mirror of
https://github.com/EDCD/EDMarketConnector.git
synced 2025-04-18 09:57:40 +03:00
484 lines
19 KiB
Markdown
484 lines
19 KiB
Markdown
# Developer Plugin Documentation
|
|
|
|
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.
|
|
|
|
## Writing a Plugin
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
---
|
|
### Available imports
|
|
|
|
**`import`ing anything from the core EDMarketConnector code that is not
|
|
explicitly mentioned here is unsupported and may lead to your plugin
|
|
breaking with future code changes.**
|
|
|
|
`import L10n` - for plugin localisation support.
|
|
|
|
`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.
|
|
|
|
`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.
|
|
|
|
`from monitor import gamerunning` - in case a plugin needs to know if we
|
|
think the game is running.
|
|
|
|
|
|
```python
|
|
from ttkHyperlinkLabel import HyperlinkLabel
|
|
import myNotebook as nb
|
|
```
|
|
For creating UI elements.
|
|
|
|
|
|
---
|
|
### Startup
|
|
EDMC will import the `load.py` file as a module and then call the
|
|
`plugin_start3()` function.
|
|
|
|
```python
|
|
def plugin_start3(plugin_dir):
|
|
"""
|
|
Load this plugin into EDMC
|
|
"""
|
|
print("I am loaded! My plugin folder is {}".format(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.
|
|
|
|
### Shutdown
|
|
This gets called when the user closes the program:
|
|
|
|
```python
|
|
def plugin_stop():
|
|
"""
|
|
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.
|
|
|
|
## Plugin Hooks
|
|
### 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
|
|
title will be the value that you returned from `plugin_start3`. Use widgets
|
|
from EDMC's myNotebook.py for the correct look-and-feel. You can be notified
|
|
when the settings dialog is closed so you can save your settings.
|
|
|
|
You can use `set()`, `get()` and `getint()` from EDMC's `config.config` object
|
|
to retrieve your plugin's settings in a platform-independent way.
|
|
|
|
**Be sure to use a unique prefix for any settings you save so as not to clash
|
|
with core EDMC or other plugins.**
|
|
|
|
Use `numberFromString()` from EDMC's `l10n.Locale` object to parse input
|
|
numbers in a locale-independent way.
|
|
|
|
```python
|
|
import Tkinter as tk
|
|
import myNotebook as nb
|
|
from config import config
|
|
|
|
this = sys.modules[__name__] # For holding module globals
|
|
|
|
def plugin_prefs(parent, cmdr, is_beta):
|
|
"""
|
|
Return a TK Frame for adding to the EDMC settings dialog.
|
|
"""
|
|
this.mysetting = 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()
|
|
|
|
return frame
|
|
```
|
|
|
|
This gets called when the user dismisses the settings dialog:
|
|
|
|
```python
|
|
def prefs_changed(cmdr, is_beta):
|
|
"""
|
|
Save settings.
|
|
"""
|
|
config.set('MyPluginSetting', this.mysetting.getint()) # Store new value in config
|
|
```
|
|
|
|
### 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.
|
|
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.
|
|
|
|
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
|
|
|
|
def plugin_app(parent):
|
|
"""
|
|
Create a pair of TK widgets for the EDMC main window
|
|
"""
|
|
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)
|
|
|
|
# later on your event functions can update the contents of these widgets
|
|
this.status["text"] = "Happy!"
|
|
this.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.
|
|
|
|
```python
|
|
from theme import theme
|
|
|
|
this = sys.modules[__name__] # For holding module globals
|
|
|
|
def plugin_app(parent):
|
|
"""
|
|
Create a frame for the EDMC main window
|
|
"""
|
|
this.frame = tk.Frame(parent)
|
|
return this.frame
|
|
|
|
# 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:")
|
|
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.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
|
|
```
|
|
|
|
### Events
|
|
|
|
Once you have created your plugin and EDMC has loaded it there are three other
|
|
functions you can define to be notified by EDMC when something happens:
|
|
`journal_entry()`, `dashboard_entry()` and `cmdr_data()`.
|
|
|
|
Your events all get called on the main Tkinter loop so be sure not to block for
|
|
very long or the app will appear to freeze. If you have a long running
|
|
operation such as sending or receiving data from an external server then you
|
|
should do this in a separate worker Thread. You can send work items to the
|
|
worker thread over a Queue. Tkinter is not thread-safe so you should not
|
|
access any Tkinter resources (including widgets and variables) from worker
|
|
threads - doing so may cause the app to crash intermittently. You can signal
|
|
back to the main thread using Tkinter's `event_generate()` widget method,
|
|
generating a user-defined event that you have previously registered with the
|
|
[`bind_all()`](http://effbot.org/tkinterbook/tkinter-events-and-bindings.htm)
|
|
widget method. See the [EDSM plugin](https://github.com/Marginal/EDMarketConnector/blob/master/plugins/edsm.py)
|
|
for an example of these techniques.
|
|
|
|
#### Journal Entry
|
|
|
|
```python
|
|
def journal_entry(cmdr, is_beta, system, station, entry, state):
|
|
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'])))
|
|
else:
|
|
sys.stderr.write("Arrived at {}\n".format(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.
|
|
|
|
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",
|
|
"Rank", "Location", etc. However the `state` dictionary will reflect the
|
|
cumulative effect of these missed events.
|
|
|
|
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):
|
|
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.
|
|
#### Getting Commander Data
|
|
|
|
```python
|
|
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 '')
|
|
```
|
|
|
|
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.
|
|
|
|
#### Plugin-specific events
|
|
|
|
```python
|
|
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")
|
|
elif reply['msgnum'] // 100 not in (1,4):
|
|
sys.stderr.write('Error: EDSM {MSG}\n').format(MSG=reply['msg'])
|
|
elif reply.get('systemCreated'):
|
|
sys.stderr.write('New EDSM system!\n')
|
|
else:
|
|
sys.stderr.write('Known EDSM system\n')
|
|
```
|
|
|
|
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.
|
|
|
|
---
|
|
```python
|
|
def inara_notify_location(eventData):
|
|
"""
|
|
`eventData` 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'])
|
|
)
|
|
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'])
|
|
)
|
|
else:
|
|
sys.stderr.write('Undocked or station unknown to Inara\n')
|
|
```
|
|
|
|
If the player has chosen to "Send flight log and Cmdr status to Inara" this
|
|
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.
|
|
---
|
|
```python
|
|
def inara_notify_ship(eventData):
|
|
"""
|
|
`eventData` 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 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.
|
|
|
|
## Error messages
|
|
|
|
You can display an error in EDMC's status area by returning a string from your
|
|
`journal_entry()`, `dashboard_entry()` or `cmdr_data()` function, or
|
|
asynchronously (e.g. from a "worker" thread that is performing a long running
|
|
operation) by calling `plug.show_error()`. Either method will cause the "bad"
|
|
sound to be played (unless the user has muted sound).
|
|
|
|
The status area is shared between EDMC itself and all other plugins, so your
|
|
message won't be displayed for very long. Create a dedicated widget if you need
|
|
to display routine status information.
|
|
|
|
## Localisation
|
|
|
|
You can localise your plugin to one of the languages that EDMC itself supports.
|
|
Add the following boilerplate near the top of each source file that contains
|
|
strings that needs translating:
|
|
|
|
```python
|
|
import l10n
|
|
import functools
|
|
_ = 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
|
|
```
|
|
|
|
If you display localized strings in EDMC's main window you should refresh them
|
|
in your `prefs_changed` function in case the user has changed their preferred
|
|
language.
|
|
|
|
Translation files should reside in folder named `L10n` inside your plugin's
|
|
folder. Files must be in macOS/iOS ".strings" format, encoded as UTF-8. You can
|
|
generate a starting template file for your translations by invoking `l10n.py`
|
|
in your plugin's folder. This extracts all the translatable strings from Python
|
|
files in your plugin's folder and places them in a file named `en.template` in
|
|
the `L10n` folder. Rename this file as `<language_code>.strings` and edit it.
|
|
|
|
See EDMC's own [`L10n`](https://github.com/EDCD/EDMarketConnector/tree/master/L10n)
|
|
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
|
|
`__init__.py` file) and an EDMC plugin (i.e. contains a `load.py` file
|
|
providing at minimum a `plugin_start3()` function). These plugins are loaded
|
|
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
|
|
→ 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.
|
|
|
|
## Disable a plugin
|
|
|
|
EDMC now lets you disable a plugin without deleting it, simply rename the
|
|
plugin folder to append ".disabled". Eg,
|
|
"SuperSpaceHelper" -> "SuperSpaceHelper.disabled"
|
|
|
|
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
|
|
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.
|
|
- 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.
|
|
- Port the code to Python 3.7. The [2to3](https://docs.python.org/3/library/2to3.html)
|
|
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.
|