Mercurial > pidgin.yaz
view src/sound.c @ 12724:10ef9171ca87
[gaim-migrate @ 15068]
Don't have a separate popular status list. That was stupid.
Instead, keep the saved_status GList sorted by popularity.
This should be faster for the few things that it affects, and
it fixes the bug where the docklet wouldn't show popular statuses
at startup
committer: Tailor Script <tailor@pidgin.im>
author | Mark Doliner <mark@kingant.net> |
---|---|
date | Thu, 05 Jan 2006 00:11:20 +0000 |
parents | 5bc3d67ceb24 |
children |
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/* * 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; void gaim_sound_play_file(const char *filename, const GaimAccount *account) { GaimStatus *status; if ((account != NULL) && (!gaim_prefs_get_bool("/core/sound/while_away"))) { status = gaim_account_get_active_status(account); if (gaim_status_is_online(status) && !gaim_status_is_available(status)) 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) { GaimStatus *status; if ((account != NULL) && (!gaim_prefs_get_bool("/core/sound/while_away"))) { status = gaim_account_get_active_status(account); if (gaim_status_is_online(status) && !gaim_status_is_available(status)) 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_POINTER)); gaim_prefs_add_none("/core/sound"); gaim_prefs_add_bool("/core/sound/while_away", FALSE); } 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; }