annotate plugins/HOWTO @ 12069:1019f1d510d6

[gaim-migrate @ 14364] Let's log mode changes. committer: Tailor Script <tailor@pidgin.im>
author Richard Laager <rlaager@wiktel.com>
date Sun, 13 Nov 2005 03:39:06 +0000
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1 Everything in this file should be considered old and potentially out of
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2 date. For more reliable information, install doxygen and graphiz dot,
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3 then run
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4 make docs
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5 in the gaim source tree. This will produce html docs in gaim/docs/html
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6 that will provide an api reference and in the related pages section,
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7 information on perl and c plugins.
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8
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9
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10 Ok, this howto is going to be really short and sweet and to the point.
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11
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12 First off, before you do anything else, in all of the files for your plugin,
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13 put the lines
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14
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15 #define GAIM_PLUGINS
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16 #include "gaim.h"
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17
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18 I mean this. Without this, all kinds of things will not work correctly. If you
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19 really want to know exactly what this does, read ../src/gaim.h and learn. But
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20 if you don't want to do that, just know that it's important.
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21
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22 Now that you've put that there, make sure gaim.h is in your include path.
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23
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24 Ok, now you're ready to write the plugin.
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25
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26 The only function that is required is gaim_plugin_init(GModule *). This gets
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27 called as soon as it gets loaded (sort of - man dlopen for more details). If
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28 your function never returns, it will crash gaim! If your plugin uses up all
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29 the memory in the system, it will crash gaim! Once your plugin gets loaded,
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30 it effectively becomes a part of gaim, and anything that goes wrong will look
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31 like it is a problem with gaim itself. I write bugfree code! :) Therefore, it
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32 is your problem, not mine. (I'm usually nice and willing to help you with your
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33 problems though.)
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35 The GModule* that gets passed to gaim_plugin_init is the handle for the plugin.
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36 DO NOT CHANGE THIS POINTER! Bad things will happen. You've been warned. It's
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37 needed for connecting to signals and things. It's a good idea to remember it
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38 somehow.
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40 gaim_plugin_init should return a char*. If the char* returned is not NULL, it
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41 is interpreted as an error, and used as an error message. See the ChangeLog
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42 file in this directory for more details.
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43
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44 You can basically do anything you want in the plugin. You can make function
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45 calls, change public widgets, display new widgets, things like that. But the
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46 really neat thing is you can do things at events. For example, when one of
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47 your buddies signs on, you can instantly send them a message. You can modify
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48 the incoming and outgoing text. You can do all kinds of crazy things. Whatever
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49 you want. Check out SIGNALS for more information.
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50
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51 Plugins can share globals with gaim, but will not share with other plugins.
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52 This is so if you have a global variable GtkWidget *window in your plugin and
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53 J. Random Hacker also has the same name on a global variable, you won't be
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54 constantly overwriting each others' variables. Unfortunately, this also means
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55 that plugins will have difficulty working together. But then again, that's
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56 what shared memory is for.
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57
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58 Plugins can be configured. This makes it so they don't have to be recompiled
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59 in order to change things internal to them, and it's also just a cool feature
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60 to have :). It's optional; to allow your plugin to be configured, add a
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61 function called gaim_plugin_config(). The advised course of action is to have
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62 it pop up a dialog window; but it's your plugin.
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64 When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It
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65 doesn't have to be there, but it's nice if, say, you create a window, and when
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66 the plugin gets unloaded, it removes the window. Also, all the callbacks you
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67 have attached to gaim signals will be removed.
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69 Plugins can also unload themselves. To do this, call gaim_plugin_unload(GModule *)
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70 (the GModule* is the handle passed to gaim_plugin_init). When your plugin gets
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71 unloaded, gaim will remove all of your callbacks. It will not call your
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72 gaim_plugin_remove function, however, since it will assume you have already
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73 done the necessary cleanup.
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74
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75 Compilation of the plugins is fairly straight-forward; there is a Makefile in
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76 this directory that has a rule for making the .so file from a .c file. No
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77 modification of the Makefile should be necessary, unless if you simply want
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78 to type 'make' to have it made; otherwise, 'make filename.so' will take
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79 filename.c and make the .so plugin from it. If you need to link in with extra
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80 libraries, you can set the environment variable PLUGIN_LIBS to be the libraries
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81 you want to link with.
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82
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83 There are a few examples in this directory. Enjoy.