Wed, 31 May 2000 22:48:49 +0000
[gaim-migrate @ 303]
Here we go, 0.9.17 :-)
| 93 | 1 | Ok, this howto is going to be really short and sweet and to the point. |
| 2 | ||
| 3 | First off, before you do anything else, in all of the files for your plugin, | |
| 4 | put the lines | |
| 5 | ||
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6 | #define GAIM_PLUGINS |
| 93 | 7 | #include "gaim.h" |
| 8 | ||
| 9 | I mean this. Without this, all kinds of things will not work correctly. If you | |
| 10 | really want to know exactly what this does, read ../src/gaim.h and learn. But | |
| 11 | if you don't want to do that, just know that it's important. | |
| 12 | ||
| 13 | Now that you've put that there, make sure gaim.h is in your include path. | |
| 14 | ||
| 15 | Ok, now you're ready to write the plugin. | |
| 16 | ||
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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 |
| 93 | 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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25 | |
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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. |
| 93 | 30 | |
| 31 | You can basically do anything you want in the plugin. You can make function | |
| 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 |
| 93 | 34 | your buddies signs on, you can instantly send them a message. You can modify |
| 35 | the incoming and outgoing text. You can do all kinds of crazy things. Whatever | |
| 36 | you want. Check out SIGNALS and CRAZY for more information and ideas. | |
| 37 | ||
| 38 | Plugins can share globals with gaim, but will not share with other plugins. | |
| 39 | This is so if you have a global variable GtkWidget *window in your plugin and | |
| 40 | J. Random Hacker also has the same name on a global variable, you won't be | |
| 41 | constantly overwriting each others' variables. Unfortunately, this also means | |
| 42 | that plugins will have difficulty working together. But then again, that's | |
| 43 | what shared memory is for. | |
| 44 | ||
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45 | Plugins can be configured. This makes is so they don't have to be recompiled |
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46 | in order to change things internal to them, and it's also just a cool feature |
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47 | to have :). It's optional; to allow your plugin to be configured, add a |
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48 | function called gaim_plugin_config(). The advised course of action is to have |
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49 | it pop up a dialog window; but it's your plugin. |
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50 | |
| 93 | 51 | When your plugin gets unloaded, gaim will try to call gaim_plugin_remove(). It |
| 52 | doesn't have to be there, but it's nice if, say, you create a window, and when | |
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53 | the plugin gets unloaded, it removes the window. Also, all the callbacks you |
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54 | have attached to gaim signals will be removed. |
| 93 | 55 | |
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56 | Compilation of the plugins is fairly straight-forward; there is a Makefile in |
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57 | this directory that has a rule for making the .so file from a .c file. No |
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58 | modification of the Makefile should be necessary, unless if you simply want |
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59 | to type 'make' to have it made; otherwise, 'make filename.so' will take |
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60 | filename.c and make the .so plugin from it. |
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61 | |
| 93 | 62 | There are a few examples in this directory. Enjoy. |