diff src/signals.c @ 6485:70d5122bc3ff

[gaim-migrate @ 6999] Removed the old event system and replaced it with a much better signal system. There will most likely be some bugs in this, but it seems to be working for now. Plugins can now generate their own signals, and other plugins can find those plugins and connect to them. This could give plugins a form of IPC. It's also useful for other things. It's rather flexible, except for the damn marshalling, but there's no way around that that I or the glib people can see. committer: Tailor Script <tailor@pidgin.im>
author Christian Hammond <chipx86@chipx86.com>
date Mon, 18 Aug 2003 01:03:43 +0000
parents
children e5e8d21bd4d8
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/signals.c	Mon Aug 18 01:03:43 2003 +0000
@@ -0,0 +1,572 @@
+/**
+ * @file signal.h Signal API
+ * @ingroup core
+ *
+ * gaim
+ *
+ * Copyright (C) 2003 Christian Hammond <chipx86@gnupdate.org>
+ *
+ * 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 "debug.h"
+#include "signals.h"
+
+typedef struct
+{
+	void *instance;
+
+	GHashTable *signals;
+	size_t signal_count;
+
+	gulong next_signal_id;
+
+} GaimInstanceData;
+
+typedef struct
+{
+	gulong id;
+
+	GaimSignalMarshalFunc marshal;
+
+	GList *handlers;
+	size_t handler_count;
+
+	gulong next_handler_id;
+
+} GaimSignalData;
+
+typedef struct
+{
+	gulong id;
+	GaimCallback cb;
+	void *handle;
+	void *data;
+
+} GaimSignalHandlerData;
+
+static GHashTable *instance_table = NULL;
+
+static void
+destroy_instance_data(GaimInstanceData *instance_data)
+{
+	g_hash_table_destroy(instance_data->signals);
+
+	g_free(instance_data);
+}
+
+static void
+destroy_signal_data(GaimSignalData *signal_data)
+{
+	GaimSignalHandlerData *handler_data;
+	GList *l;
+
+	for (l = signal_data->handlers; l != NULL; l = l->next)
+	{
+		handler_data = (GaimSignalHandlerData *)l->data;
+
+		g_free(l->data);
+	}
+
+	g_list_free(signal_data->handlers);
+
+	g_free(signal_data);
+}
+
+gulong
+gaim_signal_register(void *instance, const char *signal,
+					 GaimSignalMarshalFunc marshal)
+{
+	GaimInstanceData *instance_data;
+	GaimSignalData *signal_data;
+
+	g_return_val_if_fail(instance != NULL, 0);
+	g_return_val_if_fail(signal   != NULL, 0);
+	g_return_val_if_fail(marshal  != NULL, 0);
+
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	if (instance_data == NULL)
+	{
+		instance_data = g_new0(GaimInstanceData, 1);
+
+		instance_data->instance = instance;
+		instance_data->next_signal_id = 1;
+
+		instance_data->signals =
+			g_hash_table_new_full(g_str_hash, g_str_equal, g_free,
+								  (GDestroyNotify)destroy_signal_data);
+
+		g_hash_table_insert(instance_table, instance, instance_data);
+	}
+
+	signal_data = g_new0(GaimSignalData, 1);
+	signal_data->id              = instance_data->next_signal_id;
+	signal_data->marshal         = marshal;
+	signal_data->next_handler_id = 1;
+
+	g_hash_table_insert(instance_data->signals,
+						g_strdup(signal), signal_data);
+
+	instance_data->next_signal_id++;
+	instance_data->signal_count++;
+
+	return signal_data->id;
+}
+
+void
+gaim_signal_unregister(void *instance, const char *signal)
+{
+	GaimInstanceData *instance_data;
+
+	g_return_if_fail(instance != NULL);
+	g_return_if_fail(signal   != NULL);
+
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	g_return_if_fail(instance_data != NULL);
+
+	g_hash_table_remove(instance_data->signals, signal);
+
+	instance_data->signal_count--;
+
+	if (instance_data->signal_count == 0)
+	{
+		/* Unregister the instance. */
+		g_hash_table_remove(instance_table, instance);
+	}
+}
+
+void
+gaim_signals_unregister_by_instance(void *instance)
+{
+	gboolean found;
+
+	g_return_if_fail(instance != NULL);
+
+	found = g_hash_table_remove(instance_table, instance);
+
+	/*
+	 * Makes things easier (more annoying?) for developers who don't have
+	 * things registering and unregistering in the right order :)
+	 */
+	g_return_if_fail(found);
+}
+
+gulong
+gaim_signal_connect(void *instance, const char *signal, void *handle,
+					GaimCallback func, void *data)
+{
+	GaimInstanceData *instance_data;
+	GaimSignalData *signal_data;
+	GaimSignalHandlerData *handler_data;
+
+	g_return_val_if_fail(instance != NULL, 0);
+	g_return_val_if_fail(signal   != NULL, 0);
+	g_return_val_if_fail(handle   != NULL, 0);
+	g_return_val_if_fail(func     != NULL, 0);
+
+	/* Get the instance data */
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	g_return_val_if_fail(instance_data != NULL, 0);
+
+	/* Get the signal data */
+	signal_data =
+		(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
+
+	if (signal_data == NULL)
+	{
+		gaim_debug(GAIM_DEBUG_ERROR, "signals",
+				   "Signal data for %s not found!\n", signal);
+		return 0;
+	}
+
+	/* Create the signal handler data */
+	handler_data = g_new0(GaimSignalHandlerData, 1);
+	handler_data->id     = signal_data->next_handler_id;
+	handler_data->cb     = func;
+	handler_data->handle = handle;
+	handler_data->data   = data;
+
+	signal_data->handlers = g_list_append(signal_data->handlers, handler_data);
+	signal_data->handler_count++;
+	signal_data->next_handler_id++;
+
+	return handler_data->id;
+}
+
+void
+gaim_signal_disconnect(void *instance, const char *signal,
+					   void *handle, GaimCallback func)
+{
+	GaimInstanceData *instance_data;
+	GaimSignalData *signal_data;
+	GaimSignalHandlerData *handler_data;
+	GList *l;
+	gboolean found = FALSE;
+
+	g_return_if_fail(instance != NULL);
+	g_return_if_fail(signal   != NULL);
+	g_return_if_fail(handle   != NULL);
+	g_return_if_fail(func     != NULL);
+
+	/* Get the instance data */
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	g_return_if_fail(instance_data != NULL);
+
+	/* Get the signal data */
+	signal_data =
+		(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
+
+	if (signal_data == NULL)
+	{
+		gaim_debug(GAIM_DEBUG_ERROR, "signals",
+				   "Signal data for %s not found!\n", signal);
+		return;
+	}
+
+	/* Find the handler data. */
+	for (l = signal_data->handlers; l != NULL; l = l->next)
+	{
+		handler_data = (GaimSignalHandlerData *)l->data;
+
+		if (handler_data->handle == handle && handler_data->cb == func)
+		{
+			g_free(handler_data);
+
+			signal_data->handlers = g_list_remove(signal_data->handlers,
+												  handler_data);
+			signal_data->handler_count--;
+
+			found = TRUE;
+
+			break;
+		}
+	}
+
+	/* See note somewhere about this actually helping developers.. */
+	g_return_if_fail(found);
+}
+
+/*
+ * TODO: Make this all more efficient by storing a list of handlers, keyed
+ *       to a handle.
+ */
+static void
+disconnect_handle_from_signals(const char *signal,
+							   GaimSignalData *signal_data, void *handle)
+{
+	GList *l, *l_next;
+	GaimSignalHandlerData *handler_data;
+
+	for (l = signal_data->handlers; l != NULL; l = l_next)
+	{
+		handler_data = (GaimSignalHandlerData *)l->data;
+		l_next = l->next;
+
+		if (handler_data->handle == handle)
+		{
+			g_free(handler_data);
+
+			signal_data->handler_count--;
+			signal_data->handlers = g_list_remove(signal_data->handlers,
+												  handler_data);
+		}
+	}
+}
+
+static void
+disconnect_handle_from_instance(void *instance,
+								GaimInstanceData *instance_data,
+								void *handle)
+{
+	g_hash_table_foreach(instance_data->signals,
+						 (GHFunc)disconnect_handle_from_signals, handle);
+}
+
+void
+gaim_signals_disconnect_by_handle(void *handle)
+{
+	g_return_if_fail(handle != NULL);
+
+	g_hash_table_foreach(instance_table,
+						 (GHFunc)disconnect_handle_from_instance, handle);
+}
+
+void
+gaim_signal_emit(void *instance, const char *signal, ...)
+{
+	va_list args;
+
+	va_start(args, signal);
+	gaim_signal_emit_vargs(instance, signal, args);
+	va_end(args);
+}
+
+void
+gaim_signal_emit_vargs(void *instance, const char *signal, va_list args)
+{
+	GaimInstanceData *instance_data;
+	GaimSignalData *signal_data;
+	GaimSignalHandlerData *handler_data;
+	GList *l;
+
+	g_return_if_fail(instance != NULL);
+	g_return_if_fail(signal   != NULL);
+
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	g_return_if_fail(instance_data != NULL);
+
+	signal_data =
+		(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
+
+	if (signal_data == NULL)
+	{
+		gaim_debug(GAIM_DEBUG_ERROR, "signals",
+				   "Signal data for %s not found!\n", signal);
+		return;
+	}
+
+	for (l = signal_data->handlers; l != NULL; l = l->next)
+	{
+		handler_data = (GaimSignalHandlerData *)l->data;
+
+		signal_data->marshal(handler_data->cb, args, handler_data->data, NULL);
+	}
+}
+
+void *
+gaim_signal_emit_return_1(void *instance, const char *signal, ...)
+{
+	void *ret_val;
+	va_list args;
+
+	va_start(args, signal);
+	ret_val = gaim_signal_emit_vargs_return_1(instance, signal, args);
+	va_end(args);
+
+	return ret_val;
+}
+
+void *
+gaim_signal_emit_vargs_return_1(void *instance, const char *signal,
+								va_list args)
+{
+	GaimInstanceData *instance_data;
+	GaimSignalData *signal_data;
+	GaimSignalHandlerData *handler_data;
+	void *ret_val = NULL;
+	GList *l;
+
+	g_return_val_if_fail(instance != NULL, NULL);
+	g_return_val_if_fail(signal   != NULL, NULL);
+
+	instance_data =
+		(GaimInstanceData *)g_hash_table_lookup(instance_table, instance);
+
+	g_return_val_if_fail(instance_data != NULL, NULL);
+
+	signal_data =
+		(GaimSignalData *)g_hash_table_lookup(instance_data->signals, signal);
+
+	if (signal_data == NULL)
+	{
+		gaim_debug(GAIM_DEBUG_ERROR, "signals",
+				   "Signal data for %s not found!\n", signal);
+		return 0;
+	}
+
+	for (l = signal_data->handlers; l != NULL; l = l->next)
+	{
+		handler_data = (GaimSignalHandlerData *)l->data;
+
+		signal_data->marshal(handler_data->cb, args, handler_data->data,
+							 &ret_val);
+	}
+
+	return ret_val;
+}
+
+void
+gaim_signals_init()
+{
+	g_return_if_fail(instance_table == NULL);
+
+	instance_table =
+		g_hash_table_new_full(g_direct_hash, g_direct_equal,
+							  NULL, (GDestroyNotify)destroy_instance_data);
+}
+
+void
+gaim_signals_uninit()
+{
+	g_return_if_fail(instance_table != NULL);
+
+	g_hash_table_destroy(instance_table);
+	instance_table = NULL;
+}
+
+/**************************************************************************
+ * Marshallers
+ **************************************************************************/
+void
+gaim_marshal_VOID(GaimCallback cb, va_list args, void *data,
+				  void **return_val)
+{
+	((void (*)(void *))cb)(data);
+}
+
+void
+gaim_marshal_VOID__POINTER(GaimCallback cb, va_list args, void *data,
+						   void **return_val)
+{
+	((void (*)(void *, void *))cb)(va_arg(args, void *), data);
+}
+
+void
+gaim_marshal_VOID__POINTER_POINTER(GaimCallback cb, va_list args,
+								   void *data, void **return_val)
+{
+	((void (*)(void *, void *, void *))cb)(va_arg(args, void *),
+										   va_arg(args, void *),
+										   data);
+}
+
+void
+gaim_marshal_VOID__POINTER_POINTER_UINT(GaimCallback cb, va_list args,
+										void *data, void **return_val)
+{
+	((void (*)(void *, void *, guint, void *))cb)(va_arg(args, void *),
+												  va_arg(args, void *),
+												  va_arg(args, guint),
+												  data);
+}
+
+void
+gaim_marshal_VOID__POINTER_POINTER_POINTER(GaimCallback cb, va_list args,
+										   void *data, void **return_val)
+{
+	((void (*)(void *, void *, void *, void *))cb)(va_arg(args, void *),
+												   va_arg(args, void *),
+												   va_arg(args, void *),
+												   data);
+}
+
+void
+gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
+												   va_list args,
+												   void *data,
+												   void **return_val)
+{
+	((void (*)(void *, void *, void *, void *, void *))cb)(
+		va_arg(args, void *), va_arg(args, void *),
+		va_arg(args, void *), va_arg(args, void *), data);
+}
+void
+gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT_UINT(GaimCallback cb,
+													 va_list args,
+													 void *data,
+													 void **return_val)
+{
+	((void (*)(void *, void *, void *, guint, guint, void *))cb)(
+			va_arg(args, void *), va_arg(args, void *),
+			va_arg(args, void *), va_arg(args, guint),
+			va_arg(args, guint), data);
+}
+
+void
+gaim_marshal_BOOLEAN__POINTER(GaimCallback cb, va_list args, void *data,
+							  void **return_val)
+{
+	gboolean ret_val;
+
+	ret_val = ((gboolean (*)(void *, void *))cb)(va_arg(args, void *), data);
+
+	if (return_val != NULL)
+		*return_val = GINT_TO_POINTER(ret_val);
+}
+
+void
+gaim_marshal_BOOLEAN__POINTER_POINTER(GaimCallback cb, va_list args,
+									  void *data, void **return_val)
+{
+	gboolean ret_val;
+
+	ret_val = ((gboolean (*)(void *, void *, void *))cb)(va_arg(args, void *),
+														 va_arg(args, void *),
+														 data);
+
+	if (return_val != NULL)
+		*return_val = GINT_TO_POINTER(ret_val);
+}
+
+void
+gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_UINT(GaimCallback cb,
+												   va_list args,
+												   void *data,
+												   void **return_val)
+{
+	gboolean ret_val;
+
+	ret_val = ((gboolean (*)(void *, void *, void *, guint, void *))cb)(
+			va_arg(args, void *), va_arg(args, void *),
+			va_arg(args, void *), va_arg(args, guint),
+			data);
+
+	if (return_val != NULL)
+		*return_val = GINT_TO_POINTER(ret_val);
+}
+
+void
+gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
+													  va_list args,
+													  void *data,
+													  void **return_val)
+{
+	gboolean ret_val;
+
+	ret_val = ((gboolean (*)(void *, void *, void *, void *, void *))cb)(
+			va_arg(args, void *), va_arg(args, void *),
+			va_arg(args, void *), va_arg(args, void *),
+			data);
+
+	if (return_val != NULL)
+		*return_val = GINT_TO_POINTER(ret_val);
+}
+
+void
+gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER_POINTER(
+		GaimCallback cb, va_list args, void *data, void **return_val)
+{
+	gboolean ret_val;
+
+	ret_val =
+		((gboolean (*)(void *, void *, void *, void *, void *, void *))cb)(
+			va_arg(args, void *), va_arg(args, void *),
+			va_arg(args, void *), va_arg(args, void *),
+			va_arg(args, void *), data);
+
+	if (return_val != NULL)
+		*return_val = GINT_TO_POINTER(ret_val);
+}