annotate plugins/HOWTO @ 5917:a747e9e0e2cf

[gaim-migrate @ 6349] 2 compile fixes, one from a Herman mistake and one from a Luke-is-using-a- different-version-of-gettext-that-doesn't-have-as-much-psycho-checking-of- translation "mistake." Also, I made it so "Send File" and "Direct IM" do not show up in the right click menu unless the person is advertising that capability. This probably should have been done a long time ago. Also, some not-yet-used code for setting available messages. I'm working on it. Oh, and I found a new capability in iChat. I don't know what it does yet. committer: Tailor Script <tailor@pidgin.im>
author Mark Doliner <mark@kingant.net>
date Wed, 18 Jun 2003 02:18:26 +0000
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1 Ok, this howto is going to be really short and sweet and to the point.
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3 First off, before you do anything else, in all of the files for your plugin,
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4 put the lines
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6 #define GAIM_PLUGINS
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7 #include "gaim.h"
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9 I mean this. Without this, all kinds of things will not work correctly. If you
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10 really want to know exactly what this does, read ../src/gaim.h and learn. But
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11 if you don't want to do that, just know that it's important.
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13 Now that you've put that there, make sure gaim.h is in your include path.
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15 Ok, now you're ready to write the plugin.
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17 The only function that is required is gaim_plugin_init(GModule *). This gets
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18 called as soon as it gets loaded (sort of - man dlopen for more details). If
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19 your function never returns, it will crash gaim! If your plugin uses up all
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20 the memory in the system, it will crash gaim! Once your plugin gets loaded,
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21 it effectively becomes a part of gaim, and anything that goes wrong will look
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22 like it is a problem with gaim itself. I write bugfree code! :) Therefore, it
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23 is your problem, not mine. (I'm usually nice and willing to help you with your
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24 problems though.)
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26 The GModule* that gets passed to gaim_plugin_init is the handle for the plugin.
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27 DO NOT CHANGE THIS POINTER! Bad things will happen. You've been warned. It's
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28 needed for connecting to signals and things. It's a good idea to remember it
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29 somehow.
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31 gaim_plugin_init should return a char*. If the char* returned is not NULL, it
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32 is interpreted as an error, and used as an error message. See the ChangeLog
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33 file in this directory for more details.
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35 You can basically do anything you want in the plugin. You can make function
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36 calls, change public widgets, display new widgets, things like that. But the
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37 really neat thing is you can do things at events. For example, when one of
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38 your buddies signs on, you can instantly send them a message. You can modify
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39 the incoming and outgoing text. You can do all kinds of crazy things. Whatever
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40 you want. Check out SIGNALS for more information.
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42 Plugins can share globals with gaim, but will not share with other plugins.
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43 This is so if you have a global variable GtkWidget *window in your plugin and
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44 J. Random Hacker also has the same name on a global variable, you won't be
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45 constantly overwriting each others' variables. Unfortunately, this also means
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46 that plugins will have difficulty working together. But then again, that's
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47 what shared memory is for.
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49 Plugins can be configured. This makes it so they don't have to be recompiled
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50 in order to change things internal to them, and it's also just a cool feature
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51 to have :). It's optional; to allow your plugin to be configured, add a
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52 function called gaim_plugin_config(). The advised course of action is to have
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53 it pop up a dialog window; but it's your plugin.
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55 When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It
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56 doesn't have to be there, but it's nice if, say, you create a window, and when
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57 the plugin gets unloaded, it removes the window. Also, all the callbacks you
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58 have attached to gaim signals will be removed.
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60 Plugins can also unload themselves. To do this, call gaim_plugin_unload(GModule *)
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61 (the GModule* is the handle passed to gaim_plugin_init). When your plugin gets
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62 unloaded, gaim will remove all of your callbacks. It will not call your
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63 gaim_plugin_remove function, however, since it will assume you have already
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64 done the necessary cleanup.
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65
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66 Compilation of the plugins is fairly straight-forward; there is a Makefile in
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67 this directory that has a rule for making the .so file from a .c file. No
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68 modification of the Makefile should be necessary, unless if you simply want
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69 to type 'make' to have it made; otherwise, 'make filename.so' will take
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70 filename.c and make the .so plugin from it. If you need to link in with extra
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71 libraries, you can set the environment variable PLUGIN_LIBS to be the libraries
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72 you want to link with.
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73
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74 There are a few examples in this directory. Enjoy.