DiscordEventHandlers handlers = {};
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handlers.ready = discordReady;
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handlers.disconnected = discordDisconnected;
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handlers.errored = discordErrored;
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Discord_Initialize("594668102021677159", &handlers, 0, nullptr);
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m_DiscordActive = true;
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}
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if (m_DiscordActive) {
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QByteArray stateStr = (QString("Streaming ") + gameName).toUtf8();
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DiscordRichPresence discordPresence = {};
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discordPresence.state = stateStr.data();
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discordPresence.startTimestamp = time(nullptr);
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Discord_UpdatePresence(&discordPresence);
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}
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#endif
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}
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RichPresenceManager::~RichPresenceManager()
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{
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#ifdef HAVE_DISCORD
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if (m_DiscordActive) {
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Discord_ClearPresence();
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Discord_Shutdown();
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}
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#endif
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}
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void RichPresenceManager::runCallbacks()
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{
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#ifdef HAVE_DISCORD
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if (m_DiscordActive) {
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Discord_RunCallbacks();
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}
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#endif
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}
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#ifdef HAVE_DISCORD
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void RichPresenceManager::discordReady(const DiscordUser* request)
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{
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qInfo() << "Discord integration ready for user:" << request->username;
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}
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void RichPresenceManager::discordDisconnected(int errorCode, const char *message)
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{
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qInfo() << "Discord integration disconnected:" << errorCode << message;
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}
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void RichPresenceManager::discordErrored(int errorCode, const char *message)
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{
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qWarning() << "Discord integration error:" << errorCode << message;
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}
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#endif
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26
app/backend/richpresencemanager.h
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26
app/backend/richpresencemanager.h
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@ -0,0 +1,26 @@
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#pragma once
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#include "settings/streamingpreferences.h"
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#ifdef HAVE_DISCORD
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#include <discord_rpc.h>
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#endif
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class RichPresenceManager
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{
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public:
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RichPresenceManager(StreamingPreferences& prefs, QString gameName);
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~RichPresenceManager();
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void runCallbacks();
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private:
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#ifdef HAVE_DISCORD
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static void discordReady(const DiscordUser* request);
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static void discordDisconnected(int errorCode, const char* message);
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static void discordErrored(int errorCode, const char* message);
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#endif
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bool m_DiscordActive;
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};
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@ -22,6 +22,12 @@ SystemProperties::SystemProperties()
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hasBrowser = false;
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#endif
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#ifdef HAVE_DISCORD
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hasDiscordIntegration = true;
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#else
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hasDiscordIntegration = false;
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#endif
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unmappedGamepads = SdlInputHandler::getUnmappedGamepads();
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// Populate data that requires talking to SDL. We do it all in one shot
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@ -15,6 +15,7 @@ public:
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Q_PROPERTY(bool isRunningXWayland MEMBER isRunningXWayland CONSTANT)
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Q_PROPERTY(bool isWow64 MEMBER isWow64 CONSTANT)
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Q_PROPERTY(bool hasBrowser MEMBER hasBrowser CONSTANT)
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Q_PROPERTY(bool hasDiscordIntegration MEMBER hasDiscordIntegration CONSTANT)
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Q_PROPERTY(QString unmappedGamepads MEMBER unmappedGamepads NOTIFY unmappedGamepadsChanged)
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Q_PROPERTY(int maximumStreamingFrameRate MEMBER maximumStreamingFrameRate CONSTANT)
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@ -32,6 +33,7 @@ private:
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bool isRunningXWayland;
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bool isWow64;
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bool hasBrowser;
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bool hasDiscordIntegration;
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QString unmappedGamepads;
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int maximumStreamingFrameRate;
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QList<QRect> monitorDesktopResolutions;
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@ -499,6 +499,22 @@ Flickable {
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StreamingPreferences.connectionWarnings = checked
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}
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}
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CheckBox {
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visible: SystemProperties.hasDiscordIntegration
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id: discordPresenceCheck
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text: "Discord Rich Presence integration"
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font.pointSize: 12
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checked: StreamingPreferences.richPresence
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onCheckedChanged: {
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StreamingPreferences.richPresence = checked
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}
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ToolTip.delay: 1000
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ToolTip.timeout: 5000
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ToolTip.visible: hovered
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ToolTip.text: "Updates your Discord status to display the name of the game you're streaming."
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}
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}
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}
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}
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@ -23,6 +23,7 @@
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#define SER_STARTWINDOWED "startwindowed"
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#define SER_FRAMEPACING "framepacing"
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#define SER_CONNWARNINGS "connwarnings"
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#define SER_RICHPRESENCE "richpresence"
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StreamingPreferences::StreamingPreferences(QObject *parent)
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: QObject(parent)
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@ -55,6 +56,7 @@ void StreamingPreferences::reload()
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startWindowed = settings.value(SER_STARTWINDOWED, false).toBool();
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framePacing = settings.value(SER_FRAMEPACING, false).toBool();
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connectionWarnings = settings.value(SER_CONNWARNINGS, true).toBool();
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richPresence = settings.value(SER_RICHPRESENCE, true).toBool();
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audioConfig = static_cast<AudioConfig>(settings.value(SER_AUDIOCFG,
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static_cast<int>(AudioConfig::AC_STEREO)).toInt());
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videoCodecConfig = static_cast<VideoCodecConfig>(settings.value(SER_VIDEOCFG,
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@ -86,6 +88,7 @@ void StreamingPreferences::save()
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settings.setValue(SER_STARTWINDOWED, startWindowed);
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settings.setValue(SER_FRAMEPACING, framePacing);
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settings.setValue(SER_CONNWARNINGS, connectionWarnings);
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settings.setValue(SER_RICHPRESENCE, richPresence);
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settings.setValue(SER_AUDIOCFG, static_cast<int>(audioConfig));
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settings.setValue(SER_VIDEOCFG, static_cast<int>(videoCodecConfig));
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settings.setValue(SER_VIDEODEC, static_cast<int>(videoDecoderSelection));
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@ -64,6 +64,7 @@ public:
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Q_PROPERTY(bool startWindowed MEMBER startWindowed NOTIFY startWindowedChanged)
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Q_PROPERTY(bool framePacing MEMBER framePacing NOTIFY framePacingChanged)
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Q_PROPERTY(bool connectionWarnings MEMBER connectionWarnings NOTIFY connectionWarningsChanged)
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Q_PROPERTY(bool richPresence MEMBER richPresence NOTIFY richPresenceChanged);
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Q_PROPERTY(AudioConfig audioConfig MEMBER audioConfig NOTIFY audioConfigChanged)
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Q_PROPERTY(VideoCodecConfig videoCodecConfig MEMBER videoCodecConfig NOTIFY videoCodecConfigChanged)
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Q_PROPERTY(VideoDecoderSelection videoDecoderSelection MEMBER videoDecoderSelection NOTIFY videoDecoderSelectionChanged)
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@ -86,6 +87,7 @@ public:
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bool startWindowed;
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bool framePacing;
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bool connectionWarnings;
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bool richPresence;
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AudioConfig audioConfig;
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VideoCodecConfig videoCodecConfig;
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VideoDecoderSelection videoDecoderSelection;
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@ -110,5 +112,6 @@ signals:
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void startWindowedChanged();
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void framePacingChanged();
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void connectionWarningsChanged();
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void richPresenceChanged();
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};
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@ -1,6 +1,7 @@
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#include "session.h"
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#include "settings/streamingpreferences.h"
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#include "streaming/streamutils.h"
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#include "backend/richpresencemanager.h"
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#include <Limelight.h>
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#include <SDL.h>
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@ -1047,6 +1048,9 @@ void Session::exec(int displayOriginX, int displayOriginY)
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// (m_UnexpectedTermination is set back to true).
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m_UnexpectedTermination = false;
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// Start rich presence to indicate we're in game
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RichPresenceManager presence(prefs, m_App.name);
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// Hijack this thread to be the SDL main thread. We have to do this
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// because we want to suspend all Qt processing until the stream is over.
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SDL_Event event;
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// ARM core in the Steam Link, so we will wait 10 ms instead.
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SDL_Delay(10);
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#endif
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presence.runCallbacks();
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continue;
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}
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switch (event.type) {
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26
libs/windows/include/discord_register.h
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26
libs/windows/include/discord_register.h
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#pragma once
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#if defined(DISCORD_DYNAMIC_LIB)
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#if defined(_WIN32)
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#if defined(DISCORD_BUILDING_SDK)
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#define DISCORD_EXPORT __declspec(dllexport)
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#else
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#define DISCORD_EXPORT __declspec(dllimport)
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#endif
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#else
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#define DISCORD_EXPORT __attribute__((visibility("default")))
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#endif
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#else
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#define DISCORD_EXPORT
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command);
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DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, const char* steamId);
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#ifdef __cplusplus
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}
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#endif
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87
libs/windows/include/discord_rpc.h
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87
libs/windows/include/discord_rpc.h
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#pragma once
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#include <stdint.h>
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// clang-format off
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#if defined(DISCORD_DYNAMIC_LIB)
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# if defined(_WIN32)
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# if defined(DISCORD_BUILDING_SDK)
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# define DISCORD_EXPORT __declspec(dllexport)
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# else
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# define DISCORD_EXPORT __declspec(dllimport)
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# endif
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# else
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# define DISCORD_EXPORT __attribute__((visibility("default")))
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# endif
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#else
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# define DISCORD_EXPORT
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#endif
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// clang-format on
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct DiscordRichPresence {
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const char* state; /* max 128 bytes */
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const char* details; /* max 128 bytes */
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int64_t startTimestamp;
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int64_t endTimestamp;
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const char* largeImageKey; /* max 32 bytes */
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const char* largeImageText; /* max 128 bytes */
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const char* smallImageKey; /* max 32 bytes */
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const char* smallImageText; /* max 128 bytes */
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const char* partyId; /* max 128 bytes */
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int partySize;
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int partyMax;
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const char* matchSecret; /* max 128 bytes */
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const char* joinSecret; /* max 128 bytes */
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const char* spectateSecret; /* max 128 bytes */
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int8_t instance;
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} DiscordRichPresence;
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typedef struct DiscordUser {
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const char* userId;
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const char* username;
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const char* discriminator;
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const char* avatar;
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} DiscordUser;
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typedef struct DiscordEventHandlers {
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void (*ready)(const DiscordUser* request);
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void (*disconnected)(int errorCode, const char* message);
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void (*errored)(int errorCode, const char* message);
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void (*joinGame)(const char* joinSecret);
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void (*spectateGame)(const char* spectateSecret);
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void (*joinRequest)(const DiscordUser* request);
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} DiscordEventHandlers;
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#define DISCORD_REPLY_NO 0
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#define DISCORD_REPLY_YES 1
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#define DISCORD_REPLY_IGNORE 2
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DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
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DiscordEventHandlers* handlers,
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int autoRegister,
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const char* optionalSteamId);
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DISCORD_EXPORT void Discord_Shutdown(void);
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/* checks for incoming messages, dispatches callbacks */
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DISCORD_EXPORT void Discord_RunCallbacks(void);
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/* If you disable the lib starting its own io thread, you'll need to call this from your own */
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#ifdef DISCORD_DISABLE_IO_THREAD
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DISCORD_EXPORT void Discord_UpdateConnection(void);
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#endif
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DISCORD_EXPORT void Discord_UpdatePresence(const DiscordRichPresence* presence);
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DISCORD_EXPORT void Discord_ClearPresence(void);
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DISCORD_EXPORT void Discord_Respond(const char* userid, /* DISCORD_REPLY_ */ int reply);
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DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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BIN
libs/windows/lib/x64/discord-rpc.dll
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libs/windows/lib/x64/discord-rpc.dll
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libs/windows/lib/x64/discord-rpc.lib
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libs/windows/lib/x64/discord-rpc.lib
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libs/windows/lib/x86/discord-rpc.dll
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libs/windows/lib/x86/discord-rpc.dll
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libs/windows/lib/x86/discord-rpc.lib
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libs/windows/lib/x86/discord-rpc.lib
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