annotate plugins/HOWTO @ 391:be408b41c172

[gaim-migrate @ 401] Plugins got updated. committer: Tailor Script <tailor@pidgin.im>
author Eric Warmenhoven <eric@warmenhoven.org>
date Mon, 12 Jun 2000 11:30:05 +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(void *). 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 void * 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 an int. If the int it returns is anything other
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32 than 0, it is interpreted as an error, and gaim_plugin_error is called. See
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33 the ChangeLog file in this directory for more details, and error.c for an
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34 example.
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36 You can basically do anything you want in the plugin. You can make function
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37 calls, change public widgets, display new widgets, things like that. But the
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38 really neat thing is you can do things at events. For example, when one of
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39 your buddies signs on, you can instantly send them a message. You can modify
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40 the incoming and outgoing text. You can do all kinds of crazy things. Whatever
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41 you want. Check out SIGNALS and CRAZY for more information and ideas.
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43 Plugins can share globals with gaim, but will not share with other plugins.
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44 This is so if you have a global variable GtkWidget *window in your plugin and
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45 J. Random Hacker also has the same name on a global variable, you won't be
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46 constantly overwriting each others' variables. Unfortunately, this also means
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47 that plugins will have difficulty working together. But then again, that's
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48 what shared memory is for.
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50 Plugins can be configured. This makes is so they don't have to be recompiled
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51 in order to change things internal to them, and it's also just a cool feature
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52 to have :). It's optional; to allow your plugin to be configured, add a
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53 function called gaim_plugin_config(). The advised course of action is to have
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54 it pop up a dialog window; but it's your plugin.
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56 When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It
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57 doesn't have to be there, but it's nice if, say, you create a window, and when
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58 the plugin gets unloaded, it removes the window. Also, all the callbacks you
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59 have attached to gaim signals will be removed.
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61 Compilation of the plugins is fairly straight-forward; there is a Makefile in
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62 this directory that has a rule for making the .so file from a .c file. No
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63 modification of the Makefile should be necessary, unless if you simply want
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64 to type 'make' to have it made; otherwise, 'make filename.so' will take
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65 filename.c and make the .so plugin from it.
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66
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67 There are a few examples in this directory. Enjoy.