comparison libgaim/status.c @ 14192:60b1bc8dbf37

[gaim-migrate @ 16863] Renamed 'core' to 'libgaim' committer: Tailor Script <tailor@pidgin.im>
author Evan Schoenberg <evan.s@dreskin.net>
date Sat, 19 Aug 2006 01:50:10 +0000
parents
children 6e89bfd2b33f
comparison
equal deleted inserted replaced
14191:009db0b357b5 14192:60b1bc8dbf37
1 /**
2 * @file status.c Status API
3 * @ingroup core
4 *
5 * gaim
6 *
7 * Gaim is the legal property of its developers, whose names are too numerous
8 * to list here. Please refer to the COPYRIGHT file distributed with this
9 * source distribution.
10 *
11 * This program is free software; you can redistribute it and/or modify
12 * it under the terms of the GNU General Public License as published by
13 * the Free Software Foundation; either version 2 of the License, or
14 * (at your option) any later version.
15 *
16 * This program is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 * GNU General Public License for more details.
20 *
21 * You should have received a copy of the GNU General Public License
22 * along with this program; if not, write to the Free Software
23 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
24 */
25 #include "internal.h"
26
27 #include "blist.h"
28 #include "core.h"
29 #include "dbus-maybe.h"
30 #include "debug.h"
31 #include "notify.h"
32 #include "prefs.h"
33 #include "status.h"
34
35 /**
36 * A type of status.
37 */
38 struct _GaimStatusType
39 {
40 GaimStatusPrimitive primitive;
41
42 char *id;
43 char *name;
44 char *primary_attr_id;
45
46 gboolean saveable;
47 gboolean user_settable;
48 gboolean independent;
49
50 GList *attrs;
51 };
52
53 /**
54 * A status attribute.
55 */
56 struct _GaimStatusAttr
57 {
58 char *id;
59 char *name;
60 GaimValue *value_type;
61 };
62
63 /**
64 * A list of statuses.
65 */
66 struct _GaimPresence
67 {
68 GaimPresenceContext context;
69
70 gboolean idle;
71 time_t idle_time;
72 time_t login_time;
73
74 GList *statuses;
75 GHashTable *status_table;
76
77 GaimStatus *active_status;
78
79 union
80 {
81 GaimAccount *account;
82
83 struct
84 {
85 GaimConversation *conv;
86 char *user;
87
88 } chat;
89
90 struct
91 {
92 GaimAccount *account;
93 char *name;
94 size_t ref_count;
95 GList *buddies;
96
97 } buddy;
98
99 } u;
100 };
101
102 /**
103 * An active status.
104 */
105 struct _GaimStatus
106 {
107 GaimStatusType *type;
108 GaimPresence *presence;
109
110 const char *title;
111
112 gboolean active;
113
114 GHashTable *attr_values;
115 };
116
117 typedef struct
118 {
119 GaimAccount *account;
120 char *name;
121 } GaimStatusBuddyKey;
122
123 static int primitive_scores[] =
124 {
125 0, /* unset */
126 -500, /* offline */
127 100, /* available */
128 -75, /* unavailable */
129 -50, /* invisible */
130 -100, /* away */
131 -200, /* extended away */
132 -400, /* mobile */
133 -10, /* idle, special case. */
134 -5 /* idle time, special case. */
135 };
136
137 static GHashTable *buddy_presences = NULL;
138
139 #define SCORE_IDLE 8
140 #define SCORE_IDLE_TIME 9
141
142 /**************************************************************************
143 * GaimStatusPrimitive API
144 **************************************************************************/
145 static struct GaimStatusPrimitiveMap
146 {
147 GaimStatusPrimitive type;
148 const char *id;
149 const char *name;
150
151 } const status_primitive_map[] =
152 {
153 { GAIM_STATUS_UNSET, "unset", N_("Unset") },
154 { GAIM_STATUS_OFFLINE, "offline", N_("Offline") },
155 { GAIM_STATUS_AVAILABLE, "available", N_("Available") },
156 { GAIM_STATUS_UNAVAILABLE, "unavailable", N_("Unavailable") },
157 { GAIM_STATUS_INVISIBLE, "invisible", N_("Invisible") },
158 { GAIM_STATUS_AWAY, "away", N_("Away") },
159 { GAIM_STATUS_EXTENDED_AWAY, "extended_away", N_("Extended Away") },
160 { GAIM_STATUS_MOBILE, "mobile", N_("Mobile") }
161 };
162
163 const char *
164 gaim_primitive_get_id_from_type(GaimStatusPrimitive type)
165 {
166 int i;
167
168 for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
169 {
170 if (type == status_primitive_map[i].type)
171 return status_primitive_map[i].id;
172 }
173
174 return status_primitive_map[0].id;
175 }
176
177 const char *
178 gaim_primitive_get_name_from_type(GaimStatusPrimitive type)
179 {
180 int i;
181
182 for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
183 {
184 if (type == status_primitive_map[i].type)
185 return _(status_primitive_map[i].name);
186 }
187
188 return _(status_primitive_map[0].name);
189 }
190
191 GaimStatusPrimitive
192 gaim_primitive_get_type_from_id(const char *id)
193 {
194 int i;
195
196 g_return_val_if_fail(id != NULL, GAIM_STATUS_UNSET);
197
198 for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
199 {
200 if (!strcmp(id, status_primitive_map[i].id))
201 return status_primitive_map[i].type;
202 }
203
204 return status_primitive_map[0].type;
205 }
206
207
208 /**************************************************************************
209 * GaimStatusType API
210 **************************************************************************/
211 GaimStatusType *
212 gaim_status_type_new_full(GaimStatusPrimitive primitive, const char *id,
213 const char *name, gboolean saveable,
214 gboolean user_settable, gboolean independent)
215 {
216 GaimStatusType *status_type;
217
218 g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL);
219
220 status_type = g_new0(GaimStatusType, 1);
221 GAIM_DBUS_REGISTER_POINTER(status_type, GaimStatusType);
222
223 status_type->primitive = primitive;
224 status_type->saveable = saveable;
225 status_type->user_settable = user_settable;
226 status_type->independent = independent;
227
228 if (id != NULL)
229 status_type->id = g_strdup(id);
230 else
231 status_type->id = g_strdup(gaim_primitive_get_id_from_type(primitive));
232
233 if (name != NULL)
234 status_type->name = g_strdup(name);
235 else
236 status_type->name = g_strdup(gaim_primitive_get_name_from_type(primitive));
237
238 return status_type;
239 }
240
241 GaimStatusType *
242 gaim_status_type_new(GaimStatusPrimitive primitive, const char *id,
243 const char *name, gboolean user_settable)
244 {
245 g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL);
246
247 return gaim_status_type_new_full(primitive, id, name, FALSE,
248 user_settable, FALSE);
249 }
250
251 GaimStatusType *
252 gaim_status_type_new_with_attrs(GaimStatusPrimitive primitive,
253 const char *id, const char *name,
254 gboolean saveable, gboolean user_settable,
255 gboolean independent, const char *attr_id,
256 const char *attr_name, GaimValue *attr_value,
257 ...)
258 {
259 GaimStatusType *status_type;
260 va_list args;
261
262 g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL);
263 g_return_val_if_fail(attr_id != NULL, NULL);
264 g_return_val_if_fail(attr_name != NULL, NULL);
265 g_return_val_if_fail(attr_value != NULL, NULL);
266
267 status_type = gaim_status_type_new_full(primitive, id, name, saveable,
268 user_settable, independent);
269
270 /* Add the first attribute */
271 gaim_status_type_add_attr(status_type, attr_id, attr_name, attr_value);
272
273 va_start(args, attr_value);
274 gaim_status_type_add_attrs_vargs(status_type, args);
275 va_end(args);
276
277 return status_type;
278 }
279
280 void
281 gaim_status_type_destroy(GaimStatusType *status_type)
282 {
283 g_return_if_fail(status_type != NULL);
284
285 g_free(status_type->id);
286 g_free(status_type->name);
287 g_free(status_type->primary_attr_id);
288
289 g_list_foreach(status_type->attrs, (GFunc)gaim_status_attr_destroy, NULL);
290 g_list_free(status_type->attrs);
291
292 GAIM_DBUS_UNREGISTER_POINTER(status_type);
293 g_free(status_type);
294 }
295
296 void
297 gaim_status_type_set_primary_attr(GaimStatusType *status_type, const char *id)
298 {
299 g_return_if_fail(status_type != NULL);
300
301 g_free(status_type->primary_attr_id);
302 status_type->primary_attr_id = g_strdup(id);
303 }
304
305 void
306 gaim_status_type_add_attr(GaimStatusType *status_type, const char *id,
307 const char *name, GaimValue *value)
308 {
309 GaimStatusAttr *attr;
310
311 g_return_if_fail(status_type != NULL);
312 g_return_if_fail(id != NULL);
313 g_return_if_fail(name != NULL);
314 g_return_if_fail(value != NULL);
315
316 attr = gaim_status_attr_new(id, name, value);
317
318 status_type->attrs = g_list_append(status_type->attrs, attr);
319 }
320
321 void
322 gaim_status_type_add_attrs_vargs(GaimStatusType *status_type, va_list args)
323 {
324 const char *id, *name;
325 GaimValue *value;
326
327 g_return_if_fail(status_type != NULL);
328
329 while ((id = va_arg(args, const char *)) != NULL)
330 {
331 name = va_arg(args, const char *);
332 g_return_if_fail(name != NULL);
333
334 value = va_arg(args, GaimValue *);
335 g_return_if_fail(value != NULL);
336
337 gaim_status_type_add_attr(status_type, id, name, value);
338 }
339 }
340
341 void
342 gaim_status_type_add_attrs(GaimStatusType *status_type, const char *id,
343 const char *name, GaimValue *value, ...)
344 {
345 va_list args;
346
347 g_return_if_fail(status_type != NULL);
348 g_return_if_fail(id != NULL);
349 g_return_if_fail(name != NULL);
350 g_return_if_fail(value != NULL);
351
352 /* Add the first attribute */
353 gaim_status_type_add_attr(status_type, id, name, value);
354
355 va_start(args, value);
356 gaim_status_type_add_attrs_vargs(status_type, args);
357 va_end(args);
358 }
359
360 GaimStatusPrimitive
361 gaim_status_type_get_primitive(const GaimStatusType *status_type)
362 {
363 g_return_val_if_fail(status_type != NULL, GAIM_STATUS_UNSET);
364
365 return status_type->primitive;
366 }
367
368 const char *
369 gaim_status_type_get_id(const GaimStatusType *status_type)
370 {
371 g_return_val_if_fail(status_type != NULL, NULL);
372
373 return status_type->id;
374 }
375
376 const char *
377 gaim_status_type_get_name(const GaimStatusType *status_type)
378 {
379 g_return_val_if_fail(status_type != NULL, NULL);
380
381 return status_type->name;
382 }
383
384 gboolean
385 gaim_status_type_is_saveable(const GaimStatusType *status_type)
386 {
387 g_return_val_if_fail(status_type != NULL, FALSE);
388
389 return status_type->saveable;
390 }
391
392 gboolean
393 gaim_status_type_is_user_settable(const GaimStatusType *status_type)
394 {
395 g_return_val_if_fail(status_type != NULL, FALSE);
396
397 return status_type->user_settable;
398 }
399
400 gboolean
401 gaim_status_type_is_independent(const GaimStatusType *status_type)
402 {
403 g_return_val_if_fail(status_type != NULL, FALSE);
404
405 return status_type->independent;
406 }
407
408 gboolean
409 gaim_status_type_is_exclusive(const GaimStatusType *status_type)
410 {
411 g_return_val_if_fail(status_type != NULL, FALSE);
412
413 return !status_type->independent;
414 }
415
416 gboolean
417 gaim_status_type_is_available(const GaimStatusType *status_type)
418 {
419 GaimStatusPrimitive primitive;
420
421 g_return_val_if_fail(status_type != NULL, FALSE);
422
423 primitive = gaim_status_type_get_primitive(status_type);
424
425 return (primitive == GAIM_STATUS_AVAILABLE);
426 }
427
428 const char *
429 gaim_status_type_get_primary_attr(const GaimStatusType *status_type)
430 {
431 g_return_val_if_fail(status_type != NULL, NULL);
432
433 return status_type->primary_attr_id;
434 }
435
436 GaimStatusAttr *
437 gaim_status_type_get_attr(const GaimStatusType *status_type, const char *id)
438 {
439 GList *l;
440
441 g_return_val_if_fail(status_type != NULL, NULL);
442 g_return_val_if_fail(id != NULL, NULL);
443
444 for (l = status_type->attrs; l != NULL; l = l->next)
445 {
446 GaimStatusAttr *attr = (GaimStatusAttr *)l->data;
447
448 if (!strcmp(gaim_status_attr_get_id(attr), id))
449 return attr;
450 }
451
452 return NULL;
453 }
454
455 const GList *
456 gaim_status_type_get_attrs(const GaimStatusType *status_type)
457 {
458 g_return_val_if_fail(status_type != NULL, NULL);
459
460 return status_type->attrs;
461 }
462
463 const GaimStatusType *
464 gaim_status_type_find_with_id(GList *status_types, const char *id)
465 {
466 GaimStatusType *status_type;
467
468 g_return_val_if_fail(id != NULL, NULL);
469
470 while (status_types != NULL)
471 {
472 status_type = status_types->data;
473
474 if (!strcmp(id, status_type->id))
475 return status_type;
476
477 status_types = status_types->next;
478 }
479
480 return NULL;
481 }
482
483
484 /**************************************************************************
485 * GaimStatusAttr API
486 **************************************************************************/
487 GaimStatusAttr *
488 gaim_status_attr_new(const char *id, const char *name, GaimValue *value_type)
489 {
490 GaimStatusAttr *attr;
491
492 g_return_val_if_fail(id != NULL, NULL);
493 g_return_val_if_fail(name != NULL, NULL);
494 g_return_val_if_fail(value_type != NULL, NULL);
495
496 attr = g_new0(GaimStatusAttr, 1);
497 GAIM_DBUS_REGISTER_POINTER(attr, GaimStatusAttr);
498
499 attr->id = g_strdup(id);
500 attr->name = g_strdup(name);
501 attr->value_type = value_type;
502
503 return attr;
504 }
505
506 void
507 gaim_status_attr_destroy(GaimStatusAttr *attr)
508 {
509 g_return_if_fail(attr != NULL);
510
511 g_free(attr->id);
512 g_free(attr->name);
513
514 gaim_value_destroy(attr->value_type);
515
516 GAIM_DBUS_UNREGISTER_POINTER(attr);
517 g_free(attr);
518 }
519
520 const char *
521 gaim_status_attr_get_id(const GaimStatusAttr *attr)
522 {
523 g_return_val_if_fail(attr != NULL, NULL);
524
525 return attr->id;
526 }
527
528 const char *
529 gaim_status_attr_get_name(const GaimStatusAttr *attr)
530 {
531 g_return_val_if_fail(attr != NULL, NULL);
532
533 return attr->name;
534 }
535
536 GaimValue *
537 gaim_status_attr_get_value(const GaimStatusAttr *attr)
538 {
539 g_return_val_if_fail(attr != NULL, NULL);
540
541 return attr->value_type;
542 }
543
544
545 /**************************************************************************
546 * GaimStatus API
547 **************************************************************************/
548 GaimStatus *
549 gaim_status_new(GaimStatusType *status_type, GaimPresence *presence)
550 {
551 GaimStatus *status;
552 const GList *l;
553
554 g_return_val_if_fail(status_type != NULL, NULL);
555 g_return_val_if_fail(presence != NULL, NULL);
556
557 status = g_new0(GaimStatus, 1);
558 GAIM_DBUS_REGISTER_POINTER(status, GaimStatus);
559
560 status->type = status_type;
561 status->presence = presence;
562
563 status->attr_values =
564 g_hash_table_new_full(g_str_hash, g_str_equal, g_free,
565 (GDestroyNotify)gaim_value_destroy);
566
567 for (l = gaim_status_type_get_attrs(status_type); l != NULL; l = l->next)
568 {
569 GaimStatusAttr *attr = (GaimStatusAttr *)l->data;
570 GaimValue *value = gaim_status_attr_get_value(attr);
571 GaimValue *new_value = gaim_value_dup(value);
572
573 g_hash_table_insert(status->attr_values,
574 g_strdup(gaim_status_attr_get_id(attr)),
575 new_value);
576 }
577
578 return status;
579 }
580
581 /*
582 * TODO: If the GaimStatus is in a GaimPresence, then
583 * remove it from the GaimPresence?
584 */
585 void
586 gaim_status_destroy(GaimStatus *status)
587 {
588 g_return_if_fail(status != NULL);
589
590 g_hash_table_destroy(status->attr_values);
591
592 GAIM_DBUS_UNREGISTER_POINTER(status);
593 g_free(status);
594 }
595
596 static void
597 notify_buddy_status_update(GaimBuddy *buddy, GaimPresence *presence,
598 GaimStatus *old_status, GaimStatus *new_status)
599 {
600 GaimBlistUiOps *ops = gaim_blist_get_ui_ops();
601
602 if (gaim_prefs_get_bool("/core/logging/log_system"))
603 {
604 time_t current_time = time(NULL);
605 const char *buddy_alias = gaim_buddy_get_alias(buddy);
606 char *tmp;
607 GaimLog *log;
608
609 if (old_status != NULL)
610 {
611 tmp = g_strdup_printf(_("%s changed status from %s to %s"), buddy_alias,
612 gaim_status_get_name(old_status),
613 gaim_status_get_name(new_status));
614 }
615 else
616 {
617 /* old_status == NULL when an independent status is toggled. */
618
619 if (gaim_status_is_active(new_status))
620 {
621 tmp = g_strdup_printf(_("%s is now %s"), buddy_alias,
622 gaim_status_get_name(new_status));
623 }
624 else
625 {
626 tmp = g_strdup_printf(_("%s is no longer %s"), buddy_alias,
627 gaim_status_get_name(new_status));
628 }
629 }
630
631 log = gaim_account_get_log(buddy->account, FALSE);
632 if (log != NULL)
633 {
634 gaim_log_write(log, GAIM_MESSAGE_SYSTEM, buddy_alias,
635 current_time, tmp);
636 }
637
638 g_free(tmp);
639 }
640
641 if (ops != NULL && ops->update != NULL)
642 ops->update(gaim_get_blist(), (GaimBlistNode*)buddy);
643 }
644
645 static void
646 notify_status_update(GaimPresence *presence, GaimStatus *old_status,
647 GaimStatus *new_status)
648 {
649 GaimPresenceContext context = gaim_presence_get_context(presence);
650
651 if (context == GAIM_PRESENCE_CONTEXT_ACCOUNT)
652 {
653 GaimAccount *account = gaim_presence_get_account(presence);
654 GaimAccountUiOps *ops = gaim_accounts_get_ui_ops();
655
656 if (gaim_account_get_enabled(account, gaim_core_get_ui()))
657 gaim_prpl_change_account_status(account, old_status, new_status);
658
659 if (ops != NULL && ops->status_changed != NULL)
660 {
661 ops->status_changed(account, new_status);
662 }
663 }
664 else if (context == GAIM_PRESENCE_CONTEXT_BUDDY)
665 {
666 const GList *l;
667
668 for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next)
669 {
670 notify_buddy_status_update((GaimBuddy *)l->data, presence,
671 old_status, new_status);
672 }
673 }
674 }
675
676 static void
677 status_has_changed(GaimStatus *status)
678 {
679 GaimPresence *presence;
680 GaimStatus *old_status;
681
682 presence = gaim_status_get_presence(status);
683
684 /*
685 * If this status is exclusive, then we must be setting it to "active."
686 * Since we are setting it to active, we want to set the currently
687 * active status to "inactive."
688 */
689 if (gaim_status_is_exclusive(status))
690 {
691 old_status = gaim_presence_get_active_status(presence);
692 if (old_status != NULL && (old_status != status))
693 old_status->active = FALSE;
694 presence->active_status = status;
695 }
696 else
697 old_status = NULL;
698
699 notify_status_update(presence, old_status, status);
700 }
701
702 void
703 gaim_status_set_active(GaimStatus *status, gboolean active)
704 {
705 gaim_status_set_active_with_attrs_list(status, active, NULL);
706 }
707
708 /*
709 * This used to parse the va_list directly, but now it creates a GList
710 * and passes it to gaim_status_set_active_with_attrs_list(). That
711 * function was created because accounts.c needs to pass a GList of
712 * attributes to the status API.
713 */
714 void
715 gaim_status_set_active_with_attrs(GaimStatus *status, gboolean active, va_list args)
716 {
717 GList *attrs = NULL;
718 const gchar *id;
719 gpointer data;
720
721 if (args != NULL)
722 {
723 while ((id = va_arg(args, const char *)) != NULL)
724 {
725 attrs = g_list_append(attrs, (char *)id);
726 data = va_arg(args, void *);
727 attrs = g_list_append(attrs, data);
728 }
729 }
730 gaim_status_set_active_with_attrs_list(status, active, attrs);
731 g_list_free(attrs);
732 }
733
734 void
735 gaim_status_set_active_with_attrs_list(GaimStatus *status, gboolean active,
736 const GList *attrs)
737 {
738 gboolean changed = FALSE;
739 const GList *l;
740 GList *specified_attr_ids = NULL;
741 GaimStatusType *status_type;
742
743 g_return_if_fail(status != NULL);
744
745 if (!active && gaim_status_is_exclusive(status))
746 {
747 gaim_debug_error("status",
748 "Cannot deactivate an exclusive status (%s).\n",
749 gaim_status_get_id(status));
750 return;
751 }
752
753 if (status->active != active)
754 {
755 changed = TRUE;
756 }
757
758 status->active = active;
759
760 /* Set any attributes */
761 l = attrs;
762 while (l != NULL)
763 {
764 const gchar *id;
765 GaimValue *value;
766
767 id = l->data;
768 l = l->next;
769 value = gaim_status_get_attr_value(status, id);
770 if (value == NULL)
771 {
772 gaim_debug_warning("status", "The attribute \"%s\" on the status \"%s\" is "
773 "not supported.\n", id, status->type->name);
774 /* Skip over the data and move on to the next attribute */
775 l = l->next;
776 continue;
777 }
778
779 specified_attr_ids = g_list_prepend(specified_attr_ids, (gpointer)id);
780
781 if (value->type == GAIM_TYPE_STRING)
782 {
783 const gchar *string_data = l->data;
784 l = l->next;
785 if (((string_data == NULL) && (value->data.string_data == NULL)) ||
786 ((string_data != NULL) && (value->data.string_data != NULL) &&
787 !strcmp(string_data, value->data.string_data)))
788 {
789 continue;
790 }
791 gaim_status_set_attr_string(status, id, string_data);
792 changed = TRUE;
793 }
794 else if (value->type == GAIM_TYPE_INT)
795 {
796 int int_data = GPOINTER_TO_INT(l->data);
797 l = l->next;
798 if (int_data == value->data.int_data)
799 continue;
800 gaim_status_set_attr_int(status, id, int_data);
801 changed = TRUE;
802 }
803 else if (value->type == GAIM_TYPE_BOOLEAN)
804 {
805 gboolean boolean_data = GPOINTER_TO_INT(l->data);
806 l = l->next;
807 if (boolean_data == value->data.boolean_data)
808 continue;
809 gaim_status_set_attr_boolean(status, id, boolean_data);
810 changed = TRUE;
811 }
812 else
813 {
814 /* We don't know what the data is--skip over it */
815 l = l->next;
816 }
817 }
818
819 /* Reset any unspecified attributes to their default value */
820 status_type = gaim_status_get_type(status);
821 l = gaim_status_type_get_attrs(status_type);
822 while (l != NULL)
823 {
824 GaimStatusAttr *attr;
825
826 attr = l->data;
827 if (!g_list_find_custom(specified_attr_ids, attr->id, (GCompareFunc)strcmp))
828 {
829 GaimValue *default_value;
830 default_value = gaim_status_attr_get_value(attr);
831 if (default_value->type == GAIM_TYPE_STRING)
832 gaim_status_set_attr_string(status, attr->id,
833 gaim_value_get_string(default_value));
834 else if (default_value->type == GAIM_TYPE_INT)
835 gaim_status_set_attr_int(status, attr->id,
836 gaim_value_get_int(default_value));
837 else if (default_value->type == GAIM_TYPE_BOOLEAN)
838 gaim_status_set_attr_boolean(status, attr->id,
839 gaim_value_get_boolean(default_value));
840 changed = TRUE;
841 }
842
843 l = l->next;
844 }
845 g_list_free(specified_attr_ids);
846
847 if (!changed)
848 return;
849 status_has_changed(status);
850 }
851
852 void
853 gaim_status_set_attr_boolean(GaimStatus *status, const char *id,
854 gboolean value)
855 {
856 GaimValue *attr_value;
857
858 g_return_if_fail(status != NULL);
859 g_return_if_fail(id != NULL);
860
861 /* Make sure this attribute exists and is the correct type. */
862 attr_value = gaim_status_get_attr_value(status, id);
863 g_return_if_fail(attr_value != NULL);
864 g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_BOOLEAN);
865
866 gaim_value_set_boolean(attr_value, value);
867 }
868
869 void
870 gaim_status_set_attr_int(GaimStatus *status, const char *id, int value)
871 {
872 GaimValue *attr_value;
873
874 g_return_if_fail(status != NULL);
875 g_return_if_fail(id != NULL);
876
877 /* Make sure this attribute exists and is the correct type. */
878 attr_value = gaim_status_get_attr_value(status, id);
879 g_return_if_fail(attr_value != NULL);
880 g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_INT);
881
882 gaim_value_set_int(attr_value, value);
883 }
884
885 void
886 gaim_status_set_attr_string(GaimStatus *status, const char *id,
887 const char *value)
888 {
889 GaimValue *attr_value;
890
891 g_return_if_fail(status != NULL);
892 g_return_if_fail(id != NULL);
893
894 /* Make sure this attribute exists and is the correct type. */
895 attr_value = gaim_status_get_attr_value(status, id);
896 /* This used to be g_return_if_fail, but it's failing a LOT, so
897 * let's generate a log error for now. */
898 /* g_return_if_fail(attr_value != NULL); */
899 if (attr_value == NULL) {
900 gaim_debug_error("status",
901 "Attempted to set status attribute '%s' for "
902 "status '%s', which is not legal. Fix "
903 "this!\n", id,
904 gaim_status_type_get_name(gaim_status_get_type(status)));
905 return;
906 }
907 g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_STRING);
908
909 gaim_value_set_string(attr_value, value);
910 }
911
912 GaimStatusType *
913 gaim_status_get_type(const GaimStatus *status)
914 {
915 g_return_val_if_fail(status != NULL, NULL);
916
917 return status->type;
918 }
919
920 GaimPresence *
921 gaim_status_get_presence(const GaimStatus *status)
922 {
923 g_return_val_if_fail(status != NULL, NULL);
924
925 return status->presence;
926 }
927
928 const char *
929 gaim_status_get_id(const GaimStatus *status)
930 {
931 g_return_val_if_fail(status != NULL, NULL);
932
933 return gaim_status_type_get_id(gaim_status_get_type(status));
934 }
935
936 const char *
937 gaim_status_get_name(const GaimStatus *status)
938 {
939 g_return_val_if_fail(status != NULL, NULL);
940
941 return gaim_status_type_get_name(gaim_status_get_type(status));
942 }
943
944 gboolean
945 gaim_status_is_independent(const GaimStatus *status)
946 {
947 g_return_val_if_fail(status != NULL, FALSE);
948
949 return gaim_status_type_is_independent(gaim_status_get_type(status));
950 }
951
952 gboolean
953 gaim_status_is_exclusive(const GaimStatus *status)
954 {
955 g_return_val_if_fail(status != NULL, FALSE);
956
957 return gaim_status_type_is_exclusive(gaim_status_get_type(status));
958 }
959
960 gboolean
961 gaim_status_is_available(const GaimStatus *status)
962 {
963 g_return_val_if_fail(status != NULL, FALSE);
964
965 return gaim_status_type_is_available(gaim_status_get_type(status));
966 }
967
968 gboolean
969 gaim_status_is_active(const GaimStatus *status)
970 {
971 g_return_val_if_fail(status != NULL, FALSE);
972
973 return status->active;
974 }
975
976 gboolean
977 gaim_status_is_online(const GaimStatus *status)
978 {
979 GaimStatusPrimitive primitive;
980
981 g_return_val_if_fail( status != NULL, FALSE);
982
983 primitive = gaim_status_type_get_primitive(gaim_status_get_type(status));
984
985 return (primitive != GAIM_STATUS_UNSET &&
986 primitive != GAIM_STATUS_OFFLINE);
987 }
988
989 GaimValue *
990 gaim_status_get_attr_value(const GaimStatus *status, const char *id)
991 {
992 g_return_val_if_fail(status != NULL, NULL);
993 g_return_val_if_fail(id != NULL, NULL);
994
995 return (GaimValue *)g_hash_table_lookup(status->attr_values, id);
996 }
997
998 gboolean
999 gaim_status_get_attr_boolean(const GaimStatus *status, const char *id)
1000 {
1001 const GaimValue *value;
1002
1003 g_return_val_if_fail(status != NULL, FALSE);
1004 g_return_val_if_fail(id != NULL, FALSE);
1005
1006 if ((value = gaim_status_get_attr_value(status, id)) == NULL)
1007 return FALSE;
1008
1009 g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_BOOLEAN, FALSE);
1010
1011 return gaim_value_get_boolean(value);
1012 }
1013
1014 int
1015 gaim_status_get_attr_int(const GaimStatus *status, const char *id)
1016 {
1017 const GaimValue *value;
1018
1019 g_return_val_if_fail(status != NULL, 0);
1020 g_return_val_if_fail(id != NULL, 0);
1021
1022 if ((value = gaim_status_get_attr_value(status, id)) == NULL)
1023 return 0;
1024
1025 g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_INT, 0);
1026
1027 return gaim_value_get_int(value);
1028 }
1029
1030 const char *
1031 gaim_status_get_attr_string(const GaimStatus *status, const char *id)
1032 {
1033 const GaimValue *value;
1034
1035 g_return_val_if_fail(status != NULL, NULL);
1036 g_return_val_if_fail(id != NULL, NULL);
1037
1038 if ((value = gaim_status_get_attr_value(status, id)) == NULL)
1039 return NULL;
1040
1041 g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_STRING, NULL);
1042
1043 return gaim_value_get_string(value);
1044 }
1045
1046 gint
1047 gaim_status_compare(const GaimStatus *status1, const GaimStatus *status2)
1048 {
1049 GaimStatusType *type1, *type2;
1050 int score1 = 0, score2 = 0;
1051
1052 if ((status1 == NULL && status2 == NULL) ||
1053 (status1 == status2))
1054 {
1055 return 0;
1056 }
1057 else if (status1 == NULL)
1058 return 1;
1059 else if (status2 == NULL)
1060 return -1;
1061
1062 type1 = gaim_status_get_type(status1);
1063 type2 = gaim_status_get_type(status2);
1064
1065 if (gaim_status_is_active(status1))
1066 score1 = primitive_scores[gaim_status_type_get_primitive(type1)];
1067
1068 if (gaim_status_is_active(status2))
1069 score2 = primitive_scores[gaim_status_type_get_primitive(type2)];
1070
1071 if (score1 > score2)
1072 return -1;
1073 else if (score1 < score2)
1074 return 1;
1075
1076 return 0;
1077 }
1078
1079
1080 /**************************************************************************
1081 * GaimPresence API
1082 **************************************************************************/
1083 GaimPresence *
1084 gaim_presence_new(GaimPresenceContext context)
1085 {
1086 GaimPresence *presence;
1087
1088 g_return_val_if_fail(context != GAIM_PRESENCE_CONTEXT_UNSET, NULL);
1089
1090 presence = g_new0(GaimPresence, 1);
1091 GAIM_DBUS_REGISTER_POINTER(presence, GaimPresence);
1092
1093 presence->context = context;
1094
1095 presence->status_table =
1096 g_hash_table_new_full(g_str_hash, g_str_equal,
1097 g_free, NULL);
1098
1099 return presence;
1100 }
1101
1102 GaimPresence *
1103 gaim_presence_new_for_account(GaimAccount *account)
1104 {
1105 GaimPresence *presence = NULL;
1106 g_return_val_if_fail(account != NULL, NULL);
1107
1108 presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_ACCOUNT);
1109 presence->u.account = account;
1110 presence->statuses = gaim_prpl_get_statuses(account, presence);
1111
1112 return presence;
1113 }
1114
1115 GaimPresence *
1116 gaim_presence_new_for_conv(GaimConversation *conv)
1117 {
1118 GaimPresence *presence;
1119
1120 g_return_val_if_fail(conv != NULL, NULL);
1121
1122 presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_CONV);
1123 presence->u.chat.conv = conv;
1124 /* presence->statuses = gaim_prpl_get_statuses(conv->account, presence); ? */
1125
1126 return presence;
1127 }
1128
1129 GaimPresence *
1130 gaim_presence_new_for_buddy(GaimBuddy *buddy)
1131 {
1132 GaimPresence *presence;
1133 GaimStatusBuddyKey *key;
1134 GaimAccount *account;
1135
1136 g_return_val_if_fail(buddy != NULL, NULL);
1137 account = buddy->account;
1138
1139 key = g_new0(GaimStatusBuddyKey, 1);
1140 key->account = buddy->account;
1141 key->name = g_strdup(buddy->name);
1142
1143 presence = g_hash_table_lookup(buddy_presences, key);
1144 if (presence == NULL)
1145 {
1146 presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_BUDDY);
1147
1148 presence->u.buddy.name = g_strdup(buddy->name);
1149 presence->u.buddy.account = buddy->account;
1150 presence->statuses = gaim_prpl_get_statuses(buddy->account, presence);
1151
1152 g_hash_table_insert(buddy_presences, key, presence);
1153 }
1154 else
1155 {
1156 g_free(key->name);
1157 g_free(key);
1158 }
1159
1160 presence->u.buddy.ref_count++;
1161 presence->u.buddy.buddies = g_list_append(presence->u.buddy.buddies,
1162 buddy);
1163
1164 return presence;
1165 }
1166
1167 void
1168 gaim_presence_destroy(GaimPresence *presence)
1169 {
1170 g_return_if_fail(presence != NULL);
1171
1172 if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY)
1173 {
1174 GaimStatusBuddyKey key;
1175
1176 if(presence->u.buddy.ref_count != 0)
1177 return;
1178
1179 key.account = presence->u.buddy.account;
1180 key.name = presence->u.buddy.name;
1181
1182 g_hash_table_remove(buddy_presences, &key);
1183
1184 g_free(presence->u.buddy.name);
1185 }
1186 else if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_CONV)
1187 {
1188 g_free(presence->u.chat.user);
1189 }
1190
1191 g_list_foreach(presence->statuses, (GFunc)gaim_status_destroy, NULL);
1192 g_list_free(presence->statuses);
1193
1194 g_hash_table_destroy(presence->status_table);
1195
1196 GAIM_DBUS_UNREGISTER_POINTER(presence);
1197 g_free(presence);
1198 }
1199
1200 /*
1201 * TODO: Maybe we should cal gaim_presence_destroy() after we
1202 * decrement the ref count? I don't see why we should
1203 * make other places do it manually when we can do it here.
1204 */
1205 void
1206 gaim_presence_remove_buddy(GaimPresence *presence, GaimBuddy *buddy)
1207 {
1208 g_return_if_fail(presence != NULL);
1209 g_return_if_fail(buddy != NULL);
1210 g_return_if_fail(gaim_presence_get_context(presence) ==
1211 GAIM_PRESENCE_CONTEXT_BUDDY);
1212
1213 if (g_list_find(presence->u.buddy.buddies, buddy) != NULL)
1214 {
1215 presence->u.buddy.buddies = g_list_remove(presence->u.buddy.buddies,
1216 buddy);
1217 presence->u.buddy.ref_count--;
1218 }
1219 }
1220
1221 void
1222 gaim_presence_add_status(GaimPresence *presence, GaimStatus *status)
1223 {
1224 g_return_if_fail(presence != NULL);
1225 g_return_if_fail(status != NULL);
1226
1227 presence->statuses = g_list_append(presence->statuses, status);
1228
1229 g_hash_table_insert(presence->status_table,
1230 g_strdup(gaim_status_get_id(status)), status);
1231 }
1232
1233 void
1234 gaim_presence_add_list(GaimPresence *presence, const GList *source_list)
1235 {
1236 const GList *l;
1237
1238 g_return_if_fail(presence != NULL);
1239 g_return_if_fail(source_list != NULL);
1240
1241 for (l = source_list; l != NULL; l = l->next)
1242 gaim_presence_add_status(presence, (GaimStatus *)l->data);
1243 }
1244
1245 void
1246 gaim_presence_set_status_active(GaimPresence *presence, const char *status_id,
1247 gboolean active)
1248 {
1249 GaimStatus *status;
1250
1251 g_return_if_fail(presence != NULL);
1252 g_return_if_fail(status_id != NULL);
1253
1254 status = gaim_presence_get_status(presence, status_id);
1255
1256 g_return_if_fail(status != NULL);
1257 /* TODO: Should we do the following? */
1258 /* g_return_if_fail(active == status->active); */
1259
1260 if (gaim_status_is_exclusive(status))
1261 {
1262 if (!active)
1263 {
1264 gaim_debug_warning("status",
1265 "Attempted to set a non-independent status "
1266 "(%s) inactive. Only independent statuses "
1267 "can be specifically marked inactive.",
1268 status_id);
1269 return;
1270 }
1271 }
1272
1273 gaim_status_set_active(status, active);
1274 }
1275
1276 void
1277 gaim_presence_switch_status(GaimPresence *presence, const char *status_id)
1278 {
1279 gaim_presence_set_status_active(presence, status_id, TRUE);
1280 }
1281
1282 static void
1283 update_buddy_idle(GaimBuddy *buddy, GaimPresence *presence,
1284 time_t current_time, gboolean old_idle, gboolean idle)
1285 {
1286 GaimBlistUiOps *ops = gaim_blist_get_ui_ops();
1287
1288 if (!old_idle && idle)
1289 {
1290 if (gaim_prefs_get_bool("/core/logging/log_system"))
1291 {
1292 GaimLog *log = gaim_account_get_log(buddy->account, FALSE);
1293
1294 if (log != NULL)
1295 {
1296 char *tmp = g_strdup_printf(_("%s became idle"),
1297 gaim_buddy_get_alias(buddy));
1298
1299 gaim_log_write(log, GAIM_MESSAGE_SYSTEM,
1300 gaim_buddy_get_alias(buddy), current_time, tmp);
1301 g_free(tmp);
1302 }
1303 }
1304 }
1305 else if (old_idle && !idle)
1306 {
1307 if (gaim_prefs_get_bool("/core/logging/log_system"))
1308 {
1309 GaimLog *log = gaim_account_get_log(buddy->account, FALSE);
1310
1311 if (log != NULL)
1312 {
1313 char *tmp = g_strdup_printf(_("%s became unidle"),
1314 gaim_buddy_get_alias(buddy));
1315
1316 gaim_log_write(log, GAIM_MESSAGE_SYSTEM,
1317 gaim_buddy_get_alias(buddy), current_time, tmp);
1318 g_free(tmp);
1319 }
1320 }
1321 }
1322
1323 if (old_idle != idle)
1324 gaim_signal_emit(gaim_blist_get_handle(), "buddy-idle-changed", buddy,
1325 old_idle, idle);
1326
1327 gaim_contact_invalidate_priority_buddy(gaim_buddy_get_contact(buddy));
1328
1329 /* Should this be done here? It'd perhaps make more sense to
1330 * connect to buddy-[un]idle signals and update from there
1331 */
1332
1333 if (ops != NULL && ops->update != NULL)
1334 ops->update(gaim_get_blist(), (GaimBlistNode *)buddy);
1335 }
1336
1337 void
1338 gaim_presence_set_idle(GaimPresence *presence, gboolean idle, time_t idle_time)
1339 {
1340 gboolean old_idle;
1341
1342 g_return_if_fail(presence != NULL);
1343
1344 if (presence->idle == idle && presence->idle_time == idle_time)
1345 return;
1346
1347 old_idle = presence->idle;
1348 presence->idle = idle;
1349 presence->idle_time = (idle ? idle_time : 0);
1350
1351 if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY)
1352 {
1353 const GList *l;
1354 time_t current_time = time(NULL);
1355
1356 for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next)
1357 {
1358 update_buddy_idle((GaimBuddy *)l->data, presence, current_time,
1359 old_idle, idle);
1360 }
1361 }
1362 else if(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_ACCOUNT)
1363 {
1364 GaimAccount *account;
1365 GaimConnection *gc;
1366 GaimPluginProtocolInfo *prpl_info = NULL;
1367
1368 account = gaim_presence_get_account(presence);
1369
1370 if (gaim_prefs_get_bool("/core/logging/log_system"))
1371 {
1372 GaimLog *log = gaim_account_get_log(account, FALSE);
1373
1374 if (log != NULL)
1375 {
1376 char *msg;
1377
1378 if (idle)
1379 msg = g_strdup_printf(_("+++ %s became idle"), gaim_account_get_username(account));
1380 else
1381 msg = g_strdup_printf(_("+++ %s became unidle"), gaim_account_get_username(account));
1382 gaim_log_write(log, GAIM_MESSAGE_SYSTEM,
1383 gaim_account_get_username(account),
1384 idle_time, msg);
1385 g_free(msg);
1386 }
1387 }
1388
1389 gc = gaim_account_get_connection(account);
1390
1391 if (gc != NULL && gc->prpl != NULL)
1392 prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
1393
1394 if (prpl_info && g_list_find(gaim_connections_get_all(), gc) &&
1395 prpl_info->set_idle)
1396 prpl_info->set_idle(gc, (idle ? (time(NULL) - idle_time) : 0));
1397 }
1398 }
1399
1400 void
1401 gaim_presence_set_login_time(GaimPresence *presence, time_t login_time)
1402 {
1403 g_return_if_fail(presence != NULL);
1404
1405 if (presence->login_time == login_time)
1406 return;
1407
1408 presence->login_time = login_time;
1409 }
1410
1411 GaimPresenceContext
1412 gaim_presence_get_context(const GaimPresence *presence)
1413 {
1414 g_return_val_if_fail(presence != NULL, GAIM_PRESENCE_CONTEXT_UNSET);
1415
1416 return presence->context;
1417 }
1418
1419 GaimAccount *
1420 gaim_presence_get_account(const GaimPresence *presence)
1421 {
1422 GaimPresenceContext context;
1423
1424 g_return_val_if_fail(presence != NULL, NULL);
1425
1426 context = gaim_presence_get_context(presence);
1427
1428 g_return_val_if_fail(context == GAIM_PRESENCE_CONTEXT_ACCOUNT ||
1429 context == GAIM_PRESENCE_CONTEXT_BUDDY, NULL);
1430
1431 return presence->u.account;
1432 }
1433
1434 GaimConversation *
1435 gaim_presence_get_conversation(const GaimPresence *presence)
1436 {
1437 g_return_val_if_fail(presence != NULL, NULL);
1438 g_return_val_if_fail(gaim_presence_get_context(presence) ==
1439 GAIM_PRESENCE_CONTEXT_CONV, NULL);
1440
1441 return presence->u.chat.conv;
1442 }
1443
1444 const char *
1445 gaim_presence_get_chat_user(const GaimPresence *presence)
1446 {
1447 g_return_val_if_fail(presence != NULL, NULL);
1448 g_return_val_if_fail(gaim_presence_get_context(presence) ==
1449 GAIM_PRESENCE_CONTEXT_CONV, NULL);
1450
1451 return presence->u.chat.user;
1452 }
1453
1454 const GList *
1455 gaim_presence_get_buddies(const GaimPresence *presence)
1456 {
1457 g_return_val_if_fail(presence != NULL, NULL);
1458 g_return_val_if_fail(gaim_presence_get_context(presence) ==
1459 GAIM_PRESENCE_CONTEXT_BUDDY, NULL);
1460
1461 return presence->u.buddy.buddies;
1462 }
1463
1464 const GList *
1465 gaim_presence_get_statuses(const GaimPresence *presence)
1466 {
1467 g_return_val_if_fail(presence != NULL, NULL);
1468
1469 return presence->statuses;
1470 }
1471
1472 GaimStatus *
1473 gaim_presence_get_status(const GaimPresence *presence, const char *status_id)
1474 {
1475 GaimStatus *status;
1476 const GList *l = NULL;
1477
1478 g_return_val_if_fail(presence != NULL, NULL);
1479 g_return_val_if_fail(status_id != NULL, NULL);
1480
1481 /* What's the purpose of this hash table? */
1482 status = (GaimStatus *)g_hash_table_lookup(presence->status_table,
1483 status_id);
1484
1485 if (status == NULL) {
1486 for (l = gaim_presence_get_statuses(presence);
1487 l != NULL && status == NULL; l = l->next)
1488 {
1489 GaimStatus *temp_status = l->data;
1490
1491 if (!strcmp(status_id, gaim_status_get_id(temp_status)))
1492 status = temp_status;
1493 }
1494
1495 if (status != NULL)
1496 g_hash_table_insert(presence->status_table,
1497 g_strdup(gaim_status_get_id(status)), status);
1498 }
1499
1500 return status;
1501 }
1502
1503 GaimStatus *
1504 gaim_presence_get_active_status(const GaimPresence *presence)
1505 {
1506 g_return_val_if_fail(presence != NULL, NULL);
1507
1508 return presence->active_status;
1509 }
1510
1511 gboolean
1512 gaim_presence_is_available(const GaimPresence *presence)
1513 {
1514 GaimStatus *status;
1515
1516 g_return_val_if_fail(presence != NULL, FALSE);
1517
1518 status = gaim_presence_get_active_status(presence);
1519
1520 return ((status != NULL && gaim_status_is_available(status)) &&
1521 !gaim_presence_is_idle(presence));
1522 }
1523
1524 gboolean
1525 gaim_presence_is_online(const GaimPresence *presence)
1526 {
1527 GaimStatus *status;
1528
1529 g_return_val_if_fail(presence != NULL, FALSE);
1530
1531 if ((status = gaim_presence_get_active_status(presence)) == NULL)
1532 return FALSE;
1533
1534 return gaim_status_is_online(status);
1535 }
1536
1537 gboolean
1538 gaim_presence_is_status_active(const GaimPresence *presence,
1539 const char *status_id)
1540 {
1541 GaimStatus *status;
1542
1543 g_return_val_if_fail(presence != NULL, FALSE);
1544 g_return_val_if_fail(status_id != NULL, FALSE);
1545
1546 status = gaim_presence_get_status(presence, status_id);
1547
1548 return (status != NULL && gaim_status_is_active(status));
1549 }
1550
1551 gboolean
1552 gaim_presence_is_status_primitive_active(const GaimPresence *presence,
1553 GaimStatusPrimitive primitive)
1554 {
1555 GaimStatus *status;
1556 GaimStatusType *status_type;
1557
1558 g_return_val_if_fail(presence != NULL, FALSE);
1559 g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, FALSE);
1560
1561 status = gaim_presence_get_active_status(presence);
1562 status_type = gaim_status_get_type(status);
1563
1564 if (gaim_status_type_get_primitive(status_type) == primitive)
1565 return TRUE;
1566
1567 return FALSE;
1568 }
1569
1570 gboolean
1571 gaim_presence_is_idle(const GaimPresence *presence)
1572 {
1573 g_return_val_if_fail(presence != NULL, FALSE);
1574
1575 return gaim_presence_is_online(presence) && presence->idle;
1576 }
1577
1578 time_t
1579 gaim_presence_get_idle_time(const GaimPresence *presence)
1580 {
1581 g_return_val_if_fail(presence != NULL, 0);
1582
1583 return presence->idle_time;
1584 }
1585
1586 time_t
1587 gaim_presence_get_login_time(const GaimPresence *presence)
1588 {
1589 g_return_val_if_fail(presence != NULL, 0);
1590
1591 return gaim_presence_is_online(presence) ? presence->login_time : 0;
1592 }
1593
1594 gint
1595 gaim_presence_compare(const GaimPresence *presence1,
1596 const GaimPresence *presence2)
1597 {
1598 gboolean idle1, idle2;
1599 time_t idle_time_1, idle_time_2;
1600 int score1 = 0, score2 = 0;
1601 const GList *l;
1602
1603 if (presence1 == presence2)
1604 return 0;
1605 else if (presence1 == NULL)
1606 return 1;
1607 else if (presence2 == NULL)
1608 return -1;
1609
1610 /* Compute the score of the first set of statuses. */
1611 for (l = gaim_presence_get_statuses(presence1); l != NULL; l = l->next)
1612 {
1613 GaimStatus *status = (GaimStatus *)l->data;
1614 GaimStatusType *type = gaim_status_get_type(status);
1615
1616 if (gaim_status_is_active(status))
1617 score1 += primitive_scores[gaim_status_type_get_primitive(type)];
1618 }
1619 score1 += gaim_account_get_int(gaim_presence_get_account(presence1), "score", 0);
1620
1621 /* Compute the score of the second set of statuses. */
1622 for (l = gaim_presence_get_statuses(presence2); l != NULL; l = l->next)
1623 {
1624 GaimStatus *status = (GaimStatus *)l->data;
1625 GaimStatusType *type = gaim_status_get_type(status);
1626
1627 if (gaim_status_is_active(status))
1628 score2 += primitive_scores[gaim_status_type_get_primitive(type)];
1629 }
1630 score2 += gaim_account_get_int(gaim_presence_get_account(presence2), "score", 0);
1631
1632 idle1 = gaim_presence_is_idle(presence1);
1633 idle2 = gaim_presence_is_idle(presence2);
1634
1635 if (idle1)
1636 score1 += primitive_scores[SCORE_IDLE];
1637
1638 if (idle2)
1639 score2 += primitive_scores[SCORE_IDLE];
1640
1641 idle_time_1 = time(NULL) - gaim_presence_get_idle_time(presence1);
1642 idle_time_2 = time(NULL) - gaim_presence_get_idle_time(presence2);
1643
1644 if (idle_time_1 > idle_time_2)
1645 score1 += primitive_scores[SCORE_IDLE_TIME];
1646 else if (idle_time_1 < idle_time_2)
1647 score2 += primitive_scores[SCORE_IDLE_TIME];
1648
1649 if (score1 < score2)
1650 return 1;
1651 else if (score1 > score2)
1652 return -1;
1653
1654 return 0;
1655 }
1656
1657
1658 /**************************************************************************
1659 * Status subsystem
1660 **************************************************************************/
1661 static void
1662 score_pref_changed_cb(const char *name, GaimPrefType type,
1663 gconstpointer value, gpointer data)
1664 {
1665 int index = GPOINTER_TO_INT(data);
1666
1667 primitive_scores[index] = GPOINTER_TO_INT(value);
1668 }
1669
1670 static guint
1671 gaim_buddy_presences_hash(gconstpointer key)
1672 {
1673 const GaimStatusBuddyKey *me = key;
1674 guint ret;
1675 char *str;
1676
1677 str = g_strdup_printf("%p%s", me->account, me->name);
1678 ret = g_str_hash(str);
1679 g_free(str);
1680
1681 return ret;
1682 }
1683
1684 static gboolean
1685 gaim_buddy_presences_equal(gconstpointer a, gconstpointer b)
1686 {
1687 GaimStatusBuddyKey *key_a = (GaimStatusBuddyKey *)a;
1688 GaimStatusBuddyKey *key_b = (GaimStatusBuddyKey *)b;
1689
1690 if(key_a->account == key_b->account &&
1691 !strcmp(key_a->name, key_b->name))
1692 return TRUE;
1693 else
1694 return FALSE;
1695 }
1696
1697 static void
1698 gaim_buddy_presences_key_free(gpointer a)
1699 {
1700 GaimStatusBuddyKey *key = (GaimStatusBuddyKey *)a;
1701 g_free(key->name);
1702 g_free(key);
1703 }
1704
1705 void *
1706 gaim_status_get_handle(void) {
1707 static int handle;
1708
1709 return &handle;
1710 }
1711
1712 void
1713 gaim_status_init(void)
1714 {
1715 void *handle = gaim_status_get_handle;
1716
1717 gaim_prefs_add_none("/core/status");
1718 gaim_prefs_add_none("/core/status/scores");
1719
1720 gaim_prefs_add_int("/core/status/scores/offline",
1721 primitive_scores[GAIM_STATUS_OFFLINE]);
1722 gaim_prefs_add_int("/core/status/scores/available",
1723 primitive_scores[GAIM_STATUS_AVAILABLE]);
1724 gaim_prefs_add_int("/core/status/scores/invisible",
1725 primitive_scores[GAIM_STATUS_INVISIBLE]);
1726 gaim_prefs_add_int("/core/status/scores/away",
1727 primitive_scores[GAIM_STATUS_AWAY]);
1728 gaim_prefs_add_int("/core/status/scores/extended_away",
1729 primitive_scores[GAIM_STATUS_EXTENDED_AWAY]);
1730 gaim_prefs_add_int("/core/status/scores/idle",
1731 primitive_scores[SCORE_IDLE]);
1732
1733 gaim_prefs_connect_callback(handle, "/core/status/scores/offline",
1734 score_pref_changed_cb,
1735 GINT_TO_POINTER(GAIM_STATUS_OFFLINE));
1736 gaim_prefs_connect_callback(handle, "/core/status/scores/available",
1737 score_pref_changed_cb,
1738 GINT_TO_POINTER(GAIM_STATUS_AVAILABLE));
1739 gaim_prefs_connect_callback(handle, "/core/status/scores/invisible",
1740 score_pref_changed_cb,
1741 GINT_TO_POINTER(GAIM_STATUS_INVISIBLE));
1742 gaim_prefs_connect_callback(handle, "/core/status/scores/away",
1743 score_pref_changed_cb,
1744 GINT_TO_POINTER(GAIM_STATUS_AWAY));
1745 gaim_prefs_connect_callback(handle, "/core/status/scores/extended_away",
1746 score_pref_changed_cb,
1747 GINT_TO_POINTER(GAIM_STATUS_EXTENDED_AWAY));
1748 gaim_prefs_connect_callback(handle, "/core/status/scores/idle",
1749 score_pref_changed_cb,
1750 GINT_TO_POINTER(SCORE_IDLE));
1751
1752 buddy_presences = g_hash_table_new_full(gaim_buddy_presences_hash,
1753 gaim_buddy_presences_equal,
1754 gaim_buddy_presences_key_free, NULL);
1755 }
1756
1757 void
1758 gaim_status_uninit(void)
1759 {
1760 if (buddy_presences != NULL)
1761 {
1762 g_hash_table_destroy(buddy_presences);
1763
1764 buddy_presences = NULL;
1765 }
1766 }