gaim/gaim

This is multi-monitor support for docking. This also should fix the multiple "Show Desktop" request causing the contents of of the docked buddy list to permanently disappear. I also added a handling of a couple Window Manager events that probably aren't really necessary, but the MSDN docs say they are. This is certainly not C89 compliant (variable declaration), but it is win32 API, so it probably doesn't matter.
/**
* @file signals.c Signal API
* @ingroup core
*
* 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 "debug.h"
#include "signals.h"
#include "value.h"
/* must include this to use G_VA_COPY */
#include <string.h>
typedef struct
{
void *instance;
GHashTable *signals;
size_t signal_count;
gulong next_signal_id;
} GaimInstanceData;
typedef struct
{
gulong id;
GaimSignalMarshalFunc marshal;
int num_values;
GaimValue **values;
GaimValue *ret_value;
GList *handlers;
size_t handler_count;
gulong next_handler_id;
} GaimSignalData;
typedef struct
{
gulong id;
GaimCallback cb;
void *handle;
void *data;
gboolean use_vargs;
} GaimSignalHandlerData;
static GHashTable *instance_table = NULL;
static void
destroy_instance_data(GaimInstanceData *instance_data)
{
g_hash_table_destroy(instance_data->signals);
g_free(instance_data);
}
static void
destroy_signal_data(GaimSignalData *signal_data)
{
GaimSignalHandlerData *handler_data;
GList *l;
for (l = signal_data->handlers; l != NULL; l = l->next)
{
handler_data = (GaimSignalHandlerData *)l->data;
g_free(l->data);
}
g_list_free(signal_data->handlers);
if (signal_data->values != NULL)
{
int i;
for (i = 0; i < signal_data->num_values; i++)
gaim_value_destroy((GaimValue *)signal_data->values[i]);
g_free(signal_data->values);
}
g_free(signal_data->ret_value);
g_free(signal_data);
}
gulong
gaim_signal_register(void *instance, const char *signal,
GaimSignalMarshalFunc marshal,
GaimValue *ret_value, int num_values, ...)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
va_list args;
g_return_val_if_fail(instance != NULL, 0);
g_return_val_if_fail(signal != NULL, 0);
g_return_val_if_fail(marshal != NULL, 0);
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
if (instance_data == NULL)
{
instance_data = g_new0(GaimInstanceData, 1);
instance_data->instance = instance;
instance_data->next_signal_id = 1;
instance_data->signals =
g_hash_table_new_full(g_str_hash, g_str_equal, g_free,
(GDestroyNotify)destroy_signal_data);
g_hash_table_insert(instance_table, instance, instance_data);
}
signal_data = g_new0(GaimSignalData, 1);
signal_data->id = instance_data->next_signal_id;
signal_data->marshal = marshal;
signal_data->next_handler_id = 1;
signal_data->ret_value = ret_value;
signal_data->num_values = num_values;
if (num_values > 0)
{
int i;
signal_data->values = g_new0(GaimValue *, num_values);
va_start(args, num_values);
for (i = 0; i < num_values; i++)
signal_data->values[i] = va_arg(args, GaimValue *);
va_end(args);
}
g_hash_table_insert(instance_data->signals,
g_strdup(signal), signal_data);
instance_data->next_signal_id++;
instance_data->signal_count++;
return signal_data->id;
}
void
gaim_signal_unregister(void *instance, const char *signal)
{
GaimInstanceData *instance_data;
g_return_if_fail(instance != NULL);
g_return_if_fail(signal != NULL);
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_if_fail(instance_data != NULL);
g_hash_table_remove(instance_data->signals, signal);
instance_data->signal_count--;
if (instance_data->signal_count == 0)
{
/* Unregister the instance. */
g_hash_table_remove(instance_table, instance);
}
}
void
gaim_signals_unregister_by_instance(void *instance)
{
gboolean found;
g_return_if_fail(instance != NULL);
found = g_hash_table_remove(instance_table, instance);
/*
* Makes things easier (more annoying?) for developers who don't have
* things registering and unregistering in the right order :)
*/
g_return_if_fail(found);
}
void
gaim_signal_get_values(void *instance, const char *signal,
GaimValue **ret_value,
int *num_values, GaimValue ***values)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
g_return_if_fail(instance != NULL);
g_return_if_fail(signal != NULL);
g_return_if_fail(num_values != NULL);
g_return_if_fail(values != NULL);
/* Get the instance data */
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_if_fail(instance_data != NULL);
/* Get the signal data */
signal_data =
(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
g_return_if_fail(signal_data != NULL);
*num_values = signal_data->num_values;
*values = signal_data->values;
if (ret_value != NULL)
*ret_value = signal_data->ret_value;
}
static gulong
signal_connect_common(void *instance, const char *signal, void *handle,
GaimCallback func, void *data, gboolean use_vargs)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
GaimSignalHandlerData *handler_data;
g_return_val_if_fail(instance != NULL, 0);
g_return_val_if_fail(signal != NULL, 0);
g_return_val_if_fail(handle != NULL, 0);
g_return_val_if_fail(func != NULL, 0);
/* Get the instance data */
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_val_if_fail(instance_data != NULL, 0);
/* Get the signal data */
signal_data =
(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
if (signal_data == NULL)
{
gaim_debug(GAIM_DEBUG_ERROR, "signals",
"Signal data for %s not found!\n", signal);
return 0;
}
/* Create the signal handler data */
handler_data = g_new0(GaimSignalHandlerData, 1);
handler_data->id = signal_data->next_handler_id;
handler_data->cb = func;
handler_data->handle = handle;
handler_data->data = data;
handler_data->use_vargs = use_vargs;
signal_data->handlers = g_list_append(signal_data->handlers, handler_data);
signal_data->handler_count++;
signal_data->next_handler_id++;
return handler_data->id;
}
gulong
gaim_signal_connect(void *instance, const char *signal, void *handle,
GaimCallback func, void *data)
{
return signal_connect_common(instance, signal, handle, func, data, FALSE);
}
gulong
gaim_signal_connect_vargs(void *instance, const char *signal, void *handle,
GaimCallback func, void *data)
{
return signal_connect_common(instance, signal, handle, func, data, TRUE);
}
void
gaim_signal_disconnect(void *instance, const char *signal,
void *handle, GaimCallback func)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
GaimSignalHandlerData *handler_data;
GList *l;
gboolean found = FALSE;
g_return_if_fail(instance != NULL);
g_return_if_fail(signal != NULL);
g_return_if_fail(handle != NULL);
g_return_if_fail(func != NULL);
/* Get the instance data */
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_if_fail(instance_data != NULL);
/* Get the signal data */
signal_data =
(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
if (signal_data == NULL)
{
gaim_debug(GAIM_DEBUG_ERROR, "signals",
"Signal data for %s not found!\n", signal);
return;
}
/* Find the handler data. */
for (l = signal_data->handlers; l != NULL; l = l->next)
{
handler_data = (GaimSignalHandlerData *)l->data;
if (handler_data->handle == handle && handler_data->cb == func)
{
g_free(handler_data);
signal_data->handlers = g_list_remove(signal_data->handlers,
handler_data);
signal_data->handler_count--;
found = TRUE;
break;
}
}
/* See note somewhere about this actually helping developers.. */
g_return_if_fail(found);
}
/*
* TODO: Make this all more efficient by storing a list of handlers, keyed
* to a handle.
*/
static void
disconnect_handle_from_signals(const char *signal,
GaimSignalData *signal_data, void *handle)
{
GList *l, *l_next;
GaimSignalHandlerData *handler_data;
for (l = signal_data->handlers; l != NULL; l = l_next)
{
handler_data = (GaimSignalHandlerData *)l->data;
l_next = l->next;
if (handler_data->handle == handle)
{
g_free(handler_data);
signal_data->handler_count--;
signal_data->handlers = g_list_remove(signal_data->handlers,
handler_data);
}
}
}
static void
disconnect_handle_from_instance(void *instance,
GaimInstanceData *instance_data,
void *handle)
{
g_hash_table_foreach(instance_data->signals,
(GHFunc)disconnect_handle_from_signals, handle);
}
void
gaim_signals_disconnect_by_handle(void *handle)
{
g_return_if_fail(handle != NULL);
g_hash_table_foreach(instance_table,
(GHFunc)disconnect_handle_from_instance, handle);
}
void
gaim_signal_emit(void *instance, const char *signal, ...)
{
va_list args;
g_return_if_fail(instance != NULL);
g_return_if_fail(signal != NULL);
va_start(args, signal);
gaim_signal_emit_vargs(instance, signal, args);
va_end(args);
}
void
gaim_signal_emit_vargs(void *instance, const char *signal, va_list args)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
GaimSignalHandlerData *handler_data;
GList *l, *l_next;
va_list tmp;
g_return_if_fail(instance != NULL);
g_return_if_fail(signal != NULL);
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_if_fail(instance_data != NULL);
signal_data =
(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
if (signal_data == NULL)
{
gaim_debug(GAIM_DEBUG_ERROR, "signals",
"Signal data for %s not found!\n", signal);
return;
}
for (l = signal_data->handlers; l != NULL; l = l_next)
{
l_next = l->next;
handler_data = (GaimSignalHandlerData *)l->data;
/* This is necessary because a va_list may only be
* evaluated once */
G_VA_COPY(tmp, args);
if (handler_data->use_vargs)
{
((void (*)(va_list, void *))handler_data->cb)(tmp,
handler_data->data);
}
else
{
signal_data->marshal(handler_data->cb, tmp,
handler_data->data, NULL);
}
va_end(tmp);
}
}
void *
gaim_signal_emit_return_1(void *instance, const char *signal, ...)
{
void *ret_val;
va_list args;
g_return_val_if_fail(instance != NULL, NULL);
g_return_val_if_fail(signal != NULL, NULL);
va_start(args, signal);
ret_val = gaim_signal_emit_vargs_return_1(instance, signal, args);
va_end(args);
return ret_val;
}
void *
gaim_signal_emit_vargs_return_1(void *instance, const char *signal,
va_list args)
{
GaimInstanceData *instance_data;
GaimSignalData *signal_data;
GaimSignalHandlerData *handler_data;
void *ret_val = NULL;
GList *l, *l_next;
va_list tmp;
g_return_val_if_fail(instance != NULL, NULL);
g_return_val_if_fail(signal != NULL, NULL);
instance_data =
(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
g_return_val_if_fail(instance_data != NULL, NULL);
signal_data =
(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
if (signal_data == NULL)
{
gaim_debug(GAIM_DEBUG_ERROR, "signals",
"Signal data for %s not found!\n", signal);
return 0;
}
for (l = signal_data->handlers; l != NULL; l = l_next)
{
l_next = l->next;
handler_data = (GaimSignalHandlerData *)l->data;
G_VA_COPY(tmp, args);
if (handler_data->use_vargs)
{
ret_val = ((void *(*)(va_list, void *))handler_data->cb)(
tmp, handler_data->data);
}
else
{
signal_data->marshal(handler_data->cb, tmp,
handler_data->data, &ret_val);
}
va_end(tmp);
}
return ret_val;
}
void
gaim_signals_init()
{
g_return_if_fail(instance_table == NULL);
instance_table =
g_hash_table_new_full(g_direct_hash, g_direct_equal,
NULL, (GDestroyNotify)destroy_instance_data);
}
void
gaim_signals_uninit()
{
g_return_if_fail(instance_table != NULL);
g_hash_table_destroy(instance_table);
instance_table = NULL;
}
/**************************************************************************
* Marshallers
**************************************************************************/
void
gaim_marshal_VOID(GaimCallback cb, va_list args, void *data,
void **return_val)
{
((void (*)(void *))cb)(data);
}
void
gaim_marshal_VOID__INT(GaimCallback cb, va_list args, void *data,
void **return_val)
{
gint arg1 = va_arg(args, gint);
((void (*)(gint, void *))cb)(arg1, data);
}
void
gaim_marshal_VOID__INT_INT(GaimCallback cb, va_list args, void *data,
void **return_val)
{
gint arg1 = va_arg(args, gint);
gint arg2 = va_arg(args, gint);
((void (*)(gint, gint, void *))cb)(arg1, arg2, data);
}
void
gaim_marshal_VOID__POINTER(GaimCallback cb, va_list args, void *data,
void **return_val)
{
void *arg1 = va_arg(args, void *);
((void (*)(void *, void *))cb)(arg1, data);
}
void
gaim_marshal_VOID__POINTER_UINT(GaimCallback cb, va_list args,
void *data, void **return_val)
{
void *arg1 = va_arg(args, void *);
guint arg2 = va_arg(args, guint);
((void (*)(void *, guint, void *))cb)(arg1, arg2, data);
}
void
gaim_marshal_VOID__POINTER_POINTER(GaimCallback cb, va_list args,
void *data, void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
((void (*)(void *, void *, void *))cb)(arg1, arg2, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_UINT(GaimCallback cb, va_list args,
void *data, void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
guint arg3 = va_arg(args, guint);
((void (*)(void *, void *, guint, void *))cb)(arg1, arg2, arg3, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_UINT_UINT(GaimCallback cb, va_list args,
void *data, void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
guint arg3 = va_arg(args, guint);
guint arg4 = va_arg(args, guint);
((void (*)(void *, void *, guint, guint, void *))cb)(arg1, arg2, arg3, arg4, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_POINTER(GaimCallback cb, va_list args,
void *data, void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
((void (*)(void *, void *, void *, void *))cb)(arg1, arg2, arg3, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
void *arg4 = va_arg(args, void *);
((void (*)(void *, void *, void *, void *, void *))cb)(arg1, arg2, arg3, arg4, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
void *arg4 = va_arg(args, void *);
void *arg5 = va_arg(args, void *);
((void (*)(void *, void *, void *, void *, void *, void *))cb)(arg1, arg2, arg3, arg4, arg5, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
guint arg4 = va_arg(args, guint);
((void (*)(void *, void *, void *, guint, void *))cb)(arg1, arg2, arg3, arg4, data);
}
void
gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT_UINT(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
guint arg4 = va_arg(args, guint);
guint arg5 = va_arg(args, guint);
((void (*)(void *, void *, void *, guint, guint, void *))cb)(
arg1, arg2, arg3, arg4, arg5, data);
}
void
gaim_marshal_INT__INT(GaimCallback cb, va_list args, void *data,
void **return_val)
{
gint ret_val;
gint arg1 = va_arg(args, gint);
ret_val = ((gint (*)(gint, void *))cb)(arg1, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_INT__INT_INT(GaimCallback cb, va_list args, void *data,
void **return_val)
{
gint ret_val;
gint arg1 = va_arg(args, gint);
gint arg2 = va_arg(args, gint);
ret_val = ((gint (*)(gint, gint, void *))cb)(arg1, arg2, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER(GaimCallback cb, va_list args, void *data,
void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
ret_val = ((gboolean (*)(void *, void *))cb)(arg1, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER(GaimCallback cb, va_list args,
void *data, void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
ret_val = ((gboolean (*)(void *, void *, void *))cb)(arg1, arg2, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER(GaimCallback cb, va_list args,
void *data, void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
ret_val = ((gboolean (*)(void *, void *, void *, void *))cb)(arg1, arg2,
arg3, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER_UINT(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
guint arg3 = va_arg(args, guint);
ret_val = ((gboolean (*)(void *, void *, guint, void *))cb)(
arg1, arg2, arg3, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_UINT(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
guint arg4 = va_arg(args, guint);
ret_val = ((gboolean (*)(void *, void *, void *, guint, void *))cb)(
arg1, arg2, arg3, arg4, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
va_list args,
void *data,
void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
void *arg4 = va_arg(args, void *);
ret_val = ((gboolean (*)(void *, void *, void *, void *, void *))cb)(
arg1, arg2, arg3, arg4, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}
void
gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER_POINTER(
GaimCallback cb, va_list args, void *data, void **return_val)
{
gboolean ret_val;
void *arg1 = va_arg(args, void *);
void *arg2 = va_arg(args, void *);
void *arg3 = va_arg(args, void *);
void *arg4 = va_arg(args, void *);
void *arg5 = va_arg(args, void *);
ret_val =
((gboolean (*)(void *, void *, void *, void *, void *, void *))cb)(
arg1, arg2, arg3, arg4, arg5, data);
if (return_val != NULL)
*return_val = GINT_TO_POINTER(ret_val);
}