Note:

If you want to create a new page for developers, you should create it on the Moodle Developer Resource site.

Activity modules: Difference between revisions

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(see also)
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* Lastly, each module will have some language files that contain strings for that module.
* Lastly, each module will have some language files that contain strings for that module.


The easiest way to start a new activity module is to use the template in ''mod/newmodule_template.zip''. Unzip it and follow the README inside.
==See also==


You may also like to browse the [http://moodle.org/course/view.php?id=5 Activity modules forum] on Using Moodle.
* http://download.moodle.org/download.php/modules/NEWMODULE.zip - new module template for starting module development. Please follow the README instructions inside the zip.
* Using Moodle [http://moodle.org/course/view.php?id=5 Activity modules] forum

Revision as of 08:58, 2 February 2006

Activity modules reside in the 'mod' directory. Each module is in a separate subdirectory and consists of the following mandatory elements (plus extra scripts unique to each module):

  • mod.html - a form to set up or update an instance of this module
  • version.php - defines some meta-info and provides upgrading code
  • icon.gif - a 16x16 icon for the module
  • db/ - SQL dumps of all the required db tables and data (for each database type)
  • index.php - a page to list all instances in a course
  • view.php - a page to view a particular instance
  • lib.php - any/all functions defined by the module should be in here. If the modulename if called widget, then the required functions include:
  • widget_add_instance() - code to add a new instance of widget
  • widget_update_instance() - code to update an existing instance
  • widget_delete_instance() - code to delete an instance
  • widget_user_outline() - given an instance, return a summary of a user's contribution
  • widget_user_complete() - given an instance, print details of a user's contribution
  • To avoid possible conflict, any module functions should be named starting with widget_ and any constants you define should start with WIDGET_
  • Lastly, each module will have some language files that contain strings for that module.

See also