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159 Commits

Author SHA1 Message Date
Rosalie Wanders 79ad4a9b29 Package: v0.5.0 2023-08-12 22:09:23 +02:00
Rosalie Wanders cc9975bf02 Revert "RMG-Audio: add simple_sdl_backend.cpp"
This reverts commit 9bbe27e169.
2023-08-12 21:34:15 +02:00
Rosalie Wanders 4cfa8fdd29 Revert "RMG-Audio: add some safety to circular_buffer.cpp and sdl_backend.cpp"
This reverts commit ee76297fc0.
2023-08-12 21:34:07 +02:00
Rosalie Wanders 3a3b17001e ci: don't use gcc-13 due to using the system's libstdc++ on AppImage 2023-08-12 20:50:30 +02:00
Rosalie Wanders 295040ed56 Package: v0.4.9 2023-08-12 13:55:25 +02:00
Rosalie Wanders 54f6723d96 RMG-Core: fix requesting incorrect type of setting in RomSettings.cpp 2023-08-12 13:54:34 +02:00
Rosalie Wanders 44e5395ed3 RMG-Core: support USE_LIBFMT option 2023-08-12 13:43:51 +02:00
Rosalie Wanders d499c1a2d4 cmake: add USE_LIBFMT option 2023-08-12 13:43:22 +02:00
Rosalie Wanders d4a29dd609 3rdParty: add fmt 2023-08-12 13:05:59 +02:00
Rosalie Wanders bc68f99693 Package: v0.4.8 2023-08-11 23:33:59 +02:00
Rosalie Wanders aa7cfc3969 RMG-Core: use std::variant instead of a custom struct in Settings.cpp 2023-08-11 22:40:13 +02:00
Rosalie Wanders 9f4dfbb146 RMG: ensure mimeData doesn't have an empty urls list 2023-08-11 21:36:21 +02:00
Rosalie Wanders ee76297fc0 RMG-Audio: add some safety to circular_buffer.cpp and sdl_backend.cpp 2023-08-11 21:36:06 +02:00
Rosalie Wanders 0546ea3255 RMG: clear undo & redo stack in AddCheatDialog.cpp 2023-08-11 20:59:54 +02:00
Rosalie Wanders df6870c990 ci: install & use gcc-13 2023-08-11 20:59:54 +02:00
Rosalie Wanders 07158dadf6 RMG-Core: refactor Cheats.cpp 2023-08-11 20:59:54 +02:00
Rosalie Wanders 9bbe27e169 RMG-Audio: add simple_sdl_backend.cpp 2023-08-11 19:48:10 +02:00
Rosalie Wanders aa72d3defc RMG-Core: add Audio_SimpleBackend setting 2023-08-11 19:48:05 +02:00
Rosalie Wanders 5d12991e6e Script: don't strip binaries when making a Debug build 2023-08-11 00:24:38 +02:00
Rosalie Wanders 1c5f22c18a cmake: skip LTO on Debug builds 2023-08-11 00:24:10 +02:00
kev4cards 7ed0245969 RMG-Input: improve control stick behavior (#164) 2023-08-11 00:12:34 +02:00
Rosalie Wanders ea3830f784 RMG: also implement drag & drop in RomBrowserEmptyWidget.cpp 2023-08-10 22:50:38 +02:00
Rosalie Wanders 5fdfbf50d7 RMG: add drag & drop support 2023-08-10 22:44:18 +02:00
Rosalie Wanders 5d1f17fa0b RMG-Core: add GUI_ConfirmDragDrop setting 2023-08-10 22:43:34 +02:00
Rosalie Wanders 70623111e7 cmake: add DRAG_DROP option 2023-08-10 22:43:29 +02:00
Rosalie Wanders 148eeb7f07 RMG: add volume hotkeys 2023-08-10 21:23:08 +02:00
Rosalie Wanders a688644a14 RMG-Core: add volume hotkey settings 2023-08-10 21:22:27 +02:00
Rosalie Wanders 76c76b2661 RMG-Core: ensure core is hooked in Volume.cpp 2023-08-08 19:41:51 +02:00
Rosalie Wanders 696977ee83 RMG-Core: introduce volume functions 2023-08-08 01:27:27 +02:00
Rosalie Wanders 3d076cfacd RMG-Audio: support Volume{Mute,Up,Down,GetLevel,SetLevel}() 2023-08-08 01:26:08 +02:00
Rosalie Wanders f3df6c4ceb RMG: actually restart timer in RomSearcherThread.cpp 2023-08-08 00:41:38 +02:00
Rosalie Wanders d691498642 RMG: improve loading time of the ROM browser 2023-08-08 00:16:49 +02:00
Rosalie Wanders eb8c5469f3 Package: update screenshots 2023-08-05 22:25:33 +02:00
Rosalie Wanders 829713066b Package: v0.4.7 2023-08-05 22:17:14 +02:00
Rosalie Wanders ec6fa2aa36 README: add libvulkan-dev to the ubuntu dependencies 2023-08-05 22:16:38 +02:00
Rosalie Wanders c1643aff28 RMG-Input: fix joystick hat handling in ControllerWidget.cpp 2023-08-05 22:09:36 +02:00
Rosalie Wanders ec4f65ffa0 RMG-Input: replace CoreDebugCallbackMessage() with PluginDebugMessage() 2023-08-05 22:07:47 +02:00
Rosalie Wanders fdbcc928ee RMG-Core: remove Core{Setup,}DebugCallbackMessage() 2023-08-05 21:41:23 +02:00
Rosalie Wanders 75e5e53589 RMG: initialize ui_VidExtRenderMode in MainWindow.hpp 2023-08-05 13:37:53 +02:00
Rosalie Wanders 4233d317ac RMG: simplify {OGL,VK}Widget.cpp 2023-08-05 13:35:25 +02:00
Rosalie Wanders 7476c92298 3rdParty: update mupen64plus-video-angrylion-plus 2023-08-05 13:23:46 +02:00
Rosalie Wanders e0a5205db5 3rdParty: update SDL_GameControllerDB 2023-08-05 13:13:22 +02:00
Rosalie Wanders d20d6c4069 Script: enable CMAKE_EXPORT_COMPILE_COMMANDS in Build.sh 2023-08-05 13:12:04 +02:00
Rosalie Wanders eecbe5753d RMG: fix hiding cursor not working for Vulkan 2023-08-05 13:06:30 +02:00
Rosalie Wanders 8e6853d74e RMG-Input: reserve word entries amount in VRUwords.cpp 2023-08-05 12:14:46 +02:00
Rosalie Wanders c00534d739 RMG-Input: correct joystick hat code in main.cpp 2023-08-05 12:11:19 +02:00
Rosalie Wanders 2cd2098460 Package: v0.4.6 2023-08-04 13:25:12 +02:00
Rosalie Wanders edf8dbca70 RMG: restructure widget and dialog files 2023-08-04 10:10:28 +02:00
Rosalie Wanders b9dfabf2e6 3rdParty: build mupen64plus-video-parallel with -DCONFIG_GUI=ON 2023-08-04 10:01:27 +02:00
Rosalie Wanders 29bf915919 3rdParty: update mupen64plus-video-parallel 2023-08-04 09:59:38 +02:00
Rosalie Wanders 99036b797f RMG: add support for vulkan 2023-08-04 09:59:09 +02:00
Rosalie Wanders 3987f6c9df ci: install libvulkan-dev 2023-08-04 09:57:12 +02:00
Rosalie Wanders efc8e08c02 RMG-Core: update mupen64plus api headers 2023-08-04 09:57:12 +02:00
Rosalie Wanders 369596490f 3rdParty: update mupen64plus-core 2023-08-04 09:56:22 +02:00
Rosalie Wanders 8ad727b33f Script: fix UpdateMupenHeaders.sh 2023-08-04 09:53:35 +02:00
Rosalie Wanders a760cd5412 3rdParty: don't extract 7-Zip archive verbosely 2023-08-04 07:35:28 +02:00
Rosalie Wanders 409a42ec3d RMG-Input: fix joystick hats not visualizing properly 2023-08-04 06:06:32 +02:00
Rosalie Wanders be21461312 RMG-Core: fix reading out of bounds in Plugins.cpp 2023-08-01 12:07:25 +02:00
Rosalie Wanders 1cf1111a62 README: correct description 2023-07-31 23:11:57 +02:00
Rosalie Wanders f2246e3293 3rdParty: update mupen64plus-video-GLideN64 2023-07-31 22:47:31 +02:00
Rosalie Wanders 2283bd1bb2 3rdParty: update mupen64plus-video-GLideN64 2023-07-31 22:39:09 +02:00
Rosalie Wanders e69e251c5c RMG: remove debugger variables and add break in SettingsDialog.cpp 2023-07-31 22:34:54 +02:00
Rosalie Wanders 16276852b2 RMG-Core: initialize l_DynamicValue in l_Setting in Settings.cpp 2023-07-31 22:34:12 +02:00
Rosalie Wanders f4cf856ef5 RMG-Core: fix copying string out of bounds in Plugins.cpp 2023-07-31 22:33:00 +02:00
Rosalie Wanders 45cf5a8663 RMG-Core: only include command functions in Directories.cpp when needed 2023-07-31 22:31:57 +02:00
Rosalie Wanders 77187d4bde RMG-Input: correct joystick hat code in main.cpp 2023-07-31 14:43:55 +02:00
Rosalie Wanders 662023c24d RMG-Input: implement support for joystick hats 2023-07-30 22:19:11 +02:00
Rosalie Wanders df68694645 3rdParty: update mupen64plus-video-parallel 2023-07-30 22:13:56 +02:00
Rosalie Wanders c1e0a04dd1 Package: add more keywords to the desktop file 2023-07-30 21:49:41 +02:00
Logan McNaughton 87587426ca Package: add RMG keyword to the desktop file (#151) 2023-07-29 16:10:28 +02:00
Rosalie Wanders 4065d12158 3rdParty: enable BUILD_ALWAYS 2023-07-27 13:09:36 +02:00
Rosalie Wanders 7cf3437542 RMG: fail VidExt_OglSetup() when OpenGL context is invalid 2023-07-26 22:22:11 +02:00
Rosalie Wanders 6aff463b10 RMG: set OpenGL 3.3 as default in VidExt.cpp 2023-07-26 22:15:43 +02:00
Rosalie Wanders 04ae630418 cmake: remove FORCE_XCB option 2023-07-26 22:14:46 +02:00
Rosalie Wanders 4bd2af5cc8 RMG: add RMG_WAYLAND environment variable 2023-07-26 22:14:36 +02:00
Rosalie Wanders 1c9dca25f9 RMG: add wayland support 2023-07-23 07:38:14 +02:00
Rosalie Wanders 86dfb96937 cmake: use VERSION file when git fails 2023-07-22 00:03:58 +02:00
Rosalie Wanders 34915876e5 RMG-Input: don't try to open device when it's VRU in MainDialog.cpp 2023-07-21 23:40:11 +02:00
Rosalie Wanders ad06ffeeca 3rdParty: build mupen64plus-input-raphnetraw out-of-tree 2023-07-21 23:28:53 +02:00
Rosalie Wanders 7ac7bed45a 3rdParty: update mupen64plus-input-raphnetraw 2023-07-21 23:25:05 +02:00
Rosalie Wanders af31b8f8ba 3rdParty: update imgui 2023-07-21 23:22:07 +02:00
Rosalie Wanders c3528f99cd cmake: only set RPATH to $ORIGIN in portable installs 2023-07-20 13:25:45 +02:00
Rosalie Wanders 63906086b4 ci: use --strip for AppImage 2023-07-20 13:21:44 +02:00
Rosalie Wanders 63441c34aa Script: add --strip to Build.sh 2023-07-20 13:21:07 +02:00
Rosalie Wanders 6a50c09517 cmake: add USE_LTO option 2023-07-20 13:19:33 +02:00
Rosalie Wanders 7c46d9ef41 Package: v0.4.5 2023-07-19 16:48:19 +02:00
Rosalie Wanders fd2f0ea18e 3rdParty: update mupen64plus-video-GLideN64 2023-07-19 16:17:56 +02:00
Rosalie Wanders 72574046ed gitignore: add 3rdParty build leftovers 2023-07-19 16:17:56 +02:00
Rosalie Wanders e8f0850eb2 cmake: remove NO_GIT_CLONE option 2023-07-19 16:17:56 +02:00
Rosalie Wanders 44f8db26c7 3rdParty: fix CMakeLists.txt 2023-07-19 16:17:56 +02:00
Rosalie Wanders b3664ea00e 3rdParty: add SDL_GameControllerDB 2023-07-19 16:17:56 +02:00
Rosalie Wanders ed9f89a14d 3rdParty: add imgui 2023-07-19 16:17:56 +02:00
Rosalie Wanders 427341977c 3rdParty: add rapidjson 2023-07-19 16:17:56 +02:00
Rosalie Wanders a8b4230368 3rdParty: add discord-rpc 2023-07-19 11:36:21 +02:00
Rosalie Wanders 18a42f2363 3rdParty: add mupen64plus-video-parallel 2023-07-19 11:04:20 +02:00
Rosalie Wanders 938f457fea 3rdParty: add mupen64plus-video-GLideN64 2023-07-19 11:04:20 +02:00
Rosalie Wanders d005e24f51 3rdParty: add mupen64plus-video-angrylion-plus 2023-07-19 11:04:20 +02:00
Rosalie Wanders 63c8dfd530 3rdParty: add mupen64plus-input-gca 2023-07-19 11:04:20 +02:00
Rosalie Wanders 6d1da7514c 3rdParty: add mupen64plus-input-raphnetraw 2023-07-19 11:00:22 +02:00
Rosalie Wanders 06164d41b1 3rdParty: add mupen64plus-rsp-parallel 2023-07-19 10:59:53 +02:00
Rosalie Wanders cd54058e1a 3rdParty: add mupen64plus-rsp-hle 2023-07-19 10:59:23 +02:00
Rosalie Wanders 850ad78d3a 3rdParty: add mupen64plus-rsp-cxd4 2023-07-19 10:59:13 +02:00
Rosalie Wanders bf0d24d967 3rdParty: add mupen64plus-core 2023-07-19 10:57:51 +02:00
Rosalie Wanders 3db473f0df RMG-Input: fix button slots 2023-07-19 10:55:19 +02:00
Rosalie Wanders d842baa2c5 Package: v0.4.4 2023-07-17 15:58:04 +02:00
Rosalie Wanders 86db43aab4 RMG: set OnScreenDisplay{Pause,Resume} in on_Core_StateCallback() 2023-07-17 15:55:44 +02:00
Rosalie Wanders 4397a0c614 3rdParty: update mupen64plus-core 2023-07-17 15:36:42 +02:00
Rosalie Wanders 898e1596b3 RMG: use CoreStateCallbackType::ScreenshotCaptured 2023-07-17 15:00:06 +02:00
Rosalie Wanders 66e08de2fe RMG-Core: add ScreenshotCaptured to CoreStateCallbackType 2023-07-17 14:59:04 +02:00
Rosalie Wanders 7b73254ad2 3rdParty: update mupen64plus-core 2023-07-17 14:58:47 +02:00
Rosalie Wanders 9bd77efbdb Package: fix AppImage LD_LIBRARY_PATH hack 2023-07-17 14:17:06 +02:00
Rosalie Wanders aaf42ea8b9 ci: correct $build_dir 2023-07-17 14:16:17 +02:00
JaxonWasTaken 57c5af0f30 RMG-Input: refactor deadzone and sensitivity (#143)
* rework application of deadzone

 * Move application of deadzone outside octagon simulation.
 * Scale result after applying deadzone back to the range ±[0, 1].
 * Remove deadzone from octagon simulation, as a real N64 controller can
   output output values in the full range.

* move application of sensitivity

The sensitivity is only for the real controller and doesn't really have
anything to do with simulating an octagon, so we move its application to
the processing of input from the real controller.

* use std::hypot instead of manual calculation
2023-07-17 14:12:44 +02:00
Rosalie Wanders 43c3e55466 RMG-Input: add hotkeys for inc/decr save state slot and switching paks 2023-07-16 16:43:17 +02:00
Rosalie Wanders ffbd84df82 RMG-Core: add more controller hotkey settings 2023-07-16 16:41:28 +02:00
Rosalie Wanders 25ee5f2ca1 RMG-Core: introduce Core{Increase,Decrease}SaveStateSlot() 2023-07-16 16:07:02 +02:00
Rosalie Wanders f223b88803 RMG-Input: add support for joystick/triggers in HotkeysDialog.cpp 2023-07-16 15:36:06 +02:00
Rosalie Wanders cd56680e38 RMG-Core: fix mupen64plus-rsp-hle fallback not working on first run 2023-07-16 15:16:26 +02:00
Rosalie Wanders b9e1e230f9 RMG-Core: minor code fixes 2023-07-15 11:24:41 +02:00
Rosalie Wanders eb8294363a RMG-Core: fix memory leak in Rom.cpp 2023-07-15 11:10:05 +02:00
Rosalie Wanders d9e2ed2b9a Package: v0.4.3 2023-07-11 14:46:06 +02:00
Rosalie Wanders 81015e086c 3rdParty: update mupen64plus-core 2023-07-11 14:43:06 +02:00
Rosalie Wanders a0e31029d1 RMG-Core: set mupen64plus-rsp-parallel as mupen64plus-rsp-hle fallback 2023-07-11 14:14:29 +02:00
Rosalie Wanders 53f87d0793 RMG-Core: introduce & use CoreUpdateCachedRomHeaderAndSettings() 2023-07-11 14:00:24 +02:00
Rosalie Wanders 1e6c906300 3rdParty: update mupen64plus-core 2023-07-11 10:06:45 +02:00
Rosalie Wanders b76023209c 3rdParty: update mupen64plus-core 2023-07-10 16:03:33 +02:00
Rosalie Wanders b4c7821630 3rdParty: update GLideN64 2023-07-10 16:03:01 +02:00
Rosalie Wanders e86261e2dc Package: update screenshots 2023-07-07 19:48:35 +02:00
Rosalie Wanders 7534c5bb3c Package: v0.4.2 2023-07-07 19:41:51 +02:00
Rosalie Wanders 7d5eec2d41 RMG: use filename in window title when good name contains (unknown rom) 2023-07-07 19:33:07 +02:00
Rosalie Wanders 69b8461a87 RMG-Core: introduce CoreGetRomPath() 2023-07-07 19:32:46 +02:00
Rosalie Wanders 32d2a12331 RMG-Input: (wip) introduce controller hotkeys 2023-07-07 15:54:40 +02:00
Rosalie Wanders ce8de27fb5 RMG-Core: add input hotkey settings 2023-07-07 15:25:42 +02:00
Rosalie Wanders 9c64d647ad 3rdParty: update GLideN64 2023-07-04 23:42:34 +02:00
Rosalie Wanders 726861dfaa RMG: don't support VidExt_SetModeWithRate() 2023-07-04 23:38:10 +02:00
Rosalie Wanders 51dea638c9 Package: update RomBrowser.png and Ingame.png 2023-07-04 12:52:44 +02:00
Rosalie Wanders 298a717225 RMG: use state callbacks for more OSD messages/UI states 2023-07-03 00:37:01 +02:00
Rosalie Wanders 27b2bc8387 RMG-Core: add CoreEmulationState enum to Emulation.hpp 2023-07-03 00:34:20 +02:00
Rosalie Wanders 6f6310c776 RMG-Input: only expose VRU for Player 4 2023-07-02 18:00:36 +02:00
Rosalie Wanders e45fcdfb3e RMG-Input: add VRU support 2023-07-01 01:15:54 +02:00
Rosalie Wanders ea02f68abe 3rdParty: add vosk-api 2023-07-01 01:14:53 +02:00
Rosalie Wanders 65d7d149f1 Package: use --lib-path commandline option in AppImage 2023-07-01 01:13:52 +02:00
Rosalie Wanders c5f23f8b71 RMG: expose --lib-path commandline option 2023-07-01 01:13:39 +02:00
Rosalie Wanders ba327ce1c6 RMG-Core: change to shared library 2023-07-01 01:12:40 +02:00
Rosalie Wanders 583687cfe1 RMG-Core: add CoreGetLibraryDirectory() and CoreSetLibraryPathOverride() 2023-07-01 01:09:27 +02:00
Rosalie Wanders 19eda69468 RMG-Core: support sending callback messages for plugins 2023-07-01 01:08:54 +02:00
Rosalie Wanders 4b3f979a74 RMG-Core: check if core and config functions are hooked in CoreInit() 2023-07-01 01:07:45 +02:00
Rosalie Wanders d171d62609 RMG-Core: remove cpp file include 2023-07-01 01:06:53 +02:00
Rosalie Wanders 5ba195d32e RMG-Core: fix read_7zip_file for 7-Zip v23.01 2023-06-30 16:01:12 +02:00
Rosalie Wanders 950aa60fca 3rdParty: update 7-Zip to v23.01 2023-06-30 16:00:52 +02:00
Rosalie Wanders 3547e9bf53 Package: v0.4.1 2023-06-19 17:26:53 +02:00
Rosalie Wanders 5dbf6cfb2e RMG: add *.st* and *.pj* files to on_Action_System_Load() 2023-06-19 17:23:05 +02:00
Rosalie Wanders fb12f6432b 3rdParty: update mupen64plus-core 2023-06-19 17:16:34 +02:00
Rosalie Wanders 5b61f811da 3rdParty: update SDL_GameControllerDB 2023-06-13 17:33:14 +02:00
Rosalie Wanders fe0fa0b527 3rdParty: downgrade mupen64plus-input-gca 2023-06-13 17:28:11 +02:00
Rosalie Wanders ba371f1349 RMG-Core: move Cheats-User directory to the user config directory 2023-06-11 19:37:14 +02:00
Rosalie Wanders 38ec62c238 RMG-Core: set error last in CoreStartEmulation() 2023-06-01 22:46:34 +02:00
Rosalie Wanders 942c2ee1b0 Package: update ArchLinux PKGBUILD 2023-06-01 22:39:11 +02:00
Rosalie Wanders 2a7d8aa4d2 RMG-Core: print callbacks even when callbacks haven't been setup 2023-05-06 00:49:29 +02:00
2629 changed files with 989377 additions and 780 deletions
+6 -4
View File
@@ -18,7 +18,7 @@ jobs:
sudo add-apt-repository ppa:okirby/qt6-backports --yes
sudo apt-get -qq update
sudo apt-get upgrade
sudo apt-get -y install cmake ninja-build libhidapi-dev libsamplerate0-dev libspeex-dev libminizip-dev libsdl2-dev libfreetype6-dev libgl1-mesa-dev libglu1-mesa-dev pkg-config zlib1g-dev binutils-dev libspeexdsp-dev qt6-base-dev libqt6svg6-dev build-essential nasm git zip appstream
sudo apt-get -y install cmake ninja-build libhidapi-dev libsamplerate0-dev libspeex-dev libminizip-dev libsdl2-dev libfreetype6-dev libgl1-mesa-dev libglu1-mesa-dev pkg-config zlib1g-dev binutils-dev libspeexdsp-dev qt6-base-dev libqt6svg6-dev libvulkan-dev build-essential nasm git zip appstream
- name: Prepare Environment
run: |
echo "GIT_REVISION=$(git describe --tags --always)" >> $GITHUB_ENV
@@ -26,11 +26,13 @@ jobs:
run: |
mkdir Build Build/AppImage Bin/ -p
export src_dir="$(pwd)"
export build_dir="$(pwd)/build"
export build_dir="$(pwd)/Build/AppImage"
export bin_dir="$(pwd)/Bin/AppImage"
cmake -S "$src_dir" -B "$build_dir" -DCMAKE_BUILD_TYPE="Release" -DPORTABLE_INSTALL="OFF" -DUPDATER=ON -DAPPIMAGE_UPDATER=ON -DCMAKE_INSTALL_PREFIX="/usr" -G "Ninja"
cmake -S "$src_dir" -B "$build_dir" -DCMAKE_BUILD_TYPE="Release" \
-DPORTABLE_INSTALL="OFF" -DUPDATER=ON -DAPPIMAGE_UPDATER=ON -DUSE_LIBFMT=ON \
-DCMAKE_INSTALL_PREFIX="/usr" -G "Ninja"
cmake --build "$build_dir"
cmake --install "$build_dir" --prefix="$bin_dir/usr"
cmake --install "$build_dir" --strip --prefix="$bin_dir/usr"
shell: bash
- name: Create AppImage
run: |
+4 -1
View File
@@ -12,4 +12,7 @@ Package/ArchLinux/*.pkg.*
compile_commands.json
# AppImage
squashfs-root
*.AppImage
*.AppImage
# 3rdParty Build
Source/3rdParty/mupen64plus-core/src/asm_defines/asm_defines_gas.h
Source/3rdParty/mupen64plus-core/src/asm_defines/asm_defines_nasm.h
+52 -11
View File
@@ -4,24 +4,35 @@
cmake_minimum_required(VERSION 3.15)
option(PORTABLE_INSTALL "Portable Installation" ON)
option(NO_GIT_CLONE "Disables git clone usage for 3rdParty dependencies" OFF)
option(UPDATER "Enables updater" ${PORTABLE_INSTALL})
option(APPIMAGE_UPDATER "Enables AppImage updater" OFF)
option(DISCORD_RPC "Enables Discord Rich Presence" ON)
option(DRAG_DROP "Enables drag and drop" ON)
option(VRU "Enables VRU support in RMG-Input" ON)
option(USE_CCACHE "Enables usage of ccache when ccache has been found" ON)
option(FORCE_XCB "Forces Qt to use the xcb platform on linux" ${LINUX})
option(USE_LTO "Enables building with LTO/IPO when compiler supports it" ON)
option(NO_RUST "Disables the building of rust subprojects" OFF)
option(USE_LIBFMT "Enables usage of libfmt instead of using std::format" OFF)
project(RMG)
find_package(Git REQUIRED)
execute_process(
COMMAND ${GIT_EXECUTABLE} describe --tags --always
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
OUTPUT_VARIABLE GIT_VERSION
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE
)
find_package(Git)
if (GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} describe --tags --always
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
RESULT_VARIABLE GIT_RESULT
OUTPUT_VARIABLE GIT_VERSION
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE
)
endif(GIT_FOUND)
if (NOT GIT_FOUND OR NOT ${GIT_RESULT} EQUAL 0)
if (NOT ${GIT_RESULT} EQUAL 0)
message(WARNING "git failed to retrieve the current revision, falling back to VERSION file!")
endif()
file(STRINGS "VERSION" GIT_VERSION)
endif()
if (USE_CCACHE)
find_program(CCACHE_FOUND ccache)
@@ -32,6 +43,18 @@ if (USE_CCACHE)
endif(CCACHE_FOUND)
endif(USE_CCACHE)
if (USE_LTO)
include(CheckIPOSupported)
check_ipo_supported(RESULT ENABLE_IPO)
# ensure we don't enable LTO on Debug builds
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
if(ENABLE_IPO)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION ON)
endif(ENABLE_IPO)
endif()
endif(USE_LTO)
if (NOT PORTABLE_INSTALL AND (WIN32 OR MSYS))
message(WARNING "Not-Portable build not supported on windows, re-enabling PORTABLE_INSTALL!")
set(PORTABLE_INSTALL ON)
@@ -61,12 +84,16 @@ if (PORTABLE_INSTALL)
set(CMAKE_INSTALL_PREFIX "")
set(INSTALL_PATH "Bin/${CMAKE_BUILD_TYPE}")
set(RMG_INSTALL_PATH "${INSTALL_PATH}")
set(SYSTEM_LIB_INSTALL_PATH "${INSTALL_PATH}")
set(LIB_INSTALL_PATH "${INSTALL_PATH}")
set(CORE_INSTALL_PATH "${INSTALL_PATH}/Core")
set(PLUGIN_INSTALL_PATH "${INSTALL_PATH}/Plugin")
set(DATA_INSTALL_PATH "${INSTALL_PATH}/Data")
set(INSTALL_DESKTOP_FILE OFF)
else()
set(RMG_INSTALL_PATH "bin")
set(SYSTEM_LIB_INSTALL_PATH "lib")
set(LIB_INSTALL_PATH "lib/RMG")
set(CORE_INSTALL_PATH "lib/RMG/Core")
set(PLUGIN_INSTALL_PATH "lib/RMG/Plugin")
set(DATA_INSTALL_PATH "share/RMG")
@@ -78,11 +105,17 @@ endif()
add_subdirectory(Source/3rdParty)
add_subdirectory(Source/3rdParty/7-Zip)
if (VRU)
add_subdirectory(Source/3rdParty/vosk-api)
endif(VRU)
add_subdirectory(Source/RMG-Core)
add_subdirectory(Source/RMG)
add_subdirectory(Source/RMG-Audio)
add_subdirectory(Source/RMG-Input)
install(TARGETS RMG-Core
DESTINATION ${SYSTEM_LIB_INSTALL_PATH}
)
install(TARGETS RMG
DESTINATION ${RMG_INSTALL_PATH}
)
@@ -95,7 +128,7 @@ install(TARGETS RMG-Input
if (WIN32)
add_subdirectory(Source/Installer)
add_custom_target(bundle_dependencies
COMMAND bash "${CMAKE_SOURCE_DIR}/Source/Script/BundleDependencies.sh" "${CMAKE_SOURCE_DIR}/Bin/${CMAKE_BUILD_TYPE}/RMG.exe" "${CMAKE_SOURCE_DIR}/Bin/${CMAKE_BUILD_TYPE}" "/mingw64/bin"
)
@@ -107,6 +140,14 @@ install(FILES ${MUPEN64PLUSCORE_LIB}
install(FILES ${MUPEN64PLUSCORE_INI} Data/font.ttf
DESTINATION ${DATA_INSTALL_PATH}
)
if (VRU)
install(FILES ${VOSK_API_LIBRARY}
DESTINATION ${LIB_INSTALL_PATH}
)
install(FILES ${VOSK_API_MODEL}
DESTINATION ${DATA_INSTALL_PATH}
)
endif(VRU)
install(FILES ${SDL_GAMECONTROLLERDB}
DESTINATION ${DATA_INSTALL_PATH}
)
+1
View File
@@ -4,6 +4,7 @@ set -e
cur_dir="$(readlink -f "$(dirname "$0")")"
exec "$cur_dir/usr/bin/RMG" \
--lib-path="$cur_dir/usr/lib/RMG" \
--core-path="$cur_dir/usr/lib/RMG/Core" \
--plugin-path="$cur_dir/usr/lib/RMG/Plugin" \
--shared-data-path="$cur_dir/usr/share/RMG" \
+1
View File
@@ -9,6 +9,7 @@ export QMAKE="$(which qmake6)"
export EXTRA_QT_PLUGINS="imageformats;iconengines;"
export VERSION="$(git describe --tags --always)"
export OUTPUT="$bin_dir/../RMG-Portable-Linux64-$VERSION.AppImage"
export LD_LIBRARY_PATH="$toplvl_dir/Build/AppImage/Source/RMG-Core" # hack
if [ ! -f "$script_dir/linuxdeploy-x86_64.AppImage" ]
then
+2 -2
View File
@@ -1,9 +1,9 @@
# Maintainer: Rosalie Wanders <rosalie@mailbox.org>
pkgname=rmg
pkgver=0.3.9
pkgver=0.5.0
pkgrel=1
pkgdesc="Rosalie's Mupen GUI"
arch=('x86_64')
arch=('x86_64' 'aarch64')
url="https://github.com/Rosalie241/$pkgname"
license=('GPL3')
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@@ -33,6 +33,128 @@
</screenshot>
</screenshots>
<releases>
<release version="v0.5.0" date="2023-08-12" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix AppImage not working on LTS distributions</li>
<li>Fix audio issues by reverting the audio changes from v0.4.8</li>
</ul>
</description>
</release>
<release version="v0.4.9" date="2023-08-12" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix crash when opening the per-game settings</li>
<li>Add support for using libfmt when the compiler doesn't support std::format</li>
</ul>
</description>
</release>
<release version="v0.4.8" date="2023-08-11" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix undo and redo stack not being cleared in the edit cheat dialog</li>
<li>Add hotkeys to increase, decrease and mute the volume (see the new Audio tab in the Hotkeys tab of the settings dialog)</li>
<li>Add support for drag and drop (the flatpak has it disabled due to Qt not supporting drag and drop in the file portal yet)</li>
<li>Add an implementation selection in RMG-Audio (see the advanced audio settings, the simple implementation might solve some audio issues for some people)</li>
<li>Improve loading time duration of the ROM browser (the ROM browser should load faster when ROM entries are in the ROM browser cache)</li>
<li>Improve control stick behavior in RMG-Input (thank you kev4cards)</li>
<li>Improve cheats and settings code in RMG-Core</li>
</ul>
</description>
</release>
<release version="v0.4.7" date="2023-08-05" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix diagonals not working for joystick hats in RMG-Input</li>
<li>Fix visualization of joystick hats in the configuration GUI of RMG-Input</li>
<li>Fix "Hide Cursor During Fullscreen Emulation" not working when using a Vulkan video plugin</li>
<li>Improve VRU initialization code in RMG-Input</li>
<li>Update SDL_GameControllerDB</li>
</ul>
</description>
</release>
<release version="v0.4.6" date="2023-08-04" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix copying a string out-of-bounds in RMG-Core</li>
<li>Fix memory leak in GLideN64</li>
<li>Add experimental support for wayland on linux (you can enable it by setting RMG_WAYLAND to 1)</li>
<li>Add RMG, mupen64plus and n64 keywords to the desktop file (thank you loganmc10)</li>
<li>Add joystick hat support to RMG-Input</li>
<li>Add native vulkan support (video plugins can now use vulkan natively without having to use OpenGL for presentation)</li>
<li>Add current render mode to the status bar (OpenGL or Vulkan)</li>
<li>Add information regarding the On-Screen display to the OSD tab of the settings dialog (the OSD will only work with OpenGL video plugins)</li>
<li>Improve build process by building with LTO and stripping release binaries</li>
<li>Update mupen64plus-video-parallel</li>
</ul>
</description>
</release>
<release version="v0.4.5" date="2023-07-19" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix "Change" buttons in the transfer pak tab of the options dialog of RMG-Input not working since v0.4.2</li>
</ul>
</description>
</release>
<release version="v0.4.4" date="2023-07-17" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix memory leak when using a 64DD disk in an archive</li>
<li>Fix fallback of mupen64plus-rsp-hle not working on first run</li>
<li>Fix 'Screenshot Captured' OSD message not appearing when using controller hotkeys</li>
<li>Fix dynamic recompiler crashing on ARM64 since v0.4.1</li>
<li>Add support for joysticks/triggers for hotkeys in RMG-Input</li>
<li>Add hotkeys for increasing and decreasing the save state slot in RMG-Input</li>
<li>Add hotkeys for switching controller paks in RMG-Input</li>
<li>Improve deadzone and sensitivity code in RMG-Input (thank you JaxonWasTaken)</li>
</ul>
</description>
</release>
<release version="v0.4.3" date="2023-07-11" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix minor corruption issues when using GLideN64 in Wave Race 64 and Space Station Silicon Valley</li>
<li>Fix some potential issues with out of bounds RDRAM reads (thank you loganmc10)</li>
<li>Fix ROM browser not updating entries when they've changed in the ROM database</li>
<li>Fix mupen64plus-rsp-hle not having a fallback configured (fixes Xeno Crisis not booting with mupen64plus-rsp-hle)</li>
<li>Fix Xeno Crisis showing an error message</li>
<li>Add Xeno Crisis to the ROM database</li>
</ul>
</description>
</release>
<release version="v0.4.2" date="2023-07-07" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix window behavior issues when saving GLideN64 settings while in-game</li>
<li>Add VRU support to RMG-Input</li>
<li>Add controller hotkey support to RMG-Input</li>
<li>Improve window title by using the ROM filename when the ROM isn't in the database</li>
</ul>
</description>
</release>
<release version="v0.4.1" date="2023-06-19" type="stable">
<description>
<p>Changes:</p>
<ul>
<li>Fix debug callbacks not printing before GUI has been started</li>
<li>Fix emulation error being incorrect in some cases</li>
<li>Fix user cheat file location (new ones will be placed in the user config directory instead of the user data directory)</li>
<li>Fix mupen64plus-input-gca crashing in v0.4.0 due to updating to a broken commit</li>
<li>Fix Paper Mario crashing when using the hammer on a specific tree in-game by implementing RDRAM address range 0x0800000-0x03EFFFFF</li>
<li>Improve accuracy of the pure and cached interpreter</li>
<li>Add *.st* and *.pj* to the file filter when loading a save state from a file</li>
</ul>
</description>
</release>
<release version="v0.4.0" date="2023-05-04" type="stable">
<description>
<p>Changes:</p>
@@ -7,3 +7,4 @@ Icon=com.github.Rosalie241.RMG
Terminal=false
Categories=Game;Emulator;Qt;
MimeType=application/x-n64-rom;
Keywords=emulator;mupen64plus;n64;RMG
+2 -2
View File
@@ -1,6 +1,6 @@
# Rosalie's Mupen GUI
Rosalie's Mupen GUI is a free and open-source mupen64plus GUI written in C++.
Rosalie's Mupen GUI is a free and open-source mupen64plus front-end written in C++.
It offers a simple-to-use user interface.
@@ -37,7 +37,7 @@ Rosalie's Mupen GUI is licensed under the [GNU General Public License v3.0](http
* Portable Debian/Ubuntu
```bash
sudo apt-get -y install cmake libhidapi-dev libsamplerate0-dev libspeex-dev libminizip-dev libsdl2-dev libfreetype6-dev libgl1-mesa-dev libglu1-mesa-dev pkg-config zlib1g-dev binutils-dev libspeexdsp-dev qt6-base-dev libqt6svg6-dev build-essential nasm git zip ninja-build
sudo apt-get -y install cmake libhidapi-dev libsamplerate0-dev libspeex-dev libminizip-dev libsdl2-dev libfreetype6-dev libgl1-mesa-dev libglu1-mesa-dev pkg-config zlib1g-dev binutils-dev libspeexdsp-dev qt6-base-dev libqt6svg6-dev libvulkan-dev build-essential nasm git zip ninja-build
./Source/Script/Build.sh Release
```
+1 -1
View File
@@ -31,7 +31,7 @@ set(7ZIP_SOURCES
add_custom_command(
OUTPUT ${7ZIP_SOURCES}
COMMAND ${CMAKE_COMMAND} -E tar "xvz" "${CMAKE_CURRENT_SOURCE_DIR}/lzma2201.tar.gz"
COMMAND ${CMAKE_COMMAND} -E tar "xz" "${CMAKE_CURRENT_SOURCE_DIR}/lzma2301.tar.gz"
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
)
+1 -1
View File
@@ -1,2 +1,2 @@
# 7-Zip SDK v22.01
# 7-Zip SDK v23.01
Downloaded from https://www.7-zip.org/sdk.html
Binary file not shown.
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+78 -135
View File
@@ -3,8 +3,6 @@
#
include(ExternalProject)
set(THIRDPARTY_DIR ${CMAKE_BINARY_DIR}/Source/3rdParty)
find_program(RUST_CARGO cargo)
if(NO_RUST)
set(BUILD_INPUT_GCA OFF)
@@ -15,7 +13,7 @@ else()
set(BUILD_INPUT_GCA ON)
endif()
set(M64P_CORE_DIR ${THIRDPARTY_DIR}/mupen64plus-core)
set(M64P_CORE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-core)
if(WIN32)
set(SO_EXT "dll")
set(GCA_LIB "mupen64plus_input_gca.${SO_EXT}")
@@ -37,157 +35,113 @@ else(USE_CCACHE)
set(MAKE_CXX_COMPILER "${CMAKE_CXX_COMPILER}")
endif(USE_CCACHE)
if(NOT NO_GIT_CLONE)
set(MUPEN64PLUSCORE_URL "https://github.com/mupen64plus/mupen64plus-core")
set(MUPEN64PLUSCORE_TAG "d4f3e12db0609158c7b4e0beef2bb950aad0ccb9")
set(MUPEN64PLUS_RSP_CXD4_URL "https://github.com/mupen64plus/mupen64plus-rsp-cxd4")
set(MUPEN64PLUS_RSP_CXD4_TAG "39f79201baa15890c4cbae92f2215a634cc3ee6d")
set(MUPEN64PLUS_RSP_HLE_URL "https://github.com/mupen64plus/mupen64plus-rsp-hle")
set(MUPEN64PLUS_RSP_HLE_TAG "88093cb43499eff53d343653cddcae2132af17ef")
set(MUPEN64PLUS_RSP_PARALLEL_URL "https://github.com/Rosalie241/parallel-rsp")
set(MUPEN64PLUS_RSP_PARALLEL_TAG "dbecbe3a120e428436c5972fa7b872cfc2c9db3e")
set(MUPEN64PLUS_INPUT_RAPHNET_URL "https://github.com/raphnet/mupen64plus-input-raphnetraw")
set(MUPEN64PLUS_INPUT_RAPHNET_TAG "86112413e98a8648edb11d199673cc24d5799af8")
set(MUPEN64PLUS_INPUT_GCA_URL "https://github.com/amatho/mupen64plus-input-gca")
set(MUPEN64PLUS_INPUT_GCA_TAG "a6886b1ae022936a2e542af9bfbab40ea0af5af5")
set(MUPEN64PLUS_GFX_ANGRYLION_URL "https://github.com/Rosalie241/angrylion-rdp-plus")
set(MUPEN64PLUS_GFX_ANGRYLION_TAG "670abbc972bd430fa77291b0967dd73128314317")
set(MUPEN64PLUS_GFX_GLIDEN64_URL "https://github.com/gonetz/GLideN64")
set(MUPEN64PLUS_GFX_GLIDEN64_TAG "0fee30d010d1feda7d343654871b3dfd05ccab70")
set(MUPEN64PLUS_GFX_PARALLEL_URL "https://github.com/Rosalie241/parallel-rdp-standalone")
set(MUPEN64PLUS_GFX_PARALLEL_TAG "2c2226517c4c8929e08ec944654867e26efe0cf5")
set(DISCORD_RPC_URL "https://github.com/discord/discord-rpc")
set(DISCORD_RPC_TAG "963aa9f3e5ce81a4682c6ca3d136cddda614db33")
set(IMGUI_URL "https://github.com/ocornut/imgui")
set(IMGUI_TAG "d7c8516a4b848c0291e3d75b627c0843f515f591")
set(SDL_GAMECONTROLLERDB_URL "https://github.com/gabomdq/SDL_GameControllerDB")
set(SDL_GAMECONTROLLERDB_TAG "b7e5701da82fc97beeede64d3818ef0f4d015aba")
endif(NOT NO_GIT_CLONE)
ExternalProject_Add(mupen64plus-core
SOURCE_DIR mupen64plus-core/
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-core/
CONFIGURE_COMMAND ""
INSTALL_COMMAND ""
GIT_REPOSITORY ${MUPEN64PLUSCORE_URL}
GIT_TAG ${MUPEN64PLUSCORE_TAG}
BUILD_COMMAND make all OSD=0 NEW_DYNAREC=1 TARGET=${CORE_FILE} DEBUG=$<CONFIG:Debug> KEYBINDINGS=0 CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_COMMAND make all -f ${M64P_CORE_DIR}/projects/unix/Makefile
SRCDIR=${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-core/src
SUBDIR=${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-core/subprojects
OSD=0 NEW_DYNAREC=1 KEYBINDINGS=0 ACCURATE_FPU=1
TARGET=${CORE_FILE} DEBUG=$<CONFIG:Debug> CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_IN_SOURCE False
BUILD_ALWAYS True
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-core
BINARY_DIR ${M64P_CORE_DIR}/projects/unix
BUILD_BYPRODUCTS ${M64P_CORE_DIR}/projects/unix/${CORE_FILE}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-core/${CORE_FILE}
)
set(APIDIR "${CMAKE_BINARY_DIR}/Source/3rdParty/mupen64plus-core/src/api")
set(APIDIR "${CMAKE_SOURCE_DIR}/Source/3rdParty/mupen64plus-core/src/api")
ExternalProject_Add(mupen64plus-rsp-cxd4
SOURCE_DIR mupen64plus-rsp-cxd4/
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-cxd4/
CONFIGURE_COMMAND ""
INSTALL_COMMAND ""
GIT_REPOSITORY ${MUPEN64PLUS_RSP_CXD4_URL}
GIT_TAG ${MUPEN64PLUS_RSP_CXD4_TAG}
BUILD_COMMAND make all APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> POSTFIX= CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_COMMAND make all -f ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-cxd4/projects/unix/Makefile
SRCDIR=${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-cxd4
APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> POSTFIX= CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_IN_SOURCE False
BUILD_ALWAYS True
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-cxd4
BINARY_DIR ${THIRDPARTY_DIR}/mupen64plus-rsp-cxd4/projects/unix
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-rsp-cxd4/projects/unix/mupen64plus-rsp-cxd4.${SO_EXT}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-cxd4/mupen64plus-rsp-cxd4.${SO_EXT}
DEPENDS mupen64plus-core
)
ExternalProject_Add(mupen64plus-rsp-hle
SOURCE_DIR mupen64plus-rsp-hle/
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-hle/
CONFIGURE_COMMAND ""
INSTALL_COMMAND ""
GIT_REPOSITORY ${MUPEN64PLUS_RSP_HLE_URL}
GIT_TAG ${MUPEN64PLUS_RSP_HLE_TAG}
BUILD_COMMAND make all APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_COMMAND make all -f ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-hle/projects/unix/Makefile
SRCDIR=${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-hle/src
APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_IN_SOURCE False
BUILD_ALWAYS True
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-hle
BINARY_DIR ${THIRDPARTY_DIR}/mupen64plus-rsp-hle/projects/unix
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-rsp-hle/projects/unix/mupen64plus-rsp-hle.${SO_EXT}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-hle/mupen64plus-rsp-hle.${SO_EXT}
DEPENDS mupen64plus-core
)
ExternalProject_Add(mupen64plus-rsp-parallel
SOURCE_DIR mupen64plus-rsp-parallel
GIT_REPOSITORY ${MUPEN64PLUS_RSP_PARALLEL_URL}
GIT_TAG ${MUPEN64PLUS_RSP_PARALLEL_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-rsp-parallel/
INSTALL_COMMAND ""
BUILD_IN_SOURCE True
BUILD_IN_SOURCE False
BUILD_ALWAYS True
CMAKE_ARGS ${CMAKE_CONFIGURE_ARGS}
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-parallel
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-rsp-parallel/mupen64plus-rsp-parallel.${SO_EXT}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-rsp-parallel/mupen64plus-rsp-parallel.${SO_EXT}
DEPENDS mupen64plus-core
)
ExternalProject_Add(mupen64plus-input-raphnetraw
SOURCE_DIR mupen64plus-input-raphnetraw/
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-input-raphnetraw/
CONFIGURE_COMMAND ""
INSTALL_COMMAND ""
GIT_REPOSITORY ${MUPEN64PLUS_INPUT_RAPHNET_URL}
GIT_TAG ${MUPEN64PLUS_INPUT_RAPHNET_TAG}
BUILD_COMMAND make all APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_COMMAND make all -f ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-input-raphnetraw/projects/unix/Makefile
SRCDIR=${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-input-raphnetraw/src
APIDIR=${APIDIR} DEBUG=$<CONFIG:Debug> CC=${MAKE_CC_COMPILER} CXX=${MAKE_CXX_COMPILER}
BUILD_IN_SOURCE False
BUILD_ALWAYS True
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-input-raphnetraw
BINARY_DIR ${THIRDPARTY_DIR}/mupen64plus-input-raphnetraw/projects/unix
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-input-raphnetraw/projects/unix/mupen64plus-input-raphnetraw.${SO_EXT}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-input-raphnetraw/mupen64plus-input-raphnetraw.${SO_EXT}
DEPENDS mupen64plus-core
)
if (BUILD_INPUT_GCA)
ExternalProject_Add(mupen64plus-input-gca
SOURCE_DIR mupen64plus-input-gca/
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-input-gca/
CONFIGURE_COMMAND ""
INSTALL_COMMAND ""
GIT_REPOSITORY ${MUPEN64PLUS_INPUT_GCA_URL}
GIT_TAG ${MUPEN64PLUS_INPUT_GCA_TAG}
BUILD_COMMAND cargo build --release --features "m64p_compat"
BUILD_IN_SOURCE True
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-input-gca/target/release/${GCA_LIB}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-input-gca/target/release/${GCA_LIB}
DEPENDS mupen64plus-core
)
endif(BUILD_INPUT_GCA)
set(GLIDEN64_DIR "${THIRDPARTY_DIR}/mupen64plus-video-GLideN64")
set(GLIDEN64_BUILD_DIR "${GLIDEN64_DIR}/projects/cmake")
set(GLIDEN64_DIR "${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-video-GLideN64")
set(GLIDEN64_BUILD_DIR "${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-GLideN64")
set(GLIDEN64_CUSTOM_INI "${GLIDEN64_DIR}/ini/GLideN64.custom.ini")
if (WIN32)
set(GLIDEN64_LIB "${GLIDEN64_BUILD_DIR}/mupen64plus-video-GLideN64.${SO_EXT}")
set(GLIDEN64_LIB "${GLIDEN64_BUILD_DIR}/mupen64plus-video-GLideN64.${SO_EXT}")
else(WIN32)
set(GLIDEN64_LIB "${GLIDEN64_BUILD_DIR}/plugin/${CMAKE_BUILD_TYPE}/mupen64plus-video-GLideN64.${SO_EXT}")
set(GLIDEN64_LIB "${GLIDEN64_BUILD_DIR}/plugin/${CMAKE_BUILD_TYPE}/mupen64plus-video-GLideN64.${SO_EXT}")
endif(WIN32)
set(GLIDENUI_TRANSLATIONS_LANGS "de;es;fr;it;ja;pl;pt_BR")
@@ -196,70 +150,65 @@ foreach(LANG ${GLIDENUI_TRANSLATIONS_LANGS})
endforeach()
ExternalProject_Add(mupen64plus-video-angrylion-plus
SOURCE_DIR mupen64plus-video-angrylion-plus
GIT_REPOSITORY ${MUPEN64PLUS_GFX_ANGRYLION_URL}
GIT_TAG ${MUPEN64PLUS_GFX_ANGRYLION_TAG}
INSTALL_COMMAND ""
BUILD_IN_SOURCE True
CMAKE_ARGS -DBUILD_MUPEN64PLUS=ON -DBUILD_PROJECT64=OFF -DUSE_QT5=OFF ${CMAKE_CONFIGURE_ARGS}
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-video-angrylion-plus/mupen64plus-video-angrylion-plus.${SO_EXT}
DEPENDS mupen64plus-core
)
ExternalProject_Add(mupen64plus-video-GLideN64
SOURCE_DIR mupen64plus-video-GLideN64
GIT_REPOSITORY ${MUPEN64PLUS_GFX_GLIDEN64_URL}
GIT_TAG ${MUPEN64PLUS_GFX_GLIDEN64_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-video-angrylion-plus
INSTALL_COMMAND ""
BUILD_IN_SOURCE False
BUILD_ALWAYS True
CMAKE_ARGS -DBUILD_MUPEN64PLUS=ON -DBUILD_PROJECT64=OFF -DUSE_QT5=OFF ${CMAKE_CONFIGURE_ARGS}
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-angrylion-plus
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-angrylion-plus/mupen64plus-video-angrylion-plus.${SO_EXT}
DEPENDS mupen64plus-core
)
ExternalProject_Add(mupen64plus-video-GLideN64
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-video-GLideN64
INSTALL_COMMAND ""
BUILD_IN_SOURCE False
BUILD_ALWAYS True
CMAKE_ARGS -DMUPENPLUSAPI=ON -DMUPENPLUSAPI_GLIDENUI=ON -DGLIDENUI_QT6=ON -DUSE_SYSTEM_LIBS=ON ${CMAKE_CONFIGURE_ARGS}
SOURCE_SUBDIR ./src/
BINARY_DIR ${GLIDEN64_BUILD_DIR}
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-GLideN64
BUILD_BYPRODUCTS ${GLIDEN64_LIB}
)
ExternalProject_Add(mupen64plus-video-parallel
SOURCE_DIR mupen64plus-video-parallel
GIT_REPOSITORY ${MUPEN64PLUS_GFX_PARALLEL_URL}
GIT_TAG ${MUPEN64PLUS_GFX_PARALLEL_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/mupen64plus-video-parallel
INSTALL_COMMAND ""
BUILD_IN_SOURCE True
CMAKE_ARGS -DUSE_QT5=OFF ${CMAKE_CONFIGURE_ARGS}
BUILD_IN_SOURCE False
BUILD_ALWAYS True
CMAKE_ARGS -DCONFIG_GUI=ON ${CMAKE_CONFIGURE_ARGS}
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-parallel
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/mupen64plus-video-parallel/mupen64plus-video-parallel.${SO_EXT}
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/mupen64plus-video-parallel/mupen64plus-video-parallel.${SO_EXT}
DEPENDS mupen64plus-core
)
if (DISCORD_RPC)
ExternalProject_Add(discord-rpc
SOURCE_DIR discord-rpc
GIT_REPOSITORY ${DISCORD_RPC_URL}
GIT_TAG ${DISCORD_RPC_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/discord-rpc
INSTALL_COMMAND ""
BUILD_IN_SOURCE True
BUILD_IN_SOURCE False
BUILD_ALWAYS True
CMAKE_ARGS -DBUILD_EXAMPLES=OFF -DCMAKE_POSITION_INDEPENDENT_CODE=ON ${CMAKE_CONFIGURE_ARGS}
BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR}/discord-rpc
BUILD_BYPRODUCTS ${THIRDPARTY_DIR}/discord-rpc/src/libdiscord-rpc.a
BUILD_BYPRODUCTS ${CMAKE_CURRENT_BINARY_DIR}/discord-rpc/src/libdiscord-rpc.a
)
endif(DISCORD_RPC)
set(IMGUI_DIR ${THIRDPARTY_DIR}/imgui)
set(IMGUI_BUILD_DIR ${IMGUI_DIR}/build)
set(IMGUI_DIR ${CMAKE_CURRENT_SOURCE_DIR}/imgui)
set(IMGUI_BUILD_DIR ${CMAKE_CURRENT_BINARY_DIR}/imgui/)
set(IMGUI_SOURCES_IN
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_tables.cpp
@@ -279,10 +228,7 @@ set(IMGUI_SOURCES_OUT
${IMGUI_BUILD_DIR}/imgui_impl_opengl3_loader.h
)
ExternalProject_Add(imgui
SOURCE_DIR imgui
GIT_REPOSITORY ${IMGUI_URL}
GIT_TAG ${IMGUI_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/imgui
CONFIGURE_COMMAND ${CMAKE_COMMAND} -E make_directory ${IMGUI_BUILD_DIR}
BUILD_COMMAND ${CMAKE_COMMAND} -E copy ${IMGUI_SOURCES_IN} ${IMGUI_BUILD_DIR}
@@ -291,8 +237,8 @@ ExternalProject_Add(imgui
BUILD_BYPRODUCTS ${IMGUI_SOURCES_OUT}
)
set(SDL_GAMECONTROLLERDB_DIR ${THIRDPARTY_DIR}/SDL_GameControllerDB)
set(SDL_GAMECONTROLLERDB_BUILD_DIR ${SDL_GAMECONTROLLERDB_DIR}/build)
set(SDL_GAMECONTROLLERDB_DIR ${CMAKE_CURRENT_SOURCE_DIR}/SDL_GameControllerDB)
set(SDL_GAMECONTROLLERDB_BUILD_DIR ${CMAKE_CURRENT_BINARY_DIR}/SDL_GameControllerDB)
set(SDL_GAMECONTROLLERDB_SOURCES_IN
${SDL_GAMECONTROLLERDB_DIR}/gamecontrollerdb.txt
)
@@ -300,10 +246,7 @@ set(SDL_GAMECONTROLLERDB_SOURCES_OUT
${SDL_GAMECONTROLLERDB_BUILD_DIR}/gamecontrollerdb.txt
)
ExternalProject_Add(SDL_GameControllerDB
SOURCE_DIR SDL_GameControllerDB
GIT_REPOSITORY ${SDL_GAMECONTROLLERDB_URL}
GIT_TAG ${SDL_GAMECONTROLLERDB_TAG}
SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/SDL_GameControllerDB
CONFIGURE_COMMAND ${CMAKE_COMMAND} -E make_directory ${SDL_GAMECONTROLLERDB_BUILD_DIR}
BUILD_COMMAND ${CMAKE_COMMAND} -E copy ${SDL_GAMECONTROLLERDB_SOURCES_IN} ${SDL_GAMECONTROLLERDB_SOURCES_OUT}
@@ -349,7 +292,7 @@ endif(DISCORD_RPC)
ExternalProject_Get_property(imgui BUILD_BYPRODUCTS)
set(IMGUI_SOURCES ${BUILD_BYPRODUCTS} PARENT_SCOPE)
set(IMGUI_DIR ${THIRDPARTY_DIR}/imgui PARENT_SCOPE)
set(IMGUI_DIR ${CMAKE_CURRENT_SOURCE_DIR}/imgui PARENT_SCOPE)
ExternalProject_Get_property(SDL_GameControllerDB BUILD_BYPRODUCTS)
set(SDL_GAMECONTROLLERDB ${BUILD_BYPRODUCTS} PARENT_SCOPE)
@@ -0,0 +1,11 @@
name: Data check
on:
push:
branches: [master]
jobs:
duplicates:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- run: |
python duplicates.py
+12
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@@ -0,0 +1,12 @@
; DO NOT EDIT (unless you know what you are doing)
;
; This subdirectory is a git "subrepo", and this file is maintained by the
; git-subrepo command. See https://github.com/ingydotnet/git-subrepo#readme
;
[subrepo]
remote = git@github.com:/gabomdq/SDL_GameControllerDB.git
branch = master
commit = cc9f777721f0cb30058d9eef52a295130b734a4a
parent = d20d6c406915038b32c476d18cf03a5293ac8833
method = merge
cmdver = 0.4.6
+17
View File
@@ -0,0 +1,17 @@
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
+52
View File
@@ -0,0 +1,52 @@
# SDL_GameControllerDB
A community sourced database of game controller mappings to be used with SDL2 Game Controller functionality.
# Usage
Download gamecontrollerdb.txt, place it in your app's directory and load it.
For example :
```
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
```
The database is compatible with SDL v2.0.10 and newer. Older SDL versions are no longer supported.
## Create New Mappings
A mapping looks like this :
```
030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
```
It includes controller GUID (`030000004c050000c405000000010000`), a name (`PS4 Controller`), button / axis mappings (`leftshoulder:b4`) and a platform (`platform:Mac OS X`).
Please make sure to check that the name is a good description of the controller. If relevant, include the controller's name and model number.
## Mapping Guide
![SDL Game Controller Mapping Guide](mapping_guide.png)
## Mapping Tools
There are a few different tools that let you create mappings.
### [SDL2 Gamepad Tool](http://www.generalarcade.com/gamepadtool/)
Third party cross-platform tool with GUI (Windows, macOS and Linux)
#### Note: While convenient, this tool has fallen out of date as SDL has amended and added new features for gamepad support (see issue [#478](https://github.com/gabomdq/SDL_GameControllerDB/issues/476)). As such, maps authored with this tool require greater scrutiny to ensure they will not break support for explicit mappings the SDL project provides.
### [SDL2 Gamepad Mapper](https://gitlab.com/ryochan7/sdl2-gamepad-mapper/-/releases)
Open source GUI app for authoring mappings. Builds available for Windows and Linux.
### [SDL2 Game Controller Map](https://www.libsdl.org/download-2.0.php)
[Gamepadmap (SDL3)](https://github.com/libsdl-org/SDL/blob/main/test/gamepadmap.c) and [controllermap (SDL2)](https://github.com/libsdl-org/SDL/blob/SDL2/test/controllermap.c) utilities are the official tools to create these mappings on all SDL supported platforms (Windows, Mac, Linux, iOS, Android, etc).
### [Steam](http://store.steampowered.com)
In Steam's Big Picture mode, configure your gamepad. Then look in `[steam_installation_directory]/config/config.vdf` in your Steam installation directory for the `SDL_GamepadBind` entry. It is one of the last entries, it will look something like this:
```
"SDL_GamepadBind" "030000004c050000c405000000010000,PS4 Controller,platform:Windows,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,"
```
## Resources
* [SDL2](http://www.libsdl.org)
* [SDL_GameControllerAddMappingsFromFile](http://wiki.libsdl.org/SDL_GameControllerAddMappingsFromFile)
+26
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@@ -0,0 +1,26 @@
# SPDX-License-Identifier: Zlib
import difflib
import sys
CROSS_PLATFORM=False
cdict = {}
for i, l in enumerate(open("gamecontrollerdb.txt")):
l = l.strip()
if l.startswith("#") or not l:
continue
c = l.split(",")
key = tuple([c[0]]+[ce for ce in c[1:] if "platform:" in ce])
if CROSS_PLATFORM:
key = c[0]
if key in cdict:
print("Duplicate:", c[1], "at line", i + 1)
out = list(difflib.unified_diff(cdict[key], sorted(c), n=0))[3:]
out = [o for o in out if not o.startswith("@@")]
print("\t", " ".join(out))
if not CROSS_PLATFORM:
sys.exit(1)
cdict[key] = sorted(c)
File diff suppressed because it is too large Load Diff
Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

+92
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@@ -0,0 +1,92 @@
---
AccessModifierOffset: -4
AlignAfterOpenBracket: true
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignEscapedNewlines: Left
AlignOperands: false
AlignTrailingComments: true
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: InlineOnly
AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: false
AlwaysBreakTemplateDeclarations: true
BinPackArguments: false
BinPackParameters: false
BreakBeforeBinaryOperators: None
BreakBeforeBraces: Stroustrup
BreakBeforeInheritanceComma: true
BreakBeforeTernaryOperators: true
BreakConstructorInitializers: BeforeComma
BreakStringLiterals: true
ColumnLimit: 100
CommentPragmas: ''
CompactNamespaces: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerIndentWidth: 2
ContinuationIndentWidth: 2
Cpp11BracedListStyle: true
DerivePointerAlignment: false
DisableFormat: false
FixNamespaceComments: true
ForEachMacros: []
IndentCaseLabels: false
IncludeCategories:
- Regex: '^("|<)stdafx\.h(pp)?("|>)'
Priority: -1
- Regex: '^<(W|w)indows.h>'
Priority: 1
- Regex: '^<'
Priority: 2
- Regex: '.*'
Priority: 3
IncludeIsMainRegex: '(_test|_win|_linux|_mac|_ios|_osx|_null)?$'
IndentCaseLabels: false
IndentWidth: 4
IndentWrappedFunctionNames: false
KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
PenaltyBreakAssignment: 0
PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakString: 1000
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 9999999
PointerAlignment: Left
ReflowComments: true
SortIncludes: false
SortUsingDeclarations: true
SpaceAfterCStyleCast: false
SpaceAfterTemplateKeyword: true
SpaceBeforeAssignmentOperators: true
SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 1
SpacesInAngles: false
SpacesInCStyleCastParentheses: false
SpacesInContainerLiterals: true
SpacesInParentheses: false
SpacesInSquareBrackets: false
Standard: Cpp11
TabWidth: 4
UseTab: Never
---
Language: Cpp
---
Language: ObjC
ObjCBlockIndentWidth: 4
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: false
---
Language: Java
BasedOnStyle: Google
BreakAfterJavaFieldAnnotations: true
...
+5
View File
@@ -0,0 +1,5 @@
/build*/
/.vscode/
/thirdparty/
.vs/
.DS_Store
+12
View File
@@ -0,0 +1,12 @@
; DO NOT EDIT (unless you know what you are doing)
;
; This subdirectory is a git "subrepo", and this file is maintained by the
; git-subrepo command. See https://github.com/ingydotnet/git-subrepo#readme
;
[subrepo]
remote = git@github.com:/discord/discord-rpc.git
branch = 963aa9f3e5ce81a4682c6ca3d136cddda614db33
commit = 963aa9f3e5ce81a4682c6ca3d136cddda614db33
parent = d28c28e9d34337b80c906572e2046a77ab3cb9dd
method = merge
cmdver = 0.4.6
+47
View File
@@ -0,0 +1,47 @@
language: cpp
env:
global:
- CLANG_FORMAT_SUFFIX="-dummy" # don't use formatting on Travis, this is
# needed not to use default 3.5 version
# which is too old.
matrix:
include:
- os: linux
env: MATRIX_EVAL="CC=gcc-5 && CXX=g++-5"
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-5
- os: linux
env: MATRIX_EVAL="CC=clang-4.0 && CXX=clang++-4.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-4.0
packages:
- clang-4.0
- os: linux
env: MATRIX_EVAL="CC=clang-5.0 && CXX=clang++-5.0"
addons:
apt:
sources:
- llvm-toolchain-trusty-5.0
packages:
- clang-5.0
- os: osx
osx_image: xcode9
# prevent Travis from overwriting our CXX variables
before_install:
- eval "${MATRIX_EVAL}"
- echo $CXX
script:
- mkdir build
- cd build
- cmake -DCLANG_FORMAT_SUFFIX=$CLANG_FORMAT_SUFFIX -DWARNINGS_AS_ERRORS=On --config Release ..
- cmake --build . -- -j2
+56
View File
@@ -0,0 +1,56 @@
cmake_minimum_required (VERSION 3.2.0)
project (DiscordRPC)
include(GNUInstallDirs)
option(BUILD_EXAMPLES "Build example apps" ON)
# format
file(GLOB_RECURSE ALL_SOURCE_FILES
examples/*.cpp examples/*.h examples/*.c
include/*.h
src/*.cpp src/*.h src/*.c
)
# Set CLANG_FORMAT_SUFFIX if you are using custom clang-format, e.g. clang-format-5.0
#find_program(CLANG_FORMAT_CMD clang-format${CLANG_FORMAT_SUFFIX})
set(CLANG_FORMAT_CMD OFF)
if (CLANG_FORMAT_CMD)
add_custom_target(
clangformat
COMMAND ${CLANG_FORMAT_CMD}
-i -style=file -fallback-style=none
${ALL_SOURCE_FILES}
DEPENDS
${ALL_SOURCE_FILES}
)
endif(CLANG_FORMAT_CMD)
# thirdparty stuff
execute_process(
COMMAND mkdir ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
ERROR_QUIET
)
find_file(RAPIDJSONTEST NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
if (NOT RAPIDJSONTEST)
message("no rapidjson, download")
set(RJ_TAR_FILE ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/v1.1.0.tar.gz)
file(DOWNLOAD https://github.com/miloyip/rapidjson/archive/v1.1.0.tar.gz ${RJ_TAR_FILE})
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar xzf ${RJ_TAR_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty
)
file(REMOVE ${RJ_TAR_FILE})
endif(NOT RAPIDJSONTEST)
find_file(RAPIDJSON NAMES rapidjson rapidjson-1.1.0 PATHS ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty CMAKE_FIND_ROOT_PATH_BOTH)
add_library(rapidjson STATIC IMPORTED ${RAPIDJSON})
# add subdirs
add_subdirectory(src)
if (BUILD_EXAMPLES)
add_subdirectory(examples/send-presence)
endif(BUILD_EXAMPLES)
+19
View File
@@ -0,0 +1,19 @@
Copyright 2017 Discord, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
+158
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@@ -0,0 +1,158 @@
# Discord RPC
## Deprecation Notice
This library has been deprecated in favor of Discord's GameSDK. [Learn more here](https://discordapp.com/developers/docs/game-sdk/sdk-starter-guide)
---
This is a library for interfacing your game with a locally running Discord desktop client. It's known to work on Windows, macOS, and Linux. You can use the lib directly if you like, or use it as a guide to writing your own if it doesn't suit your game as is. PRs/feedback welcome if you have an improvement everyone might want, or can describe how this doesn't meet your needs.
Included here are some quick demos that implement the very minimal subset to show current status, and
have callbacks for where a more complete game would do more things (joining, spectating, etc).
## Documentation
The most up to date documentation for Rich Presence can always be found on our [developer site](https://discordapp.com/developers/docs/rich-presence/how-to)! If you're interested in rolling your own native implementation of Rich Presence via IPC sockets instead of using our SDK—hey, you've got free time, right?—check out the ["Hard Mode" documentation](https://github.com/discordapp/discord-rpc/blob/master/documentation/hard-mode.md).
## Basic Usage
Zeroith, you should be set up to build things because you are a game developer, right?
First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me) and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init function.
### Unreal Engine 4 Setup
To use the Rich Presense plugin with Unreal Engine Projects:
1. Download the latest [release](https://github.com/discordapp/discord-rpc/releases) for each operating system you are targeting and the zipped source code
2. In the source code zip, copy the UE plugin—`examples/unrealstatus/Plugins/discordrpc`—to your project's plugin directory
3. At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create an `Include` folder and copy `discord_rpc.h` and `discord_register.h` to it from the zip
4. Follow the steps below for each OS
5. Build your UE4 project
6. Launch the editor, and enable the Discord plugin.
#### Windows
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Win64` folder
- Copy `lib/discord-rpc.lib` and `bin/discord-rpc.dll` from `[RELEASE_ZIP]/win64-dynamic` to the `Win64` folder
#### Mac
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Mac` folder
- Copy `libdiscord-rpc.dylib` from `[RELEASE_ZIP]/osx-dynamic/lib` to the `Mac` folder
#### Linux
- At `[YOUR_UE_PROJECT]/Plugins/discordrpc/source/ThirdParty/DiscordRpcLibrary/`, create a `Linux` folder
- Inside, create another folder `x86_64-unknown-linux-gnu`
- Copy `libdiscord-rpc.so` from `[RELEASE_ZIP]/linux-dynamic/lib` to `Linux/x86_64-unknown-linux-gnu`
### Unity Setup
If you're a Unity developer looking to integrate Rich Presence into your game, follow this simple guide to get started towards success:
1. Download the DLLs for any platform that you need from [our releases](https://github.com/discordapp/discord-rpc/releases)
2. In your Unity project, create a `Plugins` folder inside your `Assets` folder if you don't already have one
3. Copy the file `DiscordRpc.cs` from [here](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordRpc.cs) into your `Assets` folder. This is basically your header file for the SDK
We've got our `Plugins` folder ready, so let's get platform-specific!
#### Windows
4. Create `x86` and `x86_64` folders inside `Assets/Plugins/`
5. Copy `discord-rpc-win/win64-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86_64/`
6. Copy `discord-rpc-win/win32-dynamic/bin/discord-rpc.dll` to `Assets/Plugins/x86/`
7. Click on both DLLs and make sure they are targetting the correct architectures in the Unity editor properties pane
8. Done!
#### MacOS
4. Copy `discord-rpc-osx/osx-dynamic/lib/libdiscord-rpc.dylib` to `Assets/Plugins/`
5. Rename `libdiscord-rpc.dylib` to `discord-rpc.bundle`
6. Done!
#### Linux
4. Copy `discord-rpc-linux/linux-dynamic-lib/libdiscord-rpc.so` to `Assets/Plugins/`
5. Done!
You're ready to roll! For code examples on how to interact with the SDK using the `DiscordRpc.cs` header file, check out [our example](https://github.com/discordapp/discord-rpc/blob/master/examples/button-clicker/Assets/DiscordController.cs)
### From package
Download a release package for your platform(s) -- they have subdirs with various prebuilt options, select the one you need add `/include` to your compile includes, `/lib` to your linker paths, and link with `discord-rpc`. For the dynamically linked builds, you'll need to ship the associated file along with your game.
### From repo
First-eth, you'll want `CMake`. There's a few different ways to install it on your system, and you should refer to [their website](https://cmake.org/install/). Many package managers provide ways of installing CMake as well.
To make sure it's installed correctly, type `cmake --version` into your flavor of terminal/cmd. If you get a response with a version number, you're good to go!
There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for you; Sometimes I use it like this:
```sh
cd <path to discord-rpc>
mkdir build
cd build
cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
cmake --build . --config Release --target install
```
There is a wrapper build script `build.py` that runs `cmake` with a few different options.
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`.
There are some CMake options you might care about:
| flag | default | does |
| ---------------------------------------------------------------------------------------- | ------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself. |
| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option) |
| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL |
| `WARNINGS_AS_ERRORS` | `OFF` | When enabled, compiles with `-Werror` (on \*nix platforms). |
## Continuous Builds
Why do we have three of these? Three times the fun!
| CI | badge |
| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc) |
| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc) |
| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc) |
## Sample: send-presence
This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence update on each command.
## Sample: button-clicker
This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version of the library, and sends presence updates when you click on a button. Run `python build.py unity` in the root directory to build the correct library files and place them in their respective folders.
## Sample: unrealstatus
This is a sample [Unreal](https://www.unrealengine.com) project that wraps the DLL version of the library with an Unreal plugin, exposes a blueprint class for interacting with it, and uses that to make a very simple UI. Run `python build.py unreal` in the root directory to build the correct library files and place them in their respective folders.
## Wrappers and Implementations
Below is a table of unofficial, community-developed wrappers for and implementations of Rich Presence in various languages. If you would like to have yours added, please make a pull request adding your repository to the table. The repository should include:
- The code
- A brief ReadMe of how to use it
- A working example
###### Rich Presence Wrappers and Implementations
| Name | Language |
| ------------------------------------------------------------------------- | --------------------------------- |
| [Discord RPC C#](https://github.com/Lachee/discord-rpc-csharp) | C# |
| [Discord RPC D](https://github.com/voidblaster/discord-rpc-d) | [D](https://dlang.org/) |
| [discord-rpc.jar](https://github.com/Vatuu/discord-rpc 'Discord-RPC.jar') | Java |
| [java-discord-rpc](https://github.com/MinnDevelopment/java-discord-rpc) | Java |
| [Discord-IPC](https://github.com/jagrosh/DiscordIPC) | Java |
| [Discord Rich Presence](https://npmjs.org/discord-rich-presence) | JavaScript |
| [drpc4k](https://github.com/Bluexin/drpc4k) | [Kotlin](https://kotlinlang.org/) |
| [lua-discordRPC](https://github.com/pfirsich/lua-discordRPC) | LuaJIT (FFI) |
| [pypresence](https://github.com/qwertyquerty/pypresence) | [Python](https://python.org/) |
| [SwordRPC](https://github.com/Azoy/SwordRPC) | [Swift](https://swift.org) |
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version: '{build}'
install:
- python -m pip install click
build_script:
- mkdir examples\unrealstatus\Plugins\discordrpc\Binaries\ThirdParty\discordrpcLibrary\Win64
- python build.py
artifacts:
- path: builds\install\win32-dynamic
name: win32-dynamic
- path: builds\install\win32-static
name: win32-static
- path: builds\install\win64-dynamic
name: win64-dynamic
- path: builds\install\win64-static
name: win64-static
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@@ -0,0 +1,304 @@
#!/usr/bin/env python
import os
import subprocess
import sys
import shutil
import zipfile
from contextlib import contextmanager
import click
def get_platform():
""" a name for the platform """
if sys.platform.startswith('win'):
return 'win'
elif sys.platform == 'darwin':
return 'osx'
elif sys.platform.startswith('linux'):
return 'linux'
raise Exception('Unsupported platform ' + sys.platform)
SCRIPT_PATH = os.path.dirname(os.path.abspath(__file__))
# we use Buildkite which sets this env variable by default
IS_BUILD_MACHINE = os.environ.get('CI', '') == 'true'
PLATFORM = get_platform()
INSTALL_ROOT = os.path.join(SCRIPT_PATH, 'builds', 'install')
def get_signtool():
""" get path to code signing tool """
if PLATFORM == 'win':
sdk_dir = 'c:\\Program Files (x86)\\Windows Kits\\10' # os.environ['WindowsSdkDir']
return os.path.join(sdk_dir, 'bin', 'x86', 'signtool.exe')
elif PLATFORM == 'osx':
return '/usr/bin/codesign'
@contextmanager
def cd(new_dir):
""" Temporarily change current directory """
if new_dir:
old_dir = os.getcwd()
os.chdir(new_dir)
yield
if new_dir:
os.chdir(old_dir)
def mkdir_p(path):
""" mkdir -p """
if not os.path.isdir(path):
click.secho('Making ' + path, fg='yellow')
os.makedirs(path)
@click.group(invoke_without_command=True)
@click.pass_context
@click.option('--clean', is_flag=True)
def cli(ctx, clean):
""" click wrapper for command line stuff """
if ctx.invoked_subcommand is None:
ctx.invoke(libs, clean=clean)
if IS_BUILD_MACHINE:
ctx.invoke(sign)
ctx.invoke(archive)
@cli.command()
@click.pass_context
def unity(ctx):
""" build just dynamic libs for use in unity project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unity example')
UNITY_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'button-clicker', 'Assets', 'Plugins')
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.dll'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNITY_64_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86_64')
BUILDS.append({BUILD_64_BASE_PATH: UNITY_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNITY_32_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
BUILDS.append({BUILD_32_BASE_PATH: UNITY_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'discord-rpc.bundle'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNITY_DLL_PATH = UNITY_PROJECT_PATH
os.rename(
os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.dylib'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.bundle'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'discord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNITY_DLL_PATH = os.path.join(UNITY_PROJECT_PATH, 'x86')
os.rename(os.path.join(BUILD_BASE_PATH, 'libdiscord-rpc.so'), os.path.join(BUILD_BASE_PATH, 'discord-rpc.so'))
BUILDS.append({BUILD_BASE_PATH: UNITY_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
@cli.command()
@click.pass_context
def unreal(ctx):
""" build libs and copy them into the unreal project """
ctx.invoke(libs, clean=False, static=False, shared=True, skip_formatter=True, just_release=True)
BUILDS = []
click.echo('--- Copying libs and header into unreal example')
UNREAL_PROJECT_PATH = os.path.join(SCRIPT_PATH, 'examples', 'unrealstatus', 'Plugins', 'discordrpc')
UNREAL_INCLUDE_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Include')
mkdir_p(UNREAL_INCLUDE_PATH)
shutil.copy(os.path.join(SCRIPT_PATH, 'include', 'discord_rpc.h'), UNREAL_INCLUDE_PATH)
if sys.platform.startswith('win'):
LIBRARY_NAME = 'discord-rpc.lib'
BUILD_64_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win64-dynamic', 'src', 'Release')
UNREAL_64_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win64')
BUILDS.append({BUILD_64_BASE_PATH: UNREAL_64_DLL_PATH})
BUILD_32_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'win32-dynamic', 'src', 'Release')
UNREAL_32_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Win32')
BUILDS.append({BUILD_32_BASE_PATH: UNREAL_32_DLL_PATH})
elif sys.platform == 'darwin':
LIBRARY_NAME = 'libdiscord-rpc.dylib'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'osx-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Mac')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
elif sys.platform.startswith('linux'):
LIBRARY_NAME = 'libdiscord-rpc.so'
BUILD_BASE_PATH = os.path.join(SCRIPT_PATH, 'builds', 'linux-dynamic', 'src')
UNREAL_DLL_PATH = os.path.join(UNREAL_PROJECT_PATH, 'Source', 'ThirdParty', 'DiscordRpcLibrary', 'Linux')
BUILDS.append({BUILD_BASE_PATH: UNREAL_DLL_PATH})
else:
raise Exception('Unsupported platform ' + sys.platform)
for build in BUILDS:
for i in build:
mkdir_p(build[i])
shutil.copy(os.path.join(i, LIBRARY_NAME), build[i])
def build_lib(build_name, generator, options, just_release):
""" Create a dir under builds, run build and install in it """
build_path = os.path.join(SCRIPT_PATH, 'builds', build_name)
install_path = os.path.join(INSTALL_ROOT, build_name)
mkdir_p(build_path)
mkdir_p(install_path)
with cd(build_path):
initial_cmake = ['cmake', SCRIPT_PATH, '-DCMAKE_INSTALL_PREFIX=%s' % os.path.join('..', 'install', build_name)]
if generator:
initial_cmake.extend(['-G', generator])
for key in options:
val = options[key]
if type(val) is bool:
val = 'ON' if val else 'OFF'
initial_cmake.append('-D%s=%s' % (key, val))
click.echo('--- Building ' + build_name)
subprocess.check_call(initial_cmake)
if not just_release:
subprocess.check_call(['cmake', '--build', '.', '--config', 'Debug'])
subprocess.check_call(['cmake', '--build', '.', '--config', 'Release', '--target', 'install'])
@cli.command()
def archive():
""" create zip of install dir """
click.echo('--- Archiving')
archive_file_path = os.path.join(SCRIPT_PATH, 'builds', 'discord-rpc-%s.zip' % get_platform())
archive_file = zipfile.ZipFile(archive_file_path, 'w', zipfile.ZIP_DEFLATED)
archive_src_base_path = INSTALL_ROOT
archive_dst_base_path = 'discord-rpc'
with cd(archive_src_base_path):
for path, _, filenames in os.walk('.'):
for fname in filenames:
fpath = os.path.join(path, fname)
dst_path = os.path.normpath(os.path.join(archive_dst_base_path, fpath))
click.echo('Adding ' + dst_path)
archive_file.write(fpath, dst_path)
@cli.command()
def sign():
""" Do code signing within install directory using our cert """
tool = get_signtool()
signable_extensions = set()
if PLATFORM == 'win':
signable_extensions.add('.dll')
sign_command_base = [
tool,
'sign',
'/n',
'Discord Inc.',
'/a',
'/tr',
'http://timestamp.digicert.com/rfc3161',
'/as',
'/td',
'sha256',
'/fd',
'sha256',
]
elif PLATFORM == 'osx':
signable_extensions.add('.dylib')
sign_command_base = [
tool,
'--keychain',
os.path.expanduser('~/Library/Keychains/login.keychain'),
'-vvvv',
'--deep',
'--force',
'--sign',
'Developer ID Application: Hammer & Chisel Inc. (53Q6R32WPB)',
]
else:
click.secho('Not signing things on this platform yet', fg='red')
return
click.echo('--- Signing')
for path, _, filenames in os.walk(INSTALL_ROOT):
for fname in filenames:
ext = os.path.splitext(fname)[1]
if ext not in signable_extensions:
continue
fpath = os.path.join(path, fname)
click.echo('Sign ' + fpath)
sign_command = sign_command_base + [fpath]
subprocess.check_call(sign_command)
@cli.command()
@click.option('--clean', is_flag=True)
@click.option('--static', is_flag=True)
@click.option('--shared', is_flag=True)
@click.option('--skip_formatter', is_flag=True)
@click.option('--just_release', is_flag=True)
def libs(clean, static, shared, skip_formatter, just_release):
""" Do all the builds for this platform """
if clean:
shutil.rmtree('builds', ignore_errors=True)
mkdir_p('builds')
if not (static or shared):
static = True
shared = True
static_options = {}
dynamic_options = {
'BUILD_SHARED_LIBS': True,
'USE_STATIC_CRT': True,
}
if skip_formatter or IS_BUILD_MACHINE:
static_options['CLANG_FORMAT_SUFFIX'] = 'none'
dynamic_options['CLANG_FORMAT_SUFFIX'] = 'none'
if IS_BUILD_MACHINE:
just_release = True
static_options['WARNINGS_AS_ERRORS'] = True
dynamic_options['WARNINGS_AS_ERRORS'] = True
if PLATFORM == 'win':
generator32 = 'Visual Studio 14 2015'
generator64 = 'Visual Studio 14 2015 Win64'
if static:
build_lib('win32-static', generator32, static_options, just_release)
build_lib('win64-static', generator64, static_options, just_release)
if shared:
build_lib('win32-dynamic', generator32, dynamic_options, just_release)
build_lib('win64-dynamic', generator64, dynamic_options, just_release)
elif PLATFORM == 'osx':
if static:
build_lib('osx-static', None, static_options, just_release)
if shared:
build_lib('osx-dynamic', None, dynamic_options, just_release)
elif PLATFORM == 'linux':
if static:
build_lib('linux-static', None, static_options, just_release)
if shared:
build_lib('linux-dynamic', None, dynamic_options, just_release)
if __name__ == '__main__':
os.chdir(SCRIPT_PATH)
sys.exit(cli())
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# Hard Mode: Roll Your Own Client
Discord's Rich Presence feature is designed as an obfuscated addition to our existing [RPC infrastructure](https://discordapp.com/developers/docs/topics/rpc). The standalone library and header files make it easy for any dev to drop it into their game.
Our library communicates with Discord over the local Discord RPC socket. We've already done the work in connecting properly, handling disconnects and reconnects, and other RPC intracacies, but those who have done this implementation for our private alpha Voice and Chat SDK can simply make use of the new RPC commands and events to implement Rich Presence.
## Hark! A warning!
By committing to an RPC-only integration, you decide to forego the work our library and header file have done for you in the way of error handling, state storage, disconnecting and reconnecting, and other quality of life abstractions. While simply implementing the new RPC command and events will enable Rich Presence for your game, we highly suggest that you do your best to mimic the functionality of the SDK the most that you can. It ensure not only code quality on your part, but also an excellent experience on the part of your players.
## Application Protocol Registration
One thing that cannot be explicitly done over RPC is registering an application protocol for your game. If you choose to do an RPC-only implementation, you will have to register your application protocol yourself in the format of `discord-[your_app_id]://`. You can use `Discord_Register()` as a good(?) example of how to properly register an application protocol for use with Discord. For OSX and Linux it is probably simpler to handle the protocol registration as part of your install/packaging.
## New RPC Command
The new RPC command for Rich Presence is `SET_ACTIVITY`. The fields are similar to what is outlined in the SDK; we've combined similar fields into objects for the sake of less data on the wire.
The one major difference is the `party.size` field. It is an array with a size of two. The first element is the current party size, `partySize` from the main documentation. The second element is the maximum party size, `partyMax` from the main documentation.
Below is a full example of a `SET_ACTIVITY` command. Field restrictions like size are the same as outlined in the main documentation.
```
{
"cmd": "SET_ACTIVITY",
"args": {
"pid": 9999, // Your application's process id - required field
"activity": {
"state": "In a Group",
"details": "Competitive | In a Match",
"timestamps": {
"start": time(nullptr),
"end": time(nullptr) + ((60 * 5) + 23)
},
"assets": {
"large_image": "numbani_map",
"large_text": "Numbani",
"small_image": "pharah_profile",
"small_text": "Pharah"
},
"party": {
"id": GameEngine.GetPartyId(),
"size": [3, 6]
},
"secrets": {
"join": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f",
"spectate": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0",
"match": "4b2fdce12f639de8bfa7e3591b71a0d679d7c93f"
},
"instance": true
}
},
"nonce": "647d814a-4cf8-4fbb-948f-898abd24f55b"
}
```
## New RPC Events
The three new RPC events for Rich Presence power the ability to join and spectate your friends' games.
First is the `ACTIVITY_JOIN` event:
```json
{
"cmd": "DISPATCH",
"data": {
"secret": "025ed05c71f639de8bfaa0d679d7c94b2fdce12f"
},
"evt": "ACTIVITY_JOIN"
}
```
Second is the `ACTIVITY_SPECTATE` event:
```json
{
"cmd": "DISPATCH",
"data": {
"secret": "e7eb30d2ee025ed05c71ea495f770b76454ee4e0"
},
"evt": "ACTIVITY_SPECTATE"
}
```
And third is the `ACTIVITY_JOIN_REQUEST` event:
```json
{
"cmd": "DISPATCH",
"data": {
"user": {
"id": "53908232506183680",
"username": "Mason",
"discriminator": "1337",
"avatar": "a_bab14f271d565501444b2ca3be944b25"
}
},
"evt": "ACTIVITY_JOIN_REQUEST"
}
```
In order to receive these events, you need to [subscribe](https://discordapp.com/developers/docs/topics/rpc#subscribe) to them like so:
```json
{
"nonce": "be9a6de3-31d0-4767-a8e9-4818c5690015",
"evt": "ACTIVITY_JOIN",
"cmd": "SUBSCRIBE"
}
```
```json
{
"nonce": "ae9qdde3-31d0-8989-a8e9-dnakwy174he",
"evt": "ACTIVITY_SPECTATE",
"cmd": "SUBSCRIBE"
}
```
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-bbb52e9d6afa",
"evt": "ACTIVITY_JOIN_REQUEST",
"cmd": "SUBSCRIBE"
}
```
To unsubscribe from these events, resend with the command `UNSUBSCRIBE`
## Responding
A discord user will request access to the game. If the ACTIVITY_JOIN_REQUEST has been subscribed too, the ACTIVITY_JOIN_REQUEST event will be sent to the host's game. Accept it with following model:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-15aerg126",
"cmd": "SEND_ACTIVITY_JOIN_INVITE",
"args":
{
"user_id": "53908232506183680"
}
}
```
To reject the request, use `CLOSE_ACTIVITY_REQUEST`:
```json
{
"nonce": "5dc0c062-98c6-47a0-8922-dasg256eafg",
"cmd": "CLOSE_ACTIVITY_REQUEST",
"args":
{
"user_id": "53908232506183680"
}
}
```
## Notes
Here are just some quick notes to help with some common troubleshooting problems.
* IPC will echo back every command you send as a response. Use this as a lock-step feature to avoid flooding messages. Can be used to validate messages such as the Presence or Subscribes.
* The pipe expects for frames to be written in a single byte array. You cannot do multiple `stream.Write(opcode);` `stream.Write(length);` as it will break the pipe. Instead create a buffer, write the data to the buffer, then send the entire buffer to the stream.
* Discord can be on any pipe ranging from `discord-ipc-0` to `discord-ipc-9`. It is a good idea to try and connect to each one and keeping the first one you connect too. For multiple clients (eg Discord and Canary), you might want to add a feature to manually select the pipe so you can more easily debug the application.
* All enums are `lower_snake_case`.
* The opcode and length in the header are `Little Endian Unsigned Integers (32bits)`. In some languages, you must convert them as they can be architecture specific.
* [Discord Rich Presence How-To](https://discordapp.com/developers/docs/rich-presence/how-to) contains a lot of the information this document doesn't. For example, it will tell you about the response payload.
* In the documentation, DISCORD_REPLY_IGNORE is just implemented the same as DISCORD_REPLY_NO.
* You can test the Join / Spectate feature by enabling them in your profile and whitelisting a test account. Use Canary to run 2 accounts on the same machine.
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/Library/
/Temp/
/obj/
/Assets/Plugins/
/Assets/Plugins.meta
*.sln
*.csproj
*.userprefs
@@ -0,0 +1,125 @@
using UnityEngine;
[System.Serializable]
public class DiscordJoinEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable]
public class DiscordSpectateEvent : UnityEngine.Events.UnityEvent<string> { }
[System.Serializable]
public class DiscordJoinRequestEvent : UnityEngine.Events.UnityEvent<DiscordRpc.DiscordUser> { }
public class DiscordController : MonoBehaviour
{
public DiscordRpc.RichPresence presence = new DiscordRpc.RichPresence();
public string applicationId;
public string optionalSteamId;
public int clickCounter;
public DiscordRpc.DiscordUser joinRequest;
public UnityEngine.Events.UnityEvent onConnect;
public UnityEngine.Events.UnityEvent onDisconnect;
public UnityEngine.Events.UnityEvent hasResponded;
public DiscordJoinEvent onJoin;
public DiscordJoinEvent onSpectate;
public DiscordJoinRequestEvent onJoinRequest;
DiscordRpc.EventHandlers handlers;
public void OnClick()
{
Debug.Log("Discord: on click!");
clickCounter++;
presence.details = string.Format("Button clicked {0} times", clickCounter);
presence.joinSecret = "aSecret";
presence.partyId = "aPartyId";
presence.partySize = 1;
presence.partyMax = 3;
presence.partyPrivacy = DiscordRpc.PartyPrivacy.Public;
DiscordRpc.UpdatePresence(presence);
}
public void RequestRespondYes()
{
Debug.Log("Discord: responding yes to Ask to Join request");
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.Yes);
hasResponded.Invoke();
}
public void RequestRespondNo()
{
Debug.Log("Discord: responding no to Ask to Join request");
DiscordRpc.Respond(joinRequest.userId, DiscordRpc.Reply.No);
hasResponded.Invoke();
}
public void ReadyCallback(ref DiscordRpc.DiscordUser connectedUser)
{
Debug.Log(string.Format("Discord: connected to {0}#{1}: {2}", connectedUser.username, connectedUser.discriminator, connectedUser.userId));
onConnect.Invoke();
}
public void DisconnectedCallback(int errorCode, string message)
{
Debug.Log(string.Format("Discord: disconnect {0}: {1}", errorCode, message));
onDisconnect.Invoke();
}
public void ErrorCallback(int errorCode, string message)
{
Debug.Log(string.Format("Discord: error {0}: {1}", errorCode, message));
}
public void JoinCallback(string secret)
{
Debug.Log(string.Format("Discord: join ({0})", secret));
onJoin.Invoke(secret);
}
public void SpectateCallback(string secret)
{
Debug.Log(string.Format("Discord: spectate ({0})", secret));
onSpectate.Invoke(secret);
}
public void RequestCallback(ref DiscordRpc.DiscordUser request)
{
Debug.Log(string.Format("Discord: join request {0}#{1}: {2}", request.username, request.discriminator, request.userId));
joinRequest = request;
onJoinRequest.Invoke(request);
}
void Start()
{
}
void Update()
{
DiscordRpc.RunCallbacks();
}
void OnEnable()
{
Debug.Log("Discord: init");
handlers = new DiscordRpc.EventHandlers();
handlers.readyCallback += ReadyCallback;
handlers.disconnectedCallback += DisconnectedCallback;
handlers.errorCallback += ErrorCallback;
handlers.joinCallback += JoinCallback;
handlers.spectateCallback += SpectateCallback;
handlers.requestCallback += RequestCallback;
DiscordRpc.Initialize(applicationId, ref handlers, true, optionalSteamId);
}
void OnDisable()
{
Debug.Log("Discord: shutdown");
DiscordRpc.Shutdown();
}
void OnDestroy()
{
}
}
@@ -0,0 +1,12 @@
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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Text;
using AOT;
public class DiscordRpc
{
[MonoPInvokeCallback(typeof(OnReadyInfo))]
public static void ReadyCallback(ref DiscordUser connectedUser) { Callbacks.readyCallback(ref connectedUser); }
public delegate void OnReadyInfo(ref DiscordUser connectedUser);
[MonoPInvokeCallback(typeof(OnDisconnectedInfo))]
public static void DisconnectedCallback(int errorCode, string message) { Callbacks.disconnectedCallback(errorCode, message); }
public delegate void OnDisconnectedInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnErrorInfo))]
public static void ErrorCallback(int errorCode, string message) { Callbacks.errorCallback(errorCode, message); }
public delegate void OnErrorInfo(int errorCode, string message);
[MonoPInvokeCallback(typeof(OnJoinInfo))]
public static void JoinCallback(string secret) { Callbacks.joinCallback(secret); }
public delegate void OnJoinInfo(string secret);
[MonoPInvokeCallback(typeof(OnSpectateInfo))]
public static void SpectateCallback(string secret) { Callbacks.spectateCallback(secret); }
public delegate void OnSpectateInfo(string secret);
[MonoPInvokeCallback(typeof(OnRequestInfo))]
public static void RequestCallback(ref DiscordUser request) { Callbacks.requestCallback(ref request); }
public delegate void OnRequestInfo(ref DiscordUser request);
static EventHandlers Callbacks { get; set; }
public struct EventHandlers
{
public OnReadyInfo readyCallback;
public OnDisconnectedInfo disconnectedCallback;
public OnErrorInfo errorCallback;
public OnJoinInfo joinCallback;
public OnSpectateInfo spectateCallback;
public OnRequestInfo requestCallback;
}
[Serializable, StructLayout(LayoutKind.Sequential)]
public struct RichPresenceStruct
{
public IntPtr state; /* max 128 bytes */
public IntPtr details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public IntPtr largeImageKey; /* max 32 bytes */
public IntPtr largeImageText; /* max 128 bytes */
public IntPtr smallImageKey; /* max 32 bytes */
public IntPtr smallImageText; /* max 128 bytes */
public IntPtr partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public int partyPrivacy;
public IntPtr matchSecret; /* max 128 bytes */
public IntPtr joinSecret; /* max 128 bytes */
public IntPtr spectateSecret; /* max 128 bytes */
public bool instance;
}
[Serializable]
public struct DiscordUser
{
public string userId;
public string username;
public string discriminator;
public string avatar;
}
public enum Reply
{
No = 0,
Yes = 1,
Ignore = 2
}
public enum PartyPrivacy
{
Private = 0,
Public = 1
}
public static void Initialize(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId)
{
Callbacks = handlers;
EventHandlers staticEventHandlers = new EventHandlers();
staticEventHandlers.readyCallback += DiscordRpc.ReadyCallback;
staticEventHandlers.disconnectedCallback += DiscordRpc.DisconnectedCallback;
staticEventHandlers.errorCallback += DiscordRpc.ErrorCallback;
staticEventHandlers.joinCallback += DiscordRpc.JoinCallback;
staticEventHandlers.spectateCallback += DiscordRpc.SpectateCallback;
staticEventHandlers.requestCallback += DiscordRpc.RequestCallback;
InitializeInternal(applicationId, ref staticEventHandlers, autoRegister, optionalSteamId);
}
[DllImport("discord-rpc", EntryPoint = "Discord_Initialize", CallingConvention = CallingConvention.Cdecl)]
static extern void InitializeInternal(string applicationId, ref EventHandlers handlers, bool autoRegister, string optionalSteamId);
[DllImport("discord-rpc", EntryPoint = "Discord_Shutdown", CallingConvention = CallingConvention.Cdecl)]
public static extern void Shutdown();
[DllImport("discord-rpc", EntryPoint = "Discord_RunCallbacks", CallingConvention = CallingConvention.Cdecl)]
public static extern void RunCallbacks();
[DllImport("discord-rpc", EntryPoint = "Discord_UpdatePresence", CallingConvention = CallingConvention.Cdecl)]
private static extern void UpdatePresenceNative(ref RichPresenceStruct presence);
[DllImport("discord-rpc", EntryPoint = "Discord_ClearPresence", CallingConvention = CallingConvention.Cdecl)]
public static extern void ClearPresence();
[DllImport("discord-rpc", EntryPoint = "Discord_Respond", CallingConvention = CallingConvention.Cdecl)]
public static extern void Respond(string userId, Reply reply);
[DllImport("discord-rpc", EntryPoint = "Discord_UpdateHandlers", CallingConvention = CallingConvention.Cdecl)]
public static extern void UpdateHandlers(ref EventHandlers handlers);
public static void UpdatePresence(RichPresence presence)
{
var presencestruct = presence.GetStruct();
UpdatePresenceNative(ref presencestruct);
presence.FreeMem();
}
public class RichPresence
{
private RichPresenceStruct _presence;
private readonly List<IntPtr> _buffers = new List<IntPtr>(10);
public string state; /* max 128 bytes */
public string details; /* max 128 bytes */
public long startTimestamp;
public long endTimestamp;
public string largeImageKey; /* max 32 bytes */
public string largeImageText; /* max 128 bytes */
public string smallImageKey; /* max 32 bytes */
public string smallImageText; /* max 128 bytes */
public string partyId; /* max 128 bytes */
public int partySize;
public int partyMax;
public PartyPrivacy partyPrivacy;
public string matchSecret; /* max 128 bytes */
public string joinSecret; /* max 128 bytes */
public string spectateSecret; /* max 128 bytes */
public bool instance;
/// <summary>
/// Get the <see cref="RichPresenceStruct"/> reprensentation of this instance
/// </summary>
/// <returns><see cref="RichPresenceStruct"/> reprensentation of this instance</returns>
internal RichPresenceStruct GetStruct()
{
if (_buffers.Count > 0)
{
FreeMem();
}
_presence.state = StrToPtr(state);
_presence.details = StrToPtr(details);
_presence.startTimestamp = startTimestamp;
_presence.endTimestamp = endTimestamp;
_presence.largeImageKey = StrToPtr(largeImageKey);
_presence.largeImageText = StrToPtr(largeImageText);
_presence.smallImageKey = StrToPtr(smallImageKey);
_presence.smallImageText = StrToPtr(smallImageText);
_presence.partyId = StrToPtr(partyId);
_presence.partySize = partySize;
_presence.partyMax = partyMax;
_presence.partyPrivacy = (int)partyPrivacy;
_presence.matchSecret = StrToPtr(matchSecret);
_presence.joinSecret = StrToPtr(joinSecret);
_presence.spectateSecret = StrToPtr(spectateSecret);
_presence.instance = instance;
return _presence;
}
/// <summary>
/// Returns a pointer to a representation of the given string with a size of maxbytes
/// </summary>
/// <param name="input">String to convert</param>
/// <returns>Pointer to the UTF-8 representation of <see cref="input"/></returns>
private IntPtr StrToPtr(string input)
{
if (string.IsNullOrEmpty(input)) return IntPtr.Zero;
var convbytecnt = Encoding.UTF8.GetByteCount(input);
var buffer = Marshal.AllocHGlobal(convbytecnt + 1);
for (int i = 0; i < convbytecnt + 1; i++)
{
Marshal.WriteByte(buffer, i, 0);
}
_buffers.Add(buffer);
Marshal.Copy(Encoding.UTF8.GetBytes(input), 0, buffer, convbytecnt);
return buffer;
}
/// <summary>
/// Convert string to UTF-8 and add null termination
/// </summary>
/// <param name="toconv">string to convert</param>
/// <returns>UTF-8 representation of <see cref="toconv"/> with added null termination</returns>
private static string StrToUtf8NullTerm(string toconv)
{
var str = toconv.Trim();
var bytes = Encoding.Default.GetBytes(str);
if (bytes.Length > 0 && bytes[bytes.Length - 1] != 0)
{
str += "\0\0";
}
return Encoding.UTF8.GetString(Encoding.UTF8.GetBytes(str));
}
/// <summary>
/// Free the allocated memory for conversion to <see cref="RichPresenceStruct"/>
/// </summary>
internal void FreeMem()
{
for (var i = _buffers.Count - 1; i >= 0; i--)
{
Marshal.FreeHGlobal(_buffers[i]);
_buffers.RemoveAt(i);
}
}
}
}
@@ -0,0 +1,12 @@
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using UnityEditor;
using System.Diagnostics;
using System.IO;
[InitializeOnLoad]
public class ScriptBatch
{
static ScriptBatch()
{
EnsureDLL();
}
public static bool FileExists(string filename)
{
return new FileInfo(filename).Exists;
}
public static bool RunRpcBuildScript()
{
UnityEngine.Debug.Log("Try to run build script");
Process proc = new Process();
#if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
proc.StartInfo.UseShellExecute = false;
// brew installs cmake in /usr/local/bin, which Unity seems to strip from PATH?
string newPath = proc.StartInfo.EnvironmentVariables["PATH"] + ":/usr/local/bin";
proc.StartInfo.EnvironmentVariables["PATH"] = newPath;
#endif
proc.StartInfo.FileName = "python";
proc.StartInfo.Arguments = "build.py unity";
proc.StartInfo.WorkingDirectory = "../..";
proc.Start();
proc.WaitForExit();
return proc.ExitCode == 0;
}
public static void EnsureDLL()
{
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/x86/discord-rpc.dll", "Assets/Plugins/x86_64/discord-rpc.dll" };
string[] srcDlls = { "../../builds/install/win64-dynamic/bin/discord-rpc.dll", "../../builds/install/win64-dynamic/bin/discord-rpc.dll" };
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
string[] dstDirs = { "Assets/Plugins" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.bundle" };
string[] srcDlls = { "../../builds/install/osx-dynamic/lib/libdiscord-rpc.dylib" };
#else
string[] dstDirs = { "Assets/Plugins", "Assets/Plugins/x86", "Assets/Plugins/x86_64" };
string[] dstDlls = { "Assets/Plugins/discord-rpc.so" };
string[] srcDlls = { "../../builds/install/linux-dynamic/lib/libdiscord-rpc.so" };
#endif
Debug.Assert(dstDlls.Length == srcDlls.Length);
bool exists = true;
foreach (string fname in dstDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (exists)
{
return;
}
exists = true;
foreach (string fname in srcDlls)
{
if (!FileExists(fname))
{
exists = false;
break;
}
}
if (!exists)
{
if (!RunRpcBuildScript())
{
UnityEngine.Debug.LogError("Build failed");
return;
}
}
// make sure the dirs exist
foreach (string dirname in dstDirs)
{
Directory.CreateDirectory(dirname);
}
// Copy dlls
for (int i = 0; i < dstDlls.Length; ++i)
{
FileUtil.CopyFileOrDirectory(srcDlls[i], dstDlls[i]);
}
}
}
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particleRaycastBudget: 1024
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asyncUploadBufferSize: 4
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
- serializedVersion: 2
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pixelLightCount: 4
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shadowCascades: 4
shadowDistance: 150
shadowNearPlaneOffset: 3
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
vSyncCount: 1
lodBias: 2
maximumLODLevel: 0
particleRaycastBudget: 4096
asyncUploadTimeSlice: 2
asyncUploadBufferSize: 4
resolutionScalingFixedDPIFactor: 1
excludedTargetPlatforms: []
m_PerPlatformDefaultQuality:
Android: 2
Nintendo 3DS: 5
Nintendo Switch: 5
PS4: 5
PSM: 5
PSP2: 2
Samsung TV: 2
Standalone: 5
Tizen: 2
Web: 5
WebGL: 3
WiiU: 5
Windows Store Apps: 5
XboxOne: 5
iPhone: 2
tvOS: 2
@@ -0,0 +1,43 @@
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@@ -0,0 +1,34 @@
%YAML 1.1
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@@ -0,0 +1,4 @@
{
"dependencies": {
}
}
@@ -0,0 +1,21 @@
include_directories(${PROJECT_SOURCE_DIR}/include)
add_executable(
send-presence
MACOSX_BUNDLE
send-presence.c
)
set_target_properties(send-presence PROPERTIES
MACOSX_BUNDLE_BUNDLE_NAME "Send Presence"
MACOSX_BUNDLE_GUI_IDENTIFIER "com.discordapp.examples.send-presence"
)
target_link_libraries(send-presence discord-rpc)
install(
TARGETS send-presence
RUNTIME
DESTINATION "bin"
CONFIGURATIONS Release
BUNDLE
DESTINATION "bin"
CONFIGURATIONS Release
)
@@ -0,0 +1,206 @@
/*
This is a simple example in C of using the rich presence API asynchronously.
*/
#define _CRT_SECURE_NO_WARNINGS /* thanks Microsoft */
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "discord_rpc.h"
static const char* APPLICATION_ID = "345229890980937739";
static int FrustrationLevel = 0;
static int64_t StartTime;
static int SendPresence = 1;
static int prompt(char* line, size_t size)
{
int res;
char* nl;
printf("\n> ");
fflush(stdout);
res = fgets(line, (int)size, stdin) ? 1 : 0;
line[size - 1] = 0;
nl = strchr(line, '\n');
if (nl) {
*nl = 0;
}
return res;
}
static void updateDiscordPresence()
{
if (SendPresence) {
char buffer[256];
DiscordRichPresence discordPresence;
memset(&discordPresence, 0, sizeof(discordPresence));
discordPresence.state = "West of House";
sprintf(buffer, "Frustration level: %d", FrustrationLevel);
discordPresence.details = buffer;
discordPresence.startTimestamp = StartTime;
discordPresence.endTimestamp = time(0) + 5 * 60;
discordPresence.largeImageKey = "canary-large";
discordPresence.smallImageKey = "ptb-small";
discordPresence.partyId = "party1234";
discordPresence.partySize = 1;
discordPresence.partyMax = 6;
discordPresence.partyPrivacy = DISCORD_PARTY_PUBLIC;
discordPresence.matchSecret = "xyzzy";
discordPresence.joinSecret = "join";
discordPresence.spectateSecret = "look";
discordPresence.instance = 0;
Discord_UpdatePresence(&discordPresence);
}
else {
Discord_ClearPresence();
}
}
static void handleDiscordReady(const DiscordUser* connectedUser)
{
printf("\nDiscord: connected to user %s#%s - %s\n",
connectedUser->username,
connectedUser->discriminator,
connectedUser->userId);
}
static void handleDiscordDisconnected(int errcode, const char* message)
{
printf("\nDiscord: disconnected (%d: %s)\n", errcode, message);
}
static void handleDiscordError(int errcode, const char* message)
{
printf("\nDiscord: error (%d: %s)\n", errcode, message);
}
static void handleDiscordJoin(const char* secret)
{
printf("\nDiscord: join (%s)\n", secret);
}
static void handleDiscordSpectate(const char* secret)
{
printf("\nDiscord: spectate (%s)\n", secret);
}
static void handleDiscordJoinRequest(const DiscordUser* request)
{
int response = -1;
char yn[4];
printf("\nDiscord: join request from %s#%s - %s\n",
request->username,
request->discriminator,
request->userId);
do {
printf("Accept? (y/n)");
if (!prompt(yn, sizeof(yn))) {
break;
}
if (!yn[0]) {
continue;
}
if (yn[0] == 'y') {
response = DISCORD_REPLY_YES;
break;
}
if (yn[0] == 'n') {
response = DISCORD_REPLY_NO;
break;
}
} while (1);
if (response != -1) {
Discord_Respond(request->userId, response);
}
}
static void discordInit()
{
DiscordEventHandlers handlers;
memset(&handlers, 0, sizeof(handlers));
handlers.ready = handleDiscordReady;
handlers.disconnected = handleDiscordDisconnected;
handlers.errored = handleDiscordError;
handlers.joinGame = handleDiscordJoin;
handlers.spectateGame = handleDiscordSpectate;
handlers.joinRequest = handleDiscordJoinRequest;
Discord_Initialize(APPLICATION_ID, &handlers, 1, NULL);
}
static void gameLoop()
{
char line[512];
char* space;
StartTime = time(0);
printf("You are standing in an open field west of a white house.\n");
while (prompt(line, sizeof(line))) {
if (line[0]) {
if (line[0] == 'q') {
break;
}
if (line[0] == 't') {
printf("Shutting off Discord.\n");
Discord_Shutdown();
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();
continue;
}
if (time(NULL) & 1) {
printf("I don't understand that.\n");
}
else {
space = strchr(line, ' ');
if (space) {
*space = 0;
}
printf("I don't know the word \"%s\".\n", line);
}
++FrustrationLevel;
updateDiscordPresence();
}
#ifdef DISCORD_DISABLE_IO_THREAD
Discord_UpdateConnection();
#endif
Discord_RunCallbacks();
}
}
int main(int argc, char* argv[])
{
discordInit();
gameLoop();
Discord_Shutdown();
return 0;
}
@@ -0,0 +1,78 @@
# Visual Studio 2015 user specific files
.vs/
# Visual Studio 2015 database file
*.VC.db
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
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
@@ -0,0 +1,54 @@
[URL]
[/Script/HardwareTargeting.HardwareTargetingSettings]
TargetedHardwareClass=Desktop
AppliedTargetedHardwareClass=Desktop
DefaultGraphicsPerformance=Maximum
AppliedDefaultGraphicsPerformance=Maximum
[/Script/Engine.EndUserSettings]
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[/Script/Engine.PhysicsSettings]
DefaultGravityZ=-980.000000
DefaultTerminalVelocity=4000.000000
DefaultFluidFriction=0.300000
SimulateScratchMemorySize=262144
RagdollAggregateThreshold=4
TriangleMeshTriangleMinAreaThreshold=5.000000
bEnableAsyncScene=False
bEnableShapeSharing=False
bEnablePCM=False
bEnableStabilization=False
bWarnMissingLocks=True
bEnable2DPhysics=False
LockedAxis=Invalid
DefaultDegreesOfFreedom=Full3D
BounceThresholdVelocity=200.000000
FrictionCombineMode=Average
RestitutionCombineMode=Average
MaxAngularVelocity=3600.000000
MaxDepenetrationVelocity=0.000000
ContactOffsetMultiplier=0.010000
MinContactOffset=0.000100
MaxContactOffset=1.000000
bSimulateSkeletalMeshOnDedicatedServer=True
DefaultShapeComplexity=CTF_UseSimpleAndComplex
bDefaultHasComplexCollision=True
bSuppressFaceRemapTable=False
bSupportUVFromHitResults=False
bDisableActiveActors=False
bDisableCCD=False
MaxPhysicsDeltaTime=0.033333
bSubstepping=False
bSubsteppingAsync=False
MaxSubstepDeltaTime=0.016667
MaxSubsteps=6
SyncSceneSmoothingFactor=0.000000
AsyncSceneSmoothingFactor=0.990000
InitialAverageFrameRate=0.016667
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/ShowTheUILevel.ShowTheUILevel
GameDefaultMap=/Game/ShowTheUILevel.ShowTheUILevel
@@ -0,0 +1,7 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=E5977A24492699DF20B8ADBF736AF6C6
ProjectName=Discord RPC Example
CompanyName=Discord Inc.
Homepage="https://discordapp.com/"
CopyrightNotice=
@@ -0,0 +1,29 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Discord RPC",
"Description": "Wrap the Discord RPC library.",
"Category": "Messaging",
"CreatedBy": "Chris Marsh <chris@discordapp.com>",
"CreatedByURL": "https://discordapp.com/",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "DiscordRpc",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Linux",
"Mac"
]
}
]
}
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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
public DiscordRpc(ReadOnlyTargetRules Target) : base(Target)
#else
public DiscordRpc(TargetInfo Target)
#endif
{
Definitions.Add("DISCORD_DYNAMIC_LIB=1");
PublicIncludePaths.AddRange(
new string[] {
"DiscordRpc/Public"
}
);
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 +1,76 @@
// 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)
@@ -0,0 +1,172 @@
#include "DiscordRpcPrivatePCH.h"
#include "DiscordRpcBlueprint.h"
#include "discord_rpc.h"
DEFINE_LOG_CATEGORY(Discord)
static UDiscordRpc* self = nullptr;
static void ReadyHandler(const DiscordUser* connectedUser)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(connectedUser->userId);
ud.username = ANSI_TO_TCHAR(connectedUser->username);
ud.discriminator = ANSI_TO_TCHAR(connectedUser->discriminator);
ud.avatar = ANSI_TO_TCHAR(connectedUser->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord connected to %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->IsConnected = true;
self->OnConnected.Broadcast(ud);
}
}
static void DisconnectHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord disconnected (%d): %s"), errorCode, *msg);
if (self) {
self->IsConnected = false;
self->OnDisconnected.Broadcast(errorCode, msg);
}
}
static void ErroredHandler(int errorCode, const char* message)
{
auto msg = FString(message);
UE_LOG(Discord, Log, TEXT("Discord error (%d): %s"), errorCode, *msg);
if (self) {
self->OnErrored.Broadcast(errorCode, msg);
}
}
static void JoinGameHandler(const char* joinSecret)
{
auto secret = FString(joinSecret);
UE_LOG(Discord, Log, TEXT("Discord join %s"), *secret);
if (self) {
self->OnJoin.Broadcast(secret);
}
}
static void SpectateGameHandler(const char* spectateSecret)
{
auto secret = FString(spectateSecret);
UE_LOG(Discord, Log, TEXT("Discord spectate %s"), *secret);
if (self) {
self->OnSpectate.Broadcast(secret);
}
}
static void JoinRequestHandler(const DiscordUser* request)
{
FDiscordUserData ud;
ud.userId = ANSI_TO_TCHAR(request->userId);
ud.username = ANSI_TO_TCHAR(request->username);
ud.discriminator = ANSI_TO_TCHAR(request->discriminator);
ud.avatar = ANSI_TO_TCHAR(request->avatar);
UE_LOG(Discord,
Log,
TEXT("Discord join request from %s - %s#%s"),
*ud.userId,
*ud.username,
*ud.discriminator);
if (self) {
self->OnJoinRequest.Broadcast(ud);
}
}
void UDiscordRpc::Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId)
{
self = this;
IsConnected = false;
DiscordEventHandlers handlers{};
handlers.ready = ReadyHandler;
handlers.disconnected = DisconnectHandler;
handlers.errored = ErroredHandler;
if (OnJoin.IsBound()) {
handlers.joinGame = JoinGameHandler;
}
if (OnSpectate.IsBound()) {
handlers.spectateGame = SpectateGameHandler;
}
if (OnJoinRequest.IsBound()) {
handlers.joinRequest = JoinRequestHandler;
}
auto appId = StringCast<ANSICHAR>(*applicationId);
auto steamId = StringCast<ANSICHAR>(*optionalSteamId);
Discord_Initialize(
(const char*)appId.Get(), &handlers, autoRegister, (const char*)steamId.Get());
}
void UDiscordRpc::Shutdown()
{
Discord_Shutdown();
self = nullptr;
}
void UDiscordRpc::RunCallbacks()
{
Discord_RunCallbacks();
}
void UDiscordRpc::UpdatePresence()
{
DiscordRichPresence rp{};
auto state = StringCast<ANSICHAR>(*RichPresence.state);
rp.state = state.Get();
auto details = StringCast<ANSICHAR>(*RichPresence.details);
rp.details = details.Get();
auto largeImageKey = StringCast<ANSICHAR>(*RichPresence.largeImageKey);
rp.largeImageKey = largeImageKey.Get();
auto largeImageText = StringCast<ANSICHAR>(*RichPresence.largeImageText);
rp.largeImageText = largeImageText.Get();
auto smallImageKey = StringCast<ANSICHAR>(*RichPresence.smallImageKey);
rp.smallImageKey = smallImageKey.Get();
auto smallImageText = StringCast<ANSICHAR>(*RichPresence.smallImageText);
rp.smallImageText = smallImageText.Get();
auto partyId = StringCast<ANSICHAR>(*RichPresence.partyId);
rp.partyId = partyId.Get();
auto matchSecret = StringCast<ANSICHAR>(*RichPresence.matchSecret);
rp.matchSecret = matchSecret.Get();
auto joinSecret = StringCast<ANSICHAR>(*RichPresence.joinSecret);
rp.joinSecret = joinSecret.Get();
auto spectateSecret = StringCast<ANSICHAR>(*RichPresence.spectateSecret);
rp.spectateSecret = spectateSecret.Get();
rp.startTimestamp = RichPresence.startTimestamp;
rp.endTimestamp = RichPresence.endTimestamp;
rp.partySize = RichPresence.partySize;
rp.partyMax = RichPresence.partyMax;
rp.partyPrivacy = (int)RichPresence.partyPrivacy;
rp.instance = RichPresence.instance;
Discord_UpdatePresence(&rp);
}
void UDiscordRpc::ClearPresence()
{
Discord_ClearPresence();
}
void UDiscordRpc::Respond(const FString& userId, int reply)
{
UE_LOG(Discord, Log, TEXT("Responding %d to join request from %s"), reply, *userId);
FTCHARToUTF8 utf8_userid(*userId);
Discord_Respond(utf8_userid.Get(), reply);
}
@@ -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);
};
@@ -0,0 +1,181 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine.h"
#include "DiscordRpcBlueprint.generated.h"
// unreal's header tool hates clang-format
// clang-format off
/**
* Ask to join callback data
*/
USTRUCT(BlueprintType)
struct FDiscordUserData {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly)
FString userId;
UPROPERTY(BlueprintReadOnly)
FString username;
UPROPERTY(BlueprintReadOnly)
FString discriminator;
UPROPERTY(BlueprintReadOnly)
FString avatar;
};
/**
* Valid response codes for Respond function
*/
UENUM(BlueprintType)
enum class EDiscordJoinResponseCodes : uint8
{
DISCORD_REPLY_NO UMETA(DisplayName="No"),
DISCORD_REPLY_YES UMETA(DisplayName="Yes"),
DISCORD_REPLY_IGNORE UMETA(DisplayName="Ignore")
};
/**
* Valid party privacy values
*/
UENUM(BlueprintType)
enum class EDiscordPartyPrivacy: uint8
{
DISCORD_PARTY_PRIVATE UMETA(DisplayName="Private"),
DISCORD_PARTY_PUBLIC UMETA(DisplayName="Public")
};
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordConnected, const FDiscordUserData&, joinRequest);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoinRequest, const FDiscordUserData&, joinRequest);
// clang-format on
/**
* Rich presence data
*/
USTRUCT(BlueprintType)
struct FDiscordRichPresence {
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadWrite)
FString state;
UPROPERTY(BlueprintReadWrite)
FString details;
// todo, timestamps are 64bit, does that even matter?
UPROPERTY(BlueprintReadWrite)
int startTimestamp;
UPROPERTY(BlueprintReadWrite)
int endTimestamp;
UPROPERTY(BlueprintReadWrite)
FString largeImageKey;
UPROPERTY(BlueprintReadWrite)
FString largeImageText;
UPROPERTY(BlueprintReadWrite)
FString smallImageKey;
UPROPERTY(BlueprintReadWrite)
FString smallImageText;
UPROPERTY(BlueprintReadWrite)
FString partyId;
UPROPERTY(BlueprintReadWrite)
int partySize;
UPROPERTY(BlueprintReadWrite)
int partyMax;
UPROPERTY(BlueprintReadWrite)
EDiscordPartyPrivacy partyPrivacy;
UPROPERTY(BlueprintReadWrite)
FString matchSecret;
UPROPERTY(BlueprintReadWrite)
FString joinSecret;
UPROPERTY(BlueprintReadWrite)
FString spectateSecret;
UPROPERTY(BlueprintReadWrite)
bool instance;
};
/**
*
*/
UCLASS(BlueprintType, meta = (DisplayName = "Discord RPC"), Category = "Discord")
class DISCORDRPC_API UDiscordRpc : public UObject {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
Category = "Discord")
void Initialize(const FString& applicationId,
bool autoRegister,
const FString& optionalSteamId);
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
Category = "Discord")
void Shutdown();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"),
Category = "Discord")
void RunCallbacks();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Send presence", Keywords = "Discord rpc"),
Category = "Discord")
void UpdatePresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Clear presence", Keywords = "Discord rpc"),
Category = "Discord")
void ClearPresence();
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Respond to join request", Keywords = "Discord rpc"),
Category = "Discord")
void Respond(const FString& userId, int reply);
UPROPERTY(BlueprintReadOnly,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
Category = "Discord")
bool IsConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On connection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordConnected OnConnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordDisconnected OnDisconnected;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On error message", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordErrored OnErrored;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoin OnJoin;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordSpectate OnSpectate;
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord another user sends a join request",
Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoinRequest OnJoinRequest;
UPROPERTY(BlueprintReadWrite,
meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordRichPresence RichPresence;
};
@@ -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")));
}
}
}
@@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusTarget : TargetRules
{
public unrealstatusTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}
@@ -0,0 +1,23 @@
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class unrealstatus : ModuleRules
{
public unrealstatus(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
@@ -0,0 +1,6 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatus.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, unrealstatus, "unrealstatus");
@@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
@@ -0,0 +1,3 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatusGameModeBase.h"
@@ -0,0 +1,15 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "unrealstatusGameModeBase.generated.h"
/**
*
*/
UCLASS()
class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase {
GENERATED_BODY()
};
@@ -0,0 +1,14 @@
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class unrealstatusEditorTarget : TargetRules
{
public unrealstatusEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
ExtraModuleNames.AddRange( new string[] { "unrealstatus" } );
}
}
@@ -0,0 +1,19 @@
{
"FileVersion": 3,
"EngineAssociation": "4.18",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "unrealstatus",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"TargetPlatforms": [
"LinuxNoEditor",
"MacNoEditor",
"WindowsNoEditor",
"AllDesktop"
]
}
+26
View File
@@ -0,0 +1,26 @@
#pragma once
#if defined(DISCORD_DYNAMIC_LIB)
#if defined(_WIN32)
#if defined(DISCORD_BUILDING_SDK)
#define DISCORD_EXPORT __declspec(dllexport)
#else
#define DISCORD_EXPORT __declspec(dllimport)
#endif
#else
#define DISCORD_EXPORT __attribute__((visibility("default")))
#endif
#else
#define DISCORD_EXPORT
#endif
#ifdef __cplusplus
extern "C" {
#endif
DISCORD_EXPORT void Discord_Register(const char* applicationId, const char* command);
DISCORD_EXPORT void Discord_RegisterSteamGame(const char* applicationId, const char* steamId);
#ifdef __cplusplus
}
#endif
+90
View File
@@ -0,0 +1,90 @@
#pragma once
#include <stdint.h>
// clang-format off
#if defined(DISCORD_DYNAMIC_LIB)
# if defined(_WIN32)
# if defined(DISCORD_BUILDING_SDK)
# define DISCORD_EXPORT __declspec(dllexport)
# else
# define DISCORD_EXPORT __declspec(dllimport)
# endif
# else
# define DISCORD_EXPORT __attribute__((visibility("default")))
# endif
#else
# define DISCORD_EXPORT
#endif
// clang-format on
#ifdef __cplusplus
extern "C" {
#endif
typedef struct DiscordRichPresence {
const char* state; /* max 128 bytes */
const char* details; /* max 128 bytes */
int64_t startTimestamp;
int64_t endTimestamp;
const char* largeImageKey; /* max 32 bytes */
const char* largeImageText; /* max 128 bytes */
const char* smallImageKey; /* max 32 bytes */
const char* smallImageText; /* max 128 bytes */
const char* partyId; /* max 128 bytes */
int partySize;
int partyMax;
int partyPrivacy;
const char* matchSecret; /* max 128 bytes */
const char* joinSecret; /* max 128 bytes */
const char* spectateSecret; /* max 128 bytes */
int8_t instance;
} DiscordRichPresence;
typedef struct DiscordUser {
const char* userId;
const char* username;
const char* discriminator;
const char* avatar;
} DiscordUser;
typedef struct DiscordEventHandlers {
void (*ready)(const DiscordUser* request);
void (*disconnected)(int errorCode, const char* message);
void (*errored)(int errorCode, const char* message);
void (*joinGame)(const char* joinSecret);
void (*spectateGame)(const char* spectateSecret);
void (*joinRequest)(const DiscordUser* request);
} DiscordEventHandlers;
#define DISCORD_REPLY_NO 0
#define DISCORD_REPLY_YES 1
#define DISCORD_REPLY_IGNORE 2
#define DISCORD_PARTY_PRIVATE 0
#define DISCORD_PARTY_PUBLIC 1
DISCORD_EXPORT void Discord_Initialize(const char* applicationId,
DiscordEventHandlers* handlers,
int autoRegister,
const char* optionalSteamId);
DISCORD_EXPORT void Discord_Shutdown(void);
/* checks for incoming messages, dispatches callbacks */
DISCORD_EXPORT void Discord_RunCallbacks(void);
/* If you disable the lib starting its own io thread, you'll need to call this from your own */
#ifdef DISCORD_DISABLE_IO_THREAD
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);
DISCORD_EXPORT void Discord_UpdateHandlers(DiscordEventHandlers* handlers);
#ifdef __cplusplus
} /* extern "C" */
#endif
+147
View File
@@ -0,0 +1,147 @@
include_directories(${PROJECT_SOURCE_DIR}/include)
option(ENABLE_IO_THREAD "Start up a separate I/O thread, otherwise I'd need to call an update function" ON)
option(USE_STATIC_CRT "Use /MT[d] for dynamic library" OFF)
option(WARNINGS_AS_ERRORS "When enabled, compiles with `-Werror` (on *nix platforms)." OFF)
set(CMAKE_CXX_STANDARD 14)
set(BASE_RPC_SRC
${PROJECT_SOURCE_DIR}/include/discord_rpc.h
discord_rpc.cpp
${PROJECT_SOURCE_DIR}/include/discord_register.h
rpc_connection.h
rpc_connection.cpp
serialization.h
serialization.cpp
connection.h
backoff.h
msg_queue.h
)
if (${BUILD_SHARED_LIBS})
if(WIN32)
set(BASE_RPC_SRC ${BASE_RPC_SRC} dllmain.cpp)
endif(WIN32)
endif(${BUILD_SHARED_LIBS})
if(WIN32)
add_definitions(-DDISCORD_WINDOWS)
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_win.cpp discord_register_win.cpp)
add_library(discord-rpc ${BASE_RPC_SRC})
if (MSVC)
if(USE_STATIC_CRT)
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
/Wall
/wd4100 # unreferenced formal parameter
/wd4514 # unreferenced inline
/wd4625 # copy constructor deleted
/wd5026 # move constructor deleted
/wd4626 # move assignment operator deleted
/wd4668 # not defined preprocessor macro
/wd4710 # function not inlined
/wd4711 # function was inlined
/wd4820 # structure padding
/wd4946 # reinterpret_cast used between related classes
/wd5027 # move assignment operator was implicitly defined as deleted
)
endif(MSVC)
target_link_libraries(discord-rpc PRIVATE psapi advapi32)
endif(WIN32)
if(UNIX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} connection_unix.cpp)
if (APPLE)
add_definitions(-DDISCORD_OSX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_osx.m)
else (APPLE)
add_definitions(-DDISCORD_LINUX)
set(BASE_RPC_SRC ${BASE_RPC_SRC} discord_register_linux.cpp)
endif(APPLE)
add_library(discord-rpc ${BASE_RPC_SRC})
target_link_libraries(discord-rpc PUBLIC pthread)
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit, -mmacosx-version-min=10.10")
endif (APPLE)
target_compile_options(discord-rpc PRIVATE
-g
-Wall
-Wextra
-Wpedantic
)
if (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE -Werror)
endif (${WARNINGS_AS_ERRORS})
target_compile_options(discord-rpc PRIVATE
-Wno-unknown-pragmas # pragma push thing doesn't work on clang
-Wno-old-style-cast # it's fine
-Wno-c++98-compat # that was almost 2 decades ago
-Wno-c++98-compat-pedantic
-Wno-missing-noreturn
-Wno-padded # structure padding
-Wno-covered-switch-default
-Wno-exit-time-destructors # not sure about these
-Wno-global-constructors
)
if (${BUILD_SHARED_LIBS})
target_compile_options(discord-rpc PRIVATE -fPIC)
endif (${BUILD_SHARED_LIBS})
if (APPLE)
target_link_libraries(discord-rpc PRIVATE "-framework AppKit")
endif (APPLE)
endif(UNIX)
target_include_directories(discord-rpc PRIVATE ${RAPIDJSON}/include)
if (NOT ${ENABLE_IO_THREAD})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DISABLE_IO_THREAD)
endif (NOT ${ENABLE_IO_THREAD})
if (${BUILD_SHARED_LIBS})
target_compile_definitions(discord-rpc PUBLIC -DDISCORD_DYNAMIC_LIB)
target_compile_definitions(discord-rpc PRIVATE -DDISCORD_BUILDING_SDK)
endif(${BUILD_SHARED_LIBS})
if (CLANG_FORMAT_CMD)
add_dependencies(discord-rpc clangformat)
endif(CLANG_FORMAT_CMD)
# install
install(
TARGETS discord-rpc
EXPORT "discord-rpc"
RUNTIME
DESTINATION "${CMAKE_INSTALL_BINDIR}"
LIBRARY
DESTINATION "${CMAKE_INSTALL_LIBDIR}"
ARCHIVE
DESTINATION "${CMAKE_INSTALL_LIBDIR}"
INCLUDES
DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}"
)
install(
FILES
"../include/discord_rpc.h"
"../include/discord_register.h"
DESTINATION "include"
)
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include <algorithm>
#include <random>
#include <stdint.h>
#include <time.h>
struct Backoff {
int64_t minAmount;
int64_t maxAmount;
int64_t current;
int fails;
std::mt19937_64 randGenerator;
std::uniform_real_distribution<> randDistribution;
double rand01() { return randDistribution(randGenerator); }
Backoff(int64_t min, int64_t max)
: minAmount(min)
, maxAmount(max)
, current(min)
, fails(0)
, randGenerator((uint64_t)time(0))
{
}
void reset()
{
fails = 0;
current = minAmount;
}
int64_t nextDelay()
{
++fails;
int64_t delay = (int64_t)((double)current * 2.0 * rand01());
current = std::min(current + delay, maxAmount);
return current;
}
};
+19
View File
@@ -0,0 +1,19 @@
#pragma once
// This is to wrap the platform specific kinds of connect/read/write.
#include <stdint.h>
#include <stdlib.h>
// not really connectiony, but need per-platform
int GetProcessId();
struct BaseConnection {
static BaseConnection* Create();
static void Destroy(BaseConnection*&);
bool isOpen{false};
bool Open();
bool Close();
bool Write(const void* data, size_t length);
bool Read(void* data, size_t length);
};
+125
View File
@@ -0,0 +1,125 @@
#include "connection.h"
#include <errno.h>
#include <fcntl.h>
#include <stdio.h>
#include <string.h>
#include <sys/socket.h>
#include <sys/types.h>
#include <sys/un.h>
#include <unistd.h>
int GetProcessId()
{
return ::getpid();
}
struct BaseConnectionUnix : public BaseConnection {
int sock{-1};
};
static BaseConnectionUnix Connection;
static sockaddr_un PipeAddr{};
#ifdef MSG_NOSIGNAL
static int MsgFlags = MSG_NOSIGNAL;
#else
static int MsgFlags = 0;
#endif
static const char* GetTempPath()
{
const char* temp = getenv("XDG_RUNTIME_DIR");
temp = temp ? temp : getenv("TMPDIR");
temp = temp ? temp : getenv("TMP");
temp = temp ? temp : getenv("TEMP");
temp = temp ? temp : "/tmp";
return temp;
}
/*static*/ BaseConnection* BaseConnection::Create()
{
PipeAddr.sun_family = AF_UNIX;
return &Connection;
}
/*static*/ void BaseConnection::Destroy(BaseConnection*& c)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(c);
self->Close();
c = nullptr;
}
bool BaseConnection::Open()
{
const char* tempPath = GetTempPath();
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
self->sock = socket(AF_UNIX, SOCK_STREAM, 0);
if (self->sock == -1) {
return false;
}
fcntl(self->sock, F_SETFL, O_NONBLOCK);
#ifdef SO_NOSIGPIPE
int optval = 1;
setsockopt(self->sock, SOL_SOCKET, SO_NOSIGPIPE, &optval, sizeof(optval));
#endif
for (int pipeNum = 0; pipeNum < 10; ++pipeNum) {
snprintf(
PipeAddr.sun_path, sizeof(PipeAddr.sun_path), "%s/discord-ipc-%d", tempPath, pipeNum);
int err = connect(self->sock, (const sockaddr*)&PipeAddr, sizeof(PipeAddr));
if (err == 0) {
self->isOpen = true;
return true;
}
}
self->Close();
return false;
}
bool BaseConnection::Close()
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
close(self->sock);
self->sock = -1;
self->isOpen = false;
return true;
}
bool BaseConnection::Write(const void* data, size_t length)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
ssize_t sentBytes = send(self->sock, data, length, MsgFlags);
if (sentBytes < 0) {
Close();
}
return sentBytes == (ssize_t)length;
}
bool BaseConnection::Read(void* data, size_t length)
{
auto self = reinterpret_cast<BaseConnectionUnix*>(this);
if (self->sock == -1) {
return false;
}
int res = (int)recv(self->sock, data, length, MsgFlags);
if (res < 0) {
if (errno == EAGAIN) {
return false;
}
Close();
}
else if (res == 0) {
Close();
}
return res == (int)length;
}
+128
View File
@@ -0,0 +1,128 @@
#include "connection.h"
#define WIN32_LEAN_AND_MEAN
#define NOMCX
#define NOSERVICE
#define NOIME
#include <assert.h>
#include <windows.h>
int GetProcessId()
{
return (int)::GetCurrentProcessId();
}
struct BaseConnectionWin : public BaseConnection {
HANDLE pipe{INVALID_HANDLE_VALUE};
};
static BaseConnectionWin Connection;
/*static*/ BaseConnection* BaseConnection::Create()
{
return &Connection;
}
/*static*/ void BaseConnection::Destroy(BaseConnection*& c)
{
auto self = reinterpret_cast<BaseConnectionWin*>(c);
self->Close();
c = nullptr;
}
bool BaseConnection::Open()
{
wchar_t pipeName[]{L"\\\\?\\pipe\\discord-ipc-0"};
const size_t pipeDigit = sizeof(pipeName) / sizeof(wchar_t) - 2;
pipeName[pipeDigit] = L'0';
auto self = reinterpret_cast<BaseConnectionWin*>(this);
for (;;) {
self->pipe = ::CreateFileW(
pipeName, GENERIC_READ | GENERIC_WRITE, 0, nullptr, OPEN_EXISTING, 0, nullptr);
if (self->pipe != INVALID_HANDLE_VALUE) {
self->isOpen = true;
return true;
}
auto lastError = GetLastError();
if (lastError == ERROR_FILE_NOT_FOUND) {
if (pipeName[pipeDigit] < L'9') {
pipeName[pipeDigit]++;
continue;
}
}
else if (lastError == ERROR_PIPE_BUSY) {
if (!WaitNamedPipeW(pipeName, 10000)) {
return false;
}
continue;
}
return false;
}
}
bool BaseConnection::Close()
{
auto self = reinterpret_cast<BaseConnectionWin*>(this);
::CloseHandle(self->pipe);
self->pipe = INVALID_HANDLE_VALUE;
self->isOpen = false;
return true;
}
bool BaseConnection::Write(const void* data, size_t length)
{
if (length == 0) {
return true;
}
auto self = reinterpret_cast<BaseConnectionWin*>(this);
assert(self);
if (!self) {
return false;
}
if (self->pipe == INVALID_HANDLE_VALUE) {
return false;
}
assert(data);
if (!data) {
return false;
}
const DWORD bytesLength = (DWORD)length;
DWORD bytesWritten = 0;
return ::WriteFile(self->pipe, data, bytesLength, &bytesWritten, nullptr) == TRUE &&
bytesWritten == bytesLength;
}
bool BaseConnection::Read(void* data, size_t length)
{
assert(data);
if (!data) {
return false;
}
auto self = reinterpret_cast<BaseConnectionWin*>(this);
assert(self);
if (!self) {
return false;
}
if (self->pipe == INVALID_HANDLE_VALUE) {
return false;
}
DWORD bytesAvailable = 0;
if (::PeekNamedPipe(self->pipe, nullptr, 0, nullptr, &bytesAvailable, nullptr)) {
if (bytesAvailable >= length) {
DWORD bytesToRead = (DWORD)length;
DWORD bytesRead = 0;
if (::ReadFile(self->pipe, data, bytesToRead, &bytesRead, nullptr) == TRUE) {
assert(bytesToRead == bytesRead);
return true;
}
else {
Close();
}
}
}
else {
Close();
}
return false;
}

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