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Merge pull request #708 from A-UNDERSCORE-D/enhancement/example-plugin

Add example plugin and clean up plugin docs
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@ -3,6 +3,7 @@
Plugins allow you to customise and extend the behavior of EDMC.
## Installing a Plugin
See [Plugins](https://github.com/EDCD/EDMarketConnector/wiki/Plugins) on the
wiki.
@ -12,16 +13,22 @@ Plugins are loaded when EDMC starts up.
Each plugin has it's own folder in the `plugins` directory:
* Windows: `%LOCALAPPDATA%\EDMarketConnector\plugins`
* Mac: `~/Library/Application Support/EDMarketConnector/plugins`
* Linux: `$XDG_DATA_HOME/EDMarketConnector/plugins`, or
`~/.local/share/EDMarketConnector/plugins` if `$XDG_DATA_HOME` is unset.
- Windows: `%LOCALAPPDATA%\EDMarketConnector\plugins`
- Mac: `~/Library/Application Support/EDMarketConnector/plugins`
- Linux: `$XDG_DATA_HOME/EDMarketConnector/plugins`, or `~/.local/share/EDMarketConnector/plugins` if `$XDG_DATA_HOME` is unset.
Plugins are python files. The plugin folder must have a file named `load.py`
that must provide one module level function and optionally provide a few
others.
---
### Examples
We have some example plugins available in the docs/examples directory. See the readme in each folder for more info.
---
### Available imports
**`import`ing anything from the core EDMarketConnector code that is not
@ -32,34 +39,36 @@ breaking with future code changes.**
`from theme import theme` - So plugins can theme their own UI elements to
match the main UI.
`from config import appname, applongname, appcmdname, appversion
, copyright, config` - to access config.
`from prefs import prefsVersion` - to allow for versioned preferences.
`from companion import category_map` - Or any of the other static date
contained therein. NB: There's a plan to move such to a `data` module.
contained therein. NB: There's a plan to move such to a `data` module.
`import plug` - Mostly for using `plug.show_error()`. Also the flags
for `dashboard_entry()` to be useful (see example below). Relying on anything
else isn't supported.
for `dashboard_entry()` to be useful (see example below). Relying on anything
else isn't supported.
`from monitor import gamerunning` - in case a plugin needs to know if we
think the game is running.
`import timeout_session` - provides a method called `new_session` that creates a requests.session with a default timeout
on all requests. Recommended to reduce noise in HTTP requests
```python
from ttkHyperlinkLabel import HyperlinkLabel
import myNotebook as nb
```
For creating UI elements.
---
### Logging
In the past the only way to provide any logged output from a
plugin was to use `print(...)` statements. When running the application from
the packaged executeable all output is redirected to a log file. See
@ -70,8 +79,8 @@ EDMC now implements proper logging using the Python `logging` module. Plugin
developers should now use the following code instead of simple `print(...)`
statements.
Insert this at the top-level of your load.py file (so not inside
`plugin_start3()` ):
Insert this at the top-level of your load.py file (so not inside `plugin_start3()` ):
```python
import logging
@ -141,7 +150,7 @@ Replace all `print(...)` statements with one of the following:
logger.debug('Exception we only note in debug output', exc_info=e)
```
Remember you can use fstrings to include variables, and even the returns of
Remember you can use [fstrings](https://www.python.org/dev/peps/pep-0498/) to include variables, and even the returns of
functions, in the output.
```python
@ -149,40 +158,50 @@ functions, in the output.
```
---
### Startup
EDMC will import the `load.py` file as a module and then call the
`plugin_start3()` function.
```python
def plugin_start3(plugin_dir):
def plugin_start3(plugin_dir: str) -> str:
"""
Load this plugin into EDMC
"""
print("I am loaded! My plugin folder is {}".format(plugin_dir))
print(f"I am loaded! My plugin folder is {plugin_dir}")
return "Test"
```
The string you return is used as the internal name of the plugin.
Any errors or print statements from your plugin will appear in
`%TMP%\EDMarketConnector.log` on Windows, `$TMPDIR/EDMarketConnector.log` on
Mac, and `$TMP/EDMarketConnector.log` on Linux.
| Parameter | Type | Description |
| :----------- | :---: | :------------------------------------------------------ |
| `plugin_dir` | `str` | The directory that your plugin is located in. |
| `RETURN` | `str` | The name you want to be used for your plugin internally |
### Shutdown
This gets called when the user closes the program:
```python
def plugin_stop():
def plugin_stop() -> None:
"""
EDMC is closing
"""
print("Farewell cruel world!")
```
If your plugin uses one or more threads to handle Events then stop and join()
the threads before returning from this function.
If your plugin uses one or more threads to handle Events then `stop()` and `join()`
(to wait for their exit -- Recommended, not required) the threads before returning from this function.
## Plugin Hooks
### Configuration
### Configuration
If you want your plugin to be configurable via the GUI you can define a frame
(panel) to be displayed on its own tab in EDMC's settings dialog. The tab
@ -201,39 +220,53 @@ numbers in a locale-independent way.
```python
import tkinter as tk
from tkinter import ttk
import myNotebook as nb
from config import config
from typing import Optional
this = sys.modules[__name__] # For holding module globals
my_setting: Optional[tk.IntVar] = None
def plugin_prefs(parent, cmdr, is_beta):
def plugin_prefs(parent: nb.Notebook, cmdr: str, is_beta: bool) -> Optional[tk.Frame]:
"""
Return a TK Frame for adding to the EDMC settings dialog.
"""
this.mysetting = tk.IntVar(value=config.getint("MyPluginSetting")) # Retrieve saved value from config
global my_setting
my_setting = tk.IntVar(value=config.getint("MyPluginSetting")) # Retrieve saved value from config
frame = nb.Frame(parent)
nb.Label(frame, text="Hello").grid()
nb.Label(frame, text="Commander").grid()
nb.Checkbutton(frame, text="My Setting", variable=this.mysetting).grid()
nb.Checkbutton(frame, text="My Setting", variable=my_setting).grid()
return frame
```
| Parameter | Type | Description |
| :-------- | :-----------: | :----------------------------------------------- |
| `parent` | `nb.Notebook` | Root Notebook object the preferences window uses |
| `cmdr` | `str` | The current commander |
| `is_beta` | `bool` | If the game is currently a beta version |
This gets called when the user dismisses the settings dialog:
```python
def prefs_changed(cmdr, is_beta):
def prefs_changed(cmdr: str, is_beta: bool) -> None:
"""
Save settings.
"""
config.set('MyPluginSetting', this.mysetting.getint()) # Store new value in config
config.set('MyPluginSetting', my_setting.get()) # Store new value in config
```
| Parameter | Type | Description |
| :-------- | :----: | :-------------------------------------- |
| `cmdr` | `str` | The current commander |
| `is_beta` | `bool` | If the game is currently a beta version |
### Display
You can also have your plugin add an item to the EDMC main window and update
from your event hooks. This works in the same way as `plugin_prefs()`. For a
simple one-line item return a tk.Label widget or a pair of widgets as a tuple.
simple one-line item return a `tk.Label` widget or a 2 tuple of widgets.
For a more complicated item create a tk.Frame widget and populate it with other
ttk widgets. Return `None` if you just want to use this as a callback after the
main window and all other plugins are initialised.
@ -242,42 +275,62 @@ You can use `stringFromNumber()` from EDMC's `l10n.Locale` object to format
numbers in your widgets in a locale-independent way.
```python
this = sys.modules[__name__] # For holding module globals
from typing import Optional, Tuple
import tkinter as tk
def plugin_app(parent):
status: Optional[tk.Label]
def plugin_app(parent: tk.Frame) -> Tuple[tk.Label, tk.Label]:
"""
Create a pair of TK widgets for the EDMC main window
"""
global status
label = tk.Label(parent, text="Status:") # By default widgets inherit the current theme's colors
this.status = tk.Label(parent, text="", foreground="yellow") # Override theme's foreground color
return (label, this.status)
status = tk.Label(parent, text="", foreground="yellow") # Override theme's foreground color
return (label, status)
# later on your event functions can update the contents of these widgets
this.status["text"] = "Happy!"
this.status["foreground"] = "green"
def some_other_function() -> None:
global status
status["text"] = "Happy!"
status["foreground"] = "green"
```
You can dynamically add and remove widgets on the main window by returning a
tk.Frame from `plugin_app()` and later creating and destroying child widgets
of that frame.
| Parameter | Type | Description |
| :-------- | :---------------------------------------------: | :---------------------------------------------------------- |
| `parent` | `tk.Frame` | The root EDMC window |
| `RETURN` | `Union[tk.Widget, Tuple[tk.Widget, tk.Widget]]` | A widget to add to the main window. See below for more info |
The return from plugin_app can either be any widget (Frame, Label, Notebook, etc.), or a 2 tuple of widgets. In the case of
a 2 tuple, indices 0 and 1 are placed automatically in the outer grid on column indices 0 and 1. Otherwise, the only thing done
to your return widget is it is set to use a columnspan of 2, and placed on the grid.
You can dynamically add and remove widgets on the main window by returning a tk.Frame from `plugin_app()` and later
creating and destroying child widgets of that frame.
```python
from typing import Option
import tkinter as tk
from theme import theme
this = sys.modules[__name__] # For holding module globals
frame: Optional[tk.Frame] = None
def plugin_app(parent):
def plugin_app(parent: tk.Frame) -> tk.Frame:
"""
Create a frame for the EDMC main window
"""
this.frame = tk.Frame(parent)
return this.frame
global frame
frame = tk.Frame(parent)
return frame
def some_other_function_called_later() -> None:
# later on your event functions can add or remove widgets
row = this.frame.grid_size()[1]
new_widget_1 = tk.Label(this.frame, text="Status:")
row = frame.grid_size()[1]
new_widget_1 = tk.Label(frame, text="Status:")
new_widget_1.grid(row=row, column=0, sticky=tk.W)
new_widget_2 = tk.Label(this.frame, text="Unhappy!", foreground="red") # Override theme's foreground color
new_widget_2 = tk.Label(frame, text="Unhappy!", foreground="red") # Override theme's foreground color
new_widget_2.grid(row=row, column=1, sticky=tk.W)
theme.update(this.frame) # Apply theme colours to the frame and its children, including the new widgets
```
@ -304,58 +357,54 @@ for an example of these techniques.
#### Journal Entry
```python
def journal_entry(cmdr, is_beta, system, station, entry, state):
def journal_entry(
cmdr: str, is_beta: bool, system: str, station: str, entry: Dict[str, Any], state: Dict[str, Any]
) -> None:
if entry['event'] == 'FSDJump':
# We arrived at a new system!
if 'StarPos' in entry:
sys.stderr.write("Arrived at {} ({},{},{})\n".format(entry['StarSystem'], *tuple(entry['StarPos'])))
logger.info(f'Arrived at {entry["StarSystem"]} {entry["StarPos"')
else:
sys.stderr.write("Arrived at {}\n".format(entry['StarSystem']))
logger.info(f'Arrived at {entry["StarSystem"]}')
```
This gets called when EDMC sees a new entry in the game's journal.
- `cmdr` is a `str` denoting the current Commander Name.
- `is_beta` is a `bool` denoting if data came from a beta version of the game.
- `system` is a `str` holding the name of the current system, or `None` if not
yet known.
- `station` is a `str` holding the name of the current station, or `None` if
not yet known or appropriate.
- `entry` is an `OrderedDict` holding the Journal event.
- `state` is a `dictionary` containing information about the Cmdr and their
ship and cargo (including the effect of the current journal entry).
- `Captain` - `str` of name of Commander's crew you joined in multi-crew,
else `None`
- `Cargo` - `dict` with details of current cargo.
- `Credits` - Current credit balance.
- `FID` - Frontier Cmdr ID
- `Horizons` - `bool` denoting if Horizons expansion active.
- `Loan` - Current loan amount, else None.
- `Raw` - `dict` with details of "Raw" materials held.
- `Manufactured` - `dict` with details of "Manufactured" materials held.
- `Encoded` - `dict` with details of "Encoded" materials held.
- `Engineers` - `dict` with details of Rank Progress for Engineers.
- `Rank` - `dict` of current Ranks. Each entry is a `tuple` of
(<rank `int`>, <progress %age `int`>)
- `Reputation` - `dict` of Major Faction reputations, scale is -100 to +100
See Frontier's Journal Manual for detail of bands.
- `Statistics` - `dict` of a Journal "Statistics" event, i.e. data shown
in the statistics panel on the right side of the cockpit. See Frontier's
Journal Manual for details.
- `Role` - Crew role if multi-crewing in another Commander's ship:
- `None`
- "Idle"
- "FireCon"
- "FighterCon"
- `Friends` -`set` of online friends.
- `ShipID` - `int` that denotes Frontier internal ID for your current ship.
- `ShipIdent` - `str` of your current ship's textual ID (which you set).
- `ShipName` - `str` of your current ship's textual Name (which you set).
- `ShipType` - `str` of your current ship's model, e.g. "CobraMkIII".
- `HullValue` - `int` of current ship's credits value, excluding modules.
- `ModulesValue` - `int` of current ship's module's total credits value.
- `Rebuy` - `int` of current ship's rebuy cost in credits.
- `Modules` - `dict` with data on currently fitted modules.
| Parameter | Type | Description |
| :-------- | :--------------: | :--------------------------------------------------------------------- |
| `cmdr` | `str` | Current commander name |
| `is_beta` | `bool` | Is the game currently in beta |
| `system` | `Optional[str]` | Current system, if known |
| `station` | `Optional[str]` | Current station, if any |
| `entry` | `Dict[str, Any]` | The journal event |
| `state` | `Dict[str, Any]` | More info about the commander, their ship, and their cargo (see below) |
Content of `state` (updated to the current journal entry):
| Field | Type | Description |
| :------------- | :-------------------------: | :-------------------------------------------------------------------------------------------------------------- |
| `Captian` | `Optional[str]` | Name of the commander who's crew you're on, if any |
| `Cargo` | `dict` | Current cargo |
| `Credits` | `int` | Current credits balance |
| `FID` | `str` | Frontier commander ID |
| `Loan` | `Optional[int]` | Current loan amount, if any |
| `Raw` | `dict` | Current raw engineering materials |
| `Manufactured` | `dict` | Current manufactured engineering materials |
| `Encoded` | `dict` | Current encoded engineering materials |
| `Engineers` | `dict` | Current Raw engineering materials |
| `Rank` | `Dict[str, Tuple[int, int]` | Current ranks, each entry is a tuple of the current rank, and age |
| `Statistics` | `dict` | Contents of a Journal Statistics event, ie, data shown in the stats panel. See the Journal manual for more info |
| `Role` | `Optional[str]` | Current role if in multi-crew, one of `Idle`, `FireCon`, `FighterCon` |
| `Friends` | `set` | Currently online friend |
| `ShipID` | `int` | Frontier ID of current ship |
| `ShipIdent` | `str` | Current user-set ship ID |
| `ShipName` | `str` | Current user-set ship name |
| `ShipType` | `str` | Internal name for the current ship type |
| `HullValue` | `int` | Current ship value, excluding modules |
| `ModulesValue` | `int` | Value of the current ship's modules |
| `Rebuy` | `int` | Current ship's rebuy cost |
| `Modules` | `dict` | Currently fitted modules |
A special "StartUp" entry is sent if EDMC is started while the game is already
running. In this case you won't receive initial events such as "LoadGame",
@ -366,29 +415,27 @@ Similarly, a special "ShutDown" entry is sent when the game is quitted while
EDMC is running. This event is not sent when EDMC is running on a different
machine so you should not *rely* on receiving this event.
#### Player Dashboard
```python
import plug
def dashboard_entry(cmdr, is_beta, entry):
def dashboard_entry(cmdr: str, is_beta: bool, entry: Dict[str, Any]):
is_deployed = entry['Flags'] & plug.FlagsHardpointsDeployed
sys.stderr.write("Hardpoints {}\n".format(is_deployed and "deployed" or "stowed"))
```
This gets called when something on the player's cockpit display changes -
typically about once a second when in orbital flight.
- `cmdr` is a `str` denoting the current Commander Name.
- `is_beta` is a `bool` denoting if data came from a beta version of the game.
- `entry` is a `dict` loaded from the Status.json file the game writes.
See the "Status File" section in the Frontier [Journal documentation](https://forums.frontier.co.uk/showthread.php/401661)
for the available `entry` properties and for the list of available `"Flags"`.
Ask on the EDCD Discord server to be sure you have the latest version.
Refer to the source code of [plug.py](./plug.py) for the list of available
constants.
| Parameter | Type | Description |
| :-------- | :----: | :-------------------------------- |
| `cmdr` | `str` | Current command name |
| `is_beta` | `bool` | if the game is currently in beta |
| `entry` | `dict` | Data from status.json (see below) |
For more info on `status.json`, See the "Status File" section in the Frontier [Journal documentation](https://forums.frontier.co.uk/showthread.php/401661) for the available `entry` properties and for the list of available `"Flags"`. Refer to the source code of [plug.py](./plug.py) for the list of available constants.
#### Getting Commander Data
```python
@ -396,19 +443,19 @@ def cmdr_data(data, is_beta):
"""
We have new data on our commander
"""
sys.stderr.write(data.get('commander') and data.get('commander').get('name') or '')
if data.get('commander') is None or data['commander'].get('name') is None:
raise ValueError("this isn't possible")
logger.info(data['commander']['name'])
```
This gets called when EDMC has just fetched fresh Cmdr and station data from
Frontier's servers.
- `data` is a dictionary containing the response from Frontier to a CAPI
`/profile` request, augmented with two extra keys:
- `marketdata` - contains the CAPI data from the `/market` endpoint, if
docked and the station has the commodites service.
- `shipdata` - contains the CAPI data from the `/shipyard` endpoint, if
docked and the station has the shipyard service.
- `is_beta` is a `bool` denoting if data came from a beta version of the game.
| Parameter | Type | Description |
| :-------- | :--------------: | :------------------------------------------------------------------------------------------------------- |
| `data` | `Dict[str, Any]` | `/profile` API response, with `/market` and `/shipyard` added under the keys `marketdata` and `shipdata` |
| `is_beta` | `bool` | If the game is currently in beta |
#### Plugin-specific events
@ -418,37 +465,41 @@ def edsm_notify_system(reply):
`reply` holds the response from a call to https://www.edsm.net/en/api-journal-v1
"""
if not reply:
sys.stderr.write("Error: Can't connect to EDSM\n")
logger.info("Error: Can't connect to EDSM")
elif reply['msgnum'] // 100 not in (1,4):
sys.stderr.write('Error: EDSM {MSG}\n').format(MSG=reply['msg'])
logger.info(f'Error: EDSM {reply["msg"]}')
elif reply.get('systemCreated'):
sys.stderr.write('New EDSM system!\n')
logger.info('New EDSM system!')
else:
sys.stderr.write('Known EDSM system\n')
logger.info('Known EDSM system')
```
If the player has chosen to "Send flight log and Cmdr status to EDSM" this gets
called when the player starts the game or enters a new system. It is called
some time after the corresponding `journal_entry()` event.
---
| Parameter | Type | Description |
| :-------- | :--------------: | :--------------------------------------------------------------------------------------------- |
| `reply` | `Dict[str, Any]` | Response to an API call to [EDSM's journal API target](https://www.edsm.net/en/api-journal-v1) |
```python
def inara_notify_location(eventData):
def inara_notify_location(event_data):
"""
`eventData` holds the response to one of the "Commander's Flight Log" events https://inara.cz/inara-api-docs/#event-29
`event_data` holds the response to one of the "Commander's Flight Log" events https://inara.cz/inara-api-docs/#event-29
"""
if eventData.get('starsystemInaraID'):
sys.stderr.write('Now in Inara system {ID} at {URL}\n'.format(ID=eventData['starsystemInaraID'],
URL=eventData['starsystemInaraURL'])
)
if event_data.get('starsystemInaraID'):
logging.info(f'Now in Inara system {event_data["starsystemInaraID"]} at {event_data["starsystemInaraURL"]}')
else:
sys.stderr.write('System not known to Inara\n')
if eventData.get('stationInaraID'):
sys.stderr.write('Docked at Inara station {ID} at {URL}\n'.format(ID=eventData['stationInaraID'],
URL=eventData['stationInaraURL'])
)
logger.info('System not known to Inara')
if event_data.get('stationInaraID'):
logger.info(f'Docked at Inara station {event_data["stationInaraID"]} at {event_data["stationInaraURL"]}')
else:
sys.stderr.write('Undocked or station unknown to Inara\n')
logger.info('Undocked or station unknown to Inara')
```
If the player has chosen to "Send flight log and Cmdr status to Inara" this
@ -456,15 +507,20 @@ gets called when the player starts the game, enters a new system, docks or
undocks. It is called some time after the corresponding `journal_entry()`
event.
| Parameter | Type | Description |
| :----------- | :--------------: | :----------------------------------------------------------------------------------------------------------- |
| `event_data` | `Dict[str, Any]` | Response to an API call to [INARA's `Commander Flight Log` event](https://inara.cz/inara-api-docs/#event-29) |
---
```python
def inara_notify_ship(eventData):
def inara_notify_ship(event_data):
"""
`eventData` holds the response to an addCommanderShip or setCommanderShip event https://inara.cz/inara-api-docs/#event-11
`event_data` holds the response to an addCommanderShip or setCommanderShip event https://inara.cz/inara-api-docs/#event-11
"""
if eventData.get('shipInaraID'):
sys.stderr.write('Now in Inara ship {ID} at {URL}\n'.format(ID=eventData['shipInaraID'],
URL=eventData['shipInaraURL'])
if event_data.get('shipInaraID'):
logger.info(
f'Now in Inara ship {event_data['shipInaraID'],} at {event_data['shipInaraURL']}
)
```
@ -472,6 +528,10 @@ If the player has chosen to "Send flight log and Cmdr status to Inara" this
gets called when the player starts the game or switches ship. It is called some
time after the corresponding `journal_entry()` event.
| Parameter | Type | Description |
| :----------- | :--------------: | :----------------------------------------------------------------------------------------------------------------------------- |
| `event_data` | `Dict[str, Any]` | Response to an API call to [INARA's `addCommanderShip` or `setCommanderShip` event](https://inara.cz/inara-api-docs/#event-11) |
## Error messages
You can display an error in EDMC's status area by returning a string from your
@ -499,7 +559,7 @@ _ = functools.partial(l10n.Translations.translate, context=__file__)
Wrap each string that needs translating with the `_()` function, e.g.:
```python
this.status["text"] = _('Happy!') # Main window status
status["text"] = _('Happy!') # Main window status
```
If you display localized strings in EDMC's main window you should refresh them
@ -517,7 +577,6 @@ See EDMC's own [`L10n`](https://github.com/EDCD/EDMarketConnector/tree/master/L1
folder for the list of supported language codes and for example translation
files.
## Python Package Plugins
A _Package Plugin_ is both a standard Python package (i.e. contains an
@ -528,20 +587,19 @@ before any non-Package plugins.
Other plugins can access features in a Package Plugin by `import`ing the
package by name in the usual way.
## Distributing a Plugin
To package your plugin for distribution simply create a `.zip` archive of your
plugin's folder:
* Windows: In Explorer right click on your plugin's folder and choose Send to
&rarr; Compressed (zipped) folder.
* Mac: In Finder right click on your plugin's folder and choose Compress.
- Windows: In Explorer right click on your plugin's folder and choose Send to
&rarr; Compressed (zipped) folder.
- Mac: In Finder right click on your plugin's folder and choose Compress.
If there are any external dependencies then include them in the plugin's
folder.
Optionally, for tidiness delete any `.pyc` and `.pyo` files in the archive.
Optionally, for tidiness delete any `.pyc` and `.pyo` files in the archive, as well as the `__pycache__` directory.
## Disable a plugin
@ -554,23 +612,26 @@ Disabled and enabled plugins are listed on the "Plugins" Settings tab
## Migration
Starting with pre-release 3.5 EDMC uses Python **3.7**. The first full
release under Python 3.7 will be 4.0.0.0. This is a brief outline of the steps
release under Python 3.7 was 4.0.0.0. This is a brief outline of the steps
required to migrate a plugin from earlier versions of EDMC:
- Rename the function `plugin_start` to `plugin_start3(plugin_dir)`.
Plugins without a `plugin_start3` function are listed as disabled on EDMC's
"Plugins" tab and a message like "plugin SuperSpaceHelper needs migrating"
appears in the log. Such plugins are also listed in a section "Plugins Without
Python 3.x Support:" on the Settings > Plugins tab.
Plugins without a `plugin_start3` function are listed as disabled on EDMC's
"Plugins" tab and a message like "plugin SuperSpaceHelper needs migrating"
appears in the log. Such plugins are also listed in a section "Plugins Without
Python 3.x Support:" on the Settings > Plugins tab.
- Check that callback functions `plugin_prefs`, `prefs_changed`,
`journal_entry`, `dashboard_entry` and `cmdr_data` if used are declared with
the correct number of arguments. Older versions of this app were tolerant
of missing arguments in these function declarations.
`journal_entry`, `dashboard_entry` and `cmdr_data` if used are declared with
the correct number of arguments. Older versions of this app were tolerant
of missing arguments in these function declarations.
- Port the code to Python 3.7. The [2to3](https://docs.python.org/3/library/2to3.html)
tool can automate much of this work.
tool can automate much of this work.
Depending on the complexity of the plugin it may be feasible to make it
compatible with both EDMC 3.4 + Python 2.7 and EDMC 3.5 + Python 3.7.
[Here's](https://python-future.org/compatible_idioms.html) a guide on writing
Python 2/3 compatible code and [here's](https://github.com/Marginal/HabZone/commit/3c41cd41d5ad81ef36aab40e967e3baf77b4bd06)
an example of the changes required for a simple plugin.

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"""
Example EDMC plugin.
It adds a single button to the EDMC interface that displays the number of times it has been clicked.
"""
import logging
import tkinter as tk
from typing import Optional
import myNotebook as nb
from config import appname, config
PLUGIN_NAME = "ClickCounter"
logger = logging.getLogger(f"{appname}.{PLUGIN_NAME}")
class ClickCounter:
"""
ClickCounter implements the EDMC plugin interface.
It adds a button to the EDMC UI that displays the number of times it has been clicked, and a preference to set
the number directly.
"""
def __init__(self) -> None:
# Be sure to use names that wont collide in our config variables
self.click_count: Optional[tk.StringVar] = tk.StringVar(value=str(config.getint('click_counter_count')))
logger.info("ClickCounter instantiated")
def on_load(self) -> str:
"""
on_load is called by plugin_start3 below.
It is the first point EDMC interacts with our code after loading our module.
:return: The name of the plugin, which will be used by EDMC for logging and for the settings window
"""
return PLUGIN_NAME
def on_unload(self) -> None:
"""
on_unload is called by plugin_stop below.
It is the last thing called before EDMC shuts down. Note that blocking code here will hold the shutdown process.
"""
self.on_preferences_closed("", False) # Save our prefs
def setup_preferences(self, parent: nb.Notebook, cmdr: str, is_beta: bool) -> Optional[tk.Frame]:
"""
setup_preferences is called by plugin_prefs below.
It is where we can setup our own settings page in EDMC's settings window. Our tab is defined for us.
:param parent: the tkinter parent that our returned Frame will want to inherit from
:param cmdr: The current ED Commander
:param is_beta: Whether or not EDMC is currently marked as in beta mode
:return: The frame to add to the settings window
"""
current_row = 0
frame = nb.Frame(parent)
# setup our config in a "Click Count: number"
nb.Label(frame, text='Click Count').grid(row=current_row)
nb.Entry(frame, textvariable=self.click_count).grid(row=current_row, column=1)
current_row += 1 # Always increment our row counter, makes for far easier tkinter design.
return frame
def on_preferences_closed(self, cmdr: str, is_beta: bool) -> None:
"""
on_preferences_closed is called by prefs_changed below.
It is called when the preferences dialog is dismissed by the user.
:param cmdr: The current ED Commander
:param is_beta: Whether or not EDMC is currently marked as in beta mode
"""
config.set('click_counter_count', self.click_count.get())
def setup_main_ui(self, parent: tk.Frame) -> tk.Frame:
"""
Create our entry on the main EDMC UI.
This is called by plugin_app below.
:param parent: EDMC main window Tk
:return: Our frame
"""
current_row = 0
frame = tk.Frame(parent)
button = tk.Button(
frame,
text="Count me",
command=lambda: self.click_count.set(str(int(self.click_count.get()) + 1))
)
button.grid(row=current_row)
current_row += 1
nb.Label(frame, text="Count:").grid(row=current_row, sticky=tk.W)
nb.Label(frame, textvariable=self.click_count).grid(row=current_row, column=1)
return frame
cc = ClickCounter()
# Note that all of these could be simply replaced with something like:
# plugin_start3 = cc.on_load
def plugin_start3(plugin_dir: str) -> str:
return cc.on_load()
def plugin_stop() -> None:
return cc.on_unload()
def plugin_prefs(parent: nb.Notebook, cmdr: str, is_beta: bool) -> Optional[tk.Frame]:
return cc.setup_preferences(parent, cmdr, is_beta)
def prefs_changed(cmdr: str, is_beta: bool) -> None:
return cc.on_preferences_closed(cmdr, is_beta)
def plugin_app(parent: tk.Frame) -> Optional[tk.Frame]:
return cc.setup_main_ui(parent)