imagekey with RDB Localization
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801aa13623
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@ -3355,6 +3355,7 @@ Good Name=Mario Party (U)
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Internal Name=MarioParty
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Status=Compatible
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Counter Factor=1
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RPC Key=mp1-u
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[82380387-DFC744D9-C:50]
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Good Name=Mario Party 2 (E) (M5)
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@ -3373,6 +3374,7 @@ Good Name=Mario Party 2 (U)
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Internal Name=MarioParty2
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Status=Compatible
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Counter Factor=1
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RPC Key=mp2-u
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[C5674160-0F5F453C-C:50]
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Good Name=Mario Party 3 (E) (M4)
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@ -3394,6 +3396,7 @@ Internal Name=MarioParty3
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Status=Compatible
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Counter Factor=1
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Save Type=16kbit Eeprom
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RPC Key=mp3-u
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[3BA7CDDC-464E52A0-C:4A]
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Good Name=Mario Story (J)
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@ -153,6 +153,7 @@ void CSettings::AddHowToHandleSetting(const char * BaseDirectory)
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AddHandler(Default_RandomizeSIPIInterrupts, new CSettingTypeApplication("Defaults", "Randomize SI/PI Interrupts", true));
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AddHandler(Rdb_GoodName, new CSettingTypeRomDatabase("Good Name", Game_GameName));
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AddHandler(Rdb_RPCKey, new CSettingTypeRomDatabase("RPC Key", Game_RPCKey));
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AddHandler(Rdb_SaveChip, new CSettingTypeRDBSaveChip("Save Type", (uint32_t)SaveChip_Auto));
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#ifdef _DEBUG
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AddHandler(Rdb_CpuType, new CSettingTypeRDBCpuType("CPU Type", CPU_SyncCores));
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@ -119,6 +119,7 @@ enum SettingID
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Rdb_CRC_Recalc,
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Rdb_UnalignedDMA,
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Rdb_RandomizeSIPIInterrupts,
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Rdb_RPCKey,
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//Individual Game Settings
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Game_IniKey,
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@ -176,6 +177,7 @@ enum SettingID
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Game_FullSpeed,
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Game_UnalignedDMA,
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Game_RandomizeSIPIInterrupts,
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Game_RPCKey,
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// General Game running info
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GameRunning_LoadingInProgress,
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@ -38,8 +38,8 @@ void CDiscord::Update(bool bHaveGame)
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//keyState uses the Header of the rom to easily add game pictures through the discord developer panel using the ID above
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char szState[256];
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char keyState[256];
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sprintf(szState, "Playing %s", g_Settings->LoadStringVal(Rdb_GoodName).c_str()); //rdb_GoodName in a variable for use later
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sprintf(keyState, "%s", g_Settings->LoadStringVal(Game_GameName).c_str()); //Rom Header in a variable for use later
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sprintf(szState, "%s", g_Settings->LoadStringVal(Rdb_GoodName).c_str()); //rdb_GoodName in a variable for use later
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sprintf(keyState, "%s", g_Settings->LoadStringVal(Rdb_RPCKey).c_str()); //Game Image Key in a variable for use later
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//Load Game Into DiscordRPC
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DiscordRichPresence discordPresence = {}; //activates DiscordRPC
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@ -56,7 +56,7 @@ void CDiscord::Update(bool bHaveGame)
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discordPresence.largeImageText = szState; //sets the RDB_GoodName Variable as the large image text
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//Large Image File Name over DiscordRPC
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discordPresence.largeImageText = keyState; //sets the Rom Header Variable as the large image key (the file you upload to discord)
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discordPresence.largeImageKey = keyState; //sets the Rom Header Variable as the large image key (the file you upload to discord)
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//Small Image over DiscordRPC
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discordPresence.smallImageKey = "icon"; //Project 64 Logo in bottom right corner
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@ -69,7 +69,7 @@ void CDiscord::Update(bool bHaveGame)
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//Show when you are not playing a game over DiscordRPC.
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// This is not perfect due to Project64's method of loading
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// ROM's into the filesystem before emulation starts.
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sprintf(szState, "Not in-game"); //shows "Not in-game" on the active DiscordRPC text
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discordPresence.details = "Not in-game"; //shows "Not in-game" on the active DiscordRPC text
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discordPresence.largeImageKey = "icon"; //Shows the Project64 logo on the large image box
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discordPresence.largeImageText = "Project64"; //Name of the Project64 Logo
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discordPresence.smallImageKey = NULL; //Safety Measure to force unload the smallImageKey
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