gaim/gaim

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2019-09-10, convert-repo
6951185baedb
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/*
* gaim
*
* Gaim is the legal property of its developers, whose names are too numerous
* to list here. Please refer to the COPYRIGHT file distributed with this
* source distribution.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "internal.h"
#include "blist.h"
#include "prefs.h"
#include "sound.h"
static GaimSoundUiOps *sound_ui_ops = NULL;
void
gaim_sound_play_file(const char *filename, const GaimAccount *account)
{
GaimStatus *status;
if ((account != NULL) && (!gaim_prefs_get_bool("/core/sound/while_away")))
{
status = gaim_account_get_active_status(account);
if (gaim_status_is_online(status) && !gaim_status_is_available(status))
return;
}
if(sound_ui_ops && sound_ui_ops->play_file)
sound_ui_ops->play_file(filename);
}
void
gaim_sound_play_event(GaimSoundEventID event, const GaimAccount *account)
{
GaimStatus *status;
if ((account != NULL) &&
(!gaim_prefs_get_bool("/core/sound/while_away")))
{
status = gaim_account_get_active_status(account);
if (gaim_status_is_online(status) &&
!gaim_status_is_available(status))
return;
}
if(sound_ui_ops && sound_ui_ops->play_event) {
int plugin_return;
plugin_return = GPOINTER_TO_INT(gaim_signal_emit_return_1(
gaim_sounds_get_handle(), "playing-sound-event",
event, account));
if (plugin_return)
return;
else
sound_ui_ops->play_event(event);
}
}
void
gaim_sound_set_ui_ops(GaimSoundUiOps *ops)
{
if(sound_ui_ops && sound_ui_ops->uninit)
sound_ui_ops->uninit();
sound_ui_ops = ops;
if(sound_ui_ops && sound_ui_ops->init)
sound_ui_ops->init();
}
GaimSoundUiOps *
gaim_sound_get_ui_ops(void)
{
return sound_ui_ops;
}
void
gaim_sound_init()
{
void *handle = gaim_sounds_get_handle();
/**********************************************************************
* Register signals
**********************************************************************/
gaim_signal_register(handle, "playing-sound-event",
gaim_marshal_BOOLEAN__INT_POINTER,
gaim_value_new(GAIM_TYPE_BOOLEAN), 2,
gaim_value_new(GAIM_TYPE_INT),
gaim_value_new(GAIM_TYPE_POINTER));
gaim_prefs_add_none("/core/sound");
gaim_prefs_add_bool("/core/sound/while_away", FALSE);
}
void
gaim_sound_uninit()
{
if(sound_ui_ops && sound_ui_ops->uninit)
sound_ui_ops->uninit();
gaim_signals_unregister_by_instance(gaim_sounds_get_handle());
}
void *
gaim_sounds_get_handle()
{
static int handle;
return &handle;
}