view src/sound.c @ 11279:ed5302df41b0

[gaim-migrate @ 13474] Patch by Sadrul Habib Chowdhury to fix tab dragging. Many thanks also to Cae for helping to track down the exact behavior, and for helping to test this patch so that Sadrul could provide a version that actually fixes the bug. :-) committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Tue, 16 Aug 2005 18:54:40 +0000
parents 2a132b73a6e6
children 11d30825c1bb
line wrap: on
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/*
 * 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 "prefs.h"
#include "sound.h"

static GaimSoundUiOps *sound_ui_ops = NULL;

void
gaim_sound_play_file(const char *filename)
{
	/* FIXME */
#if 0
	if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
		return;
#endif

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

void
gaim_sound_play_event(GaimSoundEventID event)
{
	/* FIXME */
#if 0
	if(awaymessage && !gaim_prefs_get_bool("/core/sound/while_away"))
		return;
#endif

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

static void
sound_triggered_cb(GaimBuddy *buddy, GaimSoundEventID event)
{
	gaim_sound_play_event(event);
}

void
gaim_sound_set_ui_ops(GaimSoundUiOps *ops)
{
	if(sound_ui_ops && sound_ui_ops->uninit)
		sound_ui_ops->uninit();

	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_get_handle() {
	static int handle;

	return &handle;
}

void
gaim_sound_init()
{
	void *handle       = gaim_sound_get_handle();
	void *blist_handle = gaim_blist_get_handle();

	gaim_prefs_add_none("/core/sound");
	gaim_prefs_add_bool("/core/sound/while_away", FALSE);

	gaim_signal_connect(blist_handle, "buddy-signed-on",
						handle, GAIM_CALLBACK(sound_triggered_cb),
						GINT_TO_POINTER(GAIM_SOUND_BUDDY_ARRIVE));
	gaim_signal_connect(blist_handle, "buddy-signed-off",
						handle, GAIM_CALLBACK(sound_triggered_cb),
						GINT_TO_POINTER(GAIM_SOUND_BUDDY_LEAVE));
}

void
gaim_sound_uninit()
{
	gaim_signals_disconnect_by_handle(gaim_sound_get_handle());

	if(sound_ui_ops && sound_ui_ops->uninit)
		sound_ui_ops->uninit();
}