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view doc/PERL-HOWTO.dox @ 11032:31c1c48daba1
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Thanks Richard Laager, stupid hand-copying errors.
committer: Tailor Script <tailor@pidgin.im>
author | Etan Reisner <pidgin@unreliablesource.net> |
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date | Sun, 26 Jun 2005 01:14:51 +0000 |
parents | 364a2ef907ae |
children | 93258e8fb6d2 |
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/** @page perl-howto Perl Scripting HOWTO @section Introduction THERE ARE SIGNIFICANT BUGS IN THIS CODE. HOWEVER, IT _MOSTLY_ WORKS _IF_ YOU ARE VERY CAREFUL. DO _NOT_ COMPLAIN ABOUT THIS API. SUBMIT A PATCH. Really? Like what? Don't you think you're overreacting just a tad bit? 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. @section first-script Writing your first perl script 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. @section Timeouts 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: $data\n"); }, "Hello!"); } @endcode A timeout automatically unregisters when it reaches 0 (which is also when the callback is called). If you want a timeout to call a function every specified number of seconds, just re-register the timeout at the end of the callback. The data parameter is optional. If you don't have data to pass to the callback, simply omit the parameter. @section Signals Signals are how gaim plugins get events. There are a number of @ref Signals signals available. A signal is registered by connecting a signal name owned by an instance handle to a callback on the plugin handle. This is best illustrated with an example. @code sub signed_on_cb { my ($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. @section Notes 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. @section Resources @see Signals @see Perl API Reference */ // vim: syntax=c tw=75 et