Script Editor Plugin – Arma Reforger
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Fix) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
Line 2: | Line 2: | ||
This tutorial teaches how to create a {{Link|Arma Reforger:Script Editor}}-specific plugin. | This tutorial teaches how to create a {{Link|Arma Reforger:Script Editor}}-specific plugin. | ||
{{Feature|important|Please read {{Link|Arma Reforger:Workbench Plugin}} | {{Feature|important|Please read {{Link|Arma Reforger:Workbench Plugin}} before following this tutorial.}} | ||
Line 22: | Line 22: | ||
== ScriptEditor Module API == | == ScriptEditor Module API == | ||
{{Feature|informative|See {{Link/Enfusion|armaR|ScriptEditor}}.}} | {{Feature|informative|See the {{Link/Enfusion|armaR|ScriptEditor}} class.}} | ||
In the below code, the {{hl|GetCurrentLine}} method is used to get the cursor location's line number. | In the below code, the {{hl|GetCurrentLine}} method is used to get the cursor location's line number (0-based index, first line = 0, second line = 1, etc). | ||
The {{hl|GetLineText}}/{{hl|SetLineText}} methods | The {{hl|GetLineText}}/{{hl|SetLineText}} methods are used to obtain and change the line's value by adding an inline comment indicating the current line number ("hardcoded" into the comment). | ||
<enforce> | <enforce> | ||
Line 31: | Line 31: | ||
class TAG_TutorialPlugin : WorkbenchPlugin | class TAG_TutorialPlugin : WorkbenchPlugin | ||
{ | { | ||
//------------------------------------------------------------------------------------------------ | |||
override void Run() | override void Run() | ||
{ | { | ||
Line 42: | Line 43: | ||
} | } | ||
</enforce> | </enforce> | ||
{{Feature|important|Each text operation goes into one {{Controls|Ctrl|Z}} '''each''', making reverting a multi-line text operation successive Ctrl+Zs.}} | {{Feature|important|Each text operation goes into one {{Controls|Ctrl|Z}} '''each''', making reverting a multi-line text operation successive Ctrl+Zs.}} | ||
Line 57: | Line 59: | ||
protected bool m_bOnlyLineNumber; | protected bool m_bOnlyLineNumber; | ||
//------------------------------------------------------------------------------------------------ | |||
override void Run() | override void Run() | ||
{ | { | ||
Line 78: | Line 81: | ||
} | } | ||
//------------------------------------------------------------------------------------------------ | |||
override void Configure() | override void Configure() | ||
{ | { | ||
Line 84: | Line 88: | ||
} | } | ||
</enforce> | </enforce> | ||
{{Feature|informative| | {{Feature|informative| |
Revision as of 22:43, 28 April 2024
This tutorial teaches how to create a Script Editor-specific plugin.
Setup
- Open Script Editor
- In an addon, create a new script in WorkbenchGame
/ScriptEditor - 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", leave the other fields blank/default
- A Workbench plugin skeleton is inserted.
- In the WorkbenchPluginAttribute, replace wbModules: { "ResourceManager" } by wbModules: { "ScriptEditor" }
- In the Run() method, write Print("It works!"); and save the file
- Press Ctrl + ⇧ Shift + R to reload scripts
- The TAG_TutorialPlugin plugin should appear in the Script Editor's Plugins list, available in the top bar - click on the plugin entry
- "It works!" gets printed in the output console.
ScriptEditor Module API
In the below code, the GetCurrentLine method is used to get the cursor location's line number (0-based index, first line = 0, second line = 1, etc). The GetLineText/SetLineText methods are used to obtain and change the line's value by adding an inline comment indicating the current line number ("hardcoded" into the comment).
[WorkbenchPluginAttribute(name: "Tutorial Plugin", description: "This tutorial plugin does something.", shortcut: "Ctrl+Shift+H", wbModules: { "ScriptEditor" }, awesomeFontCode: 0xF188)]
class TAG_TutorialPlugin : WorkbenchPlugin
{
//------------------------------------------------------------------------------------------------
override void Run()
{
ScriptEditor scriptEditor = Workbench.GetModule(ScriptEditor);
int lineNumber = scriptEditor.GetCurrentLine();
string lineContent;
scriptEditor.GetLineText(lineContent);
lineContent += " // current line is " + (lineNumber + 1);
scriptEditor.SetLineText(lineContent);
}
}
Configuration
Displayed parameters are declared values decorated with an Attribute; a full setup is done as follow:
[WorkbenchPluginAttribute(name: "Tutorial Plugin", description: "This tutorial plugin does something.", shortcut: "Ctrl+Shift+H", wbModules: { "ScriptEditor" }, awesomeFontCode: 0xF188)]
class TAG_TutorialPlugin : WorkbenchPlugin
{
[Attribute(desc: "Only display the line number without any other text")]
protected bool m_bOnlyLineNumber;
//------------------------------------------------------------------------------------------------
override void Run()
{
ScriptEditor scriptEditor = Workbench.GetModule(ScriptEditor);
int lineNumber = scriptEditor.GetCurrentLine();
string lineContent;
scriptEditor.GetLineText(lineContent);
if (lineContent.IsEmpty())
{
Workbench.Dialog("Empty line", "You cannot add a comment to a completely empty line."); // absolutely arbitrary tutorial decision :)
return;
}
if (m_bOnlyLineNumber)
lineContent += " // " + (lineNumber + 1).ToString();
else
lineContent += " // current line is " + (lineNumber + 1).ToString();
scriptEditor.SetLineText(lineContent);
}
//------------------------------------------------------------------------------------------------
override void Configure()
{
Workbench.ScriptDialog("Tutorial Plugin Configuration", "Usage:\nTick the checkbox or not, depending on if the line number should be written or not", this);
}
}