Mercurial > pidgin
view src/signals.h @ 8645:47f647dd2ac3
[gaim-migrate @ 9397]
From out of nowhere comes a zephyr fix from yours truely.
If zephyr is the only account you sign on with, then the Gaim
login window never disappears because previously there was no
connection status dialog thingy. This fixes that.
It would probably be good if this wasn't necessary. I might
fix that a bit later. Like, maybe make sure the login window
is hidden before the buddy list is drawn.
committer: Tailor Script <tailor@pidgin.im>
author | Mark Doliner <mark@kingant.net> |
---|---|
date | Tue, 13 Apr 2004 03:53:37 +0000 |
parents | fa6395637e2c |
children | 1fac0336890c |
line wrap: on
line source
/** * @file signals.h Signal 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_SIGNAL_H_ #define _GAIM_SIGNAL_H_ #include <glib.h> #include "value.h" #define GAIM_CALLBACK(func) ((GaimCallback)func) typedef void (*GaimCallback)(void); typedef void (*GaimSignalMarshalFunc)(GaimCallback cb, va_list args, void *data, void **return_val); #ifdef __cplusplus extern "C" { #endif /**************************************************************************/ /** @name Signal API */ /**************************************************************************/ /*@{*/ /** * Registers a signal in an instance. * * @param instance The instance to register the signal for. * @param signal The signal name. * @param marshal The marshal function. * @param ret_value The return value type, or NULL for no return value. * @param num_values The number of values to be passed to the callbacks. * @param ... The values to pass to the callbacks. * * @return The signal ID local to that instance, or 0 if the signal * couldn't be registered. * * @see GaimValue */ gulong gaim_signal_register(void *instance, const char *signal, GaimSignalMarshalFunc marshal, GaimValue *ret_value, int num_values, ...); /** * Unregisters a signal in an instance. * * @param instance The instance to unregister the signal for. * @param signal The signal name. */ void gaim_signal_unregister(void *instance, const char *signal); /** * Unregisters all signals in an instance. * * @param instance The instance to unregister the signal for. */ void gaim_signals_unregister_by_instance(void *instance); /** * Returns a list of value types used for a signal. * * @param instance The instance the signal is registered to. * @param signal The signal. * @param ret_value The return value from the last signal handler. * @param num_values The returned number of values. * @param values The returned list of values. */ void gaim_signal_get_values(void *instance, const char *signal, GaimValue **ret_value, int *num_values, GaimValue ***values); /** * Connects a signal handler to a signal for a particular object. * * Take care not to register a handler function twice. Gaim will * not correct any mistakes for you in this area. * * @param instance The instance to connect to. * @param signal The name of the signal to connect. * @param handle The handle of the receiver. * @param func The callback function. * @param data The data to pass to the callback function. * * @return The signal handler ID. * * @see gaim_signal_disconnect() */ gulong gaim_signal_connect(void *instance, const char *signal, void *handle, GaimCallback func, void *data); /** * Connects a signal handler to a signal for a particular object. * * The signal handler will take a va_args of arguments, instead of * individual arguments. * * Take care not to register a handler function twice. Gaim will * not correct any mistakes for you in this area. * * @param instance The instance to connect to. * @param signal The name of the signal to connect. * @param handle The handle of the receiver. * @param func The callback function. * @param data The data to pass to the callback function. * * @return The signal handler ID. * * @see gaim_signal_disconnect() */ gulong gaim_signal_connect_vargs(void *instance, const char *signal, void *handle, GaimCallback func, void *data); /** * Disconnects a signal handler from a signal on an object. * * @param instance The instance to disconnect from. * @param signal The name of the signal to disconnect. * @param handle The handle of the receiver. * @param func The registered function to disconnect. * * @see gaim_signal_connect() */ void gaim_signal_disconnect(void *instance, const char *signal, void *handle, GaimCallback func); /** * Removes all callbacks associated with a receiver handle. * * @param handle The receiver handle. */ void gaim_signals_disconnect_by_handle(void *handle); /** * Emits a signal. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * * @see gaim_signal_connect() * @see gaim_signal_disconnect() */ void gaim_signal_emit(void *instance, const char *signal, ...); /** * Emits a signal, using a va_list of arguments. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * @param args The arguments list. * * @see gaim_signal_connect() * @see gaim_signal_disconnect() */ void gaim_signal_emit_vargs(void *instance, const char *signal, va_list args); /** * Emits a signal and returns the return value from the last handler. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * * @return The return value from the last handler. */ void *gaim_signal_emit_return_1(void *instance, const char *signal, ...); /** * Emits a signal and returns the return value from the last handler. * * @param instance The instance emitting the signal. * @param signal The signal being emitted. * @param args The arguments list. * * @return The return value from the last handler. */ void *gaim_signal_emit_vargs_return_1(void *instance, const char *signal, va_list args); /** * Initializes the signals subsystem. */ void gaim_signals_init(); /** * Uninitializes the signals subsystem. */ void gaim_signals_uninit(); /*@}*/ /**************************************************************************/ /** @name Marshal Functions */ /**************************************************************************/ /*@{*/ void gaim_marshal_VOID( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__INT_INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_INT__INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_INT__INT_INT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_UINT( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); void gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER_POINTER_POINTER( GaimCallback cb, va_list args, void *data, void **return_val); /*@}*/ #ifdef __cplusplus } #endif #endif /* _GAIM_SIGNAL_H_ */