Mercurial > pidgin
view src/media.h @ 12360:3153661f4d5c
[gaim-migrate @ 14664]
Faceprint is concerned about 2 things:
1)some of the random colors are very close together.
as best we can tell, there are two ways to fix this
1a) for each proposed color, iterate the entire list of selected
colors, looking to ensure that it is not too close to any of them.
this is an O(n^2) operation, with n >= 220 (the current number of
colors we look for)
1b) iterate the entire set of possible colors, skipping ahead by some
guess (rather than iterating by 1). this is an O(n^3) operation,
where n is 65535/(whatever we skip ahead by). This is not only a
more expensive operation, but because of the nature of the color
list, it is not _necessarily_ going to yield more predictable
results, skipping ahead 5 (or any other number) does not necessarily
guarantee that you've skipped 5 very similar colors.
2) as you can see, either solution to #1 is potentially a resource hog.
#1a is a random delay, #1b is inherently expensive. How often #1a will
exceed the bound #1b, if ever, is unknown.
rather than doing either of these, we settled on a middle course: a .h
file has been created containing a set of colors. currently the set we
were previously hard coded to. Gaim will search that list for usable
colors and start randomly looking only if that list does not contain
sufficient usable colors. ideally this list would be generated to have
colors that are known to be a "safe" distance appart, that is colors that
you can tell appart. and Ideally it would have a (small) multiple of the
number of colors we are searching for. This should ensure that IF we go
to randomly searching, we need do so only for a few colors.
Right now I have no good way to generate a "safe" list of colors though.
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Mon, 05 Dec 2005 21:46:47 +0000 |
parents | 90d7e0f342fa |
children | 2078f65a8e98 |
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/** * @file media.h Voice and Video 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 */ #ifndef _GAIM_MEDIA_H_ #define _GAIM_MEDIA_H_ typedef struct _GaimVoiceChat GaimVoiceChat; typedef struct _GaimMediaPrplOps GaimMediaPrplOps; #include "connection.h" /* Forward declarations so I needn't #include mediastreamer headers in * nearly every single file */ struct _MSFilter; struct _MSSync; /** * The state of a VoiceChat that should be reflected in the UI */ typedef enum { GAIM_MEDIA_STATE_CALLING, /**< An outgoing call is waiting to be answered */ GAIM_MEDIA_STATE_RECEIVING, /**< An incoming call is waiting to be answered */ GAIM_MEDIA_STATE_IN_PROGRESS, /**< The call is connected */ GAIM_MEDIA_STATE_ERROR, /**< Some error occured */ } GaimMediaState; /** * UI Operations */ typedef struct { void (*new_voice_chat)(GaimVoiceChat *vc); /**< A new voice chat is created */ void (*destroy)(GaimVoiceChat *vc); /**< The voice chat has been destroyed */ void (*state_change)(GaimVoiceChat *vc, GaimMediaState state); /**< The state of the voice chat has changed */ } GaimMediaUiOps; /** * PRPL Operations */ struct _GaimMediaPrplOps { void (*call)(GaimConnection *gc, const char *who); /**< Request an outgoing call to 'who' */ void (*init_filters)(GaimVoiceChat *); /**< Create the media stream for the call */ void (*accept)(GaimVoiceChat *); /**< Accept an incoming call */ void (*reject)(GaimVoiceChat *); /**< Reject an incoming call */ void (*terminate)(GaimVoiceChat *); /**< Terminate an in-progress call */ }; #ifdef HAVE_VV /** * Initializes mediastreamer and ortp */ void gaim_media_init(void); /**************************************************************************/ /** @name Voice Chat API **************************************************/ /**************************************************************************/ /*@{*/ /** * Creates a new voice chat * This function creates a new voice chat object, and tells the UI about it. The UI * probably won't want to do anything, until the state is changed to Incoming or Outgoing, * but the UI should initialize any data structures it needs on this call * * @param gc The connection this chat is happening on * @param name The person on the other end of the call * @return The new voice chat */ GaimVoiceChat *gaim_voice_chat_new(GaimConnection *gc, const char *name); /** * Destroys a voice chat * * @param vc The voice chat to destroy */ void gaim_voice_chat_destroy(GaimVoiceChat *vc); /** * Acessor function of the name of the other user on the voice chat * * @param vc The voice chat * @return The name */ const char *gaim_voice_chat_get_name(GaimVoiceChat *vc); /** * Accessor for the GaimConnection of the voice chat * * @param vc The voice chat * @return The GaimConnection */ GaimConnection *gaim_voice_chat_get_connection(GaimVoiceChat *vc); /** * Accessor for the UI data * * @param vc The voice chat * @return The UI data */ void *gaim_voice_chat_get_ui_data(GaimVoiceChat *vc); /** * Mutator for the UI Data * * @param vc The voice chat * @param data The data */ void gaim_voice_chat_set_ui_data(GaimVoiceChat *vc, void *data); /** * Accessor for the protocol data * * @param vc The voice chat * @return The protocol data */ void *gaim_voice_chat_get_proto_data(GaimVoiceChat *vc); /** * Mutator for the protocol data * * @param vc The voice chat * @param data The protocol data */ void gaim_voice_chat_set_proto_data(GaimVoiceChat *vc, void *data); /** * Accessor for the state * * @param vc The voice chat * @return The state */ GaimMediaState gaim_voice_chat_get_state(GaimVoiceChat *vc); /** * Mutator for the state * * @param vc The voice chat * @param state The state */ void gaim_voice_chat_set_state(GaimVoiceChat *vc, GaimMediaState state); /** * Accepts an incoming voice chat * * @param vc The voice chat */ void gaim_voice_chat_accept(GaimVoiceChat *vc); /** * Rejects an incoming voice chat * * @param vc The voice chat */ void gaim_voice_chat_reject(GaimVoiceChat *vc); /** * Terminates an in-progress voice chat * * @param vc The voice chat */ void gaim_voice_chat_terminate(GaimVoiceChat *vc); /** * Accessor for the microphone and speaker MSFilter objects * * @param vc The voice chat * @param microphone A pointer to return the microphone filter in, or NULL. * @param speaker A poitner to reutrn the speaker filter in, or NULL. */ void gaim_voice_chat_get_filters(GaimVoiceChat *vc, struct _MSFilter **microphone, struct _MSFilter **speaker); /** * Accessor for the Mediastreamer timer * * @param vc The voice chat * @return The timer */ struct _MSSync *gaim_voice_chat_get_timer(GaimVoiceChat *vc); /*@}*/ /**************************************************************************/ /** @name UI Registration Functions */ /**************************************************************************/ /*@{*/ /** * Sets the UI operations structure to be used for the buddy list. * * @param ops The ops struct. */ void gaim_media_set_ui_ops(GaimMediaUiOps *ops); /** * Returns the UI operations structure to be used for the buddy list. * * @return The UI operations structure. */ GaimMediaUiOps *gaim_media_get_ui_ops(void); /*@}*/ #endif /* HAVE_VV */ #endif /* _GAIM_MEDIA_H_ */