Mercurial > pidgin.yaz
view src/signals.h @ 10158:5dd9c1df6459
[gaim-migrate @ 11239]
New default sounds from Brad Turcotte. Thanks Brad!
If anyone has any opinions on these please discuss on gaim-devel.
It's possible they need to be made just a tad louder, but we
thought it'd be a good idea to try them as-is.
committer: Tailor Script <tailor@pidgin.im>
author | Mark Doliner <mark@kingant.net> |
---|---|
date | Fri, 05 Nov 2004 05:26:43 +0000 |
parents | 60db14d54914 |
children | 9b223bf37ca0 |
line wrap: on
line source
/** * @file signals.h Signal 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_SIGNALS_H_ #define _GAIM_SIGNALS_H_ #include <glib.h> #include "value.h" #define GAIM_CALLBACK(func) ((GaimCallback)func) typedef void (*GaimCallback)(void); typedef void (*GaimSignalMarshalFunc)(GaimCallback cb, va_list args, void *data, void **return_val); #ifdef __cplusplus extern "C" { #endif /**************************************************************************/ /** @name Signal API */ /**************************************************************************/ /*@{*/ /** * Registers a signal in an instance. * * @param instance The instance to register the signal for. * @param signal The signal name. * @param marshal The marshal function. * @param ret_value The return value type, or NULL for no return value. * @param num_values The number of values to be passed to the callbacks. * @param ... The values to pass to the callbacks. * * @return The signal ID local to that instance, or 0 if the signal * couldn't be registered. * * @see GaimValue */ gulong gaim_signal_register(void *instance, const char *signal, GaimSignalMarshalFunc marshal, GaimValue *ret_value, int num_values, ...); /** * Unregisters a signal in an instance. * * @param instance The instance to unregister the signal for. * @param signal The signal name. */ void gaim_signal_unregister(void *instance, const char *signal); /** * Unregisters all signals in an instance. * * @param instance The instance to unregister the signal for. */ void gaim_signals_unregister_by_instance(void *instance); /** * Returns a list of value types used for a signal. * * @param instance The instance the signal is registered to. * @param signal The signal. * @param ret_value The return value from the last signal handler. * @param num_values The returned number of values. * @param values The returned list of values. */ void gaim_signal_get_values(void *instance, const char *signal, GaimValue **ret_value, int *num_values, GaimValue ***values); /** * Connects a signal handler to a signal for a particular object. * * Take care not to register a handler function twice. Gaim will * not correct any mistakes for you in this area. * * @param instance The instance to connect to. * @param signal The name of the signal to connect. * @param handle The handle of the receiver. * @param func The callback function. * @param data The data to pass to the callback function. * * @return The signal handler ID. * * @see gaim_signal_disconnect() */ gulong gaim_signal_connect(void *instance, const char *signal, void *handle, GaimCallback func, void *data); /** * Connects a signal handler to a signal for a particular object. * * The signal handler will take a va_args of arguments, instead of * individual arguments. * * Take care not to register a handler function twice. Gaim will * not correct any mistakes for you in this area. * * @param instance The instance to connect to. * @param signal The name of the signal to connect. * @param handle The handle of the receiver. * @param func The callback function. * @param data The data to pass to the callback function. * * @return The signal handler ID. * * @see gaim_signal_disconnect() */ gulong gaim_signal_connect_vargs(void *instance, const char *signal, void *handle, GaimCallback func, void *data); /** * Disconnects a signal handler from a signal on an object. * * @param instance The instance to disconnect from. * @param signal The name of the signal to disconnect. * @param handle The handle of the receiver. * @param func The registered function to disconnect. * * @see gaim_signal_connect() */ void gaim_signal_disconnect(void *instance, const char *signal, void *handle, GaimCallback func); /** * Removes all callbacks associated with a receiver handle. * * @param handle The receiver handle. */ void gaim_signals_disconnect_by_handle(void *handle); /** * Emits a signal. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * * @see gaim_signal_connect() * @see gaim_signal_disconnect() */ void gaim_signal_emit(void *instance, const char *signal, ...); /** * Emits a signal, using a va_list of arguments. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * @param args The arguments list. * * @see gaim_signal_connect() * @see gaim_signal_disconnect() */ void gaim_signal_emit_vargs(void *instance, const char *signal, va_list args); /** * Emits a signal and returns the return value from the last handler. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * * @return The return value from the last handler. */ void *gaim_signal_emit_return_1(void *instance, const char *signal, ...); /** * Emits a signal and returns the return value from the last handler. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * @param args The arguments list. * * @return The return value from the last handler. */ void *gaim_signal_emit_vargs_return_1(void *instance, const char *signal, va_list args); /** * Initializes the signals subsystem. */ void gaim_signals_init(); /** * Uninitializes the signals subsystem. */ void gaim_signals_uninit(); /*@}*/ /**************************************************************************/ /** @name Marshal Functions */ /**************************************************************************/ /*@{*/ void gaim_marshal_VOID( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__INT_INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_UINT_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_INT__INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_INT__INT_INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); /*@}*/ #ifdef __cplusplus } #endif #endif /* _GAIM_SIGNALS_H_ */