view src/signals.c @ 8986:8cf32769ba1b

[gaim-migrate @ 9761] " This patch adds a Plugin Actions menu item after the Account Actions menu. The Plugin Actions menu is populated from the added 'actions' slot in GaimPluginInfo. As a demonstration, the Idle Maker plugin has been converted to no longer require GTK code and the Preferences interface just to perform its actions. Instead, it uses a Plugin Action to spawn a Fields Request. There's also a minor fix for consistency in the menu building for buddy actions. The pre-existing method for instructing a menu list to display a separator was to insert a NULL rather than a proto_buddy_menu into the GList of actions. The code for the buddy menus was instead checking for a proto_buddy_menu with a '-' label. This has been fixed, and it now correctly uses NULL to indicate a separator." "Date: 2004-05-16 02:25 Sender: taliesein Logged In: YES user_id=77326 I need to add a callback to this patch to watch for loading/unloading of plugins (to determine when to rebuild the menu). Since the appropriate way to handle Plugin Actions is still mildly up for debate, I'm holding of on correcting the patch until I know for sure whether I should fix this patch, or scrap it and write a new one using a different method." "Date: 2004-05-18 12:26 Sender: taliesein Logged In: YES user_id=77326 I've completed changes to this patch to also add plugin load and unload signals (it looks like plugin.c actually had pre-signal callbacks in place, but they were never used or converted to signals) This patch now will correctly update the Plugin Action menu as plugins load and unload." I'm not entirely sure i like the ui of a plugins actions menu, but i think that having some way for plugins to add actions on an account is a good thing, and i'm not sure that every viable action fits under the accounts actions menu. we may want to merge the two (the existing accounts actions and this plugins actions), but both times it came up in #gaim no one seemed to want to comment, and on one commented to the gaim-devel post either. committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Thu, 20 May 2004 05:11:44 +0000
parents f2919ca98e78
children f4d981c9c4ab
line wrap: on
line source

/**
 * @file signals.c 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
 */
#include "internal.h"

#include "debug.h"
#include "signals.h"
#include "value.h"

typedef struct
{
	void *instance;

	GHashTable *signals;
	size_t signal_count;

	gulong next_signal_id;

} GaimInstanceData;

typedef struct
{
	gulong id;

	GaimSignalMarshalFunc marshal;

	int num_values;
	GaimValue **values;
	GaimValue *ret_value;

	GList *handlers;
	size_t handler_count;

	gulong next_handler_id;

} GaimSignalData;

typedef struct
{
	gulong id;
	GaimCallback cb;
	void *handle;
	void *data;
	gboolean use_vargs;

} 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);

	if (signal_data->values != NULL)
	{
		int i;

		for (i = 0; i < signal_data->num_values; i++)
			gaim_value_destroy((GaimValue *)signal_data->values[i]);

		g_free(signal_data->values);
	}

	g_free(signal_data);
}

gulong
gaim_signal_register(void *instance, const char *signal,
					 GaimSignalMarshalFunc marshal,
					 GaimValue *ret_value, int num_values, ...)
{
	GaimInstanceData *instance_data;
	GaimSignalData *signal_data;
	va_list args;

	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;
	signal_data->ret_value       = ret_value;
	signal_data->num_values      = num_values;

	if (num_values > 0)
	{
		int i;

		signal_data->values = g_new0(GaimValue *, num_values);

		va_start(args, num_values);

		for (i = 0; i < num_values; i++)
			signal_data->values[i] = va_arg(args, GaimValue *);

		va_end(args);
	}

	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);
}

void
gaim_signal_get_values(void *instance, const char *signal,
					   GaimValue **ret_value,
					   int *num_values, GaimValue ***values)
{
	GaimInstanceData *instance_data;
	GaimSignalData *signal_data;

	g_return_if_fail(instance   != NULL);
	g_return_if_fail(signal     != NULL);
	g_return_if_fail(num_values != NULL);
	g_return_if_fail(values     != 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);

	g_return_if_fail(signal_data != NULL);

	*num_values = signal_data->num_values;
	*values     = signal_data->values;

	if (ret_value != NULL)
		*ret_value = signal_data->ret_value;
}

static gulong
signal_connect_common(void *instance, const char *signal, void *handle,
					  GaimCallback func, void *data, gboolean use_vargs)
{
	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;
	handler_data->use_vargs = use_vargs;

	signal_data->handlers = g_list_append(signal_data->handlers, handler_data);
	signal_data->handler_count++;
	signal_data->next_handler_id++;

	return handler_data->id;
}

gulong
gaim_signal_connect(void *instance, const char *signal, void *handle,
					GaimCallback func, void *data)
{
	return signal_connect_common(instance, signal, handle, func, data, FALSE);
}

gulong
gaim_signal_connect_vargs(void *instance, const char *signal, void *handle,
						  GaimCallback func, void *data)
{
	return signal_connect_common(instance, signal, handle, func, data, TRUE);
}

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;

	g_return_if_fail(instance != NULL);
	g_return_if_fail(signal   != NULL);

	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, *l_next;
	va_list tmp;

	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)
	{
		l_next = l->next;

		handler_data = (GaimSignalHandlerData *)l->data;

		/* This is necessary because a va_list may only be
		 * evaluated once */
		G_VA_COPY(tmp, args);

		if (handler_data->use_vargs)
		{
			((void (*)(va_list, void *))handler_data->cb)(tmp,
														  handler_data->data);
		}
		else
		{
			signal_data->marshal(handler_data->cb, tmp,
								 handler_data->data, NULL);
		}

		va_end(tmp);
	}
}

void *
gaim_signal_emit_return_1(void *instance, const char *signal, ...)
{
	void *ret_val;
	va_list args;

	g_return_val_if_fail(instance != NULL, NULL);
	g_return_val_if_fail(signal   != NULL, NULL);

	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, *l_next;
	va_list tmp;

	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)
	{
		l_next = l->next;

		handler_data = (GaimSignalHandlerData *)l->data;

		G_VA_COPY(tmp, args);
		if (handler_data->use_vargs)
		{
			ret_val = ((void *(*)(va_list, void *))handler_data->cb)(
				tmp, handler_data->data);
		}
		else
		{
			signal_data->marshal(handler_data->cb, tmp,
								 handler_data->data, &ret_val);
		}
		va_end(tmp);
	}

	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__INT(GaimCallback cb, va_list args, void *data,
					   void **return_val)
{
	gint arg1 = va_arg(args, gint);

	((void (*)(gint, void *))cb)(arg1, data);
}

void
gaim_marshal_VOID__INT_INT(GaimCallback cb, va_list args, void *data,
						   void **return_val)
{
	gint arg1 = va_arg(args, gint);
	gint arg2 = va_arg(args, gint);

	((void (*)(gint, gint, void *))cb)(arg1, arg2, data);
}

void
gaim_marshal_VOID__POINTER(GaimCallback cb, va_list args, void *data,
						   void **return_val)
{
	void *arg1 = va_arg(args, void *);

	((void (*)(void *, void *))cb)(arg1, data);
}

void
gaim_marshal_VOID__POINTER_POINTER(GaimCallback cb, va_list args,
								   void *data, void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);

	((void (*)(void *, void *, void *))cb)(arg1, arg2, data);
}

void
gaim_marshal_VOID__POINTER_POINTER_UINT(GaimCallback cb, va_list args,
										void *data, void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	guint arg3 = va_arg(args, guint);

	((void (*)(void *, void *, guint, void *))cb)(arg1, arg2, arg3, data);
}

void
gaim_marshal_VOID__POINTER_POINTER_POINTER(GaimCallback cb, va_list args,
										   void *data, void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);

	((void (*)(void *, void *, void *, void *))cb)(arg1, arg2, arg3, data);
}

void
gaim_marshal_VOID__POINTER_POINTER_POINTER_POINTER(GaimCallback cb,
												   va_list args,
												   void *data,
												   void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	void *arg4 = va_arg(args, void *);

	((void (*)(void *, void *, void *, void *, void *))cb)(arg1, arg2, arg3, arg4, data);
}

void
gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT(GaimCallback cb,
												   va_list args,
												   void *data,
												   void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	guint arg4 = va_arg(args, guint);

	((void (*)(void *, void *, void *, guint, void *))cb)(arg1, arg2, arg3, arg4, data);
}

void
gaim_marshal_VOID__POINTER_POINTER_POINTER_UINT_UINT(GaimCallback cb,
													 va_list args,
													 void *data,
													 void **return_val)
{
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	guint arg4 = va_arg(args, guint);
	guint arg5 = va_arg(args, guint);

	((void (*)(void *, void *, void *, guint, guint, void *))cb)(
			arg1, arg2, arg3, arg4, arg5, data);
}

void
gaim_marshal_INT__INT(GaimCallback cb, va_list args, void *data,
					  void **return_val)
{
	gint ret_val;
	gint arg1 = va_arg(args, gint);

	ret_val = ((gint (*)(gint, void *))cb)(arg1, data);

	if (return_val != NULL)
		*return_val = GINT_TO_POINTER(ret_val);
}

void
gaim_marshal_INT__INT_INT(GaimCallback cb, va_list args, void *data,
						  void **return_val)
{
	gint ret_val;
	gint arg1 = va_arg(args, gint);
	gint arg2 = va_arg(args, gint);

	ret_val = ((gint (*)(gint, gint, void *))cb)(arg1, arg2, data);

	if (return_val != NULL)
		*return_val = GINT_TO_POINTER(ret_val);
}

void
gaim_marshal_BOOLEAN__POINTER(GaimCallback cb, va_list args, void *data,
							  void **return_val)
{
	gboolean ret_val;
	void *arg1 = va_arg(args, void *);

	ret_val = ((gboolean (*)(void *, void *))cb)(arg1, 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;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);

	ret_val = ((gboolean (*)(void *, void *, void *))cb)(arg1, arg2, data);

	if (return_val != NULL)
		*return_val = GINT_TO_POINTER(ret_val);
}

void
gaim_marshal_BOOLEAN__POINTER_POINTER_POINTER(GaimCallback cb, va_list args,
											  void *data, void **return_val)
{
	gboolean ret_val;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);

	ret_val = ((gboolean (*)(void *, void *, void *, void *))cb)(arg1, arg2,
																 arg3, data);

	if (return_val != NULL)
		*return_val = GINT_TO_POINTER(ret_val);
}

void
gaim_marshal_BOOLEAN__POINTER_POINTER_UINT(GaimCallback cb,
												   va_list args,
												   void *data,
												   void **return_val)
{
	gboolean ret_val;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	guint arg3 = va_arg(args, guint);

	ret_val = ((gboolean (*)(void *, void *, guint, void *))cb)(
			arg1, arg2, arg3, 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;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	guint arg4 = va_arg(args, guint);

	ret_val = ((gboolean (*)(void *, void *, void *, guint, void *))cb)(
			arg1, arg2, arg3, arg4, 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;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	void *arg4 = va_arg(args, void *);

	ret_val = ((gboolean (*)(void *, void *, void *, void *, void *))cb)(
			arg1, arg2, arg3, arg4, 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;
	void *arg1 = va_arg(args, void *);
	void *arg2 = va_arg(args, void *);
	void *arg3 = va_arg(args, void *);
	void *arg4 = va_arg(args, void *);
	void *arg5 = va_arg(args, void *);

	ret_val =
		((gboolean (*)(void *, void *, void *, void *, void *, void *))cb)(
			arg1, arg2, arg3, arg4, arg5, data);

	if (return_val != NULL)
		*return_val = GINT_TO_POINTER(ret_val);
}