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add README with some tipps and tricks about how to contribute

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+1. Licensing
+Whenever you think about adding your stuff to schwerkraft, you should
+think about the license you want to apply to your code/resources.
+It is a common agreement in the open source world to put a file called
+LICENSE or COPYING into the root directory of your project and/or to add
+the license text to the head of all your sources.
+Please always take care not to violate the license of code you didn't
+actually write yourself but got somewhere else.
+2. Adding new plugins
+Everyone is welcome to publish their plugins and/or skins on schwerkraft.
+Every plugin and skin added to schwerkraft can be added to the
+official build system and will usually be available via the official
+experimental mirrors within a day.
+2.1 Directory structures and paths
+Before you start you should have a rough look at existing directory
+structures and structure your things accordingly.
+Please do not use any absolute paths, neither in the Makefiles nor in a plugin.
+Both autotools and enigma2 provide proper mechanisms to locate a path
+properly using environment variables or helper-functions.
+In Makefiles you would use variables like $(sysconfdir) or $(prefix)
+instead of /etc and /usr.
+In enimga2 and any of its plugins you could use eEnv.resolve() to do the same.
+In addition you can use enigma2's Tools.Directories.resolveFilename()
+in conjunction with the according SCOPE_* constants.
+2.2 Add your plugin to the build system
+Basically everything on schwerkraft will automatically be built on a
+daily basis. This is done using "autotools" in an openembedded build environment.
+If you want to set up your own openembedded you can take a look at
+ (you will need a Linux system for that).
+Whenever you have something new that you would like to be built properly, you
+have to add a proper to every directory that contains files
+that have to be compiled and/or installed somewhere on the target system.
+In addition, you should always check that you properly extended the
+files "" and "" in the root of the git you are
+going to commit your files to (no matter if it is a skin or a plugin).
+In the in the git-root just add your new plugin's directory
+to the "SUBDIRS" variable.
+In the you have to add all directories containing a
+Makefile to the "AC_CONFIG_FILES" call. Just have a look at the existing entries.
+Please try to keep the given alphabetical order in those files, it makes
+finding and fixing things a lot easier.
+If you are not familiar with Makefiles or, just try to take a look
+at existing content. You'll find lots of examples in enigma2-plugins.
+2.3 Become the maintainer of what you created
+If you're adding an enigma2-plugin, please also consider adding a proper for your plugin.
+A just contains two things: the mail address of the author
+plus the name of the plugin.
+It enables users to send a crashlog to the actual maintainer of a plugin
+that seems to have caused a crash.
+3. Changing other people's plugins or skins
+Before changing anything in someone else's sources, please try to contact
+him/her and discuss the things you want to change.
+Sometimes people have good reasons why they don't want particular things to
+be in their plugin or maybe they have certain quality-standards they would
+like the code to catch up to.
+Sometimes though, the original author doesn't maintain a plugin anymore.
+So if you have any fixes or enhancements for some existing plugin that
+doesn't seem to be maintained anymore or you cannot get any feedback from
+the original author, you can always go ahead and commit your changes.
+As schwerkraft uses git, you can undo your changes at any time, if you want
+or have to.
+But again, please check that whatever you're going to change doesn't violate
+any licenses!
+4. Getting in contact
+If you want to get in contact with some of the people that created and
+maintain the projects on you are always welcome
+to join us on #enigma2 in the IRC network.
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