Mercurial > pidgin
view src/core.c @ 8092:697221d5d0ff
[gaim-migrate @ 8791]
Give a nice little warning if you add an AIM or ICQ buddy with an invalid
name. I'm thinking some of those bug reports on SF about "Could not add
buddy with no name" are caused by this. Hopefully. Sometime before the
next release I'll probably actually remove invalid people from the local
list.
Also recognize the WinAIM Video and Camera caps.
committer: Tailor Script <tailor@pidgin.im>
| author | Mark Doliner <mark@kingant.net> |
|---|---|
| date | Tue, 13 Jan 2004 05:44:37 +0000 |
| parents | fa6395637e2c |
| children | f50c059b6384 |
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/** * @file core.c Gaim Core 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 "connection.h" #include "conversation.h" #include "core.h" #include "debug.h" #include "ft.h" #include "plugin.h" #include "pounce.h" #include "prefs.h" #include "privacy.h" #include "proxy.h" #include "signals.h" #include "sslconn.h" #include "sound.h" struct GaimCore { char *ui; void *reserved; }; static GaimCoreUiOps *_ops = NULL; static GaimCore *_core = NULL; STATIC_PROTO_INIT gboolean gaim_core_init(const char *ui) { GaimCoreUiOps *ops; GaimCore *core; g_return_val_if_fail(ui != NULL, FALSE); g_return_val_if_fail(gaim_get_core() == NULL, FALSE); _core = core = g_new0(GaimCore, 1); core->ui = g_strdup(ui); core->reserved = NULL; ops = gaim_core_get_ui_ops(); /* The signals subsystem is important and should be first. */ gaim_signals_init(); gaim_signal_register(core, "quitting", gaim_marshal_VOID, NULL, 0); /* Initialize all static protocols. */ static_proto_init(); gaim_prefs_init(); if (ops != NULL) { if (ops->ui_prefs_init != NULL) ops->ui_prefs_init(); if (ops->debug_ui_init != NULL) ops->debug_ui_init(); } gaim_accounts_init(); gaim_connections_init(); gaim_conversations_init(); gaim_blist_init(); gaim_log_init(); gaim_buddy_icons_init(); gaim_privacy_init(); gaim_pounces_init(); gaim_proxy_init(); gaim_sound_init(); gaim_ssl_init(); gaim_xfers_init(); if (ops != NULL && ops->ui_init != NULL) ops->ui_init(); return TRUE; } void gaim_core_quit(void) { GaimCoreUiOps *ops; GaimCore *core = gaim_get_core(); g_return_if_fail(core != NULL); ops = gaim_core_get_ui_ops(); if (ops != NULL && ops->quit != NULL) ops->quit(); /* The self destruct sequence has been initiated */ gaim_signal_emit(gaim_get_core(), "quitting"); /* Transmission ends */ gaim_connections_disconnect_all(); /* Record what we have before we blow it away... */ gaim_prefs_sync(); gaim_accounts_sync(); gaim_debug(GAIM_DEBUG_INFO, "main", "Unloading all plugins\n"); gaim_plugins_destroy_all(); gaim_ssl_uninit(); gaim_pounces_uninit(); gaim_blist_uninit(); gaim_conversations_uninit(); gaim_connections_uninit(); gaim_buddy_icons_uninit(); gaim_accounts_uninit(); gaim_signals_uninit(); if (core->ui != NULL) { g_free(core->ui); core->ui = NULL; } g_free(core); _core = NULL; } gboolean gaim_core_quit_cb(gpointer unused) { gaim_core_quit(); return FALSE; } const char * gaim_core_get_version(void) { return VERSION; } gboolean gaim_core_mainloop_events_pending(void) { return g_main_context_pending(g_main_context_default()); } void gaim_core_mainloop_iteration(void) { g_main_context_iteration(g_main_context_default(), FALSE); } void gaim_core_mainloop_finish_events(void) { while (gaim_core_mainloop_events_pending()) gaim_core_mainloop_iteration(); } const char * gaim_core_get_ui(void) { GaimCore *core = gaim_get_core(); g_return_val_if_fail(core != NULL, NULL); return core->ui; } GaimCore * gaim_get_core(void) { return _core; } void gaim_core_set_ui_ops(GaimCoreUiOps *ops) { _ops = ops; } GaimCoreUiOps * gaim_core_get_ui_ops(void) { return _ops; }
