Mercurial > pidgin.yaz
view src/roomlist.c @ 8928:755d7f8907c6
[gaim-migrate @ 9698]
" This patch creates a custom sort function that will
sort the "none" theme, if found, at the top of the
Smiley Themes list. Luke and I thought it was good
idea to do so.
I also had to add just the theme name to the tree list
since the other field had the name, author, and
description all marked up, which would be stupid to try
and sort. This way I can just look for "none"" --Don Seiler
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Fri, 14 May 2004 05:04:28 +0000 |
parents | 058efd3cb86f |
children | fd1a4ff1f7ed |
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_category(GaimRoomlist *list, GaimRoomlistRoom *category) { GaimPluginProtocolInfo *prpl_info = NULL; GaimConnection *gc; g_return_if_fail(list != NULL); g_return_if_fail(category != NULL); g_return_if_fail(category->type & GAIM_ROOMLIST_ROOMTYPE_CATEGORY); 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_category) prpl_info->roomlist_expand_category(list, category); } /*@}*/ /**************************************************************************/ /** @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; } /*@}*/