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https://github.com/yuzu-emu/discord-rpc.git
synced 2024-12-22 18:25:31 +00:00
autoformat missed these before?
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@ -9,37 +9,42 @@
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void FdiscordrpcModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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// This code will execute after your module is loaded into memory; the exact timing is specified
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// in the .uplugin file per-module
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// Get the base directory of this plugin
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FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
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// Get the base directory of this plugin
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FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
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// Add on the relative location of the third party dll and load it
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FString LibraryPath;
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// Add on the relative location of the third party dll and load it
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FString LibraryPath;
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#if PLATFORM_WINDOWS
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LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
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LibraryPath = FPaths::Combine(
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*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
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#elif PLATFORM_MAC
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LibraryPath = FPaths::Combine(*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
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LibraryPath = FPaths::Combine(
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*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
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#endif // PLATFORM_WINDOWS
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DiscordLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
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DiscordLibraryHandle =
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!LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
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if (!DiscordLibraryHandle)
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{
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FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
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}
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if (!DiscordLibraryHandle) {
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FMessageDialog::Open(
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EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
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}
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}
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void FdiscordrpcModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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// This function may be called during shutdown to clean up your module. For modules that
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// support dynamic reloading,
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// we call this function before unloading the module.
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// Free the dll handle
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FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
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DiscordLibraryHandle = nullptr;
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// Free the dll handle
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FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
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DiscordLibraryHandle = nullptr;
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FdiscordrpcModule, discordrpc)
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@ -9,8 +9,16 @@
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DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected,
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int,
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errorCode,
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const FString&,
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errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored,
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int,
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errorCode,
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const FString&,
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errorMessage);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
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@ -55,45 +63,65 @@ struct FDiscordRichPresence {
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};
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/**
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*
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*
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*/
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UCLASS(BlueprintType, meta = (DisplayName = "Discord RPC"), Category = "Discord")
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class DISCORDRPC_API UDiscordRpc : public UObject
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{
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class DISCORDRPC_API UDiscordRpc : public UObject {
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"), Category = "Discord")
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UFUNCTION(BlueprintCallable,
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meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
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Category = "Discord")
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void Initialize(const FString& applicationId, bool autoRegister);
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"), Category = "Discord")
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UFUNCTION(BlueprintCallable,
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meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
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Category = "Discord")
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void Shutdown();
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"), Category = "Discord")
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UFUNCTION(BlueprintCallable,
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meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"),
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Category = "Discord")
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void RunCallbacks();
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UFUNCTION(BlueprintCallable, meta = (DisplayName = "Send presence", Keywords = "Discord rpc"), Category = "Discord")
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UFUNCTION(BlueprintCallable,
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meta = (DisplayName = "Send presence", Keywords = "Discord rpc"),
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Category = "Discord")
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void UpdatePresence();
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UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintReadOnly,
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meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
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Category = "Discord")
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bool IsConnected;
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On connection", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintAssignable,
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meta = (DisplayName = "On connection", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordConnected OnConnected;
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintAssignable,
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meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordDisconnected OnDisconnected;
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On error message", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintAssignable,
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meta = (DisplayName = "On error message", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordErrored OnErrored;
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintAssignable,
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meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordJoin OnJoin;
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UPROPERTY(BlueprintAssignable, meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintAssignable,
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meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordSpectate OnSpectate;
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UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"), Category = "Discord")
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UPROPERTY(BlueprintReadWrite,
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meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
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Category = "Discord")
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FDiscordRichPresence RichPresence;
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};
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@ -4,15 +4,13 @@
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#include "ModuleManager.h"
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class FdiscordrpcModule : public IModuleInterface
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{
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class FdiscordrpcModule : public IModuleInterface {
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public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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/** Handle to the test dll we will load */
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void* DiscordLibraryHandle;
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/** Handle to the test dll we will load */
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void* DiscordLibraryHandle;
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};
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#include "unrealstatus.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, unrealstatus, "unrealstatus" );
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IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, unrealstatus, "unrealstatus");
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#pragma once
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#include "CoreMinimal.h"
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@ -1,7 +1,3 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "unrealstatusGameModeBase.h"
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#include "unrealstatusGameModeBase.generated.h"
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/**
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*
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*
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*/
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UCLASS()
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class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase
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{
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GENERATED_BODY()
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class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase {
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GENERATED_BODY()
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};
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