Mercurial > pidgin.yaz
annotate doc/PERL-HOWTO.dox @ 10457:0c020a10d5da
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Richard Laager writes:
This patch fixes a bug with the CSS handling in gtkimhtml
involving whitespace handling. Basically, it would accept things
like: "color: #FFFFFF" but not "color:#FFFFFF" or "color:
#FFFFFF" (more than one space). Really only the case without
spaces is of concern to me. However, I followed the coding
techniques of the rest of that section of code so it will end up
accepting multiple spaces as beneficial side effect.
When questioned as to why he needed this, he responded:
I wrote a plug-in to parse XML message histories from the official
MSN client. The styles saved in that file had no whitespace.
Initially I wrote a workaround in the plug-in, but I wanted to fix
the problem at the source.
committer: Tailor Script <tailor@pidgin.im>
author | Tim Ringenbach <marv@pidgin.im> |
---|---|
date | Thu, 30 Dec 2004 19:50:49 +0000 |
parents | f53c59c95f03 |
children | 364a2ef907ae |
rev | line source |
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6598 | 1 /** @page perl-howto Perl Scripting HOWTO |
2 | |
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3 @section Introduction |
10161 | 4 THERE ARE SIGNIFICANT BUGS IN THIS CODE. HOWEVER, IT _MOSTLY_ WORKS _IF_ |
5 YOU ARE VERY CAREFUL. DO _NOT_ COMPLAIN ABOUT THIS API. SUBMIT A PATCH. | |
6 | |
10408 | 7 Really? Like what? Don't you think you're overreacting just a tad bit? |
8 | |
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9 Perl is the first scripting language compatible with Gaim, and has been a |
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10 valuable aid to developers wishing to write scripts to modify the behavior |
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11 of their favorite instant messenger. A perl script acts like a normal |
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12 plugin, and appears in the list of plugins in Gaim's preferences pane. |
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13 Until now, they have been very basic, and consisted of only a few |
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14 functions. However, with the latest changes to Gaim's perl API, a much |
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15 larger part of Gaim is now open. In time, even such things as Gtk+ |
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16 preference panes for perl scripts will be possible. |
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17 |
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18 @section first-script Writing your first perl script |
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19 Enough of that. You want to know how to write a perl script, right? |
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20 |
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21 First off, we're going to assume here that you are familiar with perl. Perl |
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22 scripts in Gaim are just normal perl scripts, which happen to use Gaim's |
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23 loadable perl module. |
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24 |
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25 Now, you're going to want to place your script in $HOME/.gaim/plugins/. |
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26 That's the place where all plugins and scripts go, regardless of language. |
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27 |
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28 The first thing you're going to write in your script is the necessary code |
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29 to actually register and initialize your script, which looks something like |
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30 this: |
6598 | 31 |
32 | |
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33 @code |
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34 use Gaim; |
6598 | 35 |
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36 %PLUGIN_INFO = ( |
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37 perl_api_version => 2, |
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38 name => "Your Plugin's Name", |
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39 version => "0.1", |
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40 summary => "Brief summary of your plugin.", |
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41 description => "Detailed description of what your plugin does.", |
9433 | 42 author => "Your Name <email\@address>", |
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43 url => "http://yoursite.com/", |
6598 | 44 |
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45 load => "plugin_load", |
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46 unload => "plugin_unload" |
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47 ); |
6598 | 48 |
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49 sub plugin_init { |
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50 return %PLUGIN_INFO; |
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51 } |
6598 | 52 |
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53 sub plugin_load { |
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54 my $plugin = shift; |
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55 } |
6598 | 56 |
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57 sub plugin_unload { |
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58 my $plugin = shift; |
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59 } |
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60 @endcode |
6598 | 61 |
62 | |
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63 The first thing you see is a hash called @c @%PLUGIN_INFO. It contains |
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64 the basic information on your plugin. In the future, additional fields |
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65 may be allowed, such as ones to setup a Gtk+ preferences pane. |
6598 | 66 |
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67 The @c plugin_init function is required in all perl scripts. Its job |
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68 is to return the @c @%PLUGIN_INFO hash, which Gaim will use to register |
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69 and initialize your plugin. |
6598 | 70 |
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71 The @c plugin_load function is called when the user loads your plugin |
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72 from the preferences, or on startup. It is passed one variable, which |
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73 is a handle to the plugin. This must be used when registering signal |
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74 handlers or timers. |
6598 | 75 |
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76 The @c plugin_unload function is called when the user is unloading your |
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77 plugin. Its job is to clean up anything that must be dealt with before |
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78 unloading, such as removing temporary files or saving configuration |
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79 information. It does @em not have to unregister signal handlers or timers, |
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80 as Gaim will do that for you. |
6598 | 81 |
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82 @warning Do @b NOT put any executable code outside of these functions |
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83 or your own user-defined functions. Variable declarations are |
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84 okay, as long as they're set to be local. Bad Things (TM) can |
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85 happen if you don't follow this simple instruction. |
6598 | 86 |
87 | |
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88 @section Timeouts |
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89 One feature useful to many perl plugin writers are timeouts. Timeouts allow |
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90 code to be ran after a specified number of seconds, and are rather |
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91 simple to setup. Here's one way of registering a timeout. |
6598 | 92 |
93 | |
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94 @code |
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95 sub timeout_cb { |
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96 my $data = shift; |
6598 | 97 |
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98 Gaim::debug_info("my perl plugin", |
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99 "Timeout callback called! data says: $data\n"); |
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100 } |
6598 | 101 |
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102 sub plugin_load { |
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103 my $plugin = shift; |
6598 | 104 |
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105 # Start a timeout for 5 seconds. |
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106 Gaim::timeout_add($plugin, 5, \&timeout_cb, "Hello!"); |
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107 } |
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108 @endcode |
6598 | 109 |
110 | |
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111 Here's another way of calling a timeout: |
6598 | 112 |
113 | |
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114 @code |
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115 sub plugin_load { |
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116 my $plugin = shift; |
6598 | 117 |
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118 # Start a timeout for 5 seconds. |
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119 Gaim::timeout_add($plugin, 5, |
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120 sub { |
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121 my $data = shift; |
6598 | 122 |
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123 Gaim::debug_info("my perl plugin", |
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124 "Timeout callback called! data says: $data\n"); |
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125 }, "Hello!"); |
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126 } |
6598 | 127 @endcode |
128 | |
129 | |
130 A timeout automatically unregisters when it reaches 0 (which is also | |
131 when the callback is called). If you want a timeout to call a function | |
132 every specified number of seconds, just re-register the timeout | |
133 at the end of the callback. | |
134 | |
135 The data parameter is optional. If you don't have data to pass to the | |
136 callback, simply omit the parameter. | |
137 | |
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138 @section Signals |
6598 | 139 Signals are how gaim plugins get events. There are a number of |
140 @ref Signals signals available. | |
141 | |
142 A signal is registered by connecting a signal name owned by an | |
143 instance handle to a callback on the plugin handle. This is best | |
144 illustrated with an example. | |
145 | |
146 | |
147 @code | |
7668 | 148 sub signed_on_cb { |
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149 my ($gc, $data) = @_; |
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150 my $account = $gc->get_account(); |
6598 | 151 |
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152 Gaim::debug_info("my perl plugin", |
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153 "Account " . $account->get_username() . " signed on.\n"); |
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154 } |
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155 |
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156 sub plugin_load { |
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157 my $plugin = shift; |
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158 my $data = ""; |
6598 | 159 |
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160 Gaim::signal_connect(Gaim::Connections::handle, "signed-on", |
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161 $plugin, \&signed_on_cb, $data); |
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162 } |
6598 | 163 @endcode |
164 | |
165 | |
166 Like timeouts, the callback can be an embedded subroutine, and also | |
167 like timeouts, the data parameter can be omitted. | |
168 | |
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169 @section Notes |
6598 | 170 The API in perl is very similar to Gaim's C API. The functions have been |
171 gathered into packages, but most are the same, and the documentation can | |
172 be a big help at times. | |
173 | |
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174 @section Resources |
6598 | 175 @see Signals |
176 @see Perl API Reference | |
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177 |
6598 | 178 */ |
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179 |
6598 | 180 // vim: syntax=c tw=75 et |