view doc/PERL-HOWTO.dox @ 6601:1521c3b63d7f

[gaim-migrate @ 7125] Fixed a documentation oopsie. committer: Tailor Script <tailor@pidgin.im>
author Christian Hammond <chipx86@chipx86.com>
date Sun, 24 Aug 2003 04:53:24 +0000
parents 2f6850c7d980
children 76683fe3c96d
line wrap: on
line source

/** @page perl-howto Perl Scripting HOWTO

<h2>Perl Scripting HOWTO</h2>


<h3>Introduction</h3>

 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.

<h3>Writing your first perl script</h3>

 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.


 <h3>Timeouts</h3>

 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.


  <h3>Signals</h3>

  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 connection_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.


  <h3>Notes</h3>

  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.


  <h3>Resources</h3>

  @see Signals
  @see Perl API Reference
*/
// vim: syntax=c tw=75 et