.. MediaGoblin Documentation Written in 2011, 2012 by MediaGoblin contributors To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty. You should have received a copy of the CC0 Public Domain Dedication along with this software. If not, see . =========== Quick Start =========== This is a quick start. It's not comprehensive, but it walks through writing a basic plugin called "sampleplugin" which logs "I've been started!" when ``setup_plugin()`` has been called. .. todo: Rewrite this to be a useful plugin Step 1: Files and directories ============================= GNU MediaGoblin plugins are Python projects at heart. As such, you should use a standard Python project directory tree:: sampleplugin/ |- README |- LICENSE |- setup.py |- sampleplugin/ |- __init__.py The outer ``sampleplugin`` directory holds all the project files. The ``README`` should cover what your plugin does, how to install it, how to configure it, and all the sorts of things a README should cover. The ``LICENSE`` should have the license under which you're distributing your plugin. The inner ``sampleplugin`` directory is the Python package that holds your plugin's code. The ``__init__.py`` denotes that this is a Python package. It also holds the plugin code. Step 2: README ============== Here's a rough ``README``. Generally, you want more information because this is the file that most people open when they want to learn more about your project. :: README ====== This is a sample plugin. It logs a line when ``setup__plugin()`` is run. Step 3: LICENSE =============== GNU MediaGoblin plugins must be licensed under the AGPLv3 or later. So the LICENSE file should be the AGPLv3 text which you can find at ``_ Step 4: setup.py ================ This file is used for packaging and distributing your plugin. We'll use a basic one:: from setuptools import setup, find_packages setup( name='sampleplugin', version='1.0', packages=find_packages(), include_package_data=True, install_requires=[], license='AGPLv3', ) See ``_ for more details. Step 5: the code ================ The code for ``__init__.py`` looks like this: .. code-block:: python :linenos: :emphasize-lines: 8,19 import logging from mediagoblin.tools.pluginapi import Plugin, get_config _log = logging.getLogger(__name__) class SamplePlugin(Plugin): """ This is a sample plugin class. It automatically registers itself with MediaGoblin when this module is imported. The setup_plugin method prints configuration for this plugin if there is any. """ def __init__(self): pass def setup_plugin(self): _log.info("I've been started!") config = get_config('sampleplugin') if config: _log.info('%r' % config) else: _log.info('There is no configuration set.') Line 8 defines a class called ``SamplePlugin`` that subclasses ``Plugin`` from ``mediagoblin.tools.pluginapi``. When the class is defined, it gets registered with MediaGoblin and MediaGoblin will then call ``setup_plugin`` on it. Line 19 defines ``setup_plugin``. This gets called when MediaGoblin starts up after it's registered all the plugins. This is where you can do any initialization for your plugin. Step 6: Installation and configuration ====================================== To install the plugin for development, you need to make sure it's available to the Python interpreter that's running MediaGoblin. There are a couple of ways to do this, but we're going to pick the easy one. Use ``python`` from your MediaGoblin virtual environment and do:: python setup.py develop Any changes you make to your plugin will be available in your MediaGoblin virtual environment. Then adjust your ``mediagoblin.ini`` file to load the plugin:: [plugins] [[sampleplugin]] Step 7: That's it! ================== When you launch MediaGoblin, it'll load the plugin and you'll see evidence of that in the log file. That's it for the quick start! Where to go from here ===================== See the documentation on the plugin API for code samples and other things you can use when building your plugin. See `Hitchhiker's Guide to Packaging `_ for more information on packaging your plugin.