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authorJonathan Tellier <jonathan.tellier@gmail.com>2009-06-26 20:05:43 +0800
committerXavier Claessens <xclaesse@gmail.com>2009-06-26 23:40:01 +0800
commit53050e14aadcd76d454a5236454e3d44f63f0ddd (patch)
tree188c020448796095808d3d4035c04e2c0a69f1d5 /libempathy-gtk/empathy-sound.c
parent46e1b63ca2310b6a3465c271afecc01d2ee72343 (diff)
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Move sound related functions to its own module.
Diffstat (limited to 'libempathy-gtk/empathy-sound.c')
-rw-r--r--libempathy-gtk/empathy-sound.c385
1 files changed, 385 insertions, 0 deletions
diff --git a/libempathy-gtk/empathy-sound.c b/libempathy-gtk/empathy-sound.c
new file mode 100644
index 000000000..d97f72bef
--- /dev/null
+++ b/libempathy-gtk/empathy-sound.c
@@ -0,0 +1,385 @@
+/*
+ * 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_id)) < 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;
+}