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https://github.com/hyprwm/hyprland-wiki.git
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plugin system init pages
This commit is contained in:
parent
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5 changed files with 379 additions and 8 deletions
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@ -82,13 +82,8 @@ Hyprland can run nested in a window. For that, make sure you did the following:
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- built in debug
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- removed ALL `exec=` and `exec-once=` keywords from your debug config
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(`hyprlandd.conf`)
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- set a resolution and are not using `preferred`
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- set a resolution for `WL-1` and are not using `preferred`
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- made sure no keybinds overlap (use a different mod for your keybinds altogether)
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Once you launch, the display will probably be completely garbled. To fix that,
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in the parent, do a `hyprctl clients` and note the size of the window. Make sure
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while opening the terminal to not resize the nested window. Note that resolution
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and use it down to the pixel in your `hyprlandd.conf`.
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If you segfault in `shadowKeybinds`, you probably either are using the same mod
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as your parent or resized the window.
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Once you launch, the display might be cropped. This can be fixed by setting the resolution for `WL-1` to
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the exact dimensions of the window as reported by `hyprctl clients`.
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148
pages/Plugins/Development/Advanced.md
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148
pages/Plugins/Development/Advanced.md
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This page documents a few advanced things about the Hyprland Plugin API.
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{{< toc >}}
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## Using Function Hooks
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{{< hint type=important >}}
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Function hooks are only available on `AMD64` (`x86_64`).
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Attempting to hook on any other arch will make Hyprland simply ignore your hooking attempt.
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{{</ hint >}}
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Function hooks are intimidating at first, but when used properly can be _extremely_ powerful.
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Function hooks allow you to intercept any call to the function you hook.
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Let's look at a simple example:
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```cpp
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void Events::listener_monitorFrame(void* owner, void* data)
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```
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will be the function we want to hook. `Events::` is a namespace, not a class, so this
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is just a plain function.
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```cpp
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// make a global instance of a hook class for this hook
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inline CFunctionHook* g_pMonitorFrameHook = nullptr;
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// create a pointer typedef for the function we are hooking.
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typedef void (*origMonitorFrame)(void*, void*);
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// our hook
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void hkMonitorFrame(void* owner, void* data) {
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(*(origMonitorFrame)g_pMonitorFrameHook->m_pOriginal)(owner, data);
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}
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APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
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// stuff...
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// create the hook
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g_pMonitorFrameHook = HyprlandAPI::createFunctionHook(handle, (void*)&Events::listener_monitorFrame, (void*)&hkMonitorFrame);
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// init the hook
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g_pMonitorFrameHook->hook();
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// further stuff...
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}
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```
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We have just made a hook. Now, whenever Hyprland calls `Events::listener_monitorFrame`, our hook will be called instead!
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This way, you can run code before / after the function, modify the inputs or results, or even block the function from executing.
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`CFunctionHook` can also be unhooked whenever you please. Just run `unhook()`. It can be rehooked later by calling `hook()` again.
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### The three horsemen of function hooking
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The first type of functions we have hooked above. It's a public non-member.
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For public members, e.g. `CCompositor::focusWindow(CWindow*, wlr_surface*)` you will also need to add the thisptr argument to your hook:
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```cpp
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typedef void (*origFocusWindow)(void*, CWindow*, wlr_surface*);
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void hkFocusWindow(void* thisptr, CWindow* pWindow, wlr_surface* pSurface) {
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// stuff...
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// and if you want to call the original...
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(*(origFocusWindow)g_pFocusWindowHook->m_pOriginal)(thisptr, pWindow, pSurface);
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}
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APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
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// stuff...
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g_pFocusWindowHook = HyprlandAPI::createFunctionHook(handle, (void*)&CCompositor::focusWindow, (void*)&hkFocusWindow);
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g_pFocusWindowHook->hook();
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// further stuff...
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}
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```
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For private functions or members, you will need to use the signature, for example for `CInputManager::processMouseDownNormal`:
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```cpp
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typedef void (*origMouseDownNormal)(void*, wlr_pointer_button_event*);
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void hkProcessMouseDownNormal(void* thisptr, wlr_pointer_button_event* e) {
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// stuff...
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// and if you want to call the original...
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(*(origMouseDownNormal)g_pMouseDownHook->m_pOriginal)(thisptr, e);
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}
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APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
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// stuff...
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g_pMouseDownHook = HyprlandAPI::createFunctionHook(
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PHANDLE, HyprlandAPI::getFunctionAddressFromSignature(PHANDLE, "_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event"), (void*)&hkProcessMouseDownNormal);
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g_pMouseDownHook->hook();
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// further stuff...
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}
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```
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To get the signature, compile Hyprland and run `objdump -D ./path/to/Hyprland | grep "functionName"`
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When it finally spits out something, you can stop it with `ctrl+C`.
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Example output:
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```
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9710b9: eb 01 jmp 9710bc <_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event+0xed8>
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9710c3: 74 37 je 9710fc <_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event+0xf18>
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9710fa: eb 1f jmp 97111b <_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event+0xf37>
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971128: 74 05 je 97112f <_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event+0xf4b>
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```
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From this, we can see the signature is `_ZN13CInputManager22processMouseDownNormalEP24wlr_pointer_button_event`.
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{{< hint type=warning >}}
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Please note signatures may and most likely will differ between compilers. (gcc/clang)
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{{</ hint >}}
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## Using the config
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You can register config values in the `PLUGIN_INIT` function:
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```cpp
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APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
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// stuff...
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HyprlandAPI::addConfigValue(PHANDLE, "plugin:example:exampleInt", SConfigValue{.intValue = 1});
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// further stuff...
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}
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```
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Plugin variables ***must*** be in the `plugins:` category. Further categories are up to you. It's generally
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a good idea to group all variables from your plugin in a subcategory with the plugin name, e.g. `plugins:myPlugin:variable1`.
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For retrieving the values, call `HyprlandAPI::getConfigValue`.
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Please remember that the pointer to your config value will never change after `PLUGIN_INIT`, so to greatly optimize performance, make it static:
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```cpp
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static auto* const MYVAR = &HyprlandAPI::getConfigValue(PHANDLE, "plugin:myPlugin:variable1")->intValue;
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```
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## Further
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Read the API at `src/plugins/PluginAPI.hpp` and check out the examplePlugin in `examples/`.
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And, most importantly, have fun!
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128
pages/Plugins/Development/Getting-Started.md
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128
pages/Plugins/Development/Getting-Started.md
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This page documents the basics of making your own Hyprland plugin from scratch.
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{{< toc >}}
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## How do plugins work?
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Plugins are basically dynamic objects loaded by Hyprland. They have
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(almost) full access to every part of Hyprland's internal process, and as such,
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can modify and change way more than a script.
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## Prerequisites
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In order to write a Hyprland plugin, you will need:
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- Knowledge of C++
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- The ability to read
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- A rough understanding of the Hyprland internals (you _can_ learn this alongside your development work)
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## Making your first plugin
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Open your favorite code editor.
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Make a new directory, in this example we will use `MyPlugin`.
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***→ If you have the Hyprland source already cloned***
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Make sure you have ran `make pluginenv` in the source.
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If you use the source to build hyprland, `make install` and `make config` will
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already do that for you, so there is no need.
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***→ If you don't have the Hyprland source cloned***
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Clone the Hyprland source code to a subdirectory, in our example `MyPlugin/Hyprland`.
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Run `cd Hyprland && make pluginenv && cd ..`.
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Now that you have the Hyprland sources set up, copy the contents of `example/examplePlugin/` to your working directory.
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Your `MyPlugin` directory now should contain `main.cpp`, `globals.hpp`, `exampleLayout.cpp`, etc.
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This plugin has quite a few examples of the things you can do, but we will focus on the basics for now.
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### The basic parts of the plugin
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Starting from the top, you will have to include the plugin API:
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```cpp
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#include <src/plugins/PluginAPI.hpp>
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```
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Feel free to take a look at the header. It contains a bunch of useful comments.
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We also create a global pointer for our handle:
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```cpp
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inline HANDLE PHANDLE = nullptr;
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```
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we will initialize it in our plugin init function later. It serves as an internal "ID" of our plugin.
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Then, there is the API version method:
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```cpp
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// Do NOT change this function.
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APICALL EXPORT std::string PLUGIN_API_VERSION() {
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return HYPRLAND_API_VERSION;
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}
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```
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This method will tell Hyprland what API version was used to compile this plugin. Do NOT change it.
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It will be set automatically when compiling to the correct value.
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Skipping over some example handlers, we have two important functions:
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```cpp
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APICALL EXPORT PLUGIN_DESCRIPTION_INFO PLUGIN_INIT(HANDLE handle) {
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PHANDLE = handle;
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// ...
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return {"MyPlugin", "An amazing plugin that is going to change the world!", "Me", "1.0"};
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}
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APICALL EXPORT void PLUGIN_EXIT() {
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// ...
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}
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```
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The first method will be called when your plugin gets initialized (loaded)
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You can, and probably should, initialize everything you may want to use in there.
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It's worth noting that adding config variables is _only_ allowed in this function.
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The plugin init function is _required_.
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The return value should be the `PLUGIN_DESCRIPTION_INFO` struct which lets Hyprland know about your
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plugin's name, description, author and version.
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Make sure to store your `HANDLE` as it's going to be required for API calls.
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The second method is not required, and will be called when your plugin is being unloaded by the user.
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If your plugin is being unloaded because it committed a fault, this function will _not_ be called.
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You do not have to unload layouts, remove config options, remove dispatchers, window decorations or unregister hooks
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in the exit method. Hyprland will do that for you.
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### Setting up a development environment
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In order to make your life easier, it's a good idea to work on a nested debug Hyprland session.
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Enter your Hyprland directory and run `sudo make config && make protocols && make debug`
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Make a copy of your config in `~/.config/hypr` called `hyprlandd.conf`.
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Remove _all_ `exec=` or `exec-once=` directives from your config.
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*recommended*: Change the modifier for your keybinds (e.g. `SUPER` -> `ALT`)
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Add this line:
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```ini
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monitor = WL-1, 1920x1080, 0x0, 1
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```
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Launch the output `Hyprland` binary in `./build/` _when logged into a Hyprland session_.
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A new window should open with Hyprland running inside of it. You can now run your plugin in the nested session without worrying
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about nuking your actual session, and also being able to debug it easily.
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See more info in [the Contributing Section](https://wiki.hyprland.org/Contributing-and-Debugging/#nesting-hyprland)
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### More advanced stuff
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Take a look at the `src/plugins/PluginAPI.hpp` header. It has comments to every method to let you know what it is.
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For more explanation on a few concepts, see [Advanced](../Advanced) and [Plugin Guidelines](../Plugin-Guidelines)
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28
pages/Plugins/Development/Plugin-Guidelines.md
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28
pages/Plugins/Development/Plugin-Guidelines.md
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This page documents the recommended guidelines for making a stable and neat plugin.
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{{< toc >}}
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## Formatting
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Although Hyprland plugins obviously are not _required_ to follow Hyprland's formatting, naming conventions, etc.
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it might be a good idea to keep your code consistent. See `.clang-format` in the Hyprland repo.
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## Usage of the API
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It's always advised to use the API entries whenever possible, as they are guaranteed stability as long as the version
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matches.
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It is, of course, possible to use the internal methods by just including the proper headers,
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but it should not be treated as the default way of doing things.
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Hyprland's internal methods may be changed, removed or added without any prior notice. It is worth nothing though
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that methods that "seem" fundamental, like e.g. `focusWindow` or `mouseMoveUnified` probably are, and are
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unlikely to change their general method of functioning.
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## Function Hooks
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Function hooks allow your plugin to intercept all calls to a function of your choice. They are to be treated as
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a last resort, as they are the easiest thing to break between updates.
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Always prefer using Event Hooks.
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## Threads
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The Wayland event loop is strictly single-threaded. It is not recommended to create threads in your code, unless
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they are fully detached from the Hyprland process. (e.g. saving a file)
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72
pages/Plugins/Using-Plugins.md
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72
pages/Plugins/Using-Plugins.md
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{{< toc >}}
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## Getting plugins
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Plugins come as _shared objects_, aka. `.so` files.
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Hyprland does not have any "default" plugins, so any plugin you may want
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to use you will have to find yourself.
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## Installing / Using plugins
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Clone and compile plugin(s) of your choice.
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{{< hint type=tip >}}
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Due to the fact that plugins share C++ objects, your plugins must be
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compiled with the same compiler as Hyprland, and on the same architecture.
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In rare cases, they might even need to be compiled on the same machine.
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Official releases are always compiled with `gcc`.
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{{< /hint >}}
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Place them somewhere on your system.
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In hyprland, run in a terminal:
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```sh
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hyprctl plugin load /path/to/the/plugin.so
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```
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You can also add this to an `exec-once`:
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```ini
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exec-once = hyprctl plugin load /my/epic/plugin.so
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```
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{{< hint type=warning >}}
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Plugins are written in C++ and will run as a part of Hyprland.
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Make sure to _always_ read the source code of the plugins you are going to use
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and to trust the source.
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Writing a plugin to wipe your computer is easy.
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***Never*** trust random `.so` files you receive from other people.
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{{< /hint >}}
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## FAQ About Plugins
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### My plugin crashes Hyprland!
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Oops. Make sure your plugin is compiled on the same machine as Hyprland. If that doesn't help,
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ask the plugin's maintainer to fix it.
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### How do I list my loaded plugins?
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`hyprctl plugin list`
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### Can I unload a plugin?
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Yes. `hyprctl plugin unload /path/to/plugin.so`
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### How do I make my own plugin?
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See [here](../Development/Getting-Started.md).
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### Where do I find plugins?
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Try looking around [here](https://duckduckgo.com).
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### Are plugins safe?
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As long as you read the source code of your plugin(s) and can see there's nothing bad going on,
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they will be safe.
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### Do plugins decrease Hyprland's stability?
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Hyprland employs a few tactics to unload plugins that crash. However, those tactics may not
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always work. In general, as long as the plugin is well-designed, it should not affect the
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||||
stability of Hyprland.
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Loading…
Reference in a new issue