6.4 KiB
EDMC Plugins
Plugins allow you to customise and extend the behavior of EDMC.
Installing a Plugin
EDMC loads all plugins it finds in it's plugins
folder. You can easily find this on your system via the Plugins tab
of the Settings window.
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.
EDMC will import the load.py
file as a module and then call the plugin_start()
function.
def plugin_start():
"""
Load this plugin into EDMC
"""
print "I am loaded!"
return "Test"
Any errors or print statements from your plugin will appear in %TMP%\EDMarketConnector.log
on Windows or $TMPDIR/EDMarketConnector.log
on Mac.
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_start
. 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.
Use numberFromString()
from EDMC's l10n.Locale
object to parse input numbers in a locale-independent way.
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.get("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:
def prefs_changed(cmdr, is_beta):
"""
Save settings.
"""
config.setint('MyPluginSetting', this.mysetting.get()) # Store new value in config
Display
You can also have your plugin add an item to the EDMC main window and update it if you need to 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.
You can use stringFromNumber()
from EDMC's l10n.Locale
object to format numbers in a locale-independent way.
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:")
this.status = tk.Label(parent, anchor=tk.W, text="")
return (label, this.status)
# later on your event functions can directly update this.status["text"]
this.status["text"] = "Happy!"
Events
Once you have created your plugin and EDMC has loaded it there are four other functions you can define to be notified by EDMC when something happens: journal_entry()
, interaction()
, cmdr_data()
and prefs_changed()
.
Your events all get called on the main tkinter loop so be sure not to block for very long or the EDMC will appear to freeze. If you have a long running operation then you should take a look at how to do background updates in tkinter - http://effbot.org/zone/tkinter-threads.htm
Journal Entry
This gets called when EDMC sees a new entry in the game's journal. state
is a dictionary containing information about the Cmdr and their ship and cargo (including the effect of the current journal entry).
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.
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']))
Player Interaction
This gets called when the player interacts with another Cmdr in-game.
If EDMC is started while the game is already running EDMC will send the last few interaction events from the current game session.
def interaction(cmdr, is_beta, entry):
# Log type of interaction, Cmdr name, and local time
sys.stderr.write("{} Cmdr {} at {}\n".format(', '.join(entry['Interactions']),
entry['Name'].encode('utf-8'),
time.strftime('%Y-%m-%dT%H:%M:%S',
time.localtime(entry['Epoch'] - 11644473600))))
Getting Commander Data
This gets called when EDMC has just fetched fresh Cmdr and station data from Frontier's servers.
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 '')
The data is a dictionary and full of lots of wonderful stuff!
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.
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