view src/sound.c @ 7433:6fdc55dd636a

[gaim-migrate @ 8038] Because all the log reading and writing is abstracted, it makes it real easy to tell Gaim, "give me entire contents of the last conversation," which is useful for, say, a history.c plugin. This code is now much simpler, and it took no time at all to port it. Sort-by-log will be a bit harder. And because two people asked me within a minute of me committing it, there exists an "old log" GaimLogLogger that doesn't write logs, but can list and read them. So, you'll be able to seamlessly see your old logs along with your new logs together in the log viewer. committer: Tailor Script <tailor@pidgin.im>
author Sean Egan <seanegan@gmail.com>
date Wed, 05 Nov 2003 06:39:05 +0000
parents feb3d21a7794
children fa6395637e2c
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/*
 * gaim
 *
 * Copyright (C) 2003, Nathan Walp <faceprint@faceprint.com>
 *
 * 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 "sound.h"
#include "prefs.h"

/* XXX CORE/UI: this goes away when away messages become sane */
#include "gtkinternal.h"
#include "ui.h"


static GaimSoundUiOps *sound_ui_ops = NULL;

void gaim_sound_set_ui_ops(GaimSoundUiOps *ops)
{
	if(sound_ui_ops && sound_ui_ops->shutdown)
		sound_ui_ops->shutdown();
	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()
{
	gaim_prefs_add_none("/core/sound");
	gaim_prefs_add_bool("/core/sound/while_away", FALSE);
}

void gaim_sound_shutdown()
{
	if(sound_ui_ops && sound_ui_ops->shutdown)
		sound_ui_ops->shutdown();
}

void gaim_sound_play_file(const char *filename)
{
	if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
		return;

	if(sound_ui_ops && sound_ui_ops->play_file)
		sound_ui_ops->play_file(filename);
}

void gaim_sound_play_event(GaimSoundEventID event)
{
	if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
		return;

	if(sound_ui_ops && sound_ui_ops->play_event)
		sound_ui_ops->play_event(event);
}