Workbench Plugin – Arma Reforger

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Revision as of 23:51, 28 April 2024 by Lou Montana (talk | contribs) (Add configure infobox)
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Workbench Plugins are script files that can be triggered from within any editor (Resource Browser, World Editor, Script Editor, etc).

Existing plugins are listed in Data\Scripts\WorkbenchGame and are sorted by directories.

Editor Directory API Class
(Module Type)
Common Plugins Data\Scripts\WorkbenchGame N/A
Resource Manager Data\Scripts\WorkbenchGame\ResourceManager ResourceManager
World Editor (Tools and Plugins) Data\Scripts\WorkbenchGame\WorldEditor WorldEditor
Particle Editor N/A N/A
Animation Editor N/A N/A
Script Editor Data\Scripts\WorkbenchGame\ScriptEditor ScriptEditor
Audio Editor N/A N/A
Behavior Editor N/A N/A
String Editor Data\Scripts\WorkbenchGame\LocalizationEditor LocalizationEditor
Procedural Animation Editor N/A N/A

A Plugin must be named ClassnamePlugin, and its file too.

A Tool must be named ClassnameTool, and its file too.


Plugin

A plugin inherits from WorkbenchPlugin and is decorated with a WorkbenchPluginAttribute attribute which signature is as follow:

WorkbenchPluginAttribute(string name, string description = "", string shortcut = "", string icon = "", array<string> wbModules = null, string category = "", int awesomeFontCode = 0)

  • name is mandatory: it is the plugin's display name
  • description: optional, it is the on hover description text
  • shortcut: in format e.g "Ctrl+Shift+I" for Ctrl + ⇧ Shift + I - none (empty string) can be defined, the plugin will then need to be triggered from the Plugin top menu
  • icon
  • wbModules: to which editors does this plugin apply (e.g wbModules = { "ScriptEditor" })
  • category: the plugins menu entry in which this plugin will find itself (e.g Plugins > Text > Plugin Name)
    category accepts forward slash / to create sub-categories.
  • awesomeFontCode: the FontAwesome icon associated with the plugin (see https://fontawesome.com/FontAwesome's Free Icons Cheatsheet)

A plugin must also override either or both Run or RunCommandLine methods in order to have an impact. It can also, but is not mandatory, override the Configure method to display a settings entry.


Tool

A tool is a system that allows for direct manipulation with a config panel available on the side.

For now, Tools are only available for the World Editor, and inherit from the WorldEditorTool class.

A tool inherits from the editor-related class (e.g World Editor: WorldEditorTool) in order to be found in said editor's Tools menu.

It is decorated with a WorkbenchToolAttribute attribute which signature is identical to WorkbenchPluginAttribute (see above).


Scripting

Modules

A plugin has access to the currently loaded game/project resources, but in order to be as adaptable as possible it should also be generic.

Each Workbench module (editor) API can be accessed through the following script:

ModuleType moduleType = Workbench.GetModule(ModuleType);

Where ModuleType can be one of the classes listed at the beginning of this document, all children of the WBModuleDef class).

Each module has obviously a different API - see their classes for more information.

Plugins

Other plugins can be accessed through aWorkbenchModule.GetPlugin(TAG_ClassNamePlugin);.

Common Methods

See WorkbenchPlugin.

Run

The Run method is called when clicking Plugins > Plugin Name or using its shortcut if any. If this method is not overridden with a non-empty code, the plugin does not appear in this menu.

There is no way to distinguish between clicking the plugin in the menu or using the shortcut.

RunCommandline

The RunCommandline method is called when calling the script from Startup Parameters's plugin option, e.g:

ArmaReforgerWorkbenchSteam.exe -wbModule=ScriptEditor -plugin=TAG_MyPlugin pluginArguments

Configure

The Configure method is called when clicking Plugins > Settings > Plugin Name. If this method is not overridden with a non-empty code, the entry does not appear in this menu.

Think of the plugin's behaviour: should the end user encounter a configuration popup:
  • on each plugin usage (e.g from the Run method)
  • only when reaching for the plugin settings
  • and/or should only some settings be offered on every usage?

OnResourceContextMenu

The OnResourceContextMenu method is called when clicking Resource Manager Resource Browser Context Menu's Plugins > Plugin Name. {{Feature|important|For the plugin to appear, WorkbenchPluginAttribute's resourceTypes parameter must be defined (e.g resourceTypes: { "fbx", "xob", "et" })

Generic Modal

The Workbench.Dialog() method can be used to create a modal addressed to the user. It takes a caption (modal title) a text (in-modal description text), and a detailed text if needed.

The end result is a modal with an OK button and a "Show Details" button if a detailed text has been provided.

Scripted Modal

The Workbench.ScriptDialog() method can be used to create a modal addressed to the user to confirm an action or set values. It can be used in any method (e.g not only Configure). It takes a caption (modal title) a text (in-modal description text), and a class instance - usually this.

The class instance can be anything but null, but it is much more interesting to offer options to the user, at least an OK/Cancel button choice.

If no buttons are defined, the modal can still be closed through the close button (« × ») or using Alt + F4.

Attributes

Same as a Config Object declaration, the [Attribute()] decorator is required.

[Attribute(defvalue: "1", desc: "Does something, otherwise does nothing")] protected m_bDoSomething;

Buttons

A button method is decorated with a [Button()] decorator which signature is as follow:

ButtonAttribute(string label = "ScriptButton", bool focused = false)

A button method's return type can be anything, but the value will be treated as a boolean int (1 = true, 0 = false). A void method will return 0.

Beware, as an empty string result will convert as a 1.

[ButtonAttribute("OK", true)] // focused by default int ButtonOK() { return 42; // Workbench.ScriptDialog will return 1/true } [ButtonAttribute("Cancel")] int ButtonCancel() { return 0; // Workbench.ScriptDialog will return 0/false }

The Workbench.ScriptDialog's return value can then be used to know if the user confirmed or cancelled an interface.

By default, a scripted dialog does not have any buttons and clicking on the close button (« × ») or using Alt + F4 will make the Workbench.ScriptDialog method return 0.

Tutorials

See Plugin/Tool tutorials.