String Editor Plugin – Arma Reforger

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== Setup ==
== Setup ==


* Open Script Editor
* Open [[Arma_Reforger:Script_Editor|Script Editor]]
* In an addon, create a new script in {{hl|WorkbenchGame/LocalizationEditor}} - name it {{hl|TAG_TutorialPlugin.c}} (must end with {{hl|Plugin}} by convention)
* In an addon, create a new script in {{hl|WorkbenchGame/LocalizationEditor}} - name it {{hl|[[Scripting Tags|TAG_]]TutorialPlugin.c}} (must end with {{hl|Plugin}} by convention)
* Double-click the file to open it
* Double-click the file to open it
* Press {{Controls|Ctrl|T}} to use the Script Template plugin
* Press {{Controls|Ctrl|T}} to use the {{Link|Arma Reforger:Script Editor: Fill From Template Plugin|Script Template plugin}}
** In its window, select "Class Type: WorkbenchPlugin", '''set the parent class to {{Link/Enfusion|armaR|LocalizationEditorPlugin}}''' and leave the other fields blank/default
** In its window, select "Class Type: WorkbenchPlugin", '''set the parent class to {{Link/Enfusion|armaR|LocalizationEditorPlugin}}''' and leave the other fields blank/default
** A Workbench plugin skeleton is inserted.
** A Workbench plugin skeleton is inserted.
* In the {{hl|WorkbenchPluginAttribute}}, replace <enforce inline>wbModules: { "LocalizationEditor" }</enforce> by <enforce inline>wbModules: { "LocalizationEditor" }</enforce>
* In the {{hl|WorkbenchPluginAttribute}}, replace <enforce inline>wbModules: { "ResourceManager" }</enforce> by <enforce inline>wbModules: { "LocalizationEditor" }</enforce>
* Make the plugin inherit from <enforce inline>LocalizationEditorPlugin</enforce> instead of <enforce inline>WorkbenchPlugin</enforce>
* In the <enforce inline>Run()</enforce> method, write <enforce inline>Workbench.Dialog("Does it?", "It works!");</enforce> (the String Editor not having a log console) and save the file
* In the <enforce inline>Run()</enforce> method, write <enforce inline>Workbench.Dialog("Does it?", "It works!");</enforce> (the String Editor not having a log console) and save the file
* Press {{Controls|Ctrl|Shift|R}} to reload scripts
* Reload Workbench scripts via '''Reload WB Scripts''' option located in '''Plugins → Settings''' (default shortcut: {{Controls|Ctrl|Shift|R}})
* The {{hl|TAG_TutorialPlugin}} plugin should appear in the String Editor's Plugins list, available in the top bar - click on the plugin entry
* The {{hl|[[Scripting Tags|TAG_]]TutorialPlugin}} plugin should appear in the String Editor's Plugins list, available in the top bar - click on the plugin entry
* The "It works!" modal appears on screen.
* The "It works!" modal appears on screen.
== LocalizationEditorPlugin API ==
{{Feature|informative|See the {{Link/Enfusion|armaR|LocalizationEditorPlugin}} class.}}





Latest revision as of 12:01, 2 October 2024

This tutorial teaches how to create a String Editor-specific plugin.

Please read Workbench Plugin before following this tutorial.


Setup

  • Open Script Editor
  • In an addon, create a new script in WorkbenchGame/LocalizationEditor - name it TAG_TutorialPlugin.c (must end with Plugin by convention)
  • Double-click the file to open it
  • Press Ctrl + T to use the Script Template plugin
    • In its window, select "Class Type: WorkbenchPlugin", set the parent class to LocalizationEditorPlugin and leave the other fields blank/default
    • A Workbench plugin skeleton is inserted.
  • In the WorkbenchPluginAttribute, replace wbModules: { "ResourceManager" } by wbModules: { "LocalizationEditor" }
  • Make the plugin inherit from LocalizationEditorPlugin instead of WorkbenchPlugin
  • In the Run() method, write Workbench.Dialog("Does it?", "It works!"); (the String Editor not having a log console) and save the file
  • Reload Workbench scripts via Reload WB Scripts option located in Plugins → Settings (default shortcut: Ctrl + ⇧ Shift + R)
  • The TAG_TutorialPlugin plugin should appear in the String Editor's Plugins list, available in the top bar - click on the plugin entry
  • The "It works!" modal appears on screen.


LocalizationEditorPlugin API


LocalizationEditor Module API

See the LocalizationEditor class.

The String Editor API allows In the below code:

  • the GetTable method is used to grab the table as a BaseContainerList
  • the OnSelectionChanged method is used to Print the currently selected row IDs.

[WorkbenchPluginAttribute(name: "Tutorial Plugin", shortcut: "Ctrl+Shift+H", wbModules: { "LocalizationEditor" }, awesomeFontCode: 0xF188)] class TAG_TutorialPlugin : LocalizationEditorPlugin { [Attribute(defvalue: "", desc: "If no username is provided, the Windows username will be used")] protected string m_sAuthorName; protected ref array<ResourceName> m_aResourceNames; protected ref array<string> m_aFilePaths; //------------------------------------------------------------------------------------------------ override void Run() { LocalizationEditor stringEditor = Workbench.GetModule(LocalizationEditor); array<int> rows = {}; stringEditor.GetSelectedRows(rows); if (rows.IsEmpty()) { Workbench.Dialog("Input Error", "Please enter a valid author name"); return; } BaseContainer stringTable = stringEditor.GetTable(); if (!stringTable) { Print("No string table opened", LogLevel.WARNING); return; } BaseContainerList items = stringTable.GetObjectArray("Items"); // entries - cannot be empty since rows are selected if (Workbench.ScriptDialog("Author", "Please input the wanted author's name for these entries.", this) == 0) return; // on Cancel m_sAuthorName.Trim(); if (m_sAuthorName.IsEmpty()) { Workbench.GetUserName(m_sAuthorName); if (m_sAuthorName.IsEmpty()) { Workbench.Dialog("Input Error", "Please enter a valid author name"); return; } } BaseContainer item; string itemId, itemAuthor; stringEditor.BeginModify("RowEdit"); // prepare the Undo operation foreach (int row : rows) { item = items.Get(row); item.Get("Id", itemId); item.Get("Author", itemAuthor); Print("Changing #" + itemId + "'s Author from '" + itemAuthor + "' to '" + m_sAuthorName + "'", LogLevel.NORMAL); // log for manual Undo if needed stringEditor.ModifyProperty(item, item.GetVarIndex("Author"), m_sAuthorName); } stringEditor.EndModify(); // wrap the Undo operation // stringEditor.Save(); // we allow the user to save, let's not override data ourselves } //------------------------------------------------------------------------------------------------ override void OnSelectionChanged() { LocalizationEditor stringEditor = Workbench.GetModule(LocalizationEditor); array<int> rows = {}; stringEditor.GetSelectedRows(rows); Print("Selected rows: " + rows, LogLevel.NORMAL); } //------------------------------------------------------------------------------------------------ [ButtonAttribute("OK", true)] bool ButtonOK() { return true; } //------------------------------------------------------------------------------------------------ [ButtonAttribute("Cancel")] bool ButtonCancel() { return false; } }