view src/sound.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 5bc3d67ceb24
children
line wrap: on
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/**
 * @file sound.h Sound 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_SOUND_H_
#define _GAIM_SOUND_H_

#include "account.h"

/**************************************************************************/
/** Data Structures                                                       */
/**************************************************************************/


/**
 * A type of sound.
 */

typedef enum _GaimSoundEventID
{
	GAIM_SOUND_BUDDY_ARRIVE = 0, /**< Buddy signs on.                       */
	GAIM_SOUND_BUDDY_LEAVE,      /**< Buddy signs off.                      */
	GAIM_SOUND_RECEIVE,          /**< Receive an IM.                        */
	GAIM_SOUND_FIRST_RECEIVE,    /**< Receive an IM that starts a conv.     */
	GAIM_SOUND_SEND,             /**< Send an IM.                           */
	GAIM_SOUND_CHAT_JOIN,        /**< Someone joins a chat.                 */
	GAIM_SOUND_CHAT_LEAVE,       /**< Someone leaves a chat.                */
	GAIM_SOUND_CHAT_YOU_SAY,     /**< You say something in a chat.          */
	GAIM_SOUND_CHAT_SAY,         /**< Someone else says somthing in a chat. */
	GAIM_SOUND_POUNCE_DEFAULT,   /**< Default sound for a buddy pounce.     */
	GAIM_SOUND_CHAT_NICK,        /**< Someone says your name in a chat.     */
	GAIM_NUM_SOUNDS              /**< Total number of sounds.               */

} GaimSoundEventID;

typedef struct _GaimSoundUiOps
{
	void (*init)(void);
	void (*uninit)(void);
	void (*play_file)(const char *filename);
	void (*play_event)(GaimSoundEventID event);

} GaimSoundUiOps;

#ifdef __cplusplus
extern "C" {
#endif

/**************************************************************************/
/** @name Sound API                                                       */
/**************************************************************************/
/*@{*/

/**
 * Plays the specified sound file.
 *
 * @param filename The file to play.
 * @param account The account that this sound is associated with, or
 *        NULL if the sound is not associated with any specific
 *        account.  This is needed for the "sounds while away?"
 *        preference to work correctly.
 */
void gaim_sound_play_file(const char *filename, const GaimAccount *account);

/**
 * Plays the sound associated with the specified event.
 *
 * @param event The event.
 * @param account The account that this sound is associated with, or
 *        NULL if the sound is not associated with any specific
 *        account.  This is needed for the "sounds while away?"
 *        preference to work correctly.
 */
void gaim_sound_play_event(GaimSoundEventID event, const GaimAccount *account);

/**
 * Sets the UI sound operations
 *
 * @param ops The UI sound operations structure.
 */
void gaim_sound_set_ui_ops(GaimSoundUiOps *ops);

/**
 * Gets the UI sound operations
 *
 * @return The UI sound operations structure.
 */
GaimSoundUiOps *gaim_sound_get_ui_ops(void);

/**
 * Initializes the sound subsystem
 */
void gaim_sound_init(void);

/**
 * Shuts down the sound subsystem
 */
void gaim_sound_uninit(void);

/**
 * Returns the sound subsystem handle.
 *
 * @return The sound subsystem handle.
 */
void *gaim_sounds_get_handle(void);

/*@}*/

#ifdef __cplusplus
}
#endif

#endif /* _GAIM_SOUND_H_ */