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tdenetwork/kopete/libkopete/kopetepluginmanager.h

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/*
kopetepluginmanager.h - Kopete Plugin Loader
Copyright (c) 2002-2003 by Duncan Mac-Vicar Prett <duncan@kde.org>
Copyright (c) 2002-2003 by Martijn Klingens <klingens@kde.org>
Kopete (c) 2002-2003 by the Kopete developers <kopete-devel@kde.org>
*************************************************************************
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
*************************************************************************
*/
#ifndef KOPETEPLUGINMANAGER_H
#define KOPETEPLUGINMANAGER_H
#include <tqmap.h>
#include <tqobject.h>
#include <tqstring.h>
#include <tqstringlist.h>
#include <tqvaluelist.h>
#include "kopete_export.h"
class KPluginInfo;
namespace Kopete
{
class Plugin;
typedef TQValueList<Plugin*> PluginList;
/**
* @author Duncan Mac-Vicar Prett <duncan@kde.org>
* @author Martijn Klingens <klingens@kde.org>
*/
class KOPETE_EXPORT PluginManager : public TQObject
{
TQ_OBJECT
TQ_ENUMS( PluginLoadMode )
public:
/**
* Retrieve the plugin loader instance.
*/
static PluginManager* self();
~PluginManager();
/**
* Returns a list of all available plugins for the given category.
* Currently there are two categories, "Plugins" and "Protocols", but
* you can add your own categories if you want.
*
* If you pass an empty string you get the complete list of ALL plugins.
*
* You can query all information on the plugins through the KPluginInfo
* interface.
*/
TQValueList<KPluginInfo *> availablePlugins( const TQString &category = TQString() ) const;
/**
* Returns a list of all plugins that are actually loaded.
* If you omit the category you get all, otherwise it's a filtered list.
* See also @ref availablePlugins().
*/
PluginList loadedPlugins( const TQString &category = TQString() ) const;
/**
* @brief Search by plugin name. This is the key used as X-TDE-PluginInfo-Name in
* the .desktop file, e.g. "kopete_jabber"
*
* @return The @ref Kopete::Plugin object found by the search, or a null
* pointer if the plugin is not loaded.
*
* If you want to also load the plugin you can better use @ref loadPlugin, which returns
* the pointer to the plugin if it's already loaded.
*/
Plugin *plugin( const TQString &pluginName ) const;
/**
* @return the KPluginInfo for the specified plugin
*/
KPluginInfo *pluginInfo( const Kopete::Plugin *plugin ) const;
/**
* Shuts down the plugin manager on Kopete shutdown, but first
* unloads all plugins asynchronously.
*
* After 3 seconds all plugins should be removed; what's still left
* by then is unloaded through a hard delete instead.
*
* Note that this call also derefs the plugin manager from the event
* loop, so do NOT call this method when not terminating Kopete!
*/
void shutdown();
/**
* Enable a plugin.
*
* This marks a plugin as enabled in the config file, so loadAll()
* can pick it up later.
*
* This method does not actually load a plugin, it only edits the
* config file.
*
* @param name is the name of the plugin as it is listed in the .desktop
* file in the X-TDE-Library field.
* @param enabled sets whether or not the plugin is enabled
*
* Returns false when no appropriate plugin can be found.
*/
bool setPluginEnabled( const TQString &name, bool enabled = true );
/**
* This method check if all the plugins are loaded.
* @return true if all the plugins are loaded.
*/
bool isAllPluginsLoaded() const;
/**
* Plugin loading mode. Used by @ref loadPlugin(). Code that doesn't want to block
* the GUI and/or lot a lot of plugins at once should use asynchronous loading (@c LoadAsync).
* The default is synchronous loading (@c LoadSync).
*/
enum PluginLoadMode { LoadSync, LoadAsync };
public slots:
/**
* @brief Load a single plugin by plugin name. Returns an existing plugin
* if one is already loaded in memory.
*
* If mode is set to Async, the plugin will be queued and loaded in
* the background. This method will return a null pointer. To get
* the loaded plugin you can track the @ref pluginLoaded() signal.
*
* See also @ref plugin().
*/
Plugin *loadPlugin( const TQString &pluginId, PluginLoadMode mode = LoadSync );
/**
* @brief Unload the plugin specified by @p pluginName
*/
bool unloadPlugin( const TQString &pluginName );
/**
* @brief Loads all the enabled plugins. Also used to reread the
* config file when the configuration has changed.
*/
void loadAllPlugins();
signals:
/**
* @brief Signals a new plugin has just been loaded.
*/
void pluginLoaded( Kopete::Plugin *plugin );
/**
* @brief All plugins have been loaded by the plugin manager.
*
* This signal is emitted exactly ONCE, when the plugin manager has emptied
* its plugin queue for the first time. This means that if you call an async
* loadPlugin() before loadAllPlugins() this signal is probably emitted after
* the initial call completes, unless you are quick enough to fill the queue
* before it completes, which is a dangerous race you shouldn't count upon :)
*
* The signal is delayed one event loop iteration through a singleShot timer,
* but that is not guaranteed to be enough for account instantiation. You may
* need an additional timer for it in the code if you want to programmatically
* act on it.
*
* If you use the signal for enabling/disabling GUI objects there is little
* chance a user is able to activate them in the short while that's remaining,
* the slow part of the code is over now and the remaining processing time
* is neglectable for the user.
*/
void allPluginsLoaded();
private slots:
/**
* @brief Cleans up some references if the plugin is destroyed
*/
void slotPluginDestroyed( TQObject *plugin );
/**
* shutdown() starts a timer, when it fires we force all plugins
* to be unloaded here by deref()-ing the event loop to trigger the plugin
* manager's destruction
*/
void slotShutdownTimeout();
/**
* Common entry point to deref() the TDEApplication. Used both by the clean
* shutdown and the timeout condition of slotShutdownTimeout()
*/
void slotShutdownDone();
/**
* Emitted by a Kopete::Plugin when it's ready for unload
*/
void slotPluginReadyForUnload();
/**
* Load a plugin from our queue. Does nothing if the queue is empty.
* Schedules itself again if more plugins are pending.
*/
void slotLoadNextPlugin();
private:
/**
* @internal
*
* The internal method for loading plugins.
* Called by @ref loadPlugin directly or through the queue for async plugin
* loading.
*/
Plugin * loadPluginInternal( const TQString &pluginId );
/**
* @internal
*
* Find the KPluginInfo structure by key. Reduces some code duplication.
*
* Returns a null pointer when no plugin info is found.
*/
KPluginInfo * infoForPluginId( const TQString &pluginId ) const;
PluginManager();
class Private;
Private *d;
static PluginManager *s_self;
};
}
#endif // KOPETEPLUGINMANAGER_H