comparison doc/HOWTO @ 14191:009db0b357b5

This is a hand-crafted commit to migrate across subversion revisions 16854:16861, due to some vagaries of the way the original renames were done. Witness that monotone can do in one revision what svn had to spread across several.
author Ethan Blanton <elb@pidgin.im>
date Sat, 16 Dec 2006 04:59:55 +0000
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1 Everything in this file should be considered old and potentially out of
2 date. For more reliable information, install doxygen and graphiz dot,
3 then run
4 make docs
5 in the gaim source tree. This will produce html docs in gaim/docs/html
6 that will provide an api reference and in the related pages section,
7 information on perl and c plugins.
8
9
10 Ok, this howto is going to be really short and sweet and to the point.
11
12 First off, before you do anything else, in all of the files for your plugin,
13 put the lines
14
15 #define GAIM_PLUGINS
16 #include "gaim.h"
17
18 I mean this. Without this, all kinds of things will not work correctly. If you
19 really want to know exactly what this does, read ../src/gaim.h and learn. But
20 if you don't want to do that, just know that it's important.
21
22 Now that you've put that there, make sure gaim.h is in your include path.
23
24 Ok, now you're ready to write the plugin.
25
26 The only function that is required is gaim_plugin_init(GModule *). This gets
27 called as soon as it gets loaded (sort of - man dlopen for more details). If
28 your function never returns, it will crash gaim! If your plugin uses up all
29 the memory in the system, it will crash gaim! Once your plugin gets loaded,
30 it effectively becomes a part of gaim, and anything that goes wrong will look
31 like it is a problem with gaim itself. I write bugfree code! :) Therefore, it
32 is your problem, not mine. (I'm usually nice and willing to help you with your
33 problems though.)
34
35 The GModule* that gets passed to gaim_plugin_init is the handle for the plugin.
36 DO NOT CHANGE THIS POINTER! Bad things will happen. You've been warned. It's
37 needed for connecting to signals and things. It's a good idea to remember it
38 somehow.
39
40 gaim_plugin_init should return a char*. If the char* returned is not NULL, it
41 is interpreted as an error, and used as an error message. See the ChangeLog
42 file in this directory for more details.
43
44 You can basically do anything you want in the plugin. You can make function
45 calls, change public widgets, display new widgets, things like that. But the
46 really neat thing is you can do things at events. For example, when one of
47 your buddies signs on, you can instantly send them a message. You can modify
48 the incoming and outgoing text. You can do all kinds of crazy things. Whatever
49 you want. Check out SIGNALS for more information.
50
51 Plugins can share globals with gaim, but will not share with other plugins.
52 This is so if you have a global variable GtkWidget *window in your plugin and
53 J. Random Hacker also has the same name on a global variable, you won't be
54 constantly overwriting each others' variables. Unfortunately, this also means
55 that plugins will have difficulty working together. But then again, that's
56 what shared memory is for.
57
58 Plugins can be configured. This makes it so they don't have to be recompiled
59 in order to change things internal to them, and it's also just a cool feature
60 to have :). It's optional; to allow your plugin to be configured, add a
61 function called gaim_plugin_config(). The advised course of action is to have
62 it pop up a dialog window; but it's your plugin.
63
64 When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It
65 doesn't have to be there, but it's nice if, say, you create a window, and when
66 the plugin gets unloaded, it removes the window. Also, all the callbacks you
67 have attached to gaim signals will be removed.
68
69 Plugins can also unload themselves. To do this, call gaim_plugin_unload(GModule *)
70 (the GModule* is the handle passed to gaim_plugin_init). When your plugin gets
71 unloaded, gaim will remove all of your callbacks. It will not call your
72 gaim_plugin_remove function, however, since it will assume you have already
73 done the necessary cleanup.
74
75 Compilation of the plugins is fairly straight-forward; there is a Makefile in
76 this directory that has a rule for making the .so file from a .c file. No
77 modification of the Makefile should be necessary, unless if you simply want
78 to type 'make' to have it made; otherwise, 'make filename.so' will take
79 filename.c and make the .so plugin from it. If you need to link in with extra
80 libraries, you can set the environment variable PLUGIN_LIBS to be the libraries
81 you want to link with.
82
83 There are a few examples in this directory. Enjoy.