annotate plugins/HOWTO @ 133:e277d5f0c1dd

[gaim-migrate @ 143] Let's see if I can remember everything I did: - Fixed a bug I let slip. If you choose the new option to not play login sounds when you log in, and then quit before the timeout is up, it would save that you didn't want login sounds at all. - Added two new plugin events: event_away and event_buddy_away. - Made GtkWidget *imaway in away.c and void play(uchar *, int) in sound.c not static any more (though not referenced in gaim.h). This is so plugins can use those (and not have to worry about writing their own sound code). - Wrote a quick plugin to auto-iconify windows when you go away. I had just been locally patching my own copy, since I figured it wasn't worth including as an option. It also demonstrates some of the issues of deciding between USE_APPLET and not. Perhaps plugins are the way to go with some things that would otherwise have been options (for example, the Lag-O-Meter is one of those things that could possibly have been a plugin instead of hard-coded in). I think that's everything. committer: Tailor Script <tailor@pidgin.im>
author Eric Warmenhoven <eric@warmenhoven.org>
date Wed, 19 Apr 2000 02:04:30 +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 You can basically do anything you want in the plugin. You can make function
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32 calls, change public widgets, display new widgets, things like that. But the
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33 really neat thing is you can do things at events. For example, when one of
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34 your buddies signs on, you can instantly send them a message. You can modify
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35 the incoming and outgoing text. You can do all kinds of crazy things. Whatever
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36 you want. Check out SIGNALS and CRAZY for more information and ideas.
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38 Plugins can share globals with gaim, but will not share with other plugins.
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39 This is so if you have a global variable GtkWidget *window in your plugin and
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40 J. Random Hacker also has the same name on a global variable, you won't be
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41 constantly overwriting each others' variables. Unfortunately, this also means
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42 that plugins will have difficulty working together. But then again, that's
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43 what shared memory is for.
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45 When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It
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46 doesn't have to be there, but it's nice if, say, you create a window, and when
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47 the plugin gets unloaded, it removes the window. Also, all the callbacks you
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48 have attached to gaim signals will be removed.
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50 There are a few examples in this directory. Enjoy.