Customizing Bugzilla
Custom Skins
Bugzilla allows you to have multiple skins. These are custom CSS and possibly
also custom images for Bugzilla. To create a new custom skin, you have two
choices:
Make a single CSS file, and put it in the
skins/contrib directory.
Make a directory that contains all the same CSS file
names as skins/standard/, and put
your directory in skins/contrib/.
After you put the file or the directory there, make sure to run checksetup.pl
so that it can reset the file permissions correctly.
After you have installed the new skin, it will show up as an option in the
user's General Preferences. If you would like to force a particular skin on all
users, just select it in the Default Preferences and then uncheck "Enabled" on
the preference.
Template Customization
Administrators can configure the look and feel of Bugzilla without
having to edit Perl files or face the nightmare of massive merge
conflicts when they upgrade to a newer version in the future.
Templatization also makes localized versions of Bugzilla possible,
for the first time. It's possible to have Bugzilla's UI language
determined by the user's browser. More information is available in
.
Template Directory Structure
The template directory structure starts with top level directory
named template, which contains a directory
for each installed localization. The next level defines the
language used in the templates. Bugzilla comes with English
templates, so the directory name is en,
and we will discuss template/en throughout
the documentation. Below template/en is the
default directory, which contains all the
standard templates shipped with Bugzilla.
A directory data/templates also exists;
this is where Template Toolkit puts the compiled versions of
the templates from either the default or custom directories.
Do not directly edit the files in this
directory, or all your changes will be lost the next time
Template Toolkit recompiles the templates.
Choosing a Customization Method
If you want to edit Bugzilla's templates, the first decision
you must make is how you want to go about doing so. There are two
choices, and which you use depends mainly on the scope of your
modifications, and the method you plan to use to upgrade Bugzilla.
The first method of making customizations is to directly edit the
templates found in template/en/default.
This is probably the best way to go about it if you are going to
be upgrading Bugzilla through CVS, because if you then execute
a cvs update, any changes you have made will
be merged automagically with the updated versions.
If you use this method, and CVS conflicts occur during an
update, the conflicted templates (and possibly other parts
of your installation) will not work until they are resolved.
The second method is to copy the templates to be modified
into a mirrored directory structure under
template/en/custom. Templates in this
directory structure automatically override any identically-named
and identically-located templates in the
default directory.
The custom directory does not exist
at first and must be created if you want to use it.
The second method of customization should be used if you
use the overwriting method of upgrade, because otherwise
your changes will be lost. This method may also be better if
you are using the CVS method of upgrading and are going to make major
changes, because it is guaranteed that the contents of this directory
will not be touched during an upgrade, and you can then decide whether
to continue using your own templates, or make the effort to merge your
changes into the new versions by hand.
Using this method, your installation may break if incompatible
changes are made to the template interface. Such changes should
be documented in the release notes, provided you are using a
stable release of Bugzilla. If you use using unstable code, you will
need to deal with this one yourself, although if possible the changes
will be mentioned before they occur in the deprecations section of the
previous stable release's release notes.
Regardless of which method you choose, it is recommended that
you run ./checksetup.pl after creating or
editing any templates in the template/en/default
directory, and after editing any templates in the
custom directory.
It is required that you run
./checksetup.pl after creating a new
template in the custom directory. Failure
to do so will raise an incomprehensible error message.
How To Edit Templates
If you are making template changes that you intend on submitting back
for inclusion in standard Bugzilla, you should read the relevant
sections of the
Developers'
Guide.
The syntax of the Template Toolkit language is beyond the scope of
this guide. It's reasonably easy to pick up by looking at the current
templates; or, you can read the manual, available on the
Template Toolkit home
page.
One thing you should take particular care about is the need
to properly HTML filter data that has been passed into the template.
This means that if the data can possibly contain special HTML characters
such as <, and the data was not intended to be HTML, they need to be
converted to entity form, i.e. <. You use the 'html' filter in the
Template Toolkit to do this. If you forget, you may open up
your installation to cross-site scripting attacks.
Also note that Bugzilla adds a few filters of its own, that are not
in standard Template Toolkit. In particular, the 'url_quote' filter
can convert characters that are illegal or have special meaning in URLs,
such as &, to the encoded form, i.e. %26. This actually encodes most
characters (but not the common ones such as letters and numbers and so
on), including the HTML-special characters, so there's never a need to
HTML filter afterwards.
Editing templates is a good way of doing a poor man's custom
fields
.
For example, if you don't use the Status Whiteboard, but want to have
a free-form text entry box for Build Identifier
,
then you can just
edit the templates to change the field labels. It's still be called
status_whiteboard internally, but your users don't need to know that.
Particular Templates
There are a few templates you may be particularly interested in
customizing for your installation.
index.html.tmpl:
This is the Bugzilla front page.
global/header.html.tmpl:
This defines the header that goes on all Bugzilla pages.
The header includes the banner, which is what appears to users
and is probably what you want to edit instead. However the
header also includes the HTML HEAD section, so you could for
example add a stylesheet or META tag by editing the header.
global/banner.html.tmpl:
This contains the banner
, the part of the header
that appears
at the top of all Bugzilla pages. The default banner is reasonably
barren, so you'll probably want to customize this to give your
installation a distinctive look and feel. It is recommended you
preserve the Bugzilla version number in some form so the version
you are running can be determined, and users know what docs to read.
global/footer.html.tmpl:
This defines the footer that goes on all Bugzilla pages. Editing
this is another way to quickly get a distinctive look and feel for
your Bugzilla installation.
global/variables.none.tmpl:
This defines a list of terms that may be changed in order to
brand
the Bugzilla instance In this way, terms
like bugs
can be replaced with issues
across the whole Bugzilla installation. The name
Bugzilla
and other words can be customized as well.
list/table.html.tmpl:
This template controls the appearance of the bug lists created
by Bugzilla. Editing this template allows per-column control of
the width and title of a column, the maximum display length of
each entry, and the wrap behaviour of long entries.
For long bug lists, Bugzilla inserts a 'break' every 100 bugs by
default; this behaviour is also controlled by this template, and
that value can be modified here.
bug/create/user-message.html.tmpl:
This is a message that appears near the top of the bug reporting page.
By modifying this, you can tell your users how they should report
bugs.
bug/process/midair.html.tmpl:
This is the page used if two people submit simultaneous changes to the
same bug. The second person to submit their changes will get this page
to tell them what the first person did, and ask if they wish to
overwrite those changes or go back and revisit the bug. The default
title and header on this page read "Mid-air collision detected!" If
you work in the aviation industry, or other environment where this
might be found offensive (yes, we have true stories of this happening)
you'll want to change this to something more appropriate for your
environment.
bug/create/create.html.tmpl and
bug/create/comment.txt.tmpl:
You may not wish to go to the effort of creating custom fields in
Bugzilla, yet you want to make sure that each bug report contains
a number of pieces of important information for which there is not
a special field. The bug entry system has been designed in an
extensible fashion to enable you to add arbitrary HTML widgets,
such as drop-down lists or textboxes, to the bug entry page
and have their values appear formatted in the initial comment.
A hidden field that indicates the format should be added inside
the form in order to make the template functional. Its value should
be the suffix of the template filename. For example, if the file
is called create-cust.html.tmpl, then
<input type="hidden" name="format" value="cust">
should be used inside the form.
An example of this is the mozilla.org
guided
bug submission form. The code for this comes with the Bugzilla
distribution as an example for you to copy. It can be found in the
files
create-guided.html.tmpl and
comment-guided.html.tmpl.
So to use this feature, create a custom template for
enter_bug.cgi. The default template, on which you
could base it, is
custom/bug/create/create.html.tmpl.
Call it create-<formatname>.html.tmpl, and
in it, add widgets for each piece of information you'd like
collected - such as a build number, or set of steps to reproduce.
Then, create a template like
custom/bug/create/comment.txt.tmpl, and call it
comment-<formatname>.txt.tmpl. This
template should reference the form fields you have created using
the syntax [% form.<fieldname> %]. When a
bug report is
submitted, the initial comment attached to the bug report will be
formatted according to the layout of this template.
For example, if your custom enter_bug template had a field
<input type="text" name="buildid" size="30">
and then your comment.txt.tmpl had
BuildID: [% form.buildid %]
then something like
BuildID: 20020303
would appear in the initial comment.
Configuring Bugzilla to Detect the User's Language
Bugzilla honours the user's Accept: HTTP header. You can install
templates in other languages, and Bugzilla will pick the most appropriate
according to a priority order defined by you. Many
language templates can be obtained from . Instructions
for submitting new languages are also available from that location.
The Bugzilla Extension Mechanism
Note that the below paths are inconsistent and confusing. They will
likely be changed in Bugzilla 4.0.
Extensions are a way for extensions to Bugzilla to insert code
into the standard Bugzilla templates and source files
without modifying these files themselves. The extension mechanism
defines a consistent API for extending the standard templates and source files
in a way that cleanly separates standard code from extension code.
Hooks reduce merge conflicts and make it easier to write extensions that work
across multiple versions of Bugzilla, making upgrading a Bugzilla installation
with installed extensions easier. Furthermore, they make it easy to install
and remove extensions as each extension is nothing more than a
simple directory structure.
There are two main types of hooks: code hooks and template hooks. Code
hooks allow extensions to invoke code at specific points in various
source files, while template hooks allow extensions to add elements to
the Bugzilla user interface.
A hook is just a named place in a standard source or template file
where extension source code or template files for that hook get processed.
Each extension has a corresponding directory in the Bugzilla directory
tree (BUGZILLA_ROOT/extensions/extension_name). Hooking
an extension source file or template to a hook is as simple as putting
the extension file into extension's template or code directory.
When Bugzilla processes the source file or template and reaches the hook,
it will process all extension files in the hook's directory.
The hooks themselves can be added into any source file or standard template
upon request by extension authors.
To use hooks to extend Bugzilla, first make sure there is
a hook at the appropriate place within the source file or template you
want to extend. The exact appearance of a hook depends on if the hook
is a code hook or a template hook.
Code hooks appear in Bugzilla source files as a single method call
in the format Bugzilla::Hook->process("name");.
For instance, enter_bug.cgi may invoke the hook
"enter_bug-entrydefaultvars". Thus, a source file at
BUGZILLA_ROOT/extensions/EXTENSION_NAME/code/enter_bug-entrydefaultvars.pl
will be automatically invoked when the code hook is reached.
Template hooks appear in the standard Bugzilla templates as a
single directive in the format
[% Hook.process("name") %],
where name is the unique name of the hook.
If you aren't sure what you want to extend or just want to browse the
available hooks, either use your favorite multi-file search
tool (e.g. grep) to search the standard templates
for occurrences of Hook.process or the source
files for occurrences of Bugzilla::Hook::process.
If there is no hook at the appropriate place within the Bugzilla
source file or template you want to extend,
file
a bug requesting one, specifying:
the source or template file for which you are
requesting a hook;
where in the file you would like the hook to be placed
(line number/position for latest version of the file in CVS
or description of location);
the purpose of the hook;
a link to information about your extension, if any.
The Bugzilla reviewers will promptly review each hook request,
name the hook, add it to the template or source file, and check
the new version of the template into CVS.
You may optionally attach a patch to the bug which implements the hook
and check it in yourself after receiving approval from a Bugzilla
reviewer. The developers may suggest changes to the location of the
hook based on their analysis of your needs or so the hook can satisfy
the needs of multiple extensions, but the process of getting hooks
approved and checked in is not as stringent as the process for general
changes to Bugzilla, and any extension, whether released or still in
development, can have hooks added to meet their needs.
After making sure the hook you need exists (or getting it added if not),
add your extension to the directory within the Bugzilla
extensions tree corresponding to the hook.
That's it! Now, when the source file or template containing the hook
is processed, your extension file will be processed at the point
where the hook appears.
For example, let's say you have an extension named Projman that adds
project management capabilities to Bugzilla. Projman has an
administration interface edit-projects.cgi,
and you want to add a link to it into the navigation bar at the bottom
of every Bugzilla page for those users who are authorized
to administer projects.
The navigation bar is generated by the template file
useful-links.html.tmpl, which is located in
the global/ subdirectory on the standard Bugzilla
template path
BUGZILLA_ROOT/template/en/default/.
Looking in useful-links.html.tmpl, you find
the following hook at the end of the list of standard Bugzilla
administration links:
keywords'
IF user.groups.editkeywords %]
[% Hook.process("edit") %]
...]]>
The corresponding extension file for this hook is
BUGZILLA_ROOT/extensions/projman/template/en/global/useful-links-edit.html.tmpl.
You then create that template file and add the following constant:
projects' IF user.groups.projman_admins %]]]>
Voila! The link now appears after the other administration links in the
navigation bar for users in the projman_admins group.
Now, let us say your extension adds a custom "project_manager" field
to enter_bug.cgi. You want to modify the CGI script to set the default
project manager to be productname@company.com. Looking at
enter_bug.cgi, you see the enter_bug-entrydefaultvars
hook near the bottom of the file before the default form values are set.
The corresponding extension source file for this hook is located at
BUGZILLA_ROOT/extensions/projman/code/enter_bug-entrydefaultvars.pl.
You then create that file and add the following:
$default{'project_manager'} = $product.'@company.com';
This code will be invoked whenever enter_bug.cgi is executed.
Assuming that the rest of the customization was completed (e.g. the
custom field was added to the enter_bug template and the required hooks
were used in process_bug.cgi), the new field will now have this
default value.
Notes:
If your extension includes entirely new templates in addition to
extensions of standard templates, it should store those new
templates in its
BUGZILLA_ROOT/extensions/template/en/
directory. Extension template directories, like the
default/ and custom/
directories, are part of the template search path, so putting templates
there enables them to be found by the template processor.
The template processor looks for templates first in the
custom/ directory (i.e. templates added by the
specific installation), then in the extensions/
directory (i.e. templates added by extensions), and finally in the
default/ directory (i.e. the standard Bugzilla
templates). Thus, installation-specific templates override both
default and extension templates.
If you are looking to customize Bugzilla, you can also take advantage
of template hooks. To do so, create a directory in
BUGZILLA_ROOT/template/en/custom/hook/
that corresponds to the hook you wish to use, then place your
customization templates into those directories. For example,
if you wanted to use the hook "end" in
global/useful-links.html.tmpl, you would
create the directory BUGZILLA_ROOT/template/en/custom/hook/
global/useful-links.html.tmpl/end/ and add your customization
template to this directory.
Obviously this method of customizing Bugzilla only lets you add code
to the standard source files and templates; you cannot change the
existing code. Nevertheless, for those customizations that only add
code, this method can reduce conflicts when merging changes,
making upgrading your customized Bugzilla installation easier.
Customizing Who Can Change What
This feature should be considered experimental; the Bugzilla code you
will be changing is not stable, and could change or move between
versions. Be aware that if you make modifications as outlined here,
you may have
to re-make them or port them if Bugzilla changes internally between
versions, and you upgrade.
Companies often have rules about which employees, or classes of employees,
are allowed to change certain things in the bug system. For example,
only the bug's designated QA Contact may be allowed to VERIFY the bug.
Bugzilla has been
designed to make it easy for you to write your own custom rules to define
who is allowed to make what sorts of value transition.
By default, assignees, QA owners and users
with editbugs privileges can edit all fields of bugs,
except group restrictions (unless they are members of the groups they
are trying to change). Bug reporters also have the ability to edit some
fields, but in a more restrictive manner. Other users, without
editbugs privileges, can not edit
bugs, except to comment and add themselves to the CC list.
For maximum flexibility, customizing this means editing Bugzilla's Perl
code. This gives the administrator complete control over exactly who is
allowed to do what. The relevant method is called
check_can_change_field(),
and is found in Bug.pm in your
Bugzilla/ directory. If you open that file and search for
sub check_can_change_field
, you'll find it.
This function has been carefully commented to allow you to see exactly
how it works, and give you an idea of how to make changes to it.
Certain marked sections should not be changed - these are
the plumbing
which makes the rest of the function work.
In between those sections, you'll find snippets of code like:
# Allow the assignee to change anything.
if ($ownerid eq $whoid) {
return 1;
}
It's fairly obvious what this piece of code does.
So, how does one go about changing this function? Well, simple changes
can be made just by removing pieces - for example, if you wanted to
prevent any user adding a comment to a bug, just remove the lines marked
Allow anyone to change comments.
If you don't want the
Reporter to have any special rights on bugs they have filed, just
remove the entire section that deals with the Reporter.
More complex customizations are not much harder. Basically, you add
a check in the right place in the function, i.e. after all the variables
you are using have been set up. So, don't look at $ownerid before
$ownerid has been obtained from the database. You can either add a
positive check, which returns 1 (allow) if certain conditions are true,
or a negative check, which returns 0 (deny.) E.g.:
if ($field eq "qacontact") {
if (Bugzilla->user->groups("quality_assurance")) {
return 1;
}
else {
return 0;
}
}
This says that only users in the group "quality_assurance" can change
the QA Contact field of a bug.
Getting more weird:
user->email =~ /.*\@example\.com$/))
{
if ($oldvalue eq "P1") {
return 1;
}
else {
return 0;
}
}]]>
This says that if the user is trying to change the priority field,
and their email address is @example.com, they can only do so if the
old value of the field was "P1". Not very useful, but illustrative.
If you are modifying process_bug.cgi in any
way, do not change the code that is bounded by DO_NOT_CHANGE blocks.
Doing so could compromise security, or cause your installation to
stop working entirely.
For a list of possible field names, look at the bugs table in the
database. If you need help writing custom rules for your organization,
ask in the newsgroup.
&integration;