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README.md
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README.md
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# Discord RPC
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# Discord RPC
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This is a lib and quick demos that implement the very minimal subset to show current status, and
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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.
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have callbacks for where a more complete game would do more things. You can use the lib directly
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if you like, or use it as a guide to writing your own if it doesn't suit your game as is.
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PRs/feedback welcome if you have an improvement everyone might want, or can describe how this
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Included here are some quick demos that implement the very minimal subset to show current status, and
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doesn't meet your needs.
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have callbacks for where a more complete game would do more things (joining, spectating, etc).
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## Documentation
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## Documentation
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The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/topics/rich-presence)!
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The most up to date documentation for Rich Presence can always be found in our [developer site](https://discordapp.com/developers/docs/topics/rich-presence)!
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## Usage
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## Basic Usage
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Zeroith, you should be set up to build things because you are a game developer, right?
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Zeroith, you should be set up to build things because you are a game developer, right?
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First, head on over to the [Discord developers site](https://discordapp.com/developers/applications/me)
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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.
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and make yourself an app. Keep track of `Client ID` -- you'll need it here to pass to the init
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function.
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### From package
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### From package
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Download a release package, extract it, add `/include` to your compile includes, `/lib` to your
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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.
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linker paths, and link with `discord-rpc`.
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Note that the release packages were compiled using Visual Studio 2015, so the [Visual C++ Redistributable for VS2015](https://www.microsoft.com/en-us/download/details.aspx?id=48145) will be a requirement for your game. If you wish to avoid this dependency, you should compile the libraries yourself using whatever dependencies are already in your game.
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### From repo
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### From repo
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There's a [CMake](https://cmake.org/download/) file that should be able to generate the lib for
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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:
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you; I use it like this:
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```sh
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```sh
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cd <path to discord-rpc>
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cd <path to discord-rpc>
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mkdir build
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mkdir build
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cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
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cmake .. -DCMAKE_INSTALL_PREFIX=<path to install discord-rpc to>
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cmake --build . --config Release --target install
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cmake --build . --config Release --target install
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```
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```
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Sometimes I use the generated project files. There are a couple of CMake options you might care about:
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There is a wrapper build script `build.py` that runs `cmake` with a few different options.
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Usually, I run `build.py` to get things started, then use the generated project files as I work on things.
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There are some CMake options you might care about:
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| flag | default | does |
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| flag | default | does |
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|------|---------|------|
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|------|---------|------|
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| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself.
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| `ENABLE_IO_THREAD` | `ON` | When enabled, we start up a thread to do io processing, if disabled you should call `Discord_UpdateConnection` yourself.
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| `USE_STATIC_CRT` | `OFF` | (Windows) Enable to statically link the CRT, avoiding requiring users install the redistributable package. (The prebuilt binaries enable this option)
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| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL
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| [`BUILD_SHARED_LIBS`](https://cmake.org/cmake/help/v3.7/variable/BUILD_SHARED_LIBS.html) | `OFF` | Build library as a DLL
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You can also try the `build.py` script for an easy compile for whatever OS you are on.
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## Continuous Builds
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Why do we have three of these? Three times the fun!
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| CI | badge |
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|----|-------|
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| TravisCI | [![Build status](https://travis-ci.org/discordapp/discord-rpc.svg?branch=master)](https://travis-ci.org/discordapp/discord-rpc)
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| AppVeyor | [![Build status](https://ci.appveyor.com/api/projects/status/qvkoc0w1c4f4b8tj?svg=true)](https://ci.appveyor.com/project/crmarsh/discord-rpc)
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| Buildkite (internal) | [![Build status](https://badge.buildkite.com/e103d79d247f6776605a15246352a04b8fd83d69211b836111.svg)](https://buildkite.com/discord/discord-rpc)
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## Sample: send-presence
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## Sample: send-presence
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This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence
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This is a text adventure "game" that inits/deinits the connection to Discord, and sends a presence update on each command.
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update on each command.
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## Sample: button-clicker
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## Sample: button-clicker
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This is a sample [Unity](https://unity3d.com/) project that wraps a DLL version of the library, and
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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.
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sends presence updates when you click on a button.
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## Sample: unrealstatus
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## Sample: unrealstatus
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This is a sample [Unreal](https://www.unrealengine.com) project that wraps the DLL version of the
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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.
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library with an Unreal plugin, exposes a blueprint class for interacting with it, and uses that to
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make a very simple UI.
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