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- Timestamp:
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Feb 8, 2007, 7:04:50 AM (17 years ago)
- Author:
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MarkDoliner
- Comment:
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--
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v2
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v3
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6 | 6 | |
7 | 7 | If your user fetches someones info then you'll call a libpurple function that sends the appropriate message across the network. Then libpurple will get a response and call your function for handling buddy info. |
| 8 | |
| 9 | === TODO: Combine the following text with the above === |
| 10 | |
| 11 | Applications that use libgaim provide the appropriate functions to perform the UI operations invoked by the core (libgaim). This is done by populating the uiops structures (eg. GaimAccountUiOps, GaimBlistUiOps etc.) and making them available to the core (by calling gaim_accounts_set_ui_ops, gaim_blist_set_ui_ops etc.). The functions in the uiops are triggered at specific events, eg. the buddylist-uiops are used to update the buddy list when a new buddy is added, or removed, or the status of a buddy is changed etc. The same happens for conversations, logging etc. |
| 12 | |
| 13 | While the uiops are sufficient for most of the ui operations, it's likely that you will want to use the gaim-signals as well to fine-tune some stuff. |
| 14 | |
| 15 | libgaim uses the glib mainloop to do all the things. The application wanting to use libgaim will [likely] have to do the same. |
| 16 | |
| 17 | The application will first initialize the core (gaim_core_init), add plugin-search paths, load the saved plugins, prefs etc. If you have the source, I suggest you take a look at console/gntgaim.c:init_libgaim to get an idea of what's required to setup libgaim for your application. |
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