view src/value.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 fde4101fa183
children 8bda65b88e49
line wrap: on
line source

/**
 * @file value.c Value wrapper 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 "internal.h"

#include "value.h"

#define OUTGOING_FLAG 0x01

GaimValue *
gaim_value_new(GaimType type, ...)
{
	GaimValue *value;
	va_list args;

	g_return_val_if_fail(type != GAIM_TYPE_UNKNOWN, NULL);

	value = g_new0(GaimValue, 1);

	value->type = type;

	va_start(args, type);

	if (type == GAIM_TYPE_SUBTYPE)
		value->u.subtype = va_arg(args, int);
	else if (type == GAIM_TYPE_BOXED)
		value->u.specific_type = g_strdup(va_arg(args, char *));

	va_end(args);

	return value;
}

GaimValue *
gaim_value_new_outgoing(GaimType type, ...)
{
	GaimValue *value;
	va_list args;

	g_return_val_if_fail(type != GAIM_TYPE_UNKNOWN, NULL);

	value = g_new0(GaimValue, 1);

	value->type = type;

	va_start(args, type);

	if (type == GAIM_TYPE_SUBTYPE)
		value->u.subtype = va_arg(args, int);
	else if (type == GAIM_TYPE_BOXED)
		value->u.specific_type = g_strdup(va_arg(args, char *));

	va_end(args);

	value->flags |= OUTGOING_FLAG;

	return value;
}

void
gaim_value_destroy(GaimValue *value)
{
	g_return_if_fail(value != NULL);

	if (gaim_value_get_type(value) == GAIM_TYPE_BOXED)
	{
		if (value->u.specific_type != NULL)
			g_free(value->u.specific_type);
	}
	else if (gaim_value_get_type(value) == GAIM_TYPE_STRING)
	{
		if (value->data.string_data != NULL)
			g_free(value->data.string_data);
	}

	g_free(value);
}

GaimValue *
gaim_value_dup(const GaimValue *value)
{
	GaimValue *new_value;
	GaimType type;

	g_return_val_if_fail(value != NULL, NULL);

	type = gaim_value_get_type(value);

	if (type == GAIM_TYPE_SUBTYPE)
	{
		new_value = gaim_value_new(GAIM_TYPE_SUBTYPE,
								   gaim_value_get_subtype(value));
	}
	else if (type == GAIM_TYPE_BOXED)
	{
		new_value = gaim_value_new(GAIM_TYPE_BOXED,
								   gaim_value_get_specific_type(value));
	}
	else
		new_value = gaim_value_new(type);

	new_value->flags = value->flags;

	switch (type)
	{
		case GAIM_TYPE_CHAR:
			gaim_value_set_char(new_value, gaim_value_get_char(value));
			break;

		case GAIM_TYPE_UCHAR:
			gaim_value_set_uchar(new_value, gaim_value_get_uchar(value));
			break;

		case GAIM_TYPE_BOOLEAN:
			gaim_value_set_boolean(new_value, gaim_value_get_boolean(value));
			break;

		case GAIM_TYPE_SHORT:
			gaim_value_set_short(new_value, gaim_value_get_short(value));
			break;

		case GAIM_TYPE_USHORT:
			gaim_value_set_ushort(new_value, gaim_value_get_ushort(value));
			break;

		case GAIM_TYPE_INT:
			gaim_value_set_int(new_value, gaim_value_get_int(value));
			break;

		case GAIM_TYPE_UINT:
			gaim_value_set_uint(new_value, gaim_value_get_uint(value));
			break;

		case GAIM_TYPE_LONG:
			gaim_value_set_long(new_value, gaim_value_get_long(value));
			break;

		case GAIM_TYPE_ULONG:
			gaim_value_set_ulong(new_value, gaim_value_get_ulong(value));
			break;

		case GAIM_TYPE_INT64:
			gaim_value_set_int64(new_value, gaim_value_get_int64(value));
			break;

		case GAIM_TYPE_UINT64:
			gaim_value_set_uint64(new_value, gaim_value_get_uint64(value));
			break;

		case GAIM_TYPE_STRING:
			gaim_value_set_string(new_value, gaim_value_get_string(value));
			break;

		case GAIM_TYPE_OBJECT:
			gaim_value_set_object(new_value, gaim_value_get_object(value));
			break;

		case GAIM_TYPE_POINTER:
			gaim_value_set_pointer(new_value, gaim_value_get_pointer(value));
			break;

		case GAIM_TYPE_ENUM:
			gaim_value_set_enum(new_value, gaim_value_get_enum(value));
			break;

		case GAIM_TYPE_BOXED:
			gaim_value_set_boxed(new_value, gaim_value_get_boxed(value));
			break;

		default:
			break;
	}

	return new_value;
}

GaimType
gaim_value_get_type(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, GAIM_TYPE_UNKNOWN);

	return value->type;
}

unsigned int
gaim_value_get_subtype(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);
	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_SUBTYPE, 0);

	return value->u.subtype;
}

const char *
gaim_value_get_specific_type(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);
	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_BOXED, NULL);

	return value->u.specific_type;
}

gboolean
gaim_value_is_outgoing(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, FALSE);

	return (value->flags & OUTGOING_FLAG);
}

void
gaim_value_set_char(GaimValue *value, char data)
{
	g_return_if_fail(value != NULL);

	value->data.char_data = data;
}

void
gaim_value_set_uchar(GaimValue *value, unsigned char data)
{
	g_return_if_fail(value != NULL);

	value->data.uchar_data = data;
}

void
gaim_value_set_boolean(GaimValue *value, gboolean data)
{
	g_return_if_fail(value != NULL);

	value->data.boolean_data = data;
}

void
gaim_value_set_short(GaimValue *value, short data)
{
	g_return_if_fail(value != NULL);

	value->data.short_data = data;
}

void
gaim_value_set_ushort(GaimValue *value, unsigned short data)
{
	g_return_if_fail(value != NULL);

	value->data.ushort_data = data;
}

void
gaim_value_set_int(GaimValue *value, int data)
{
	g_return_if_fail(value != NULL);

	value->data.int_data = data;
}

void
gaim_value_set_uint(GaimValue *value, unsigned int data)
{
	g_return_if_fail(value != NULL);

	value->data.int_data = data;
}

void
gaim_value_set_long(GaimValue *value, long data)
{
	g_return_if_fail(value != NULL);

	value->data.long_data = data;
}

void
gaim_value_set_ulong(GaimValue *value, unsigned long data)
{
	g_return_if_fail(value != NULL);

	value->data.long_data = data;
}

void
gaim_value_set_int64(GaimValue *value, gint64 data)
{
	g_return_if_fail(value != NULL);

	value->data.int64_data = data;
}

void
gaim_value_set_uint64(GaimValue *value, guint64 data)
{
	g_return_if_fail(value != NULL);

	value->data.uint64_data = data;
}

void
gaim_value_set_string(GaimValue *value, const char *data)
{
	g_return_if_fail(value != NULL);

	if (value->data.string_data != NULL)
		g_free(value->data.string_data);

	value->data.string_data = (data == NULL ? NULL : g_strdup(data));
}

void
gaim_value_set_object(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.object_data = data;
}

void
gaim_value_set_pointer(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.pointer_data = data;
}

void
gaim_value_set_enum(GaimValue *value, int data)
{
	g_return_if_fail(value != NULL);

	value->data.enum_data = data;
}

void
gaim_value_set_boxed(GaimValue *value, void *data)
{
	g_return_if_fail(value != NULL);

	value->data.boxed_data = data;
}

char
gaim_value_get_char(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.char_data;
}

unsigned char
gaim_value_get_uchar(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.uchar_data;
}

gboolean
gaim_value_get_boolean(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, FALSE);

	return value->data.boolean_data;
}

short
gaim_value_get_short(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.short_data;
}

unsigned short
gaim_value_get_ushort(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.ushort_data;
}

int
gaim_value_get_int(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int_data;
}

unsigned int
gaim_value_get_uint(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int_data;
}

long
gaim_value_get_long(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.long_data;
}

unsigned long
gaim_value_get_ulong(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.long_data;
}

gint64
gaim_value_get_int64(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.int64_data;
}

guint64
gaim_value_get_uint64(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, 0);

	return value->data.uint64_data;
}

const char *
gaim_value_get_string(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.string_data;
}

void *
gaim_value_get_object(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.object_data;
}

void *
gaim_value_get_pointer(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.pointer_data;
}

int
gaim_value_get_enum(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, -1);

	return value->data.enum_data;
}

void *
gaim_value_get_boxed(const GaimValue *value)
{
	g_return_val_if_fail(value != NULL, NULL);

	return value->data.boxed_data;
}