Mercurial > pidgin.yaz
view src/core.c @ 8231:f50c059b6384
[gaim-migrate @ 8954]
This is Tim Ringenbach's patch to move some IP-related functions into the
new gaim_network namespace, improve the local IP checking functionality by
opening a socket, change some prefs, and add the ability to modify these
prefs in the UI. Some ft.c bugs were fixed, and OSCAR, Jabber and Yahoo
were updated to reflect the changes. The DCC SEND portion of this patch was
not committed, as per his request (unless I misunderstood? :)
committer: Tailor Script <tailor@pidgin.im>
author | Christian Hammond <chipx86@chipx86.com> |
---|---|
date | Thu, 12 Feb 2004 00:36:55 +0000 |
parents | fa6395637e2c |
children | 63c7a16a2c09 |
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/** * @file core.c Gaim Core 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 "connection.h" #include "conversation.h" #include "core.h" #include "debug.h" #include "network.h" #include "plugin.h" #include "pounce.h" #include "prefs.h" #include "privacy.h" #include "proxy.h" #include "signals.h" #include "sslconn.h" #include "sound.h" struct GaimCore { char *ui; void *reserved; }; static GaimCoreUiOps *_ops = NULL; static GaimCore *_core = NULL; STATIC_PROTO_INIT gboolean gaim_core_init(const char *ui) { GaimCoreUiOps *ops; GaimCore *core; g_return_val_if_fail(ui != NULL, FALSE); g_return_val_if_fail(gaim_get_core() == NULL, FALSE); _core = core = g_new0(GaimCore, 1); core->ui = g_strdup(ui); core->reserved = NULL; ops = gaim_core_get_ui_ops(); /* The signals subsystem is important and should be first. */ gaim_signals_init(); gaim_signal_register(core, "quitting", gaim_marshal_VOID, NULL, 0); /* Initialize all static protocols. */ static_proto_init(); gaim_prefs_init(); if (ops != NULL) { if (ops->ui_prefs_init != NULL) ops->ui_prefs_init(); if (ops->debug_ui_init != NULL) ops->debug_ui_init(); } gaim_accounts_init(); gaim_connections_init(); gaim_conversations_init(); gaim_blist_init(); gaim_log_init(); gaim_buddy_icons_init(); gaim_network_init(); gaim_privacy_init(); gaim_pounces_init(); gaim_proxy_init(); gaim_sound_init(); gaim_ssl_init(); if (ops != NULL && ops->ui_init != NULL) ops->ui_init(); return TRUE; } void gaim_core_quit(void) { GaimCoreUiOps *ops; GaimCore *core = gaim_get_core(); g_return_if_fail(core != NULL); ops = gaim_core_get_ui_ops(); if (ops != NULL && ops->quit != NULL) ops->quit(); /* The self destruct sequence has been initiated */ gaim_signal_emit(gaim_get_core(), "quitting"); /* Transmission ends */ gaim_connections_disconnect_all(); /* Record what we have before we blow it away... */ gaim_prefs_sync(); gaim_accounts_sync(); gaim_debug(GAIM_DEBUG_INFO, "main", "Unloading all plugins\n"); gaim_plugins_destroy_all(); gaim_ssl_uninit(); gaim_pounces_uninit(); gaim_blist_uninit(); gaim_conversations_uninit(); gaim_connections_uninit(); gaim_buddy_icons_uninit(); gaim_accounts_uninit(); gaim_signals_uninit(); if (core->ui != NULL) { g_free(core->ui); core->ui = NULL; } g_free(core); _core = NULL; } gboolean gaim_core_quit_cb(gpointer unused) { gaim_core_quit(); return FALSE; } const char * gaim_core_get_version(void) { return VERSION; } gboolean gaim_core_mainloop_events_pending(void) { return g_main_context_pending(g_main_context_default()); } void gaim_core_mainloop_iteration(void) { g_main_context_iteration(g_main_context_default(), FALSE); } void gaim_core_mainloop_finish_events(void) { while (gaim_core_mainloop_events_pending()) gaim_core_mainloop_iteration(); } const char * gaim_core_get_ui(void) { GaimCore *core = gaim_get_core(); g_return_val_if_fail(core != NULL, NULL); return core->ui; } GaimCore * gaim_get_core(void) { return _core; } void gaim_core_set_ui_ops(GaimCoreUiOps *ops) { _ops = ops; } GaimCoreUiOps * gaim_core_get_ui_ops(void) { return _ops; }