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As a result of this change, \e{no} plugins compiled with Qt 3.0.4 and earlier will work with Qt 3.0.5 and later: they must be recompiled. \endfootnote Writing a plugin is achieved by subclassing the appropriate plugin base clase, implementing a few functions, and adding a macro. There are five plugin base classes. Derived plugins are stored by default in the standard plugin directory. \table \header \i Base Class \i Default Path \row \i \l QImageFormatPlugin \i \c{pluginsbase/imageformats} * \row \i \l QSqlDriverPlugin \i \c{pluginsbase/sqldrivers} * \row \i \l QStylePlugin \i \c{pluginsbase/styles} * \row \i \l QTextCodecPlugin \i \c{pluginsbase/codecs} * \row \i \l QWidgetPlugin \i \c{pluginsbase/designer} * \endtable But where is the \c{pluginsbase} directory? When the application is run, Qt will first treat the application's executable directory as the \c{pluginsbase}. For example if the application is in \c{C:\Program Files\MyApp} and has a style plugin, Qt will look in \c{C:\Program Files\MyApp\styles}. (See \l{QApplication::applicationDirPath()} for how to find out where the application's executable is.) Qt will also look in the directory given by \c{qInstallPathPlugins()}. If you want Qt to look in additional places you can add as many paths as you need with calls to \c{QApplication::addLibraryPath()}. And if you want to set your own path or paths you can use \c{QApplication::setLibraryPaths()}. Suppose that you have a new style class called 'MyStyle' that you want to make available as a plugin. The required code is straightforward: \code class MyStylePlugin : public QStylePlugin { public: MyStylePlugin() {} ~MyStylePlugin() {} QStringList keys() const { return QStringList() << "mystyle"; } QStyle* create( const QString& key ) { if ( key == "mystyle" ) return new MyStyle; return 0; } }; Q_EXPORT_PLUGIN( MyStylePlugin ) \endcode (Note that QStyleFactory is case-insensitive, and the lower case version of the key is used; other factories, e.g. QWidgetFactory, are case sensitive.) The constructor and destructor do not need to do anything, so are left empty. There are only two virtual functions that must be implemented. The first is keys() which returns a string list of the classes implemented in the plugin. (We've just implemented one class in the example above.) The second is a function that returns an object of the required class (or 0 if the plugin is asked to create an object of a class that it doesn't implement). For QStylePlugin, this second function is called create(). It is possible to implement any number of plugin subclasses in a single plugin, providing they are all derived from the same base class, e.g. QStylePlugin. For database drivers, image formats, custom widgets and text codecs, no explicit object creation is required. Qt will find and create them as required. Styles are an exception, since you might want to set a style explicitly in code. To apply a style, use code like this: \code QApplication::setStyle( QStyleFactory::create( "MyStyle" ) ); \endcode Some plugin classes require additional functions to be implemented. See the \link designer-manual.book Qt Designer manual's\endlink, 'Creating Custom Widgets' section in the 'Creating Custom Widgets' chapter, for a complete example of a QWidgetPlugin, which implements extra functions to integrate the plugin into \e{Qt Designer}. The \l QWidgetFactory class provides additional information on QWidgetPlugins. See the class documentation for details of the virtual functions that must be reimplemented for each type of plugin. Qt applications automatically know which plugins are available, because plugins are stored in the standard plugin subdirectories. Because of this applications don't require any code to find and load plugins, since Qt handles them automatically. The default directory for plugins is \c{QTDIR/plugins}*, with each type of plugin in a subdirectory for that type, e.g. \c styles. If you want your applications to use plugins and you don't want to use the standard plugins path, have your installation process determine the path you want to use for the plugins, and save the path, e.g. using QSettings, for the application to read when it runs. The application can then call QApplication::addLibraryPath() with this path and your plugins will be available to the application. Note that the final part of the path, i.e. \c styles, \c widgets, etc., cannot be changed. The normal way to include a plugin with an application is either to compile it in with the application, or to compile it into a \c DLL (or \c so or other platform specific library type) and use it like any other library. If you want the plugin to be loadable then one approach is to create a subdirectory under the application, e.g. \c appdir/plugins/designer, and place the plugin in that directory. For \link designer-manual.book Qt Designer\endlink, you may need to call QApplication::addLibraryPath("QTDIR/plugins/designer") to load your \link designer-manual.book Qt Designer\endlink plugins. * All references to \c{QTDIR} refer to the path where Qt was installed. \section1 Loading and Verifying Plugins When loading plugins, the Qt library does some sanity checking to determine whether or not the plugin can be loaded and used. This provides the ability to have multiple versions and configurations of the Qt library installed side by side. \list \i Plugins linked with a Qt library that has a higher major and/or minor version number will not be loaded by a library with a lower major and/or minor version number. \e Rationale: A plugin linked against a newer Qt library may use new features that are not available in older versions. Trolltech has a policy of adding new features and APIs only between minor releases, which is why this test only looks at the major and minor version numbers, and not at the patchlevel version number. \i Plugins linked against a Qt library \e with thread support can only be loaded by libraries that are built \e with thread support. \e Rationale: The threaded and non-threaded Qt libraries have different names. A library \e with thread support that loads a plugin linked against a Qt library \e without thread support will cause two versions of the same library to be in memory at the same time. On UNIX systems, this causes the non-threaded Qt library to be loaded. When this happens, the constructors for all static objects in the Qt library will be called a second time, but they will operate on the objects already in memory. There is no way to work around this, as this is a feature of the object binary format: the static symbols already defined by the threaded Qt library cannot be replaced or copied when the non-threaded Qt library is loaded. \i Plugins linked against a Qt library \e without thread support can only be loaded by libraries that are built \e without thread support. \e Rationale: See the Rationale above. \i Starting with Qt 3.0.5, both the Qt library and all plugins are built using a \e {build key}. The build key in the Qt library is examined against the build key in the plugin, and if they match, the plugin is loaded. If the build keys do not match, then the Qt library refuses to load the plugin. \e Rationale: See the Rationale for the build key below. \endlist \section1 The Build Key The build key contains the following information: \list \i Architecture, operating system and compiler. \e Rationale: In cases where different versions of the same compiler do not produce binary compatible code, the version of the compiler is also present in the build key. \i Configuration of the Qt library. The configuration is a list of the missing features that affect the available API in the library. \e Rationale: Two different configurations of the same version of the Qt library are not binary compatible. The Qt library that loads the plugin uses the list of (missing) features to determine if the plugin is binary compatible. \e Note: There are cases where a plugin can use features that are available in two different configurations. However, the developer writing plugins would need to know which features are in use, both in their plugin and internally by the utility classes in Qt. The Qt library would require complex feature and dependency queries and verification when loading plugins. Requiring this would place an unnecessary burden on the developer, and increase the overhead of loading a plugin. To reduce both development time and application runtime costs, a simple string comparision of the build keys is used. \i Optionally, an extra string may be specified on the configure script command line. \e Rationale: When distributing binaries of the Qt library with an application, this provides a way for developers to write plugins that can only be loaded by the library with which the plugins were linked. \endlist \section1 Plugins and Threaded Applications If you want to build a plugin which you want to use with a threaded Qt library (whether or not the plugin itself uses threads) you must use a threaded environment. Specifically, you must link the plugin with a threaded Qt library, and you must build \link designer-manual.book Qt Designer\endlink with that library. Your \c{.pro} file for your plugin must include the line: \code CONFIG += thread \endcode \warning Do not mix the normal Qt library and the threaded Qt library in an application. If your application uses the threaded Qt library, you should not link your plugin with the normal Qt library. Nor should you dynamically load the normal Qt library or dynamically load another library, e.g. a plugin, that depends on the normal Qt library. On some systems, mixing threaded and non-threaded libraries or plugins will corrupt the static data used in the Qt library. */