[gaim-migrate @ 15055]
Fix SF Bug #1384698 - "Last word in text auto replace not changed"
This uses astro96's idea:
'when the user types something like "Hi how r u" they will see this
(where the "^" is the cursor):
"Hi how are u^"
When they hit enter to send the message, instead of sending
the message, the last word would be replaced:
[Enter]
"Hi how are you^"
and then if they hit enter again it would send the message.'
I code a preference for this, but have #if 0'ed it before committing. I don't think we need a preference to disable this. If it turns out I'm wrong, the code is right there to use.
committer: Tailor Script <tailor@pidgin.im>
Everything in this file should be considered old and potentially out ofdate. For more reliable information, install doxygen and graphiz dot, then run make docsin the gaim source tree. This will produce html docs in gaim/docs/html that will provide an api reference and in the related pages section, information on perl and c plugins. Ok, this howto is going to be really short and sweet and to the point.First off, before you do anything else, in all of the files for your plugin,put the lines#define GAIM_PLUGINS#include "gaim.h"I mean this. Without this, all kinds of things will not work correctly. If youreally want to know exactly what this does, read ../src/gaim.h and learn. Butif you don't want to do that, just know that it's important.Now that you've put that there, make sure gaim.h is in your include path.Ok, now you're ready to write the plugin.The only function that is required is gaim_plugin_init(GModule *). This getscalled as soon as it gets loaded (sort of - man dlopen for more details). Ifyour function never returns, it will crash gaim! If your plugin uses up allthe memory in the system, it will crash gaim! Once your plugin gets loaded,it effectively becomes a part of gaim, and anything that goes wrong will looklike it is a problem with gaim itself. I write bugfree code! :) Therefore, itis your problem, not mine. (I'm usually nice and willing to help you with yourproblems though.)The GModule* that gets passed to gaim_plugin_init is the handle for the plugin.DO NOT CHANGE THIS POINTER! Bad things will happen. You've been warned. It'sneeded for connecting to signals and things. It's a good idea to remember itsomehow.gaim_plugin_init should return a char*. If the char* returned is not NULL, itis interpreted as an error, and used as an error message. See the ChangeLogfile in this directory for more details.You can basically do anything you want in the plugin. You can make functioncalls, change public widgets, display new widgets, things like that. But thereally neat thing is you can do things at events. For example, when one ofyour buddies signs on, you can instantly send them a message. You can modifythe incoming and outgoing text. You can do all kinds of crazy things. Whateveryou want. Check out SIGNALS for more information.Plugins can share globals with gaim, but will not share with other plugins.This is so if you have a global variable GtkWidget *window in your plugin andJ. Random Hacker also has the same name on a global variable, you won't beconstantly overwriting each others' variables. Unfortunately, this also meansthat plugins will have difficulty working together. But then again, that'swhat shared memory is for.Plugins can be configured. This makes it so they don't have to be recompiledin order to change things internal to them, and it's also just a cool featureto have :). It's optional; to allow your plugin to be configured, add afunction called gaim_plugin_config(). The advised course of action is to haveit pop up a dialog window; but it's your plugin.When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). Itdoesn't have to be there, but it's nice if, say, you create a window, and whenthe plugin gets unloaded, it removes the window. Also, all the callbacks youhave attached to gaim signals will be removed.Plugins can also unload themselves. To do this, call gaim_plugin_unload(GModule *)(the GModule* is the handle passed to gaim_plugin_init). When your plugin getsunloaded, gaim will remove all of your callbacks. It will not call yourgaim_plugin_remove function, however, since it will assume you have alreadydone the necessary cleanup.Compilation of the plugins is fairly straight-forward; there is a Makefile inthis directory that has a rule for making the .so file from a .c file. Nomodification of the Makefile should be necessary, unless if you simply wantto type 'make' to have it made; otherwise, 'make filename.so' will takefilename.c and make the .so plugin from it. If you need to link in with extralibraries, you can set the environment variable PLUGIN_LIBS to be the librariesyou want to link with.There are a few examples in this directory. Enjoy.