Mercurial > pidgin.yaz
changeset 10468:87d2f1a7f984
[gaim-migrate @ 11750]
a newwer plugin how to brought to you by grim
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Mon, 03 Jan 2005 18:20:22 +0000 |
parents | cbbf5af9e520 |
children | 51b87da4e9f0 |
files | doc/C-HOWTO.dox doc/Makefile.am |
diffstat | 2 files changed, 272 insertions(+), 0 deletions(-) [+] |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/doc/C-HOWTO.dox Mon Jan 03 18:20:22 2005 +0000 @@ -0,0 +1,271 @@ +/** @page c-howto C Plugin HOWTO + + @section Introduction + C plugins are native plugins. They have complete access to all of the api, + and can do basically whatever they want. All of the protocol plugins, as + well as the perl and tcl loader plugins are written in C. + + @section getting_started Getting Started + To develop a plugin you need to have the gaim source code. It is generally a + good idea to compile against the same version of gaim that you are running. + You may also want to develop against CVS. While we do NOT recomend this for + normal users, but there is an exception for developers. A lot tends to + change between versions and it's much easier to fix your plugin as things + change rather than waiting until the release. But please do not abuse CVS. + Gaim puts a lot of strain on Source Forge's servers, and we do not need to + add anymore to it. + + If you choose not to head my warnings and develop against a version of gaim + that is different from what you're running, then you're gaim source must at + the very least be configured. Note that just running configure will + generally set the prefix to /usr/local. This shouldn't be a problem, except + that most packages compile and install gaim with /usr as the prefix. + + All plugins must have @c GAIM_PLUGINS defined. You can choose to include + @c internal.h to do this, but if you choose to do it this way it must be + included before any other gaim files. Likewise, if you choose to manually + define @c GAIM_PLUGINS, the definition must be before including any gaim + files. Failure to do so will produce the 'plugin foo could not be loaded for + an unknown reason'. This is one of the hardest unknown reasons to track + down, so let's try to avoid it at all costs ;) + + @section hello_world Hello World! + I know every tutorial has a hello world, so why should gaim be any different? + + @code +#define GAIM_PLUGINS + +#include <glib.h> + +#include "notify.h" +#include "plugin.h" +#include "version.h" + +static gboolean +plugin_load(GaimPlugin *plugin) { + gaim_notify_message(plugin, GAIM_NOTIFY_MSG_INFO, "Hello World!", + "This is the Hello World! plugin :)", NULL, NULL, NULL); + + return TRUE; +} + +static GaimPluginInfo info = { + GAIM_PLUGIN_MAGIC, + GAIM_MAJOR_VERSION, + GAIM_MINOR_VERSION, + GAIM_PLUGIN_STANDARD, + NULL, + 0, + NULL, + GAIM_PRIORITY_DEFAULT, + + "core-hello_world", + "Hello World!", + VERSION, + + "Hello World Plugin", + "Hello World Plugin", + NULL, + GAIM_WEBSITE, + + plugin_load, + NULL, + NULL, + + NULL, + NULL, + NULL, + NULL +}; + +static void +init_plugin(GaimPlugin *plugin) { +} + +GAIM_INIT_PLUGIN(hello_world, init_plugin, info); + + @endcode + + Okay, so what does all this mean? We start off by defining @c GAIM_PLUGINS + like described before. Next we include glib.h, mainly for gboolean and the + glib wrappers of the standard c types. We could just use stdio and use + an int for the gboolean but since gaim uses glib internally, we might as + well do the same. + + Next, we include plugin.h which has all the plugin specific stuff that we + need. For example @c GaimPlugin, @c GaimPluginInfo, @c GAIM_PLUGIN_MAGIC, + and @c GAIM_INIT_PLUGIN(). + + Our last include is version.h which defines @c GAIM_MAJOR_VERSION, and + @c GAIM_MINOR_VERSION. Theres not much you need to know about these, except + that they are required and will stop your plugin from crashing Gaim when + something has changed that you plugin does not know about yet. + + plugin_load is not required. It is called when the plugin is loaded, so you + can initialize any variables and so on. But in this plugin we'll just use it + to display a message. + + Next we have the @c GaimPluginInfo structure. Every plugin MUST have one of + these. Below is a code snipet of the same struct used in @c hello_world with + comments describing what each is. + + @code +static GaimPluginInfo info = { + GAIM_PLUGIN_MAGIC, /* Plugin magic, this should always be + GAIM_PLUGIN_MAGIC. This value gets + incremented inside of gaim so that plugins + that haven't been updated yet, will fail to + load and avoid potential crashes while + loading old plugins. + */ + GAIM_MAJOR_VERSION, /* This is also define in gaim. It helps + Gaim's plugin system tell what version of + this plugin was compiled for, and whether + or not loading it will cause problems + */ + GAIM_MINOR_VERSION, /* See previous */ + GAIM_PLUGIN_STANDARD, /* GaimPluginType, there are 4 different values + for this field. The first is + GAIM_PLUGIN_UNKNOWN, which should not be + used. The second is GAIM_PLUGIN_STANDARD, + this is the value most plugins will use. + Next we have GAIM_PLUGIN_LOADER, this is + the type you want to load if you're plugin + is going to make it possible to load non + native plugins. For example, perl and tcl. + Last, we have GAIM_PLUGIN_PROTOCOL. If + your plugin is going to allow the user to + connect to another network, this is the + type you'd want to use. + */ + NULL, /* This field is the ui requirement. This + value should be a string. If you're + writing a core plugin, this should be NULL + and the plugin should not contain any ui + specific code. If you're writing a gtk + plugin, you can use the + GAIM_GTK_PLUGIN_TYPE macro. All other ui + plugins are dependent on their ui + implementation, and is outside the scope of + this howto. + */ + 0, /* This field is for plugin flags. Currently, + the only flag available to plugins is + invisible (GAIM_PLUGIN_FLAG_INVISIBLE). + The only plugins that current use this flag, + is the ssl plugin. + */ + NULL, /* This is a glist of plugin dependencies. In + other words, a glist of plugin id's that + your plugin depends on. If your plugin + does not have any dependencies, set this + value to NULL + */ + GAIM_PRIORITY_DEFAULT, /* This is the priority gaim with give your + plugin. There are three possible values + for this field, GAIM_PRIORITY_DEFAULT, + GAIM_PRIORITY_HIGHEST, and + GAIM_PRIORITY_LOWEST + */ + + "core-hello_world", /* This is your plugin's id. There is a whole + page dedicated to this in the + 'related-pages' section of the doxygen api. + */ + "Hello World!", /* This is your plugin name. This is what + will be displayed for your plugin in the ui. + */ + VERSION, /* This is the version of your plugin. For + the sake of simplicity, I'm using the gaim + version. + */ + + "Hello World Plugin", /* This is the summary of your plugin. It + should be a short little blurb. The ui + determines where, if at all, to display + this. + */ + "Hello World Plugin", /* This is the description of your plugin. It + can be as long and as descriptive as you + like. And like the summary, it's up to the + ui where, if at all, to display this. + */ + NULL, /* This is where you can put your name and + email address. (You are the author right?) + */ + GAIM_WEBSITE, /* This is the website for the plugin. This + is helpful if users find bugs in your + plugin so they can help to bring them to + your attention + */ + + plugin_load, /* This is a pointer to a function for gaim to + call when it is loading your plugin. It + should be in the form of: + + gboolean function_name(GaimPlugin *plugin) + + Returning TRUE will tell gaim to continue + loading your plugin, while FALSE will tell + gaim to stop trying to load it. + */ + NULL, /* Same as above except it is called when + gaim tries to unload your plugin. It + should be in the form of: + + gboolean function_name(GaimPlugin *plugin) + + Where returning TRUE will tell gaim to + continue unloading and false to not continue + unloading your plugin. + */ + NULL, /* Similar to the two above members, except + this is called when gaim tries to destory + the plugin. This is generally only called + when for some reason or another the plugin + fails to probe correctly. It should be in + the form of: + + void function_name(GaimPlugin *plugin) + */ + + NULL, /* This is a pointer to a ui specific struct. + For a gtk plugin it will be a pointer to a + GaimGtkPluginUiInfo struct. + */ + NULL, /* This is a pointer to either a + GaimPluginLoaderInfo struct or a + GaimPluginProtocolInfo struct, and is + beyond the scope of this document. + */ + NULL, /* This is a pointer to a GaimPluginUiInfo + struct. It is a core/ui split way for + core plugins to have a ui configuration + frame. You can find an example of this + code in plugins/pluginpref_example.c + */ + NULL /* Finally the last member of the structure, + is a function pointer where you can define + menu entries for 'Tools->Plugin Actions'. + It should be in the form of: + + GList *function_name(GaimPlugin *plugin, + gpointer context) + + It should return a GList of + GaimPluginActions. + */ +}; + @endcode + + Finally we have @c init_plugin and @c GAIM_INIT_PLUGIN. @c init_plugin is a + function that gets called when Gaim probes the plugin. Most plugins will + add their preferences to the pref tree here, more about that later. + @GAIM_INIT_PLUGIN is a macro that EVERY plugin MUST have. @GAIM_INIT_PLUGIN + tells gaim some very basic things about your plugin, like what name to use + if the plugin is compiled staticly, the @c init_plugin function, and + the name of the @c GaimPluginInfo structure. As you may have guess this + also gets read when Gaim is probing your plugin. If this is missing you + will get the infamous "plugin unloadable for unknown reasons", so do not + forget it. + */