/*
* empathy-sound.c - Various sound related utility functions.
* Copyright (C) 2009 Collabora Ltd.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <config.h>
#include "empathy-sound.h"
#include <canberra-gtk.h>
#include <glib/gi18n-lib.h>
#include <gtk/gtk.h>
#define DEBUG_FLAG EMPATHY_DEBUG_OTHER
#include <libempathy/empathy-debug.h>
#include <libempathy/empathy-utils.h>
#include "empathy-conf.h"
typedef struct {
EmpathySound sound_id;
const char * event_ca_id;
const char * event_ca_description;
const char * gconf_key;
} EmpathySoundEntry;
typedef struct {
GtkWidget *widget;
gint sound_id;
guint play_interval;
guint replay_timeout_id;
} EmpathyRepeatableSound;
/* NOTE: these entries MUST be in the same order than EmpathySound enum */
static EmpathySoundEntry sound_entries[LAST_EMPATHY_SOUND] = {
{ EMPATHY_SOUND_MESSAGE_INCOMING, "message-new-instant",
N_("Received an instant message"), EMPATHY_PREFS_SOUNDS_INCOMING_MESSAGE } ,
{ EMPATHY_SOUND_MESSAGE_OUTGOING, "message-sent-instant",
N_("Sent an instant message"), EMPATHY_PREFS_SOUNDS_OUTGOING_MESSAGE } ,
{ EMPATHY_SOUND_CONVERSATION_NEW, "message-new-instant",
N_("Incoming chat request"), EMPATHY_PREFS_SOUNDS_NEW_CONVERSATION },
{ EMPATHY_SOUND_CONTACT_CONNECTED, "service-login",
N_("Contact connected"), EMPATHY_PREFS_SOUNDS_CONTACT_LOGIN },
{ EMPATHY_SOUND_CONTACT_DISCONNECTED, "service-logout",
N_("Contact disconnected"), EMPATHY_PREFS_SOUNDS_CONTACT_LOGOUT },
{ EMPATHY_SOUND_ACCOUNT_CONNECTED, "service-login",
N_("Connected to server"), EMPATHY_PREFS_SOUNDS_SERVICE_LOGIN },
{ EMPATHY_SOUND_ACCOUNT_DISCONNECTED, "service-logout",
N_("Disconnected from server"), EMPATHY_PREFS_SOUNDS_SERVICE_LOGOUT },
{ EMPATHY_SOUND_PHONE_INCOMING, "phone-incoming-call",
N_("Incoming voice call"), NULL },
{ EMPATHY_SOUND_PHONE_OUTGOING, "phone-outgoing-calling",
N_("Outgoing voice call"), NULL },
{ EMPATHY_SOUND_PHONE_HANGUP, "phone-hangup",
N_("Voice call ended"), NULL },
};
/* An hash table containing currently repeating sounds. The format is the
* following:
* Key: An EmpathySound
* Value : The EmpathyRepeatableSound associated with that EmpathySound. */
static GHashTable *repeating_sounds;
static gboolean
empathy_sound_pref_is_enabled (EmpathySound sound_id)
{
EmpathySoundEntry *entry;
EmpathyConf *conf;
gboolean res;
entry = &(sound_entries[sound_id]);
g_return_val_if_fail (entry->sound_id == sound_id, FALSE);
if (entry->gconf_key == NULL)
return TRUE;
conf = empathy_conf_get ();
res = FALSE;
empathy_conf_get_bool (conf, EMPATHY_PREFS_SOUNDS_ENABLED, &res);
if (!res)
return FALSE;
if (!empathy_check_available_state ())
{
empathy_conf_get_bool (conf, EMPATHY_PREFS_SOUNDS_DISABLED_AWAY, &res);
if (res)
return FALSE;
}
empathy_conf_get_bool (conf, entry->gconf_key, &res);
return res;
}
/**
* empathy_sound_stop:
* @sound_id: The #EmpathySound to stop playing.
*
* Stop playing a sound. If it has been stated in loop with
* empathy_sound_start_playing(), it will also stop replaying.
*/
void
empathy_sound_stop (EmpathySound sound_id)
{
EmpathySoundEntry *entry;
g_return_if_fail (sound_id < LAST_EMPATHY_SOUND);
entry = &(sound_entries[sound_id]);
g_return_if_fail (entry->sound_id == sound_id);
if (repeating_sounds != NULL)
{
EmpathyRepeatableSound *repeatable_sound;
repeatable_sound = g_hash_table_lookup (repeating_sounds,
GINT_TO_POINTER (sound_id));
if (repeatable_sound != NULL)
{
/* The sound must be stopped... If it is waiting for replay, remove
* it from hash table to cancel. Otherwise we'll cancel the sound
* being played. */
if (repeatable_sound->replay_timeout_id != 0)
{
g_hash_table_remove (repeating_sounds, GINT_TO_POINTER (sound_id));
return;
}
}
}
ca_context_cancel (ca_gtk_context_get (), entry->sound_id);
}
static gboolean
empathy_sound_play_internal (GtkWidget *widget, EmpathySound sound_id,
ca_finish_callback_t callback, gpointer user_data)
{
EmpathySoundEntry *entry;
ca_context *c;
ca_proplist *p = NULL;
entry = &(sound_entries[sound_id]);
g_return_val_if_fail (entry->sound_id == sound_id, FALSE);
c = ca_gtk_context_get ();
ca_context_cancel (c, entry->sound_id);
DEBUG ("Play sound \"%s\" (%s)",
entry->event_ca_id,
entry->event_ca_description);
if (ca_proplist_create (&p) < 0)
goto failed;
if (ca_proplist_sets (p, CA_PROP_EVENT_ID, entry->event_ca_id) < 0)
goto failed;
if (ca_proplist_sets (p, CA_PROP_EVENT_DESCRIPTION,
gettext (entry->event_ca_description)) < 0)
goto failed;
if (ca_gtk_proplist_set_for_widget (p, widget) < 0)
goto failed;
ca_context_play_full (ca_gtk_context_get (), entry->sound_id, p, callback,
user_data);
ca_proplist_destroy (p);
return TRUE;
failed:
if (p != NULL)
ca_proplist_destroy (p);
return FALSE;
}
/**
* empathy_sound_play_full:
* @widget: The #GtkWidget from which the sound is originating.
* @sound_id: The #EmpathySound to play.
* @callback: The #ca_finish_callback_t function that will be called when the
* sound has stopped playing.
* @user_data: user data to pass to the function.
*
* Plays a sound.
*
* Returns %TRUE if the sound has successfully started playing, otherwise
* returning %FALSE and @callback won't be called.
*
* This function returns %FALSE if the sound is already playing in loop using
* %empathy_sound_start_playing.
*
* This function returns %FALSE if the sound is disabled in empathy preferences.
*
* Return value: %TRUE if the sound has successfully started playing, %FALSE
* otherwise.
*/
gboolean
empathy_sound_play_full (GtkWidget *widget, EmpathySound sound_id,
ca_finish_callback_t callback, gpointer user_data)
{
g_return_val_if_fail (GTK_IS_WIDGET (widget), FALSE);
g_return_val_if_fail (sound_id < LAST_EMPATHY_SOUND, FALSE);
if (!empathy_sound_pref_is_enabled (sound_id))
return FALSE;
/* The sound might already be playing repeatedly. If it's the case, we
* immediadely return since there's no need to make it play again */
if (repeating_sounds != NULL &&
g_hash_table_lookup (repeating_sounds, GINT_TO_POINTER (sound_id)) != NULL)
return FALSE;
return empathy_sound_play_internal (widget, sound_id, callback, user_data);
}
/**
* empathy_sound_play:
* @widget: The #GtkWidget from which the sound is originating.
* @sound_id: The #EmpathySound to play.
*
* Plays a sound. See %empathy_sound_play_full for details.'
*
* Return value: %TRUE if the sound has successfully started playing, %FALSE
* otherwise.
*/
gboolean
empathy_sound_play (GtkWidget *widget, EmpathySound sound_id)
{
g_return_val_if_fail (GTK_IS_WIDGET (widget), FALSE);
g_return_val_if_fail (sound_id < LAST_EMPATHY_SOUND, FALSE);
return empathy_sound_play_full (widget, sound_id, NULL, NULL);
}
static void playing_finished_cb (ca_context *c, guint id, int error_code,
gpointer user_data);
static gboolean
playing_timeout_cb (gpointer data)
{
EmpathyRepeatableSound *repeatable_sound = data;
gboolean playing;
repeatable_sound->replay_timeout_id = 0;
playing = empathy_sound_play_internal (repeatable_sound->widget,
repeatable_sound->sound_id, playing_finished_cb, data);
if (!playing)
{
DEBUG ("Failed to replay sound, stop repeating");
g_hash_table_remove (repeating_sounds,
GINT_TO_POINTER (repeatable_sound->sound_id));
}
return FALSE;
}
static void
playing_finished_cb (ca_context *c, guint id, int error_code,
gpointer user_data)
{
EmpathyRepeatableSound *repeatable_sound = user_data;
if (error_code != CA_SUCCESS)
{
DEBUG ("Error: %s", ca_strerror (error_code));
g_hash_table_remove (repeating_sounds,
GINT_TO_POINTER (repeatable_sound->sound_id));
return;
}
repeatable_sound->replay_timeout_id = g_timeout_add (
repeatable_sound->play_interval, playing_timeout_cb, user_data);
}
static void
empathy_sound_widget_destroyed_cb (GtkWidget *widget, gpointer user_data)
{
EmpathyRepeatableSound *repeatable_sound = user_data;
/* The sound must be stopped... If it is waiting for replay, remove
* it from hash table to cancel. Otherwise playing_finished_cb will be
* called with an error. */
if (repeatable_sound->replay_timeout_id != 0)
{
g_hash_table_remove (repeating_sounds,
GINT_TO_POINTER (repeatable_sound->sound_id));
}
}
static void
repeating_sounds_item_delete (gpointer data)
{
EmpathyRepeatableSound *repeatable_sound = data;
if (repeatable_sound->replay_timeout_id != 0)
g_source_remove (repeatable_sound->replay_timeout_id);
g_signal_handlers_disconnect_by_func (repeatable_sound->widget,
empathy_sound_widget_destroyed_cb, repeatable_sound);
g_slice_free (EmpathyRepeatableSound, repeatable_sound);
}
/**
* empathy_sound_start_playing:
* @widget: The #GtkWidget from which the sound is originating.
* @sound_id: The #EmpathySound to play.
* @timeout_before_replay: The amount of time, in milliseconds, between two
* consecutive play.
*
* Start playing a sound in loop. To stop the sound, call empathy_call_stop ()
* by passing it the same @sound_id. Note that if you start playing a sound
* multiple times, you'll have to call %empathy_sound_stop the same number of
* times.
*
* Return value: %TRUE if the sound has successfully started playing.
*/
gboolean
empathy_sound_start_playing (GtkWidget *widget, EmpathySound sound_id,
guint timeout_before_replay)
{
EmpathyRepeatableSound *repeatable_sound;
gboolean playing = FALSE;
g_return_val_if_fail (GTK_IS_WIDGET (widget), FALSE);
g_return_val_if_fail (sound_id < LAST_EMPATHY_SOUND, FALSE);
if (!empathy_sound_pref_is_enabled (sound_id))
return FALSE;
if (repeating_sounds == NULL)
{
repeating_sounds = g_hash_table_new_full (g_direct_hash, g_direct_equal,
NULL, repeating_sounds_item_delete);
}
else if (g_hash_table_lookup (repeating_sounds,
GINT_TO_POINTER (sound_id)) != NULL)
{
/* The sound is already playing in loop. No need to continue. */
return FALSE;
}
repeatable_sound = g_slice_new0 (EmpathyRepeatableSound);
repeatable_sound->widget = widget;
repeatable_sound->sound_id = sound_id;
repeatable_sound->play_interval = timeout_before_replay;
repeatable_sound->replay_timeout_id = 0;
g_hash_table_insert (repeating_sounds, GINT_TO_POINTER (sound_id),
repeatable_sound);
g_signal_connect (G_OBJECT (widget), "destroy",
G_CALLBACK (empathy_sound_widget_destroyed_cb),
repeatable_sound);
playing = empathy_sound_play_internal (widget, sound_id, playing_finished_cb,
repeatable_sound);
if (!playing)
g_hash_table_remove (repeating_sounds, GINT_TO_POINTER (sound_id));
return playing;
}