Mercurial > pidgin
view libgaim/sound.h @ 14874:71149a751439
[gaim-migrate @ 17643]
SF Patch #1469315 from R.Ramkumar - andyetitmoves
"This is a small patch to make sounds enabled when
available an optional feature. The use case is: Sounds
being annoying, I would like them only when I am not
seeing the comp. When I am on the comp, I have
guifications/gaim-osd to inform me of whatever happens,
and that happens to be less intrusive (especially when
music is on :) )."
The patch originally used:
"Play sounds:" ("Always", "When available", "When away")
I changed them to the strings KingAnt suggested:
"Play sounds:" ("Always", "Only when available", "Only when not available")
The ones from the patch submitter are not quite as clear, but they're shorter.
What does everyone think about this?
committer: Tailor Script <tailor@pidgin.im>
author | Richard Laager <rlaager@wiktel.com> |
---|---|
date | Wed, 01 Nov 2006 01:27:16 +0000 |
parents | 60b1bc8dbf37 |
children |
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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_ */