Mercurial > pidgin.yaz
view src/roomlist.c @ 9417:9f6a28af7164
[gaim-migrate @ 10232]
" IDLETRACK.DLL uses Windows hooks to record the last
time the user pressed a key or moved the mouse.
Windows hooks are a bit unfriendly in that they force
the hook DLL into every process - so IDLETRACK.DLL
gets added to every process after Gaim runs. This can
mean that IDLETRACK.DLL doesn't get unloaded when
Gaim stops, which causes a warning about being unable
to write to IDLETRACK.DLL if you then upgrade Gaim.
Further, hooking is a common tactic employed by key
loggers. If the user has a program installed that checks
for global hooks then it will warn the user that Gaim may
contain a key logger.
From Windows 2000 onwards Microsoft introduced an
API function called GetLastInputInfo that returns the
timer tick at the point that the user last pressed a key
or moved the mouse. I have changed idletrack.c so that
it will try to use this if it can, which avoids all the
ugliness of having to use hooks, but it will fall back to
using hooks if the function isn't present.
This patch changes all three exported functions in
idletrack.c.
In wgaim_set_idlehooks it checks to see if
GetLastInputInfo is present. If it is then the address of
the function is recorded and no hooks are set. If it isn't
then we're running on an old verison of Windows and the
hooks are set as per current behaviour.
In wgaim_remove_idlehooks the module handle taken for
USER32.DLL by wgaim_set_idlehooks is released.
In wgaim_get_lastactive the GetLastInputInfo function
is called, if present. If it isn't present then the hooks will
have run and the shared memory they write to will be
read as per current behaviour. Both methods end up
getting the timer tick of the last user activity, which is
returned as per current behaviour." --Andrew Whewell
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Sun, 27 Jun 2004 22:29:53 +0000 |
parents | 19885cb8a24c |
children | 5151c6788f3d |
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); } 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; } /*@}*/