Mercurial > pidgin
view src/eventloop.h @ 9584:fe35f55ee984
[gaim-migrate @ 10427]
" When joining a jabber conference many jabber servers
send a recap of the last 20 or so messages. If you
have sounds enabled, this will result in either 20
sounds in row, or worse if mixing is available, a
horrible mix of 20 overlapping sounds. These recap
messages can be identifed be the presence of the
"jabber:x:delay". This patch identifies delayed
messages, passes that information through flags from
the prpl to the core, and then on to the gui. Detailed
changes:
Add GAIM_MESSAGE_DELAYED to GaimMessageFlags to
indicate a delayed message.
Change gtkconv.c to not play sounds when either
GAIM_MESSAGE_DELAYED or GAIM_MESSAGE_SYSTEM are set.
Add GaimConvChatFlags, parallel to GaimConvImFlags, to
pass flags from protocols to core. Currently contains
two flags:
GAIM_CONV_CHAT_WHISPER
GAIM_CONV_CHAT_DELAYED
Change fourth arg of serv_got_chat_in() from "int
whisper" to "GaimConvChatFlags chatflags".
Change jabber prpl to set delayed flag when the
"jabber:x:delay" element is present. Change toc
protocol since it uses the whisper flag." --Nathan Fredrickson
Date: 2004-07-24 00:49
Sender: marv_sfAccepting Donations
Logged In: YES
user_id=790708
I'm not sure I like naming the flags "DELAYED". I mean
that's okay inside jabber since that's what the jabber
protocol refers to it as, but for the the GAIM_*_DELAYED
flags, I think they should be named something else.
I thought about NOSOUND, but I decided that was wrong,
because the flag should say what kind of message it is, not
what to do with it, that's up to the UI to decide.
What's up with not playing sounds on GAIM_MESSAGE_SYSTEM?
This sounds unrelated to this. Are there times when we want
to play sounds on system messages?
Date: 2004-07-24 09:13
Sender: noif
Logged In: YES
user_id=365548
I purposely did not use a name that implied what the UI
should do with the flag. The only characteristic that makes
these messages unique is that they've been stored in the
server for some period of time and are not current. I'm
open to a better flag name than "DELAYED"... I thought about
"RECAP", but that seemed less generalized than "DELAYED".
As for not playing sounds on GAIM_MESSAGE_SYSTEM, that can
be removed if it's controversial. I think I slipped that
in since the setting of the topic was still playing a sound
every time you joined a jabber conference.
I think we can change the flag name ourselves if something else is better.
committer: Tailor Script <tailor@pidgin.im>
| author | Luke Schierer <lschiere@pidgin.im> |
|---|---|
| date | Sat, 24 Jul 2004 15:18:32 +0000 |
| parents | 0f2af117d5d3 |
| children | 50c1724d5e59 |
line wrap: on
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/** * @file eventloop.h Gaim Event Loop 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 */ #ifndef _GAIM_EVENTLOOP_H_ #define _GAIM_EVENTLOOP_H_ #include <glib.h> #ifdef __cplusplus extern "C" { #endif /** * An input condition. */ typedef enum { GAIM_INPUT_READ = 1 << 0, /**< A read condition. */ GAIM_INPUT_WRITE = 1 << 1 /**< A write condition. */ } GaimInputCondition; typedef void (*GaimInputFunction)(gpointer, gint, GaimInputCondition); typedef struct _GaimEventLoopUiOps GaimEventLoopUiOps; struct _GaimEventLoopUiOps { /** * Creates a callback timer. * @see g_timeout_add, gaim_timeout_add **/ guint (*timeout_add)(guint interval, GSourceFunc function, gpointer data); /** * Removes a callback timer. * @see gaim_timeout_remove, g_source_remove */ guint (*timeout_remove)(guint handle); /** * Adds an input handler. * @see gaim_input_add, g_io_add_watch_full */ guint (*input_add)(int fd, GaimInputCondition cond, GaimInputFunction func, gpointer user_data); /** * Removes an input handler. * @see gaim_input_remove, g_source_remove */ guint (*input_remove)(guint handle); }; /**************************************************************************/ /** @name Event Loop API */ /**************************************************************************/ /*@{*/ /** * Creates a callback timer. * The timer will repeat until the function returns <tt>FALSE</tt>. The * first call will be at the end of the first interval. * @param interval The time between calls of the function, in * milliseconds. * @param function The function to call. * @param data data to pass to <tt>function</tt>. **/ guint gaim_timeout_add(guint interval, GSourceFunc function, gpointer data); /** * Removes a timeout handler. * * @param handle The handle, as returned by gaim_timeout_add. * * @return Something. */ guint gaim_timeout_remove(guint handle); /** * Adds an input handler. * * @param fd The input file descriptor. * @param cond The condition type. * @param func The callback function for data. * @param user_data User-specified data. * * @return The resulting handle. * @see g_io_add_watch_full */ guint gaim_input_add(int fd, GaimInputCondition cond, GaimInputFunction func, gpointer user_data); /** * Removes an input handler. * * @param handle The handle of the input handler. Note that this is the return * value from gaim_input_add, <i>not</i> the file descriptor. */ guint gaim_input_remove(guint handle); /*@}*/ /**************************************************************************/ /** @name UI Registration Functions */ /**************************************************************************/ /*@{*/ /** * Sets the UI operations structure to be used for accounts. * * @param ops The UI operations structure. */ void gaim_eventloop_set_ui_ops(GaimEventLoopUiOps *ops); /** * Returns the UI operations structure used for accounts. * * @return The UI operations structure in use. */ GaimEventLoopUiOps *gaim_eventloop_get_ui_ops(void); /*@}*/ #ifdef __cplusplus } #endif #endif /* _GAIM_EVENTLOOP_H_ */
