1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-27 14:26:01 +00:00
Ryujinx/src/Ryujinx.UI.Common/DiscordIntegrationModule.cs

130 lines
4.2 KiB
C#
Raw Normal View History

using DiscordRPC;
using Ryujinx.Common;
using Ryujinx.UI.Common.Configuration;
using System.Text;
namespace Ryujinx.UI.Common
{
Avalonia UI - Part 1 (#3270) * avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 12:30:15 +01:00
public static class DiscordIntegrationModule
{
private const string Description = "A simple, experimental Nintendo Switch emulator.";
2024-03-16 18:41:38 +00:00
private const string ApplicationId = "1216775165866807456";
private const int ApplicationByteLimit = 128;
private const string Ellipsis = "…";
private static DiscordRpcClient _discordClient;
private static RichPresence _discordPresenceMain;
public static void Initialize()
{
_discordPresenceMain = new RichPresence
{
Assets = new Assets
{
LargeImageKey = "ryujinx",
LargeImageText = Description,
},
Details = "Main Menu",
State = "Idling",
Timestamps = Timestamps.Now,
2024-03-16 18:41:38 +00:00
Buttons =
[
new Button
{
Label = "Website",
2024-03-16 18:41:38 +00:00
Url = "https://ryujinx.org/",
},
2024-03-16 18:41:38 +00:00
],
};
ConfigurationState.Instance.EnableDiscordIntegration.Event += Update;
}
private static void Update(object sender, ReactiveEventArgs<bool> evnt)
{
if (evnt.OldValue != evnt.NewValue)
{
// If the integration was active, disable it and unload everything
if (evnt.OldValue)
{
_discordClient?.Dispose();
_discordClient = null;
}
// If we need to activate it and the client isn't active, initialize it
if (evnt.NewValue && _discordClient == null)
{
2024-03-16 18:41:38 +00:00
_discordClient = new DiscordRpcClient(ApplicationId);
_discordClient.Initialize();
_discordClient.SetPresence(_discordPresenceMain);
}
}
}
public static void SwitchToPlayingState(string titleId, string applicationName)
{
_discordClient?.SetPresence(new RichPresence
{
Assets = new Assets
{
LargeImageKey = "game",
LargeImageText = TruncateToByteLength(applicationName, ApplicationByteLimit),
SmallImageKey = "ryujinx",
SmallImageText = Description,
},
Details = TruncateToByteLength($"Playing {applicationName}", ApplicationByteLimit),
State = (titleId == "0000000000000000") ? "Homebrew" : titleId.ToUpper(),
Timestamps = Timestamps.Now,
2024-03-16 18:41:38 +00:00
Buttons =
[
new Button
{
Label = "Website",
Url = "https://ryujinx.org/",
},
2024-03-16 18:41:38 +00:00
],
});
}
public static void SwitchToMainMenu()
{
_discordClient?.SetPresence(_discordPresenceMain);
}
private static string TruncateToByteLength(string input, int byteLimit)
{
if (Encoding.UTF8.GetByteCount(input) <= byteLimit)
{
return input;
}
// Find the length to trim the string to guarantee we have space for the trailing ellipsis.
int trimLimit = byteLimit - Encoding.UTF8.GetByteCount(Ellipsis);
// Make sure the string is long enough to perform the basic trim.
// Amount of bytes != Length of the string
if (input.Length > trimLimit)
{
// Basic trim to best case scenario of 1 byte characters.
input = input[..trimLimit];
}
while (Encoding.UTF8.GetByteCount(input) > trimLimit)
{
// Remove one character from the end of the string at a time.
input = input[..^1];
}
return input.TrimEnd() + Ellipsis;
}
public static void Exit()
{
_discordClient?.Dispose();
}
}
}