Mercurial > pidgin.yaz
view src/status.c @ 12116:e75ef7aa913e
[gaim-migrate @ 14416]
" This patch implements a replacement for the queuing
system from 1.x. It also obsoletes a previous patch
[#1338873] I submitted to prioritize the unseen states
in gtk conversations.
The attached envelope.png is ripped from the
msgunread.png already included in gaim. It should be
dropped in the pixmaps directory (Makefile.am is
updated accordingly in this patch).
The two separate queuing preferences from 1.x, queuing
messages while away and queuing all new messages (from
docklet), are replaced with a single 3-way preference
for conversations. The new preference is "Hide new IM
conversations". This preference can be set to never,
away and always.
When a gtk conversation is created, it may be placed in
a hidden conversation window instead of being placed
normally. This decision is based upon the preference
and possibly the away state of the account the
conversation is being created for. This *will* effect
conversations the user explicitly requests to be
created, so in these cases the caller must be sure to
present the conversation to the user, using
gaim_gtkconv_present_conversation(). This is done
already in gtkdialogs.c which handles creating
conversations requested by the user from gaim proper
(menus, double-clicking on budy in blist, etc.).
The main advantage to not queuing messages is that the
conversations exist, the message is written to the
conversation (and logged if appropriate) and the unseen
state is set on the conversation. This means no
additional features are needed to track whether there
are queued messages or not, just use the unseen state
on conversations.
Since conversations may not be visible (messages
"queued"), gaim proper needs some notification that
there are messages waiting. I opted for a menutray icon
that shows up when an im conversation has an unseen
message. Clicking this icon will focus (and show if
hidden) the first conversation with an unseen message.
This is essentially the same behavior of the docklet in
cvs right now, except that the icon is only visible
when there is a conversation with an unread message.
The api that is added is flexible enough to allow
either the docklet or the new blist menutray icon to be
visible for conversations of any/all types and for
unseen messages >= any state. Currently they are set to
only IM conversations and only unseen states >= TEXT
(system messages and no log messages will not trigger
blinking the docklet or showing the blist tray icon),
but these could be made preferences relatively easily
in the future. Other plugins could probably benefit as
well: gaim_gtk_conversations_get_first_unseen().
There is probably some limit to comment size, so I'll
stop rambling now. If anyone has more
questions/comments, catch me in #gaim, here or on
gaim-devel."
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Wed, 16 Nov 2005 18:17:01 +0000 |
parents | 5a63ea24ac83 |
children | 355c7acbb61d |
line wrap: on
line source
/** * @file status.c Status 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 "blist.h" #include "core.h" #include "dbus-maybe.h" #include "debug.h" #include "notify.h" #include "prefs.h" #include "status.h" /** * A type of status. */ struct _GaimStatusType { GaimStatusPrimitive primitive; char *id; char *name; char *primary_attr_id; gboolean saveable; gboolean user_settable; gboolean independent; GList *attrs; }; /** * A status attribute. */ struct _GaimStatusAttr { char *id; char *name; GaimValue *value_type; }; /** * A list of statuses. */ struct _GaimPresence { GaimPresenceContext context; gboolean idle; time_t idle_time; time_t login_time; GList *statuses; GHashTable *status_table; GaimStatus *active_status; union { GaimAccount *account; struct { GaimConversation *conv; char *user; } chat; struct { GaimAccount *account; char *name; size_t ref_count; GList *buddies; } buddy; } u; }; /** * An active status. */ struct _GaimStatus { GaimStatusType *type; GaimPresence *presence; const char *title; gboolean active; GHashTable *attr_values; }; typedef struct { GaimAccount *account; char *name; } GaimStatusBuddyKey; static int primitive_scores[] = { 0, /* unset */ -500, /* offline */ 0, /* online */ 100, /* available */ -75, /* unavailable */ -50, /* hidden */ -100, /* away */ -200, /* extended away */ -10, /* idle, special case. */ -5 /* idle time, special case. */ }; static GHashTable *buddy_presences = NULL; #define SCORE_IDLE 8 #define SCORE_IDLE_TIME 9 /************************************************************************** * GaimStatusPrimitive API **************************************************************************/ static struct GaimStatusPrimitiveMap { GaimStatusPrimitive type; const char *id; const char *name; } const status_primitive_map[] = { { GAIM_STATUS_UNSET, "unset", N_("Unset") }, { GAIM_STATUS_OFFLINE, "offline", N_("Offline") }, { GAIM_STATUS_AVAILABLE, "available", N_("Available") }, { GAIM_STATUS_UNAVAILABLE, "unavailable", N_("Unavailable") }, { GAIM_STATUS_HIDDEN, "hidden", N_("Hidden") }, { GAIM_STATUS_AWAY, "away", N_("Away") }, { GAIM_STATUS_EXTENDED_AWAY, "extended_away", N_("Extended Away") } }; const char * gaim_primitive_get_id_from_type(GaimStatusPrimitive type) { int i; for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++) { if (type == status_primitive_map[i].type) return status_primitive_map[i].id; } return status_primitive_map[0].id; } const char * gaim_primitive_get_name_from_type(GaimStatusPrimitive type) { int i; for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++) { if (type == status_primitive_map[i].type) return status_primitive_map[i].name; } return status_primitive_map[0].name; } GaimStatusPrimitive gaim_primitive_get_type_from_id(const char *id) { int i; g_return_val_if_fail(id != NULL, GAIM_STATUS_UNSET); for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++) { if (!strcmp(id, status_primitive_map[i].id)) return status_primitive_map[i].type; } return status_primitive_map[0].type; } /************************************************************************** * GaimStatusType API **************************************************************************/ GaimStatusType * gaim_status_type_new_full(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean saveable, gboolean user_settable, gboolean independent) { GaimStatusType *status_type; g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL); g_return_val_if_fail(id != NULL, NULL); g_return_val_if_fail(name != NULL, NULL); status_type = g_new0(GaimStatusType, 1); GAIM_DBUS_REGISTER_POINTER(status_type, GaimStatusType); status_type->primitive = primitive; status_type->id = g_strdup(id); status_type->name = g_strdup(name); status_type->saveable = saveable; status_type->user_settable = user_settable; status_type->independent = independent; return status_type; } GaimStatusType * gaim_status_type_new(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean user_settable) { g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL); g_return_val_if_fail(id != NULL, NULL); g_return_val_if_fail(name != NULL, NULL); return gaim_status_type_new_full(primitive, id, name, FALSE, user_settable, FALSE); } GaimStatusType * gaim_status_type_new_with_attrs(GaimStatusPrimitive primitive, const char *id, const char *name, gboolean saveable, gboolean user_settable, gboolean independent, const char *attr_id, const char *attr_name, GaimValue *attr_value, ...) { GaimStatusType *status_type; va_list args; g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL); g_return_val_if_fail(id != NULL, NULL); g_return_val_if_fail(name != NULL, NULL); g_return_val_if_fail(attr_id != NULL, NULL); g_return_val_if_fail(attr_name != NULL, NULL); g_return_val_if_fail(attr_value != NULL, NULL); status_type = gaim_status_type_new_full(primitive, id, name, saveable, user_settable, independent); /* Add the first attribute */ gaim_status_type_add_attr(status_type, attr_id, attr_name, attr_value); va_start(args, attr_value); gaim_status_type_add_attrs_vargs(status_type, args); va_end(args); return status_type; } void gaim_status_type_destroy(GaimStatusType *status_type) { GList *l; g_return_if_fail(status_type != NULL); g_free(status_type->id); g_free(status_type->name); if (status_type->primary_attr_id != NULL) g_free(status_type->primary_attr_id); if (status_type->attrs != NULL) { for (l = status_type->attrs; l != NULL; l = l->next) gaim_status_attr_destroy((GaimStatusAttr *)l->data); g_list_free(status_type->attrs); } GAIM_DBUS_UNREGISTER_POINTER(status_type); g_free(status_type); } void gaim_status_type_set_primary_attr(GaimStatusType *status_type, const char *id) { g_return_if_fail(status_type != NULL); if (status_type->primary_attr_id != NULL) g_free(status_type->primary_attr_id); status_type->primary_attr_id = (id == NULL ? NULL : g_strdup(id)); } void gaim_status_type_add_attr(GaimStatusType *status_type, const char *id, const char *name, GaimValue *value) { GaimStatusAttr *attr; g_return_if_fail(status_type != NULL); g_return_if_fail(id != NULL); g_return_if_fail(name != NULL); g_return_if_fail(value != NULL); attr = gaim_status_attr_new(id, name, value); status_type->attrs = g_list_append(status_type->attrs, attr); } void gaim_status_type_add_attrs_vargs(GaimStatusType *status_type, va_list args) { const char *id, *name; GaimValue *value; g_return_if_fail(status_type != NULL); while ((id = va_arg(args, const char *)) != NULL) { name = va_arg(args, const char *); g_return_if_fail(name != NULL); value = va_arg(args, GaimValue *); g_return_if_fail(value != NULL); gaim_status_type_add_attr(status_type, id, name, value); } } void gaim_status_type_add_attrs(GaimStatusType *status_type, const char *id, const char *name, GaimValue *value, ...) { va_list args; g_return_if_fail(status_type != NULL); g_return_if_fail(id != NULL); g_return_if_fail(name != NULL); g_return_if_fail(value != NULL); /* Add the first attribute */ gaim_status_type_add_attr(status_type, id, name, value); va_start(args, value); gaim_status_type_add_attrs_vargs(status_type, args); va_end(args); } GaimStatusPrimitive gaim_status_type_get_primitive(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, GAIM_STATUS_UNSET); return status_type->primitive; } const char * gaim_status_type_get_id(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, NULL); return status_type->id; } const char * gaim_status_type_get_name(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, NULL); return status_type->name; } gboolean gaim_status_type_is_saveable(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, FALSE); return status_type->saveable; } gboolean gaim_status_type_is_user_settable(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, FALSE); return status_type->user_settable; } gboolean gaim_status_type_is_independent(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, FALSE); return status_type->independent; } gboolean gaim_status_type_is_exclusive(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, FALSE); return !status_type->independent; } gboolean gaim_status_type_is_available(const GaimStatusType *status_type) { GaimStatusPrimitive primitive; g_return_val_if_fail(status_type != NULL, FALSE); primitive = gaim_status_type_get_primitive(status_type); /* Why does "hidden" mean the person is available? */ return (primitive == GAIM_STATUS_AVAILABLE || primitive == GAIM_STATUS_HIDDEN); } const char * gaim_status_type_get_primary_attr(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, NULL); return status_type->primary_attr_id; } GaimStatusAttr * gaim_status_type_get_attr(const GaimStatusType *status_type, const char *id) { GList *l; g_return_val_if_fail(status_type != NULL, NULL); g_return_val_if_fail(id != NULL, NULL); for (l = status_type->attrs; l != NULL; l = l->next) { GaimStatusAttr *attr = (GaimStatusAttr *)l->data; if (!strcmp(gaim_status_attr_get_id(attr), id)) return attr; } return NULL; } const GList * gaim_status_type_get_attrs(const GaimStatusType *status_type) { g_return_val_if_fail(status_type != NULL, NULL); return status_type->attrs; } const GaimStatusType * gaim_status_type_find_with_id(GList *status_types, const char *id) { GaimStatusType *status_type; g_return_val_if_fail(id != NULL, NULL); while (status_types != NULL) { status_type = status_types->data; if (!strcmp(id, status_type->id)) return status_type; status_types = status_types->next; } return NULL; } /************************************************************************** * GaimStatusAttr API **************************************************************************/ GaimStatusAttr * gaim_status_attr_new(const char *id, const char *name, GaimValue *value_type) { GaimStatusAttr *attr; g_return_val_if_fail(id != NULL, NULL); g_return_val_if_fail(name != NULL, NULL); g_return_val_if_fail(value_type != NULL, NULL); attr = g_new0(GaimStatusAttr, 1); GAIM_DBUS_REGISTER_POINTER(attr, GaimStatusAttr); attr->id = g_strdup(id); attr->name = g_strdup(name); attr->value_type = value_type; return attr; } void gaim_status_attr_destroy(GaimStatusAttr *attr) { g_return_if_fail(attr != NULL); g_free(attr->id); g_free(attr->name); gaim_value_destroy(attr->value_type); GAIM_DBUS_UNREGISTER_POINTER(attr); g_free(attr); } const char * gaim_status_attr_get_id(const GaimStatusAttr *attr) { g_return_val_if_fail(attr != NULL, NULL); return attr->id; } const char * gaim_status_attr_get_name(const GaimStatusAttr *attr) { g_return_val_if_fail(attr != NULL, NULL); return attr->name; } GaimValue * gaim_status_attr_get_value(const GaimStatusAttr *attr) { g_return_val_if_fail(attr != NULL, NULL); return attr->value_type; } /************************************************************************** * GaimStatus API **************************************************************************/ GaimStatus * gaim_status_new(GaimStatusType *status_type, GaimPresence *presence) { GaimStatus *status; const GList *l; g_return_val_if_fail(status_type != NULL, NULL); g_return_val_if_fail(presence != NULL, NULL); status = g_new0(GaimStatus, 1); GAIM_DBUS_REGISTER_POINTER(status, GaimStatus); status->type = status_type; status->presence = presence; status->attr_values = g_hash_table_new_full(g_str_hash, g_str_equal, g_free, (GDestroyNotify)gaim_value_destroy); for (l = gaim_status_type_get_attrs(status_type); l != NULL; l = l->next) { GaimStatusAttr *attr = (GaimStatusAttr *)l->data; GaimValue *value = gaim_status_attr_get_value(attr); GaimValue *new_value = gaim_value_dup(value); g_hash_table_insert(status->attr_values, g_strdup(gaim_status_attr_get_id(attr)), new_value); } return status; } /* * TODO: If the GaimStatus is in a GaimPresence, then * remove it from the GaimPresence? */ void gaim_status_destroy(GaimStatus *status) { g_return_if_fail(status != NULL); g_hash_table_destroy(status->attr_values); GAIM_DBUS_UNREGISTER_POINTER(status); g_free(status); } static void notify_buddy_status_update(GaimBuddy *buddy, GaimPresence *presence, GaimStatus *old_status, GaimStatus *new_status) { GaimBlistUiOps *ops = gaim_blist_get_ui_ops(); if (gaim_prefs_get_bool("/core/logging/log_system")) { time_t current_time = time(NULL); const char *buddy_alias = gaim_buddy_get_alias(buddy); char *tmp = NULL; if (((old_status == NULL) || !gaim_status_is_available(old_status)) && gaim_status_is_available(new_status)) { tmp = g_strdup_printf(_("%s came back"), buddy_alias); } else if ((old_status != NULL) && gaim_status_is_available(old_status) && !gaim_status_is_available(new_status)) { tmp = g_strdup_printf(_("%s went away"), buddy_alias); } if (tmp != NULL) { GaimLog *log = gaim_account_get_log(buddy->account); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, buddy_alias, current_time, tmp); g_free(tmp); } } if (ops != NULL && ops->update != NULL) ops->update(gaim_get_blist(), (GaimBlistNode*)buddy); } static void notify_status_update(GaimPresence *presence, GaimStatus *old_status, GaimStatus *new_status) { GaimPresenceContext context = gaim_presence_get_context(presence); if (context == GAIM_PRESENCE_CONTEXT_ACCOUNT) { GaimAccount *account = gaim_presence_get_account(presence); GaimAccountUiOps *ops = gaim_accounts_get_ui_ops(); if (gaim_account_get_enabled(account, gaim_core_get_ui())) gaim_prpl_change_account_status(account, old_status, new_status); if (ops != NULL && ops->status_changed != NULL) { ops->status_changed(account, new_status); } } else if (context == GAIM_PRESENCE_CONTEXT_BUDDY) { const GList *l; for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next) { notify_buddy_status_update((GaimBuddy *)l->data, presence, old_status, new_status); } } } static void status_has_changed(GaimStatus *status) { GaimPresence *presence; GaimStatus *old_status; presence = gaim_status_get_presence(status); /* * If this status is exclusive, then we must be setting it to "active." * Since we are setting it to active, we want to set the currently * active status to "inactive." */ if (gaim_status_is_exclusive(status)) { old_status = gaim_presence_get_active_status(presence); if (old_status != NULL && (old_status != status)) old_status->active = FALSE; presence->active_status = status; } else old_status = NULL; notify_status_update(presence, old_status, status); } void gaim_status_set_active(GaimStatus *status, gboolean active) { gaim_status_set_active_with_attrs(status, active, NULL); } /* * This used to parse the va_list directly, but now it creates a GList * and passes it to gaim_status_set_active_with_attrs_list(). That * function was created because accounts.c needs to pass a GList of * attributes to the status API. */ void gaim_status_set_active_with_attrs(GaimStatus *status, gboolean active, va_list args) { GList *attrs = NULL; const gchar *id; gpointer data; if (args != NULL) { while ((id = va_arg(args, const char *)) != NULL) { attrs = g_list_append(attrs, (char *)id); data = va_arg(args, void *); attrs = g_list_append(attrs, data); } } gaim_status_set_active_with_attrs_list(status, active, attrs); g_list_free(attrs); } void gaim_status_set_active_with_attrs_list(GaimStatus *status, gboolean active, const GList *attrs) { gboolean changed = FALSE; const gchar *id; g_return_if_fail(status != NULL); if (!active && gaim_status_is_exclusive(status)) { gaim_debug_error("status", "Cannot deactivate an exclusive status (%s).\n", gaim_status_get_id(status)); return; } if (status->active != active) { changed = TRUE; } status->active = active; /* Set any attributes */ while (attrs) { GaimValue *value; id = attrs->data; attrs = attrs->next; value = gaim_status_get_attr_value(status, id); if (value == NULL) { gaim_debug_warning("status", "The attribute \"%s\" on the status \"%s\" is " "not supported.\n", id, status->type->name); /* Skip over the data and move on to the next attribute */ attrs = attrs->next; continue; } if (value->type == GAIM_TYPE_STRING) { const gchar *string_data = attrs->data; attrs = attrs->next; if (((string_data == NULL) && (value->data.string_data == NULL)) || ((string_data != NULL) && (value->data.string_data != NULL) && !strcmp(string_data, value->data.string_data))) { continue; } gaim_status_set_attr_string(status, id, string_data); changed = TRUE; } else if (value->type == GAIM_TYPE_INT) { int int_data = GPOINTER_TO_INT(attrs->data); attrs = attrs->next; if (int_data == value->data.int_data) continue; gaim_status_set_attr_int(status, id, int_data); changed = TRUE; } else if (value->type == GAIM_TYPE_BOOLEAN) { gboolean boolean_data = GPOINTER_TO_INT(attrs->data); attrs = attrs->next; if (boolean_data == value->data.boolean_data) continue; gaim_status_set_attr_int(status, id, boolean_data); changed = TRUE; } else { /* We don't know what the data is--skip over it */ attrs = attrs->next; } } if (!changed) return; status_has_changed(status); } void gaim_status_set_attr_boolean(GaimStatus *status, const char *id, gboolean value) { GaimStatusType *status_type; GaimValue *attr_value; g_return_if_fail(status != NULL); g_return_if_fail(id != NULL); status_type = gaim_status_get_type(status); /* Make sure this attribute exists and is the correct type. */ attr_value = gaim_status_get_attr_value(status, id); g_return_if_fail(attr_value != NULL); g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_BOOLEAN); gaim_value_set_boolean(attr_value, value); } void gaim_status_set_attr_int(GaimStatus *status, const char *id, int value) { GaimStatusType *status_type; GaimValue *attr_value; g_return_if_fail(status != NULL); g_return_if_fail(id != NULL); status_type = gaim_status_get_type(status); /* Make sure this attribute exists and is the correct type. */ attr_value = gaim_status_get_attr_value(status, id); g_return_if_fail(attr_value != NULL); g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_INT); gaim_value_set_int(attr_value, value); } void gaim_status_set_attr_string(GaimStatus *status, const char *id, const char *value) { GaimStatusType *status_type; GaimValue *attr_value; g_return_if_fail(status != NULL); g_return_if_fail(id != NULL); status_type = gaim_status_get_type(status); /* Make sure this attribute exists and is the correct type. */ attr_value = gaim_status_get_attr_value(status, id); g_return_if_fail(attr_value != NULL); g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_STRING); gaim_value_set_string(attr_value, value); } GaimStatusType * gaim_status_get_type(const GaimStatus *status) { g_return_val_if_fail(status != NULL, NULL); return status->type; } GaimPresence * gaim_status_get_presence(const GaimStatus *status) { g_return_val_if_fail(status != NULL, NULL); return status->presence; } const char * gaim_status_get_id(const GaimStatus *status) { g_return_val_if_fail(status != NULL, NULL); return gaim_status_type_get_id(gaim_status_get_type(status)); } const char * gaim_status_get_name(const GaimStatus *status) { g_return_val_if_fail(status != NULL, NULL); return gaim_status_type_get_name(gaim_status_get_type(status)); } gboolean gaim_status_is_independent(const GaimStatus *status) { g_return_val_if_fail(status != NULL, FALSE); return gaim_status_type_is_independent(gaim_status_get_type(status)); } gboolean gaim_status_is_exclusive(const GaimStatus *status) { g_return_val_if_fail(status != NULL, FALSE); return gaim_status_type_is_exclusive(gaim_status_get_type(status)); } gboolean gaim_status_is_available(const GaimStatus *status) { g_return_val_if_fail(status != NULL, FALSE); return gaim_status_type_is_available(gaim_status_get_type(status)); } gboolean gaim_status_is_active(const GaimStatus *status) { g_return_val_if_fail(status != NULL, FALSE); return status->active; } gboolean gaim_status_is_online(const GaimStatus *status) { GaimStatusPrimitive primitive; g_return_val_if_fail( status != NULL, FALSE); primitive = gaim_status_type_get_primitive(gaim_status_get_type(status)); return (primitive != GAIM_STATUS_UNSET && primitive != GAIM_STATUS_OFFLINE); } GaimValue * gaim_status_get_attr_value(const GaimStatus *status, const char *id) { GaimStatusType *status_type; GaimStatusAttr *attr; g_return_val_if_fail(status != NULL, NULL); g_return_val_if_fail(id != NULL, NULL); status_type = gaim_status_get_type(status); /* Make sure this attribute exists. */ attr = gaim_status_type_get_attr(status_type, id); g_return_val_if_fail(attr != NULL, NULL); return (GaimValue *)g_hash_table_lookup(status->attr_values, id); } gboolean gaim_status_get_attr_boolean(const GaimStatus *status, const char *id) { const GaimValue *value; g_return_val_if_fail(status != NULL, FALSE); g_return_val_if_fail(id != NULL, FALSE); if ((value = gaim_status_get_attr_value(status, id)) == NULL) return FALSE; g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_BOOLEAN, FALSE); return gaim_value_get_boolean(value); } int gaim_status_get_attr_int(const GaimStatus *status, const char *id) { const GaimValue *value; g_return_val_if_fail(status != NULL, 0); g_return_val_if_fail(id != NULL, 0); if ((value = gaim_status_get_attr_value(status, id)) == NULL) return 0; g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_INT, 0); return gaim_value_get_int(value); } const char * gaim_status_get_attr_string(const GaimStatus *status, const char *id) { const GaimValue *value; g_return_val_if_fail(status != NULL, NULL); g_return_val_if_fail(id != NULL, NULL); if ((value = gaim_status_get_attr_value(status, id)) == NULL) return NULL; g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_STRING, NULL); return gaim_value_get_string(value); } gint gaim_status_compare(const GaimStatus *status1, const GaimStatus *status2) { GaimStatusType *type1, *type2; int score1 = 0, score2 = 0; if ((status1 == NULL && status2 == NULL) || (status1 == status2)) { return 0; } else if (status1 == NULL) return 1; else if (status2 == NULL) return -1; type1 = gaim_status_get_type(status1); type2 = gaim_status_get_type(status2); if (gaim_status_is_active(status1)) score1 = primitive_scores[gaim_status_type_get_primitive(type1)]; if (gaim_status_is_active(status2)) score2 = primitive_scores[gaim_status_type_get_primitive(type2)]; if (score1 > score2) return -1; else if (score1 < score2) return 1; return 0; } /************************************************************************** * GaimPresence API **************************************************************************/ GaimPresence * gaim_presence_new(GaimPresenceContext context) { GaimPresence *presence; g_return_val_if_fail(context != GAIM_PRESENCE_CONTEXT_UNSET, NULL); presence = g_new0(GaimPresence, 1); GAIM_DBUS_REGISTER_POINTER(presence, GaimPresence); presence->context = context; presence->status_table = g_hash_table_new_full(g_str_hash, g_str_equal, g_free, NULL); return presence; } GaimPresence * gaim_presence_new_for_account(GaimAccount *account) { GaimPresence *presence = NULL; g_return_val_if_fail(account != NULL, NULL); presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_ACCOUNT); presence->u.account = account; presence->statuses = gaim_prpl_get_statuses(account, presence); return presence; } GaimPresence * gaim_presence_new_for_conv(GaimConversation *conv) { GaimPresence *presence; g_return_val_if_fail(conv != NULL, NULL); presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_CONV); presence->u.chat.conv = conv; /* presence->statuses = gaim_prpl_get_statuses(conv->account, presence); ? */ return presence; } GaimPresence * gaim_presence_new_for_buddy(GaimBuddy *buddy) { GaimPresence *presence; GaimStatusBuddyKey *key; GaimAccount *account; g_return_val_if_fail(buddy != NULL, NULL); account = buddy->account; key = g_new0(GaimStatusBuddyKey, 1); key->account = buddy->account; key->name = g_strdup(buddy->name); presence = g_hash_table_lookup(buddy_presences, key); if (presence == NULL) { presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_BUDDY); presence->u.buddy.name = g_strdup(buddy->name); presence->u.buddy.account = buddy->account; presence->statuses = gaim_prpl_get_statuses(buddy->account, presence); g_hash_table_insert(buddy_presences, key, presence); } else { g_free(key->name); g_free(key); } presence->u.buddy.ref_count++; presence->u.buddy.buddies = g_list_append(presence->u.buddy.buddies, buddy); return presence; } void gaim_presence_destroy(GaimPresence *presence) { g_return_if_fail(presence != NULL); if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY) { GaimStatusBuddyKey key; if(presence->u.buddy.ref_count != 0) return; key.account = presence->u.buddy.account; key.name = presence->u.buddy.name; g_hash_table_remove(buddy_presences, &key); if (presence->u.buddy.name != NULL) g_free(presence->u.buddy.name); } else if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_CONV) { if (presence->u.chat.user != NULL) g_free(presence->u.chat.user); } if (presence->statuses != NULL) { g_list_foreach(presence->statuses, (GFunc)gaim_status_destroy, NULL); g_list_free(presence->statuses); } g_hash_table_destroy(presence->status_table); GAIM_DBUS_UNREGISTER_POINTER(presence); g_free(presence); } /* * TODO: Maybe we should cal gaim_presence_destroy() after we * decrement the ref count? I don't see why we should * make other places do it manually when we can do it here. */ void gaim_presence_remove_buddy(GaimPresence *presence, GaimBuddy *buddy) { g_return_if_fail(presence != NULL); g_return_if_fail(buddy != NULL); g_return_if_fail(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY); if (g_list_find(presence->u.buddy.buddies, buddy) != NULL) { presence->u.buddy.buddies = g_list_remove(presence->u.buddy.buddies, buddy); presence->u.buddy.ref_count--; } } void gaim_presence_add_status(GaimPresence *presence, GaimStatus *status) { g_return_if_fail(presence != NULL); g_return_if_fail(status != NULL); presence->statuses = g_list_append(presence->statuses, status); g_hash_table_insert(presence->status_table, g_strdup(gaim_status_get_id(status)), status); } void gaim_presence_add_list(GaimPresence *presence, const GList *source_list) { const GList *l; g_return_if_fail(presence != NULL); g_return_if_fail(source_list != NULL); for (l = source_list; l != NULL; l = l->next) gaim_presence_add_status(presence, (GaimStatus *)l->data); } void gaim_presence_set_status_active(GaimPresence *presence, const char *status_id, gboolean active) { GaimStatus *status; g_return_if_fail(presence != NULL); g_return_if_fail(status_id != NULL); status = gaim_presence_get_status(presence, status_id); g_return_if_fail(status != NULL); /* TODO: Should we do the following? */ /* g_return_if_fail(active == status->active); */ if (gaim_status_is_exclusive(status)) { if (!active) { gaim_debug_warning("status", "Attempted to set a non-independent status " "(%s) inactive. Only independent statuses " "can be specifically marked inactive.", status_id); return; } } gaim_status_set_active(status, active); } void gaim_presence_switch_status(GaimPresence *presence, const char *status_id) { gaim_presence_set_status_active(presence, status_id, TRUE); } static void update_buddy_idle(GaimBuddy *buddy, GaimPresence *presence, time_t current_time, gboolean old_idle, gboolean idle) { GaimBlistUiOps *ops = gaim_get_blist()->ui_ops; GaimConversation *conv; if (!old_idle && idle) { if (gaim_prefs_get_bool("/core/logging/log_system")) { GaimLog *log = gaim_account_get_log(buddy->account); char *tmp = g_strdup_printf(_("%s became idle"), gaim_buddy_get_alias(buddy)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_buddy_get_alias(buddy), current_time, tmp); g_free(tmp); } } else if (old_idle && !idle) { if (gaim_prefs_get_bool("/core/logging/log_system")) { GaimLog *log = gaim_account_get_log(buddy->account); char *tmp = g_strdup_printf(_("%s became unidle"), gaim_buddy_get_alias(buddy)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_buddy_get_alias(buddy), current_time, tmp); g_free(tmp); } } if (old_idle != idle) gaim_signal_emit(gaim_blist_get_handle(), "buddy-idle-changed", buddy, old_idle, idle); gaim_contact_invalidate_priority_buddy(gaim_buddy_get_contact(buddy)); /* Should this be done here? It'd perhaps make more sense to * connect to buddy-[un]idle signals and update from there */ if (ops != NULL && ops->update != NULL) ops->update(gaim_get_blist(), (GaimBlistNode *)buddy); conv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, gaim_buddy_get_name(buddy), gaim_buddy_get_account(buddy)); if (conv) { GaimConversationUiOps *conv_ops; conv_ops = gaim_conversation_get_ui_ops(conv); if (conv_ops && conv_ops->updated) conv_ops->updated(conv, GAIM_CONV_UPDATE_AWAY); } } void gaim_presence_set_idle(GaimPresence *presence, gboolean idle, time_t idle_time) { gboolean old_idle; g_return_if_fail(presence != NULL); if (presence->idle == idle && presence->idle_time == idle_time) return; old_idle = presence->idle; presence->idle = idle; presence->idle_time = (idle ? idle_time : 0); if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY) { const GList *l; time_t current_time = time(NULL); for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next) { update_buddy_idle((GaimBuddy *)l->data, presence, current_time, old_idle, idle); } } else if(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_ACCOUNT) { GaimAccount *account; GaimLog *log; char *msg; GaimConnection *gc; GaimPluginProtocolInfo *prpl_info = NULL; account = gaim_presence_get_account(presence); log = gaim_account_get_log(account); if (idle) msg = g_strdup_printf(_("+++ %s became idle"), gaim_account_get_username(account)); else msg = g_strdup_printf(_("+++ %s became unidle"), gaim_account_get_username(account)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_account_get_username(account), idle_time, msg); g_free(msg); gc = gaim_account_get_connection(account); if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), gc) && prpl_info->set_idle) prpl_info->set_idle(gc, time(NULL) - idle_time); } } void gaim_presence_set_login_time(GaimPresence *presence, time_t login_time) { g_return_if_fail(presence != NULL); if (presence->login_time == login_time) return; presence->login_time = login_time; } GaimPresenceContext gaim_presence_get_context(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, GAIM_PRESENCE_CONTEXT_UNSET); return presence->context; } GaimAccount * gaim_presence_get_account(const GaimPresence *presence) { GaimPresenceContext context; g_return_val_if_fail(presence != NULL, NULL); context = gaim_presence_get_context(presence); g_return_val_if_fail(context == GAIM_PRESENCE_CONTEXT_ACCOUNT || context == GAIM_PRESENCE_CONTEXT_BUDDY, NULL); return presence->u.account; } GaimConversation * gaim_presence_get_conversation(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, NULL); g_return_val_if_fail(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_CONV, NULL); return presence->u.chat.conv; } const char * gaim_presence_get_chat_user(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, NULL); g_return_val_if_fail(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_CONV, NULL); return presence->u.chat.user; } const GList * gaim_presence_get_buddies(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, NULL); g_return_val_if_fail(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY, NULL); return presence->u.buddy.buddies; } const GList * gaim_presence_get_statuses(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, NULL); return presence->statuses; } GaimStatus * gaim_presence_get_status(const GaimPresence *presence, const char *status_id) { GaimStatus *status; const GList *l = NULL; g_return_val_if_fail(presence != NULL, NULL); g_return_val_if_fail(status_id != NULL, NULL); /* What's the purpose of this hash table? */ status = (GaimStatus *)g_hash_table_lookup(presence->status_table, status_id); if (status == NULL) { for (l = gaim_presence_get_statuses(presence); l != NULL && status == NULL; l = l->next) { GaimStatus *temp_status = l->data; if (!strcmp(status_id, gaim_status_get_id(temp_status))) status = temp_status; } if (status != NULL) g_hash_table_insert(presence->status_table, g_strdup(gaim_status_get_id(status)), status); } return status; } GaimStatus * gaim_presence_get_active_status(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, NULL); return presence->active_status; } gboolean gaim_presence_is_available(const GaimPresence *presence) { GaimStatus *status; g_return_val_if_fail(presence != NULL, FALSE); status = gaim_presence_get_active_status(presence); return ((status != NULL && gaim_status_is_available(status)) && !gaim_presence_is_idle(presence)); } gboolean gaim_presence_is_online(const GaimPresence *presence) { GaimStatus *status; g_return_val_if_fail(presence != NULL, FALSE); if ((status = gaim_presence_get_active_status(presence)) == NULL) return FALSE; return gaim_status_is_online(status); } gboolean gaim_presence_is_status_active(const GaimPresence *presence, const char *status_id) { GaimStatus *status; g_return_val_if_fail(presence != NULL, FALSE); g_return_val_if_fail(status_id != NULL, FALSE); status = gaim_presence_get_status(presence, status_id); return (status != NULL && gaim_status_is_active(status)); } gboolean gaim_presence_is_status_primitive_active(const GaimPresence *presence, GaimStatusPrimitive primitive) { GaimStatus *status; GaimStatusType *status_type; g_return_val_if_fail(presence != NULL, FALSE); g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, FALSE); status = gaim_presence_get_active_status(presence); status_type = gaim_status_get_type(status); if (gaim_status_type_get_primitive(status_type) == primitive) return TRUE; return FALSE; } gboolean gaim_presence_is_idle(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, FALSE); return gaim_presence_is_online(presence) && presence->idle; } time_t gaim_presence_get_idle_time(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, 0); return presence->idle_time; } time_t gaim_presence_get_login_time(const GaimPresence *presence) { g_return_val_if_fail(presence != NULL, 0); return gaim_presence_is_online(presence) ? presence->login_time : 0; } gint gaim_presence_compare(const GaimPresence *presence1, const GaimPresence *presence2) { gboolean idle1, idle2; time_t idle_time_1, idle_time_2; int score1 = 0, score2 = 0; const GList *l; if ((presence1 == NULL && presence2 == NULL) || (presence1 == presence2)) return 0; else if (presence1 == NULL) return 1; else if (presence2 == NULL) return -1; /* Compute the score of the first set of statuses. */ for (l = gaim_presence_get_statuses(presence1); l != NULL; l = l->next) { GaimStatus *status = (GaimStatus *)l->data; GaimStatusType *type = gaim_status_get_type(status); if (gaim_status_is_active(status)) score1 += primitive_scores[gaim_status_type_get_primitive(type)]; } /* Compute the score of the second set of statuses. */ for (l = gaim_presence_get_statuses(presence2); l != NULL; l = l->next) { GaimStatus *status = (GaimStatus *)l->data; GaimStatusType *type = gaim_status_get_type(status); if (gaim_status_is_active(status)) score2 += primitive_scores[gaim_status_type_get_primitive(type)]; } idle1 = gaim_presence_is_idle(presence1); idle2 = gaim_presence_is_idle(presence2); if (idle1) score1 += primitive_scores[SCORE_IDLE]; if (idle2) score2 += primitive_scores[SCORE_IDLE]; idle_time_1 = time(NULL) - gaim_presence_get_idle_time(presence1); idle_time_2 = time(NULL) - gaim_presence_get_idle_time(presence2); if (idle_time_1 > idle_time_2) score1 += primitive_scores[SCORE_IDLE_TIME]; else if (idle_time_1 < idle_time_2) score2 += primitive_scores[SCORE_IDLE_TIME]; if (score1 < score2) return 1; else if (score1 > score2) return -1; return 0; } /************************************************************************** * Status subsystem **************************************************************************/ static void score_pref_changed_cb(const char *name, GaimPrefType type, gpointer value, gpointer data) { int index = GPOINTER_TO_INT(data); primitive_scores[index] = GPOINTER_TO_INT(value); } static guint gaim_buddy_presences_hash(gconstpointer key) { const GaimStatusBuddyKey *me = key; guint ret; char *str; str = g_strdup_printf("%p%s", me->account, me->name); ret = g_str_hash(str); g_free(str); return ret; } static gboolean gaim_buddy_presences_equal(gconstpointer a, gconstpointer b) { GaimStatusBuddyKey *key_a = (GaimStatusBuddyKey *)a; GaimStatusBuddyKey *key_b = (GaimStatusBuddyKey *)b; if(key_a->account == key_b->account && !strcmp(key_a->name, key_b->name)) return TRUE; else return FALSE; } static void gaim_buddy_presences_key_free(gpointer a) { GaimStatusBuddyKey *key = (GaimStatusBuddyKey *)a; g_free(key->name); g_free(key); } void * gaim_status_get_handle(void) { static int handle; return &handle; } void gaim_status_init(void) { void *handle = gaim_status_get_handle; gaim_prefs_add_none("/core/status"); gaim_prefs_add_none("/core/status/scores"); gaim_prefs_add_string("/core/status/current", _("Default")); gaim_prefs_add_string("/core/status/idleaway", _("Default when idle")); gaim_prefs_add_int("/core/status/scores/offline", primitive_scores[GAIM_STATUS_OFFLINE]); gaim_prefs_add_int("/core/status/scores/available", primitive_scores[GAIM_STATUS_AVAILABLE]); gaim_prefs_add_int("/core/status/scores/hidden", primitive_scores[GAIM_STATUS_HIDDEN]); gaim_prefs_add_int("/core/status/scores/away", primitive_scores[GAIM_STATUS_AWAY]); gaim_prefs_add_int("/core/status/scores/extended_away", primitive_scores[GAIM_STATUS_EXTENDED_AWAY]); gaim_prefs_add_int("/core/status/scores/idle", primitive_scores[SCORE_IDLE]); gaim_prefs_connect_callback(handle, "/core/status/scores/offline", score_pref_changed_cb, GINT_TO_POINTER(GAIM_STATUS_OFFLINE)); gaim_prefs_connect_callback(handle, "/core/status/scores/available", score_pref_changed_cb, GINT_TO_POINTER(GAIM_STATUS_AVAILABLE)); gaim_prefs_connect_callback(handle, "/core/status/scores/hidden", score_pref_changed_cb, GINT_TO_POINTER(GAIM_STATUS_HIDDEN)); gaim_prefs_connect_callback(handle, "/core/status/scores/away", score_pref_changed_cb, GINT_TO_POINTER(GAIM_STATUS_AWAY)); gaim_prefs_connect_callback(handle, "/core/status/scores/extended_away", score_pref_changed_cb, GINT_TO_POINTER(GAIM_STATUS_EXTENDED_AWAY)); gaim_prefs_connect_callback(handle, "/core/status/scores/idle", score_pref_changed_cb, GINT_TO_POINTER(SCORE_IDLE)); buddy_presences = g_hash_table_new_full(gaim_buddy_presences_hash, gaim_buddy_presences_equal, gaim_buddy_presences_key_free, NULL); } void gaim_status_uninit(void) { if (buddy_presences != NULL) { g_hash_table_destroy(buddy_presences); buddy_presences = NULL; } }