Mercurial > pidgin.yaz
view src/status.h @ 11158:2c930d591492
[gaim-migrate @ 13245]
This is what the command actually does, I'm not sure if jabber should allow for invi
tes to other rooms than the one the command is run from.
committer: Tailor Script <tailor@pidgin.im>
author | Etan Reisner <pidgin@unreliablesource.net> |
---|---|
date | Mon, 25 Jul 2005 23:46:34 +0000 |
parents | 0754ce8f1122 |
children | b4b1be482b4e |
line wrap: on
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/* * @file status.h Status 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_STATUS_H_ #define _GAIM_STATUS_H_ /** * A brief explanation of the status API: * * GaimStatusType's are created by each PRPL. They outline the * available statuses of the protocol. AIM, for example, supports * and available state with an optional available message, an away * state with a mandatory message, and an invisible state (which is * technically "independent" of the other two, but we'll get into * that later). GaimStatusTypes are very permanent. They are * hardcoded in each PRPL and will not change often. And because * they are hardcoded, they do not need to be saved to any XML file. * * A GaimStatus can be thought of as an "instance" of a GaimStatusType. * If you've familiar with object-oriented programming languages * then this should be immediately clear. Say, for example, that * one of your AIM buddies has set himself as "away." You have a * GaimBuddy node for this person in your buddy list. Gaim wants * to mark this buddy as "away," so it creates a new GaimStatus. * The GaimStatus has its GaimStatusType set to the "away" state * for the oscar PRPL. The GaimStatus also contains the buddy's * away message. GaimStatuses are sometimes saved, depending on * the context. The current GaimStatuses associated with each of * your accounts is saved so that the next time you start Gaim, * your accounts will be set to their last know statuses. There * is also a list of saved statuses that are written to the * status.xml file. Also, each GaimStatus has a "savable" boolean. * If "savable" is set to FALSE then the status is NEVER saved. * All GaimStatuses should be inside a GaimPresence. * * * A GaimStatus is either "indepedent" or "exclusive." * Independent statuses can be active or inactive and it doesn't * affect anything else. However, you can only have one exclusive * status per GaimPresence. If you active one exlusive status, * then the previous exclusive status is automatically deactivated. * * A GaimPresence is like a collection of GaimStatuses (plus some * other random info). For any buddy, or for any one of your accounts, * or for any person you're chatting with, you may know various * amounts of information. This information is all contained in * one GaimPresence. If one of your buddies is away and idle, * then the presence contains the GaimStatus for their awayness, * and it contains their current idle time. GaimPresences are * never saved to disk. The information they contain is only relevent * for the current GaimSession. */ typedef struct _GaimStatusType GaimStatusType; typedef struct _GaimStatusAttr GaimStatusAttr; typedef struct _GaimPresence GaimPresence; typedef struct _GaimStatus GaimStatus; /** * A context for a presence. * * The context indicates what the presence applies to. */ typedef enum { GAIM_PRESENCE_CONTEXT_UNSET = 0, GAIM_PRESENCE_CONTEXT_ACCOUNT, GAIM_PRESENCE_CONTEXT_CONV, GAIM_PRESENCE_CONTEXT_BUDDY } GaimPresenceContext; /** * A primitive defining the basic structure of a status type. */ typedef enum { GAIM_STATUS_UNSET = 0, GAIM_STATUS_OFFLINE, GAIM_STATUS_ONLINE, GAIM_STATUS_AVAILABLE, GAIM_STATUS_UNAVAILABLE, GAIM_STATUS_HIDDEN, GAIM_STATUS_AWAY, GAIM_STATUS_EXTENDED_AWAY, GAIM_STATUS_NUM_PRIMITIVES } GaimStatusPrimitive; #include "account.h" #include "blist.h" #include "conversation.h" #include "value.h" /**************************************************************************/ /** @name GaimStatusPrimtive API */ /**************************************************************************/ /*@{*/ /** * Lookup the id of a primitive status type based on the type. This * ID is a unique plain-text name of the status, without spaces. * * @param type A primitive status type. * * @return The unique ID for this type. */ const char *gaim_primitive_get_id_from_type(GaimStatusPrimitive type); /** * Lookup the name of a primitive status type based on the type. This * name is the plain-English name of the status type. It is usually one * or two works. * * @param type A primitive status type. * * @return The name of this type, suitable for users to see. */ const char *gaim_primitive_get_name_from_type(GaimStatusPrimitive type); /** * Lookup the value of a primitive status type based on the id. The * ID is a unique plain-text name of the status, without spaces. * * @param id The unique ID of a primitive status type. * * @return The GaimStatusPrimitive value. */ GaimStatusPrimitive gaim_primitive_get_type_from_id(const char *id); /*@}*/ /**************************************************************************/ /** @name GaimStatusType API */ /**************************************************************************/ /*@{*/ /** * Creates a new status type. * * @param primitive The primitive status type. * @param id The ID of the status type. * @param name The name presented to the user. * @param saveable TRUE if the information set for this status by the * user can be saved for future sessions. * @param user_settable TRUE if this is a status the user can manually set. * @param independent TRUE if this is an independent (non-exclusive) * status type. * * @return A new status type. */ GaimStatusType *gaim_status_type_new_full(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean saveable, gboolean user_settable, gboolean independent); /** * Creates a new status type with some default values. * * @param primitive The primitive status type. * @param id The ID of the status type. * @param name The name presented to the user. * @param user_settable TRUE if this is a status the user can manually set. * * @return A new status type. */ GaimStatusType *gaim_status_type_new(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean user_settable); /** * Creates a new status type with attributes. * * @param primitive The primitive status type. * @param id The ID of the status type. * @param name The name presented to the user. * @param saveable TRUE if the information set for this status by the * user can be saved for future sessions. * @param user_settable TRUE if this is a status the user can manually set. * @param independent TRUE if this is an independent (non-exclusive) * status type. * @param attr_id The ID of the first attribute. * @param attr_name The name of the first attribute. * @param attr_value The value type of the first attribute attribute. * @param ... Additional attribute information. * * @return A new status type. */ GaimStatusType *gaim_status_type_new_with_attrs(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean saveable, gboolean user_settable, gboolean independent, const char *attr_id, const char *attr_name, GaimValue *attr_value, ...); /** * Destroys a status type. * * @param status_type The status type to destroy. */ void gaim_status_type_destroy(GaimStatusType *status_type); /** * Sets a status type's primary attribute. * * The value for the primary attribute is used as the description for * the particular status type. An example is an away message. The message * would be the primary attribute. * * @param status_type The status type. * @param attr_id The ID of the primary attribute. */ void gaim_status_type_set_primary_attr(GaimStatusType *status_type, const char *attr_id); /** * Adds an attribute to a status type. * * @param status_type The status type to add the attribute to. * @param id The ID of the attribute. * @param name The name presented to the user. * @param value The value type of this attribute. */ void gaim_status_type_add_attr(GaimStatusType *status_type, const char *id, const char *name, GaimValue *value); /** * Adds multiple attributes to a status type. * * @param status_type The status type to add the attribute to. * @param id The ID of the first attribute. * @param name The description of the first attribute. * @param value The value type of the first attribute attribute. * @param ... Additional attribute information. */ void gaim_status_type_add_attrs(GaimStatusType *status_type, const char *id, const char *name, GaimValue *value, ...); /** * Adds multiple attributes to a status type using a va_list. * * @param status_type The status type to add the attribute to. * @param args The va_list of attributes. */ void gaim_status_type_add_attrs_vargs(GaimStatusType *status_type, va_list args); /** * Returns the primitive type of a status type. * * @param status_type The status type. * * @return The primitive type of the status type. */ GaimStatusPrimitive gaim_status_type_get_primitive( const GaimStatusType *status_type); /** * Returns the ID of a status type. * * @param status_type The status type. * * @return The ID of the status type. */ const char *gaim_status_type_get_id(const GaimStatusType *status_type); /** * Returns the name of a status type. * * @param status_type The status type. * * @return The name of the status type. */ const char *gaim_status_type_get_name(const GaimStatusType *status_type); /** * Returns whether or not the status type is saveable. * * @param status_type The status type. * * @return TRUE if user-defined statuses based off this type are saveable. * FALSE otherwise. */ gboolean gaim_status_type_is_saveable(const GaimStatusType *status_type); /** * Returns whether or not the status type can be set or modified by the * user. * * @param status_type The status type. * * @return TRUE if the status type can be set or modified by the user. * FALSE if it's a protocol-set setting. */ gboolean gaim_status_type_is_user_settable(const GaimStatusType *status_type); /** * Returns whether or not the status type is independent. * * Independent status types are non-exclusive. If other status types on * the same hierarchy level are set, this one will not be affected. * * @param status_type The status type. * * @return TRUE if the status type is independent, or FALSE otherwise. */ gboolean gaim_status_type_is_independent(const GaimStatusType *status_type); /** * Returns whether the status type is exclusive. * * @param status_type The status type. * * @return TRUE if the status type is exclusive, FALSE otherwise. */ gboolean gaim_status_type_is_exclusive(const GaimStatusType *status_type); /** * Returns whether or not a status type is available. * * Available status types are online and possibly hidden, but not away. * * @param status_type The status type. * * @return TRUE if the status is available, or FALSE otherwise. */ gboolean gaim_status_type_is_available(const GaimStatusType *status_type); /** * Returns a status type's primary attribute ID. * * @param type The status type. * * @return The primary attribute's ID. */ const char *gaim_status_type_get_primary_attr(const GaimStatusType *type); /** * Returns the attribute with the specified ID. * * @param status_type The status type containing the attribute. * @param id The ID of the desired attribute. * * @return The attribute, if found. NULL otherwise. */ GaimStatusAttr *gaim_status_type_get_attr(const GaimStatusType *status_type, const char *id); /** * Returns a list of all attributes in a status type. * * @param status_type The status type. * * @return The list of attributes. */ const GList *gaim_status_type_get_attrs(const GaimStatusType *status_type); /** * Find the GaimStatusType with the given id. * * @param status_types A list of status types. Often account->status_types. * @param id The unique ID of the status type you wish to find. * * @return The status type with the given ID, or NULL if one could * not be found. */ const GaimStatusType *gaim_status_type_find_with_id(GList *status_types, const char *id); /*@}*/ /**************************************************************************/ /** @name GaimStatusAttr API */ /**************************************************************************/ /*@{*/ /** * Creates a new status attribute. * * @param id The ID of the attribute. * @param name The name presented to the user. * @param value_type The type of data contained in the attribute. * * @return A new status attribute. */ GaimStatusAttr *gaim_status_attr_new(const char *id, const char *name, GaimValue *value_type); /** * Destroys a status attribute. * * @param attr The status attribute to destroy. */ void gaim_status_attr_destroy(GaimStatusAttr *attr); /** * Returns the ID of a status attribute. * * @param attr The status attribute. * * @return The status attribute's ID. */ const char *gaim_status_attr_get_id(const GaimStatusAttr *attr); /** * Returns the name of a status attribute. * * @param attr The status attribute. * * @return The status attribute's name. */ const char *gaim_status_attr_get_name(const GaimStatusAttr *attr); /** * Returns the value type of a status attribute. * * @param attr The status attribute. * * @return The status attribute's value type. */ GaimValue *gaim_status_attr_get_value_type(const GaimStatusAttr *attr); /*@}*/ /**************************************************************************/ /** @name GaimStatus API */ /**************************************************************************/ /*@{*/ /** * Creates a new status. * * @param status_type The type of status. * @param presence The parent presence. * * @return The new status. */ GaimStatus *gaim_status_new(GaimStatusType *status_type, GaimPresence *presence); /** * Destroys a status. * * @param status The status to destroy. */ void gaim_status_destroy(GaimStatus *status); /** * Sets whether or not a status is active. * * This should only be called by the account, conversation, and buddy APIs. * * @param status The status. * @param active The active state. */ void gaim_status_set_active(GaimStatus *status, gboolean active); /** * Sets whether or not a status is active. * * This should only be called by the account, conversation, and buddy APIs. * * @param status The status. * @param active The active state. * @param args A list of attributes to set on the status. This list is * composed of key/value pairs, where each key is a valid * attribute name for this GaimStatusType. The list should * be NULL terminated. */ void gaim_status_set_active_with_attrs(GaimStatus *status, gboolean active, va_list args); /** * Sets the boolean value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * @param value The boolean value. */ void gaim_status_set_attr_boolean(GaimStatus *status, const char *id, gboolean value); /** * Sets the integer value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * @param value The integer value. */ void gaim_status_set_attr_int(GaimStatus *status, const char *id, int value); /** * Sets the string value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * @param value The string value. */ void gaim_status_set_attr_string(GaimStatus *status, const char *id, const char *value); /** * Returns the status's type. * * @param status The status. * * @return The status's type. */ GaimStatusType *gaim_status_get_type(const GaimStatus *status); /** * Returns the status's presence. * * @param status The status. * * @return The status's presence. */ GaimPresence *gaim_status_get_presence(const GaimStatus *status); /** * Returns the status's type ID. * * This is a convenience method for * gaim_status_type_get_id(gaim_status_get_type(status)). * * @param status The status. * * @return The status's ID. */ const char *gaim_status_get_id(const GaimStatus *status); /** * Returns the status's name. * * This is a convenience method for * gaim_status_type_get_name(gaim_status_get_type(status)). * * @param status The status. * * @return The status's name. */ const char *gaim_status_get_name(const GaimStatus *status); /** * Returns whether or not a status is independent. * * This is a convenience method for * gaim_status_type_is_independent(gaim_status_get_type(status)). * * @param status The status. * * @return TRUE if the status is independent, or FALSE otherwise. */ gboolean gaim_status_is_independent(const GaimStatus *status); /** * Returns whether or not a status is exclusive. * * This is a convenience method for * gaim_status_type_is_exclusive(gaim_status_get_type(status)). * * @param status The status. * * @return TRUE if the status is exclusive, FALSE otherwise. */ gboolean gaim_status_is_exclusive(const GaimStatus *status); /** * Returns whether or not a status is available. * * Available statuses are online and possibly hidden, but not away or idle. * * This is a convenience method for * gaim_status_type_is_available(gaim_status_get_type(status)). * * @param status The status. * * @return TRUE if the status is available, or FALSE otherwise. */ gboolean gaim_status_is_available(const GaimStatus *status); /** * Returns the active state of a status. * * @param status The status. * * @return The active state of the status. */ gboolean gaim_status_is_active(const GaimStatus *status); /** * Returns whether or not a status is considered 'online' * * @param status The status. * * @return TRUE if the status is considered online, FALSE otherwise */ gboolean gaim_status_is_online(const GaimStatus *status); /** * Returns the value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * * @return The value of the attribute. */ GaimValue *gaim_status_get_attr_value(const GaimStatus *status, const char *id); /** * Returns the boolean value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * * @return The boolean value of the attribute. */ gboolean gaim_status_get_attr_boolean(const GaimStatus *status, const char *id); /** * Returns the integer value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * * @return The integer value of the attribute. */ int gaim_status_get_attr_int(const GaimStatus *status, const char *id); /** * Returns the string value of an attribute in a status with the specified ID. * * @param status The status. * @param id The attribute ID. * * @return The string value of the attribute. */ const char *gaim_status_get_attr_string(const GaimStatus *status, const char *id); /** * Compares two statuses for availability. * * @param status1 The first status. * @param status2 The second status. * * @return -1 if @a status1 is more available than @a status2. * 0 if @a status1 is equal to @a status2. * 1 if @a status2 is more available than @a status1. */ gint gaim_status_compare(const GaimStatus *status1, const GaimStatus *status2); /*@}*/ /**************************************************************************/ /** @name GaimPresence API */ /**************************************************************************/ /*@{*/ /** * Creates a new presence. * * @param context The presence context. * * @return A new presence. */ GaimPresence *gaim_presence_new(GaimPresenceContext context); /** * Creates a presence for an account. * * @param account The account. * * @return The new presence. */ GaimPresence *gaim_presence_new_for_account(GaimAccount *account); /** * Creates a presence for a conversation. * * @param conv The conversation. * * @return The new presence. */ GaimPresence *gaim_presence_new_for_conv(GaimConversation *conv); /** * Creates a presence for a buddy. * * @param buddy The buddy. * * @return The new presence. */ GaimPresence *gaim_presence_new_for_buddy(GaimBuddy *buddy); /** * Destroys a presence. * * All statuses added to this list will be destroyed along with * the presence. * * If this presence belongs to a buddy, you must call * gaim_presence_remove_buddy() first. * * @param presence The presence to destroy. */ void gaim_presence_destroy(GaimPresence *presence); /** * Removes a buddy from a presence. * * This must be done before destroying a buddy in a presence. * * @param presence The presence. * @param buddy The buddy. */ void gaim_presence_remove_buddy(GaimPresence *presence, GaimBuddy *buddy); /** * Adds a status to a presence. * * @param presence The presence. * @param status The status to add. */ void gaim_presence_add_status(GaimPresence *presence, GaimStatus *status); /** * Adds a list of statuses to the presence. * * @param presence The presence. * @param source_list The source list of statuses to add. */ void gaim_presence_add_list(GaimPresence *presence, const GList *source_list); /** * Sets the active state of a status in a presence. * * Only independent statuses can be set unactive. Normal statuses can only * be set active, so if you wish to disable a status, set another * non-independent status to active, or use gaim_presence_switch_status(). * * @param presence The presence. * @param status_id The ID of the status. * @param active The active state. */ void gaim_presence_set_status_active(GaimPresence *presence, const char *status_id, gboolean active); /** * Switches the active status in a presence. * * This is similar to gaim_presence_set_status_active(), except it won't * activate independent statuses. * * @param presence The presence. * @param status_id The status ID to switch to. */ void gaim_presence_switch_status(GaimPresence *presence, const char *status_id); /** * Sets the idle state and time on a presence. * * @param presence The presence. * @param idle The idle state. * @param idle_time The idle time, if @a idle is TRUE. This * is the time at which the user became idle, * in seconds since the epoch. */ void gaim_presence_set_idle(GaimPresence *presence, gboolean idle, time_t idle_time); /** * Sets the login time on a presence. * * @param presence The presence. * @param login_time The login time. */ void gaim_presence_set_login_time(GaimPresence *presence, time_t login_time); /** * Sets the warning level on a presence. * * @param presence The presence. * @param level The warning level. An integer between 0 and 100 * (inclusive) representing the percentage warned. */ void gaim_presence_set_warning_level(GaimPresence *presence, unsigned int level); /** * Returns the presence's context. * * @param presence The presence. * * @return The presence's context. */ GaimPresenceContext gaim_presence_get_context(const GaimPresence *presence); /** * Returns a presence's account. * * @param presence The presence. * * @return The presence's account. */ GaimAccount *gaim_presence_get_account(const GaimPresence *presence); /** * Returns a presence's conversation. * * @param presence The presence. * * @return The presence's conversation. */ GaimConversation *gaim_presence_get_conversation(const GaimPresence *presence); /** * Returns a presence's chat user. * * @param presence The presence. * * @return The chat's user. */ const char *gaim_presence_get_chat_user(const GaimPresence *presence); /** * Returns a presence's list of buddies. * * @param presence The presence. * * @return The presence's list of buddies. */ const GList *gaim_presence_get_buddies(const GaimPresence *presence); /** * Returns all the statuses in a presence. * * @param presence The presence. * * @return The statuses. */ const GList *gaim_presence_get_statuses(const GaimPresence *presence); /** * Returns the status with the specified ID from a presence. * * @param presence The presence. * @param status_id The ID of the status. * * @return The status if found, or NULL. */ GaimStatus *gaim_presence_get_status(const GaimPresence *presence, const char *status_id); /** * Returns the active exclusive status from a presence. * * @param presence The presence. * * @return The active exclusive status. */ GaimStatus *gaim_presence_get_active_status(const GaimPresence *presence); /** * Returns whether or not a presence is available. * * Available presences are online and possibly hidden, but not away or idle. * * @param presence The presence. * * @return TRUE if the presence is available, or FALSE otherwise. */ gboolean gaim_presence_is_available(const GaimPresence *presence); /** * Returns whether or not a presence is online. * * @param presence The presence. * * @return TRUE if the presence is online, or FALSE otherwise. */ gboolean gaim_presence_is_online(const GaimPresence *presence); /** * Returns whether or not a status in a presence is active. * * A status is active if itself or any of its sub-statuses are active. * * @param presence The presence. * @param status_id The ID of the status. * * @return TRUE if the status is active, or FALSE. */ gboolean gaim_presence_is_status_active(const GaimPresence *presence, const char *status_id); /** * Returns whether or not a status with the specified primitive type * in a presence is active. * * A status is active if itself or any of its sub-statuses are active. * * @param presence The presence. * @param primitive The status primitive. * * @return TRUE if the status is active, or FALSE. */ gboolean gaim_presence_is_status_primitive_active( const GaimPresence *presence, GaimStatusPrimitive primitive); /** * Returns whether or not a presence is idle. * * @param presence The presence. * * @return TRUE if the presence is idle, or FALSE otherwise. */ gboolean gaim_presence_is_idle(const GaimPresence *presence); /** * Returns the presence's idle time. * * @param presence The presence. * * @return The presence's idle time. */ time_t gaim_presence_get_idle_time(const GaimPresence *presence); /** * Returns the presence's warning level. * * @param presence The presence. * * @return The presence's warning level. */ unsigned int gaim_presence_get_warning_level(const GaimPresence *presence); /** * Returns the presence's login time. * * @param presence The presence. * * @return The presence's login time. */ time_t gaim_presence_get_login_time(const GaimPresence *presence); /** * Compares two presences for availability. * * @param presence1 The first presence. * @param presence2 The second presence. * * @return -1 if @a presence1 is more available than @a presence2. * 0 if @a presence1 is equal to @a presence2. * 1 if @a presence1 is less available than @a presence2. */ gint gaim_presence_compare(const GaimPresence *presence1, const GaimPresence *presence2); /*@}*/ /**************************************************************************/ /** @name Status subsystem */ /**************************************************************************/ /*@{*/ /** * Get the handle for the status subsystem. * * @return the handle to the status subsystem */ void *gaim_status_get_handle(); /** * Initializes the status subsystem. */ void gaim_status_init(void); /** * Uninitializes the status subsystem. */ void gaim_status_uninit(void); /*@}*/ #endif /* _GAIM_STATUS_H_ */