Mercurial > pidgin
view src/connection.c @ 5832:db204c4a411b
[gaim-migrate @ 6263]
Values entered into multi-field dialogs are now set when the user hits
enter. This works with multiple entry fields in the multi-field dialogs,
which means multiple signals connecting many fields in multiple ways. This
could increase to multiple uses in the many protocols, as fields are added
to the many dialogs multiple times. This could increase for the many people
using multiple dialogs, especially if open a multiple number of times and
data entered into the many field entries. This may not even work, as I have
not tested it multiple times, but rather 0. However, it's CVS, so don't use
it yet, as it crashes on startup multiple times. Field entry.
committer: Tailor Script <tailor@pidgin.im>
author | Christian Hammond <chipx86@chipx86.com> |
---|---|
date | Wed, 11 Jun 2003 21:24:27 +0000 |
parents | 8c237274189f |
children | 022786c7ab53 |
line wrap: on
line source
/** * @file connection.c Connection API * @ingroup core * * gaim * * Copyright (C) 2003 Christian Hammond <chipx86@gnupdate.org> * * 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 "connection.h" #include "debug.h" #include "gaim.h" static GList *connections = NULL; static GList *connections_connecting = NULL; static GaimConnectionUiOps *connection_ui_ops = NULL; GaimConnection * gaim_connection_new(GaimAccount *account) { GaimConnection *gc; g_return_val_if_fail(account != NULL, NULL); gc = g_new0(GaimConnection, 1); gc->prpl = gaim_find_prpl(gaim_account_get_protocol(account)); gaim_connection_set_account(gc, account); gaim_account_set_connection(account, gc); return gc; } void gaim_connection_destroy(GaimConnection *gc) { GaimAccount *account; g_return_if_fail(gc != NULL); if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) { gaim_connection_disconnect(gc); return; } account = gaim_connection_get_account(gc); gaim_account_set_connection(account, NULL); if (gc->display_name != NULL) g_free(gc->display_name); if (gc->away != NULL) g_free(gc->away); if (gc->away_state != NULL) g_free(gc->away_state); g_free(gc); } void gaim_connection_connect(GaimConnection *gc) { GaimAccount *account; GaimConnectionUiOps *ops; GaimPluginProtocolInfo *prpl_info = NULL; g_return_if_fail(gc != NULL); ops = gaim_get_connection_ui_ops(); prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); account = gaim_connection_get_account(gc); if ((prpl_info->options & OPT_PROTO_NO_PASSWORD) && !(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL) && gaim_account_get_password(account) == NULL) { gaim_debug(GAIM_DEBUG_INFO, "connection", "Requestin password\n"); if (ops != NULL && ops->request_pass != NULL) ops->request_pass(gc); return; } gaim_connection_set_state(gc, GAIM_CONNECTING); gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling serv_login\n"); connections = g_list_append(connections, gc); serv_login(account); } void gaim_connection_disconnect(GaimConnection *gc) { GList *wins; g_return_if_fail(gc != NULL); if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) { if (gaim_connection_get_state(gc) != GAIM_CONNECTING) gaim_blist_remove_account(gaim_connection_get_account(gc)); serv_close(gc); gaim_connection_set_state(gc, GAIM_DISCONNECTED); connections = g_list_remove(connections, gc); gaim_event_broadcast(event_signoff, gc); system_log(log_signoff, gc, NULL, OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); /* * XXX This is a hack! Remove this and replace it with a better event * notification system. */ for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) { GaimWindow *win = (GaimWindow *)wins->data; gaim_conversation_update(gaim_window_get_conversation_at(win, 0), GAIM_CONV_ACCOUNT_OFFLINE); } gaim_request_close_with_handle(gc); gaim_notify_close_with_handle(gc); update_privacy_connections(); } gaim_connection_destroy(gc); /* XXX More UI stuff! */ if (connections != NULL) return; destroy_all_dialogs(); gaim_blist_destroy(); show_login(); } /* * d:)->-< * * d:O-\-< * * d:D-/-< * * d8D->-< DANCE! */ void gaim_connection_set_state(GaimConnection *gc, GaimConnectionState state) { g_return_if_fail(gc != NULL); if (gc->state == state) return; gc->state = state; if (gc->state == GAIM_CONNECTED) { GaimConnectionUiOps *ops = gaim_get_connection_ui_ops(); GaimBlistNode *gnode,*bnode; GList *wins; GList *add_buds=NULL; /* Set the time the account came online */ time(&gc->login_time); connections_connecting = g_list_append(connections_connecting, gc); if (ops != NULL && ops->connected != NULL) ops->connected(gc); gaim_blist_show(); gaim_blist_add_account(gc->account); /* I hate this. -- ChipX86 */ gaim_setup(gc); /* * XXX This is a hack! Remove this and replace it with a better event * notification system. */ for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) { GaimWindow *win = (GaimWindow *)wins->data; gaim_conversation_update(gaim_window_get_conversation_at(win, 0), GAIM_CONV_ACCOUNT_ONLINE); } gaim_event_broadcast(event_signon, gc); system_log(log_signon, gc, NULL, OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); #if 0 /* away option given? */ if (opt_away) { away_on_login(opt_away_arg); /* don't do it again */ opt_away = 0; } else if (awaymessage) { serv_set_away(gc, GAIM_AWAY_CUSTOM, awaymessage->message); } if (opt_away_arg != NULL) { g_free(opt_away_arg); opt_away_arg = NULL; } #endif /* let the prpl know what buddies we pulled out of the local list */ for (gnode = gaim_get_blist()->root; gnode; gnode = gnode->next) { if(!GAIM_BLIST_NODE_IS_GROUP(gnode)) continue; for(bnode = gnode->child; bnode; bnode = bnode->next) { if(GAIM_BLIST_NODE_IS_BUDDY(bnode)) { struct buddy *b = (struct buddy *)bnode; if(b->account == gc->account) { add_buds = g_list_append(add_buds, b->name); } } } } if(add_buds) { serv_add_buddies(gc, add_buds); g_list_free(add_buds); } serv_set_permit_deny(gc); } else { connections_connecting = g_list_remove(connections_connecting, gc); } } void gaim_connection_set_account(GaimConnection *gc, GaimAccount *account) { g_return_if_fail(gc != NULL); g_return_if_fail(account != NULL); gc->account = account; } void gaim_connection_set_display_name(GaimConnection *gc, const char *name) { g_return_if_fail(gc != NULL); if (gc->display_name != NULL) g_free(gc->display_name); gc->display_name = (name == NULL ? NULL : g_strdup(name)); } GaimConnectionState gaim_connection_get_state(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, GAIM_DISCONNECTED); return gc->state; } GaimAccount * gaim_connection_get_account(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->account; } const char * gaim_connection_get_display_name(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->display_name; } void gaim_connection_update_progress(GaimConnection *gc, const char *text, size_t step, size_t count) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); g_return_if_fail(step < count); g_return_if_fail(count > 1); ops = gaim_get_connection_ui_ops(); if (ops != NULL && ops->connect_progress != NULL) ops->connect_progress(gc, text, step, count); } void gaim_connection_notice(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); ops = gaim_get_connection_ui_ops(); if (ops != NULL && ops->notice != NULL) ops->notice(gc, text); } void gaim_connection_error(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); ops = gaim_get_connection_ui_ops(); if (ops != NULL && ops->disconnected != NULL) ops->disconnected(gc, text); gaim_connection_disconnect(gc); } void gaim_connections_disconnect_all(void) { GList *l; while ((l = gaim_connections_get_all()) != NULL) gaim_connection_destroy(l->data); } GList * gaim_connections_get_all(void) { return connections; } GList * gaim_connections_get_connecting(void) { return connections_connecting; } void gaim_set_connection_ui_ops(GaimConnectionUiOps *ops) { connection_ui_ops = ops; } GaimConnectionUiOps * gaim_get_connection_ui_ops(void) { return connection_ui_ops; }