pidgin/pidgin

1966704b3e42
merge of '77693555855fe9cd3215414f79964dba346cc5fa'
and '19a87e98e5857ad0289f2c760d460f7f1dbbb42d'
/*
* 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;
#define STATUS_AVAILABLE 1
#define STATUS_AWAY 2
static gboolean
gaim_sound_play_required(const GaimAccount *account)
{
gint pref_status = gaim_prefs_get_int("/core/sound/while_status");
if (pref_status == 3)
{
/* Play sounds: Always */
return TRUE;
}
if (account != NULL)
{
GaimStatus *status = gaim_account_get_active_status(account);
if (gaim_status_is_online(status))
{
gboolean available = gaim_status_is_available(status);
return (( available && pref_status == STATUS_AVAILABLE) ||
(!available && pref_status == STATUS_AWAY));
}
}
/* We get here a couple of ways. Either the request has been OK'ed
* by gaim_sound_play_event() and we're here because the UI has
* called gaim_sound_play_file(), or we're here for something
* not related to an account (like testing a sound). */
return TRUE;
}
void
gaim_sound_play_file(const char *filename, const GaimAccount *account)
{
if (!gaim_sound_play_required(account))
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)
{
if (!gaim_sound_play_required(account))
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_SUBTYPE,
GAIM_SUBTYPE_ACCOUNT));
gaim_prefs_add_none("/core/sound");
gaim_prefs_add_int("/core/sound/while_status", STATUS_AVAILABLE);
}
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;
}