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tdenetwork/kopete/protocols/msn/msnprotocol.h

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/*
msnprotocol.h - Kopete MSN Protocol Plugin
Copyright (c) 2002 by Duncan Mac-Vicar Prett <duncan@kde.org>
Copyright (c) 2002-2003 by Martijn Klingens <klingens@kde.org>
Copyright (c) 2002-2003 by Olivier Goffart <ogoffart @ kde.org>
Copyright (c) 2005 by Michaël Larouche <michael.larouche@kdemail.net>
Kopete (c) 2002-2003 by the Kopete developers <kopete-devel@kde.org>
*************************************************************************
* *
* 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. *
* *
*************************************************************************
*/
#ifndef __msnprotocol_h__
#define __msnprotocol_h__
#include <tqmap.h>
#include <tqstringlist.h>
#include "kopeteprotocol.h"
#include "kopeteonlinestatus.h"
#include "kopetecontactproperty.h"
#include "msnsocket.h"
class TQImage;
class KAction;
class KActionMenu;
class MSNContact;
class MSNAccount;
class MSNNotifySocket;
class MSNSwitchBoardSocket;
class MSNChatSession;
class MSNInvitation;
namespace Kopete { class ChatSession; }
namespace Kopete { class MetaContact; }
namespace Kopete { class Contact; }
namespace Kopete { class Message; }
namespace Kopete { class Group; }
/**
* @author duncan
* @author Martijn Klingens <klingens@kde.org>
* @author Olivier Goffart <ogoffart @ kde.org>
*/
class KOPETE_EXPORT MSNProtocol : public Kopete::Protocol
{
Q_OBJECT
public:
MSNProtocol( TQObject *parent, const char *name, const TQStringList &args );
/**
* SyncMode indicates whether settings differing between client and
* server should be propagated to keep them in sync.
* SyncToServer - Ignore the server setting when sent. Instead, push
* the local setting to the server. Used when changing
* settings offline.
* SyncFromServer - Update locally stored settings with the value sent
* by the server. Used when connecting to the server if
* no offline changes are pending to force a sync.
* SyncBoth - Changes are updated both ways. This is truly a
* 'first come, first serve' scenario, which breaks if
* the 'old' value is sent by one peer before the other
* end is able to push the new value. An example of this
* is changing the MSN nickname offline - the server can
* only be updated after it has sent the old value to
* the client during connect, destroying the new setting.
* Once connected this is often the most useful setting.
* DontSync - Do not sync values at all. This is used if settings
* are overridden locally, but should not be sent to the
* server, nor should the client update server-pushed
* values. This can be useful for e.g. contact lists.
*/
enum SyncMode
{
DontSync = 0x00,
SyncToServer = 0x01,
SyncFromServer = 0x02,
SyncBoth = 0x03
};
/**
* The possible MSN online statuses
*/
const Kopete::OnlineStatus NLN; //online
const Kopete::OnlineStatus BSY; //busy
const Kopete::OnlineStatus BRB; //be right back
const Kopete::OnlineStatus AWY; //away
const Kopete::OnlineStatus PHN; //on the phone
const Kopete::OnlineStatus LUN; //out to lunch
const Kopete::OnlineStatus FLN; //offline
const Kopete::OnlineStatus HDN; //invisible
const Kopete::OnlineStatus IDL; //idle
const Kopete::OnlineStatus UNK; //inknown (internal)
const Kopete::OnlineStatus CNT; //connecting (internal)
const Kopete::ContactPropertyTmpl propEmail;
const Kopete::ContactPropertyTmpl propPhoneHome;
const Kopete::ContactPropertyTmpl propPhoneWork;
const Kopete::ContactPropertyTmpl propPhoneMobile;
const Kopete::ContactPropertyTmpl propClient;
const Kopete::ContactPropertyTmpl propGuid;
const Kopete::ContactPropertyTmpl propPersonalMessage; // it's the equivalent of away message.
enum List
{
FL, // forward
AL, // allow
BL, // blocked
RL, // reverse
PL // pending
};
// Enums used to build the Kopete's MSN ClientId.
enum MSNClientInformationFields
{
WindowsMobile = 0x1,
InkFormatGIF = 0x04,
InkFormatISF = 0x08,
SupportWebcam = 0x10,
SupportMultiPacketMessaging = 0x20,
MSNMobileDevice = 0x40,
MSNDirectDevice = 0x80,
WebMessenger = 0x100,
SupportDirectIM = 0x4000,
SupportWinks = 0x8000,
MSNC1 = 0x10000000,
MSNC2 = 0x20000000,
MSNC3 = 0x30000000,
MSNC4 = 0x40000000
};
enum PersonalMessageType
{
PersonalMessageNormal,
PersonalMessageMusic,
PersonalMessageGame,
PersonalMessageOffice
};
virtual Kopete::Contact *deserializeContact( Kopete::MetaContact *metaContact,
const TQMap<TQString, TQString> &serializedData, const TQMap<TQString, TQString> &addressBookData );
virtual AddContactPage *createAddContactWidget( TQWidget *parent , Kopete::Account *i);
virtual KopeteEditAccountWidget *createEditAccountWidget(Kopete::Account *account, TQWidget *parent);
virtual Kopete::Account *createNewAccount(const TQString &accountId);
static MSNProtocol* protocol();
static bool validContactId(const TQString&);
TQImage scalePicture(const TQImage &picture);
private slots:
void slotSyncContactList();
private:
static MSNProtocol *s_protocol;
signals:
/**
* A new msn invitation has been arrived. plugins can connect this signal to handle invitations.
* if the invitationID match to their internal id. they can create a new MSNInvitation and pass it via invitation
*
* @param invitation should be set by the plugin to the new invitaiton. plugin should check it is equal to 0L before
* @param bodyMSG is the whole invitation message
* @param cookie is the invitation cookie
* @param msnMM is the message manager
* @param c is the contact
*/
void invitation(MSNInvitation*& invitation, const TQString &bodyMSG , long unsigned int cookie , MSNChatSession* msnMM , MSNContact* c );
};
#endif
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