Script Editor Plugin – Arma Reforger

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m (Text replacement - "Script Template plugin" to "{{Link|Arma Reforger:Script Editor: Fill From Template Plugin|Script Template plugin}}")
 
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* Open Script Editor
* Open Script Editor
* In an addon, create a new script in {{hl|WorkbenchGame/ScriptEditor}} - name it {{hl|TAG_TutorialPlugin.c}} (must end with {{hl|Plugin}} by convention)
* In an addon, create a new script in {{hl|WorkbenchGame/ScriptEditor}} - name it {{hl|{{Link|OFPEC 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", leave the other fields blank/default
** In its window, select "Class Type: WorkbenchPlugin", 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: { "ResourceManager" }</enforce> by <enforce inline>wbModules: { "ScriptEditor" }</enforce>
* In the {{hl|WorkbenchPluginAttribute}}, replace <enforce inline>wbModules: { "ResourceManager" }</enforce> by <enforce inline>wbModules: { "ScriptEditor" }</enforce>
* In the <enforce inline>Run()</enforce> method, write <enforce inline>Print("It works!");</enforce> and save the file
* In the <enforce inline>Run()</enforce> method, write <enforce inline>Print("It works!");</enforce> and save the file
* Press {{Controls|Ctrl|Shift|R}} to reload scripts
* Reload Workbench scripts via '''Reload WB Scripts''' option located in ''Plugins→Settings'' menu (default shortcut: {{Controls|Ctrl|Shift|R}})
* The {{hl|TAG_TutorialPlugin}} plugin should appear in the Script Editor's Plugins list, available in the top bar - click on the plugin entry
* The {{hl|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.
* "It works!" gets printed in the output console.

Latest revision as of 16:50, 7 May 2024

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

Please read Workbench Plugin before following this tutorial.


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
  • Reload Workbench scripts via Reload WB Scripts option located in Plugins→Settings menu (default shortcut: Ctrl + ⇧ Shift + R)
  • 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

See the ScriptEditor class.

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); } }


Each text operation goes into one Ctrl + Z each, making reverting a multi-line text operation successive Ctrl+Zs.


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); } }