view libpurple/sound.c @ 15441:56a2a0bb290a

Fix a crash when a network_listen_range process is canceled before its UPnP port mapping completes, which occurs regularly on certain routers when file transfers are initiated and then quickly finished. Much thanks to Elliott Harris and Eric Richie for their hard work with me hunting this down and fixing it.
author Evan Schoenberg <evan.s@dreskin.net>
date Sun, 28 Jan 2007 15:05:23 +0000
parents 5fe8042783c1
children 32c366eeeb99
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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;

#define STATUS_AVAILABLE 1
#define STATUS_AWAY 2

static gboolean
gaim_sound_play_required(const GaimAccount *account)
{
	gint pref_status = gaim_prefs_get_int("/core/sound/while_status");

	if (pref_status == 3)
	{
		/* Play sounds: Always */
		return TRUE;
	}

	if (account != NULL)
	{
		GaimStatus *status = gaim_account_get_active_status(account);

		if (gaim_status_is_online(status))
		{
			gboolean available = gaim_status_is_available(status);
			return (( available && pref_status == STATUS_AVAILABLE) ||
			        (!available && pref_status == STATUS_AWAY));
		}
	}

	/* We get here a couple of ways.  Either the request has been OK'ed
	 * by gaim_sound_play_event() and we're here because the UI has
	 * called gaim_sound_play_file(), or we're here for something
	 * not related to an account (like testing a sound). */
	return TRUE;
}

void
gaim_sound_play_file(const char *filename, const GaimAccount *account)
{
	if (!gaim_sound_play_required(account))
		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)
{
	if (!gaim_sound_play_required(account))
		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_SUBTYPE,
	                                    GAIM_SUBTYPE_ACCOUNT));

	gaim_prefs_add_none("/core/sound");
	gaim_prefs_add_int("/core/sound/while_status", STATUS_AVAILABLE);
}

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;
}