annotate src/sound.c @ 11619:de413ae71cba

[gaim-migrate @ 13893] This makes left and right tabs behave more like what we discussed. Then I went mad and added two new tab placement options. We may decide they completely suck and remove them, but they're kind of neat so I thought i'd at least try. I Broke some of the instant apply stuff. You WILL have to drag the tabs into a new window to see them fully correctly. Basicly some stuff will instant apply and some what. I need to fix this. Or you can submit a patch :) committer: Tailor Script <tailor@pidgin.im>
author Tim Ringenbach <marv@pidgin.im>
date Thu, 06 Oct 2005 02:13:39 +0000
parents 8d0ac3c37831
children 58bc500cf226
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1 /*
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2 * gaim
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3 *
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4 * Gaim is the legal property of its developers, whose names are too numerous
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5 * to list here. Please refer to the COPYRIGHT file distributed with this
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6 * source distribution.
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7 *
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8 * This program is free software; you can redistribute it and/or modify
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9 * it under the terms of the GNU General Public License as published by
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10 * the Free Software Foundation; either version 2 of the License, or
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11 * (at your option) any later version.
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12 *
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13 * This program is distributed in the hope that it will be useful,
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14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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16 * GNU General Public License for more details.
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17 *
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18 * You should have received a copy of the GNU General Public License
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19 * along with this program; if not, write to the Free Software
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20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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21 *
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22 */
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23 #include "internal.h"
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25 #include "blist.h"
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26 #include "prefs.h"
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27 #include "sound.h"
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29 static GaimSoundUiOps *sound_ui_ops = NULL;
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31 void
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32 gaim_sound_play_file(const char *filename)
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33 {
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34 /* FIXME */
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35 #if 0
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36 if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
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37 return;
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38 #endif
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39
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40 if(sound_ui_ops && sound_ui_ops->play_file)
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41 sound_ui_ops->play_file(filename);
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42 }
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43
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44 void
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45 gaim_sound_play_event(GaimSoundEventID event)
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46 {
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47 /* FIXME */
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48 #if 0
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49 if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
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50 return;
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51 #endif
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52
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53 if(sound_ui_ops && sound_ui_ops->play_event)
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54 sound_ui_ops->play_event(event);
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55 }
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56
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57 void
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58 gaim_sound_set_ui_ops(GaimSoundUiOps *ops)
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59 {
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60 if(sound_ui_ops && sound_ui_ops->uninit)
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61 sound_ui_ops->uninit();
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62
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63 sound_ui_ops = ops;
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64
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65 if(sound_ui_ops && sound_ui_ops->init)
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66 sound_ui_ops->init();
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67 }
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68
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69 GaimSoundUiOps *
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70 gaim_sound_get_ui_ops(void)
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71 {
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72 return sound_ui_ops;
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73 }
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74
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75 void
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76 gaim_sound_init()
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77 {
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78 gaim_prefs_add_none("/core/sound");
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79 gaim_prefs_add_bool("/core/sound/while_away", FALSE);
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80
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81 }
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82
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83 void
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84 gaim_sound_uninit()
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85 {
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86 if(sound_ui_ops && sound_ui_ops->uninit)
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87 sound_ui_ops->uninit();
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88 }