view src/signals.h @ 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 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_ */