Mercurial > pidgin
view src/cmds.h @ 9584:fe35f55ee984
[gaim-migrate @ 10427]
" When joining a jabber conference many jabber servers
send a recap of the last 20 or so messages. If you
have sounds enabled, this will result in either 20
sounds in row, or worse if mixing is available, a
horrible mix of 20 overlapping sounds. These recap
messages can be identifed be the presence of the
"jabber:x:delay". This patch identifies delayed
messages, passes that information through flags from
the prpl to the core, and then on to the gui. Detailed
changes:
Add GAIM_MESSAGE_DELAYED to GaimMessageFlags to
indicate a delayed message.
Change gtkconv.c to not play sounds when either
GAIM_MESSAGE_DELAYED or GAIM_MESSAGE_SYSTEM are set.
Add GaimConvChatFlags, parallel to GaimConvImFlags, to
pass flags from protocols to core. Currently contains
two flags:
GAIM_CONV_CHAT_WHISPER
GAIM_CONV_CHAT_DELAYED
Change fourth arg of serv_got_chat_in() from "int
whisper" to "GaimConvChatFlags chatflags".
Change jabber prpl to set delayed flag when the
"jabber:x:delay" element is present. Change toc
protocol since it uses the whisper flag." --Nathan Fredrickson
Date: 2004-07-24 00:49
Sender: marv_sfAccepting Donations
Logged In: YES
user_id=790708
I'm not sure I like naming the flags "DELAYED". I mean
that's okay inside jabber since that's what the jabber
protocol refers to it as, but for the the GAIM_*_DELAYED
flags, I think they should be named something else.
I thought about NOSOUND, but I decided that was wrong,
because the flag should say what kind of message it is, not
what to do with it, that's up to the UI to decide.
What's up with not playing sounds on GAIM_MESSAGE_SYSTEM?
This sounds unrelated to this. Are there times when we want
to play sounds on system messages?
Date: 2004-07-24 09:13
Sender: noif
Logged In: YES
user_id=365548
I purposely did not use a name that implied what the UI
should do with the flag. The only characteristic that makes
these messages unique is that they've been stored in the
server for some period of time and are not current. I'm
open to a better flag name than "DELAYED"... I thought about
"RECAP", but that seemed less generalized than "DELAYED".
As for not playing sounds on GAIM_MESSAGE_SYSTEM, that can
be removed if it's controversial. I think I slipped that
in since the setting of the topic was still playing a sound
every time you joined a jabber conference.
I think we can change the flag name ourselves if something else is better.
committer: Tailor Script <tailor@pidgin.im>
| author | Luke Schierer <lschiere@pidgin.im> |
|---|---|
| date | Sat, 24 Jul 2004 15:18:32 +0000 |
| parents | 5f6ba17ef9f5 |
| children | d6f398e80b32 |
line wrap: on
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/** * @file cmds.h Commands API * @ingroup core * * Copyright (C) 2003 Timothy Ringenbach <omarvo@hotmail.com> * * 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_CMDS_H_ #define _GAIM_CMDS_H_ #include "conversation.h" /************************************************************************** * @name Structures **************************************************************************/ /*@{*/ typedef enum _GaimCmdPriority GaimCmdPriority; typedef enum _GaimCmdFlag GaimCmdFlag; typedef enum _GaimCmdStatus GaimCmdStatus; typedef enum _GaimCmdRet GaimCmdRet; enum _GaimCmdStatus { GAIM_CMD_STATUS_OK, GAIM_CMD_STATUS_FAILED, GAIM_CMD_STATUS_NOT_FOUND, GAIM_CMD_STATUS_WRONG_ARGS, GAIM_CMD_STATUS_WRONG_PRPL, GAIM_CMD_STATUS_WRONG_TYPE, }; enum _GaimCmdRet { GAIM_CMD_RET_OK, /**< Everything's okay. Don't look for another command to call. */ GAIM_CMD_RET_FAILED, /**< The command failed, but stop looking.*/ GAIM_CMD_RET_CONTINUE, /**< Continue, looking for other commands with the same name to call. */ }; typedef GaimCmdRet (*GaimCmdFunc)(GaimConversation *, const gchar *cmd, gchar **args, gchar **error); typedef guint GaimCmdId; enum _GaimCmdPriority { GAIM_CMD_P_VERY_LOW = -1000, GAIM_CMD_P_LOW = 0, GAIM_CMD_P_DEFAULT = 1000, GAIM_CMD_P_PRPL = 2000, GAIM_CMD_P_PLUGIN = 3000, GAIM_CMD_P_ALIAS = 4000, GAIM_CMD_P_HIGH = 5000, GAIM_CMD_P_VERYHIGH = 6000, }; enum _GaimCmdFlag { GAIM_CMD_FLAG_IM = 0x01, GAIM_CMD_FLAG_CHAT = 0x02, GAIM_CMD_FLAG_PRPL_ONLY = 0x04, GAIM_CMD_FLAG_ALLOW_WRONG_ARGS = 0x08, }; /*@}*/ #ifdef __cplusplus extern "C" { #endif /************************************************************************** * @name Commands API **************************************************************************/ /*@{*/ /** * Register a new command with the core. * * The command will only happen if commands are enabled, * which is a UI pref. UIs don't have to support commands at all. * * @param cmd The command. This should be a UTF8 (or ASCII) string, with no spaces * or other white space. * @param args This tells Gaim how to parse the arguments to the command for you. * If what the user types doesn't match, Gaim will keep looking for another * command, unless the flag @c GAIM_CMD_FLAG_ALLOW_WRONG_ARGS is passed in f. * This string contains no whitespace, and uses a single character for each argument. * The recognized characters are: * 'w' Matches a single word. * 'W' Matches a single word, with formatting. * 's' Matches the rest of the arguments after this point, as a single string. * 'S' Same as 's' but with formatting. * If args is the empty string, then the command accepts no arguments. * The args passed to callback func will be a @c NULL terminated array of null * terminated strings, and will always match the number of arguments asked for, * unless GAIM_CMD_FLAG_ALLOW_WRONG_ARGS is passed. * @param p This is the priority. Higher priority commands will be run first, and usually the * first command will stop any others from being called. * @param f These are the flags. You need to at least pass one of GAIM_CMD_FLAG_IM or * GAIM_CMD_FLAG_CHAT (can may pass both) in order for the command to ever actually * be called. * @param prpl_id This is the prpl's id string. This is only meaningful is the proper flag is set. * @param func This is the function to call when someone enters this command. * @param helpstr This is a whitespace sensitive, UTF-8, HTML string describing how to use the command. * The preferred format of this string shall be the commands name, followed by a space * and any arguments it accpets (if it takes any arguments, otherwise no space), follow * by a colon, two spaces, and a description of the command in sentence form. No slash * before the command name. * @return A GaimCmdId. This is only used for calling gaim_cmd_unregister. * Returns @c NULL on failure. */ GaimCmdId gaim_cmd_register(const gchar *cmd, const gchar *args, GaimCmdPriority p, GaimCmdFlag f, const gchar *prpl_id, GaimCmdFunc func, const gchar *helpstr); /** * Unregister a command with the core. * * All registered commands must be unregistered, if they're registered by a plugin * or something else that might go away. Normally this is called when the plugin * unloads itself. * * @param id The GaimCmdId to unregister. */ void gaim_cmd_unregister(GaimCmdId id); /** * Do a command. * * Normally the UI calls this to perform a command. This might also be useful * if aliases are ever implemented. * * @param conv The conversation the command was typed in. * @param cmdline The command the user typed (including all arguments) as a single string. * The caller doesn't have to do any parsing, except removing the command * prefix, which the core has no knowledge of. cmd should not contain the * any formatting, and should be in plain text (no html entities). * @param markup This is the same as cmd, but is the formatted version. It should be in * HTML, with < > and &, at least, escaped to html entities, and should * include both the default formatting and any extra manual formatting. * @param errormsg If the command failed and errormsg is not NULL, it is filled in with * the appropriate error message. It should be freed by the caller with * g_free(). * @return A GaimCmdStatus indicated if the command succeeded or failed. */ GaimCmdStatus gaim_cmd_do_command(GaimConversation *conv, const gchar *cmdline, const gchar *markup, gchar **errormsg); /** * List registered commands. * * Returns a GList (which must be freed by the caller) of all commands * that are valid in the context of conv, or all commands, if conv is * @c NULL. Don't keep this list around past the main loop, or anything else * that might unregister a command, as the char*'s used get freed then. * * @param conv The conversation, or @c NULL. * @return A GList of const char*, which must be freed with g_list_free(). */ GList *gaim_cmd_list(GaimConversation *conv); /** * Get the help string for a command. * * Returns the help strings for a given command in the form of a GList, * one node for each matching command. * * @param conv The conversation, or @c NULL for no context. * @param cmd The command. No wildcards accepted, but returns help for all * commands if @c NULL. * @return A GList of const char*s, which is the help string * for that command. */ GList *gaim_cmd_help(GaimConversation *conv, const gchar *cmd); /*@}*/ #ifdef __cplusplus } #endif #endif /* _GAIM_CMDS_H_ */
