view src/media.h @ 12116:e75ef7aa913e

[gaim-migrate @ 14416] " This patch implements a replacement for the queuing system from 1.x. It also obsoletes a previous patch [#1338873] I submitted to prioritize the unseen states in gtk conversations. The attached envelope.png is ripped from the msgunread.png already included in gaim. It should be dropped in the pixmaps directory (Makefile.am is updated accordingly in this patch). The two separate queuing preferences from 1.x, queuing messages while away and queuing all new messages (from docklet), are replaced with a single 3-way preference for conversations. The new preference is "Hide new IM conversations". This preference can be set to never, away and always. When a gtk conversation is created, it may be placed in a hidden conversation window instead of being placed normally. This decision is based upon the preference and possibly the away state of the account the conversation is being created for. This *will* effect conversations the user explicitly requests to be created, so in these cases the caller must be sure to present the conversation to the user, using gaim_gtkconv_present_conversation(). This is done already in gtkdialogs.c which handles creating conversations requested by the user from gaim proper (menus, double-clicking on budy in blist, etc.). The main advantage to not queuing messages is that the conversations exist, the message is written to the conversation (and logged if appropriate) and the unseen state is set on the conversation. This means no additional features are needed to track whether there are queued messages or not, just use the unseen state on conversations. Since conversations may not be visible (messages "queued"), gaim proper needs some notification that there are messages waiting. I opted for a menutray icon that shows up when an im conversation has an unseen message. Clicking this icon will focus (and show if hidden) the first conversation with an unseen message. This is essentially the same behavior of the docklet in cvs right now, except that the icon is only visible when there is a conversation with an unread message. The api that is added is flexible enough to allow either the docklet or the new blist menutray icon to be visible for conversations of any/all types and for unseen messages >= any state. Currently they are set to only IM conversations and only unseen states >= TEXT (system messages and no log messages will not trigger blinking the docklet or showing the blist tray icon), but these could be made preferences relatively easily in the future. Other plugins could probably benefit as well: gaim_gtk_conversations_get_first_unseen(). There is probably some limit to comment size, so I'll stop rambling now. If anyone has more questions/comments, catch me in #gaim, here or on gaim-devel." committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Wed, 16 Nov 2005 18:17:01 +0000
parents 90d7e0f342fa
children 2078f65a8e98
line wrap: on
line source

/**
 * @file media.h Voice and Video 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_MEDIA_H_
#define _GAIM_MEDIA_H_

typedef struct _GaimVoiceChat GaimVoiceChat;
typedef struct _GaimMediaPrplOps GaimMediaPrplOps;

#include "connection.h"

/* Forward declarations so I needn't #include mediastreamer headers in
 * nearly every single file */
struct _MSFilter;
struct _MSSync;

/**
 * The state of a VoiceChat that should be reflected in the UI
 */
typedef enum {
	GAIM_MEDIA_STATE_CALLING,       /**< An outgoing call is waiting to be answered */
	GAIM_MEDIA_STATE_RECEIVING,     /**< An incoming call is waiting to be answered */
	GAIM_MEDIA_STATE_IN_PROGRESS,   /**< The call is connected                      */
	GAIM_MEDIA_STATE_ERROR,         /**< Some error occured                         */
} GaimMediaState;

/**
 * UI Operations
 */
typedef struct {
	void (*new_voice_chat)(GaimVoiceChat *vc);                       /**< A new voice chat is created             */
	void (*destroy)(GaimVoiceChat *vc);                              /**< The voice chat has been destroyed       */
	void (*state_change)(GaimVoiceChat *vc, GaimMediaState state);   /**< The state of the voice chat has changed */
} GaimMediaUiOps;

/**
 * PRPL Operations
 */
struct _GaimMediaPrplOps {
	void (*call)(GaimConnection *gc, const char *who);               /**< Request an outgoing call to 'who'    */
	void (*init_filters)(GaimVoiceChat *);                           /**< Create the media stream for the call */
	void (*accept)(GaimVoiceChat *);                                 /**< Accept an incoming call              */
	void (*reject)(GaimVoiceChat *);                                 /**< Reject an incoming call              */
	void (*terminate)(GaimVoiceChat *);                              /**< Terminate an in-progress call        */
};

#ifdef HAVE_VV

/**
 * Initializes mediastreamer and ortp
 */
void gaim_media_init(void);

/**************************************************************************/
/** @name Voice Chat API **************************************************/
/**************************************************************************/
/*@{*/

/**
 * Creates a new voice chat
 * This function creates a new voice chat object, and tells the UI about it. The UI
 * probably won't want to do anything, until the state is changed to Incoming or Outgoing,
 * but the UI should initialize any data structures it needs on this call
 *
 * @param gc   The connection this chat is happening on
 * @param name The person on the other end of the call
 * @return     The new voice chat
 */
GaimVoiceChat *gaim_voice_chat_new(GaimConnection *gc, const char *name);

/**
 * Destroys a voice chat
 *
 * @param vc  The voice chat to destroy
 */
void gaim_voice_chat_destroy(GaimVoiceChat *vc);

/**
 * Acessor function of the name of the other user on the voice chat
 *
 * @param vc  The voice chat
 * @return    The name
 */
const char *gaim_voice_chat_get_name(GaimVoiceChat *vc);

/**
 * Accessor for the GaimConnection of the voice chat
 *
 * @param vc  The voice chat
 * @return    The GaimConnection
 */
GaimConnection *gaim_voice_chat_get_connection(GaimVoiceChat *vc);

/**
 * Accessor for the UI data
 *
 * @param vc  The voice chat
 * @return    The UI data
 */
void *gaim_voice_chat_get_ui_data(GaimVoiceChat *vc);

/**
 * Mutator for the UI Data
 *
 * @param vc   The voice chat
 * @param data The data
 */
void gaim_voice_chat_set_ui_data(GaimVoiceChat *vc, void *data);

/**
 * Accessor for the protocol data
 *
 * @param vc   The voice chat
 * @return     The protocol data
 */
void *gaim_voice_chat_get_proto_data(GaimVoiceChat *vc);

/**
 * Mutator for the protocol data
 *
 * @param vc   The voice chat
 * @param data The protocol data
 */
void gaim_voice_chat_set_proto_data(GaimVoiceChat *vc, void *data);

/**
 * Accessor for the state
 *
 * @param vc  The voice chat
 * @return    The state
 */
GaimMediaState gaim_voice_chat_get_state(GaimVoiceChat *vc);

/**
 * Mutator for the state
 *
 * @param vc    The voice chat
 * @param state The state
 */
void gaim_voice_chat_set_state(GaimVoiceChat *vc, GaimMediaState state);

/**
 * Accepts an incoming voice chat
 *
 * @param vc  The voice chat
 */
void gaim_voice_chat_accept(GaimVoiceChat *vc);

/**
 * Rejects an incoming voice chat
 *
 * @param vc  The voice chat
 */
void gaim_voice_chat_reject(GaimVoiceChat *vc);

/**
 * Terminates an in-progress voice chat
 *
 * @param vc  The voice chat
 */
void gaim_voice_chat_terminate(GaimVoiceChat *vc);

/**
 * Accessor for the microphone and speaker MSFilter objects
 *
 * @param vc         The voice chat
 * @param microphone A pointer to return the microphone filter in, or NULL.
 * @param speaker    A poitner to reutrn the speaker filter in, or NULL.
 */
void gaim_voice_chat_get_filters(GaimVoiceChat *vc, struct _MSFilter **microphone, struct _MSFilter **speaker);

/**
 * Accessor for the Mediastreamer timer
 *
 * @param vc        The voice chat
 * @return          The timer
 */
struct _MSSync *gaim_voice_chat_get_timer(GaimVoiceChat *vc);

/*@}*/

/**************************************************************************/
/** @name UI Registration Functions                                       */
/**************************************************************************/
/*@{*/

/**
 * Sets the UI operations structure to be used for the buddy list.
 *
 * @param ops The ops struct.
 */
void gaim_media_set_ui_ops(GaimMediaUiOps *ops);

/**
 * Returns the UI operations structure to be used for the buddy list.
 *
 * @return The UI operations structure.
 */
GaimMediaUiOps *gaim_media_get_ui_ops(void);

/*@}*/

#endif  /* HAVE_VV */

#endif  /* _GAIM_MEDIA_H_ */