view src/roomlist.c @ 8481:6d0869404696

[gaim-migrate @ 9214] " this fixes and should close 9, 10, and 12 on simguys list... those are... 9 Buttons that are pushed in when text is sent, stay pushed in. They should reset to the default for the line based on the B/I/U preferences. 10 Buttons are not properly pushed in if B/I/U are set in the prefs when the conversation window appears. 12 Buttons don't push in and out when the cursor enters regions that are differently formatted. For example, if you move the cursor to a place where the text is bold, the B button should probably be pushed in. While working on these i uncovered another bug which i'll start working on shortly, but thats no reason to hold this back when someone may find something I missed..." --Gary Kramlich as per his note, this does not fix moving the cursor with the mouse, but that doesn't work without this patch either. committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Sun, 21 Mar 2004 18:38:30 +0000
parents 77baefe979c6
children 058efd3cb86f
line wrap: on
line source

/**
 * @file roomlist.c Room List 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
 */

#include <glib.h>

#include "account.h"
#include "connection.h"
#include "debug.h"
#include "roomlist.h"
#include "server.h"


static GaimRoomlistUiOps *ops = NULL;

/**************************************************************************/
/** @name Room List API                                                   */
/**************************************************************************/
/*@{*/

void gaim_roomlist_show_with_account(GaimAccount *account)
{
	if (ops && ops->show_with_account)
		ops->show_with_account(account);
}

GaimRoomlist *gaim_roomlist_new(GaimAccount *account)
{
	GaimRoomlist *list;

	g_return_val_if_fail(account != NULL, NULL);

	list = g_new0(GaimRoomlist, 1);
	list->account = account;
	list->rooms = NULL;
	list->fields = NULL;
	list->ref = 1;

	if (ops && ops->new)
		ops->new(list);

	return list;
}

void gaim_roomlist_ref(GaimRoomlist *list)
{
	g_return_if_fail(list != NULL);

	list->ref++;
	gaim_debug_misc("roomlist", "reffing list, ref count now %d\n", list->ref);
}

static void gaim_roomlist_room_destroy(GaimRoomlist *list, GaimRoomlistRoom *r)
{
	GList *l, *j;

	for (l = list->fields, j = r->fields; l && j; l = l->next, j = j->next) {
		GaimRoomlistField *f = l->data;
		if (f->type == GAIM_ROOMLIST_FIELD_STRING)
			g_free(j->data);
	}

	g_list_free(r->fields);
	g_free(r->name);
	g_free(r);
}

static void gaim_roomlist_field_destroy(GaimRoomlistField *f)
{
	g_free(f->label);
	g_free(f->name);
	g_free(f);
}

static void gaim_roomlist_destroy(GaimRoomlist *list)
{
	GList *l;

	gaim_debug_misc("roomlist", "destroying list %p\n", list);

	if (ops && ops->destroy)
		ops->destroy(list);

	if (list->rooms) {
		for (l = list->rooms; l; l = l->next) {
			GaimRoomlistRoom *r = l->data;
			gaim_roomlist_room_destroy(list, r);
		}
		g_list_free(list->rooms);
	}

	if (list->fields) {
		for (l = list->fields; l; l = l->next) {
			GaimRoomlistField *f = l->data;
			gaim_roomlist_field_destroy(f);
		}
		g_list_free(list->fields);
	}

	g_free(list);
}

void gaim_roomlist_unref(GaimRoomlist *list)
{
	g_return_if_fail(list != NULL);

	list->ref--;

	gaim_debug_misc("roomlist", "unreffing list, ref count now %d\n", list->ref);
	if (list->ref == 0)
		gaim_roomlist_destroy(list);
}

void gaim_roomlist_set_fields(GaimRoomlist *list, GList *fields)
{
	g_return_if_fail(list != NULL);

	list->fields = fields;

	if (ops && ops->set_fields)
		ops->set_fields(list, fields);
}

void gaim_roomlist_set_in_progress(GaimRoomlist *list, gboolean in_progress)
{
	g_return_if_fail(list != NULL);

	list->in_progress = in_progress;

	if (ops && ops->in_progress)
		ops->in_progress(list, in_progress);
}

gboolean gaim_roomlist_get_in_progress(GaimRoomlist *list)
{
	g_return_val_if_fail(list != NULL, FALSE);

	return list->in_progress;
}

void gaim_roomlist_room_add(GaimRoomlist *list, GaimRoomlistRoom *room)
{
	g_return_if_fail(list != NULL);
	g_return_if_fail(room != NULL);

	list->rooms = g_list_append(list->rooms, room);

	if (ops && ops->add_room)
		ops->add_room(list, room);
}

gboolean gaim_roomlist_is_possible(GaimConnection *gc)
{
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_val_if_fail(gc != NULL, FALSE);

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

	if (prpl_info && prpl_info->roomlist_get_list)
		return TRUE;
	return FALSE;
}

GaimRoomlist *gaim_roomlist_get_list(GaimConnection *gc)
{
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_val_if_fail(gc != NULL, NULL);

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

	if (prpl_info && prpl_info->roomlist_get_list)
		return prpl_info->roomlist_get_list(gc);
	return NULL;
}

void gaim_roomlist_cancel_get_list(GaimRoomlist *list)
{
	GaimPluginProtocolInfo *prpl_info = NULL;
	GaimConnection *gc;

	g_return_if_fail(list != NULL);

	gc = gaim_account_get_connection(list->account);

	g_return_if_fail(gc != NULL);

	if (gc != NULL && gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

	if (prpl_info && prpl_info->roomlist_cancel)
		prpl_info->roomlist_cancel(list);
}

void gaim_roomlist_expand_catagory(GaimRoomlist *list, GaimRoomlistRoom *catagory)
{
	GaimPluginProtocolInfo *prpl_info = NULL;
	GaimConnection *gc;

	g_return_if_fail(list != NULL);
	g_return_if_fail(catagory != NULL);
	g_return_if_fail(catagory->type & GAIM_ROOMLIST_ROOMTYPE_CATAGORY);

	gc = gaim_account_get_connection(list->account);
	g_return_if_fail(gc != NULL);

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

	if (prpl_info && prpl_info->roomlist_expand_catagory)
		prpl_info->roomlist_expand_catagory(list, catagory);
}

/*@}*/

/**************************************************************************/
/** @name Room API                                                        */
/**************************************************************************/
/*@{*/

GaimRoomlistRoom *gaim_roomlist_room_new(GaimRoomlistRoomType type, const gchar *name,
                                         GaimRoomlistRoom *parent)
{
	GaimRoomlistRoom *room;

	g_return_val_if_fail(name != NULL, NULL);

	room = g_new0(GaimRoomlistRoom, 1);
	room->type = type;
	room->name = g_strdup(name);
	room->parent = parent;

	return room;
}

void gaim_roomlist_room_add_field(GaimRoomlist *list, GaimRoomlistRoom *room, gconstpointer field)
{
	GaimRoomlistField *f;

	g_return_if_fail(list != NULL);
	g_return_if_fail(room != NULL);
	g_return_if_fail(list->fields != NULL);

	if (!room->fields)
		f = list->fields->data;
	else
		f = g_list_nth_data(list->fields, g_list_length(room->fields));

	g_return_if_fail(f != NULL);

	switch(f->type) {
		case GAIM_ROOMLIST_FIELD_STRING:
			room->fields = g_list_append(room->fields, g_strdup(field));
			break;
		case GAIM_ROOMLIST_FIELD_BOOL:
		case GAIM_ROOMLIST_FIELD_INT:
			room->fields = g_list_append(room->fields, GINT_TO_POINTER(field));
			break;
	}
}

void gaim_roomlist_room_join(GaimRoomlist *list, GaimRoomlistRoom *room)
{
	GHashTable *components;
	GList *l, *j;
	GaimConnection *gc;

	g_return_if_fail(list != NULL);
	g_return_if_fail(room != NULL);

	gc = gaim_account_get_connection(list->account);
	if (!gc)
		return;

	components = g_hash_table_new(g_str_hash, g_str_equal);

	g_hash_table_replace(components, "name", room->name);
	for (l = list->fields, j = room->fields; l && j; l = l->next, j = j->next) {
		GaimRoomlistField *f = l->data;

		g_hash_table_replace(components, f->name, j->data);
	}

	serv_join_chat(gc, components);

	g_hash_table_destroy(components);
}

/*@}*/

/**************************************************************************/
/** @name Room Field API                                                  */
/**************************************************************************/
/*@{*/

GaimRoomlistField *gaim_roomlist_field_new(GaimRoomlistFieldType type,
                                           const gchar *label, const gchar *name,
                                           gboolean hidden)
{
	GaimRoomlistField *f;

	g_return_val_if_fail(label != NULL, NULL);
	g_return_val_if_fail(name != NULL, NULL);

	f = g_new0(GaimRoomlistField, 1);

	f->type = type;
	f->label = g_strdup(label);
	f->name = g_strdup(name);
	f->hidden = hidden;

	return f;
}

/*@}*/

/**************************************************************************/
/** @name UI Registration Functions                                       */
/**************************************************************************/
/*@{*/


void gaim_roomlist_set_ui_ops(GaimRoomlistUiOps *ui_ops)
{
	ops = ui_ops;
}

GaimRoomlistUiOps *gaim_roomlist_get_ui_ops(void)
{
	return ops;
}

/*@}*/