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