view doc/PERL-HOWTO.dox @ 7724:613b20c69d2c

[gaim-migrate @ 8369] this didn't cause me any problems yesterday, and it compiles, and bug fixing is a good thing. "Some month ago I introduced translatable texts for "gaim --help" and "gaim-remote --help". Unfortunately the output of the translated text is often unreadable. The problem is, that Gaim's *.po files have the UTF-8 locale (because this is the default charset for GTK+ 2.0). But the users may have configured other locales. For instance my SuSE Linux 9.0 system is configured with LANG=de_DE@euro. "euro" is ISO-8859-1 (Western character set, 8 Bit, with the Euro currency symbol). Lots of UTF-8 characters are unreadable if they are displayed in a 8 Bit charset without conversion. Only the 7 Bit chars are displayed right. There are two possible solutions: 1) Make the console texts untranslatable. This isn't very clever. 2) Convert the texts from UTF-8 to user's locale. I choose the second solution. The conversion cannot be made during the translation, because gettext does not allow a mix of different character sets in one po-file. My patch converts the console strings from UTF-8 to users locale. Normally this works right, because most users have a locale which is compatible with their language. The case where a user uses a language (for instance German: LANG=de_DE) with an incompatible character set (for instance the 7Bit charset LC_CTYPE=C) is also handled. The user then sees a warning and the original UTF-8 message. At first I tried to make a new UTF-8 function in src/util.c. But the function is needed 5 times in src/gaim-remote.c and 2 times in src/main.c. gaim-remote is not linked against util.o. Also there are a lot of dependencies from util.o to other files, so I will introduce a lot of trouble to link gaim-remote against util.o. So I only wrote a function in src/gaim-remote.c and used the UTF-8 conversion inline in src/main.c." --Bjoern Voigt committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Wed, 03 Dec 2003 13:21:55 +0000
parents 90ed8fcca27c
children 775ee46b67a2
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/** @page perl-howto Perl Scripting HOWTO

 @section Introduction
  Perl is the first scripting language compatible with Gaim, and has been a
  valuable aid to developers wishing to write scripts to modify the behavior
  of their favorite instant messenger. A perl script acts like a normal
  plugin, and appears in the list of plugins in Gaim's preferences pane.
  Until now, they have been very basic, and consisted of only a few
  functions. However, with the latest changes to Gaim's perl API, a much
  larger part of Gaim is now open. In time, even such things as Gtk+
  preference panes for perl scripts will be possible.

 @section first-script Writing your first perl script
  Enough of that. You want to know how to write a perl script, right?

  First off, we're going to assume here that you are familiar with perl. Perl
  scripts in Gaim are just normal perl scripts, which happen to use Gaim's
  loadable perl module.

  Now, you're going to want to place your script in $HOME/.gaim/plugins/.
  That's the place where all plugins and scripts go, regardless of language.

  The first thing you're going to write in your script is the necessary code
  to actually register and initialize your script, which looks something like
  this:


  @code
use Gaim;

%PLUGIN_INFO = (
    perl_api_version => 2,
    name             => "Your Plugin's Name",
    version          => "0.1",
    summary          => "Brief summary of your plugin.",
    description      => "Detailed description of what your plugin does.",
    author           => "Your Name <email@address>",
    url              => "http://yoursite.com/",

    load             => "plugin_load",
    unload           => "plugin_unload"
);

sub plugin_init {
    return %PLUGIN_INFO;
}

sub plugin_load {
    my $plugin = shift;
}

sub plugin_unload {
    my $plugin = shift;
}
  @endcode


  The first thing you see is a hash called @c @%PLUGIN_INFO. It contains
  the basic information on your plugin. In the future, additional fields
  may be allowed, such as ones to setup a Gtk+ preferences pane.

  The @c plugin_init function is required in all perl scripts. Its job
  is to return the @c @%PLUGIN_INFO hash, which Gaim will use to register
  and initialize your plugin.

  The @c plugin_load function is called when the user loads your plugin
  from the preferences, or on startup. It is passed one variable, which
  is a handle to the plugin. This must be used when registering signal
  handlers or timers.

  The @c plugin_unload function is called when the user is unloading your
  plugin. Its job is to clean up anything that must be dealt with before
  unloading, such as removing temporary files or saving configuration
  information. It does @em not have to unregister signal handlers or timers,
  as Gaim will do that for you.

  @warning Do @b NOT put any executable code outside of these functions
           or your own user-defined functions. Variable declarations are
           okay, as long as they're set to be local. Bad Things (TM) can
           happen if you don't follow this simple instruction.


 @section Timeouts
  One feature useful to many perl plugin writers are timeouts. Timeouts allow
  code to be ran after a specified number of seconds, and are rather
  simple to setup. Here's one way of registering a timeout.


  @code
sub timeout_cb {
    my $data = shift;

    Gaim::debug_info("my perl plugin",
                     "Timeout callback called! data says: $data\n");
}

sub plugin_load {
    my $plugin = shift;

    # Start a timeout for 5 seconds.
    Gaim::timeout_add($plugin, 5, \&timeout_cb, "Hello!");
}
  @endcode


  Here's another way of calling a timeout:


  @code
sub plugin_load {
    my $plugin = shift;

    # Start a timeout for 5 seconds.
    Gaim::timeout_add($plugin, 5,
        sub {
            my $data = shift;

            Gaim::debug_info("my perl plugin",
                             "Timeout callback called! data says: $data\n");
        }, "Hello!");
}
  @endcode


  A timeout automatically unregisters when it reaches 0 (which is also
  when the callback is called). If you want a timeout to call a function
  every specified number of seconds, just re-register the timeout
  at the end of the callback.

  The data parameter is optional. If you don't have data to pass to the
  callback, simply omit the parameter.

 @section Signals
  Signals are how gaim plugins get events. There are a number of
  @ref Signals signals available.

  A signal is registered by connecting a signal name owned by an
  instance handle to a callback on the plugin handle. This is best
  illustrated with an example.


  @code
sub signed_on_cb {
    my ($gc, $data) = @_;
    my $account = $gc->get_account();

    Gaim::debug_info("my perl plugin",
                     "Account " . $account->get_username() . " signed on.\n");
}

sub plugin_load {
    my $plugin = shift;
    my $data = "";

    Gaim::signal_connect(Gaim::Connections::handle, "signed-on",
                         $plugin, \&signed_on_cb, $data);
}
  @endcode


  Like timeouts, the callback can be an embedded subroutine, and also
  like timeouts, the data parameter can be omitted.

 @section Notes
  The API in perl is very similar to Gaim's C API. The functions have been
  gathered into packages, but most are the same, and the documentation can
  be a big help at times.

 @section Resources
  @see Signals
  @see Perl API Reference

*/

// vim: syntax=c tw=75 et