2023-04-02 15:31:53 +02:00
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# Plugins
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If Chatterino is compiled with the `CHATTERINO_PLUGINS` CMake option, it can
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load and execute Lua files. Note that while there are attempts at making this
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decently safe, we cannot guarantee safety.
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## Plugin structure
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Chatterino searches for plugins in the `Plugins` directory in the app data, right next to `Settings` and `Logs`.
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Each plugin should have its own directory.
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```
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Chatterino Plugins dir/
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└── plugin_name/
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├── init.lua
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└── info.json
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```
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`init.lua` will be the file loaded when the plugin is enabled. You may load other files using [`import` global function](#importfilename=).
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`info.json` contains metadata about the plugin, like its name, description,
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authors, homepage link, tags, version, license name. The version field **must**
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be [semver 2.0](https://semver.org/) compliant. The general idea of `info.json`
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will not change however the exact contents probably will, for example with
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permission system ideas.
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Example file:
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```json
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{
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"$schema": "https://raw.githubusercontent.com/Chatterino/chatterino2/master/docs/plugin-info.schema.json",
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"name": "Test plugin",
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"description": "This plugin is for testing stuff.",
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"authors": ["Mm2PL"],
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"homepage": "https://github.com/Chatterino/Chatterino2",
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"tags": ["test"],
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"version": "0.0.0",
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"license": "MIT"
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}
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```
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An example plugin is available at [https://github.com/Mm2PL/Chatterino-test-plugin](https://github.com/Mm2PL/Chatterino-test-plugin)
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## Plugins with Typescript
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If you prefer, you may use [TypescriptToLua](https://typescripttolua.github.io)
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to typecheck your plugins. There is a `chatterino.d.ts` file describing the API
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in this directory. However this has several drawbacks like harder debugging at
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runtime.
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## API
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The following parts of the Lua standard library are loaded:
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- `_G` (most globals)
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- `table`
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- `string`
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- `math`
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- `utf8`
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The official manual for them is available [here](https://www.lua.org/manual/5.4/manual.html#6).
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### Chatterino API
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All Chatterino functions are exposed in a global table called `c2`. The following members are available:
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#### `log(level, args...)`
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Writes a message to the Chatterino log. The `level` argument should be a
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`LogLevel` member. All `args` should be convertible to a string with
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`tostring()`.
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Example:
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```lua
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c2.log(c2.LogLevel.Warning, "Hello, this should show up in the Chatterino log by default")
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c2.log(c2.LogLevel.Debug, "Hello world")
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-- Equivalent to doing qCDebug(chatterinoLua) << "[pluginDirectory:Plugin Name]" << "Hello, world"; from C++
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```
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#### `LogLevel` enum
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This table describes log levels available to Lua Plugins. The values behind the names may change, do not count on them. It has the following keys:
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- `Debug`
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- `Info`
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- `Warning`
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- `Critical`
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#### `register_command(name, handler)`
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Registers a new command called `name` which when executed will call `handler`.
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Returns `true` if everything went ok, `false` if there already exists another
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command with this name.
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Example:
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```lua
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function cmdWords(ctx)
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-- ctx contains:
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-- words - table of words supplied to the command including the trigger
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-- channel_name - name of the channel the command is being run in
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c2.system_msg(ctx.channel_name, "Words are: " .. table.concat(ctx.words, " "))
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end
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c2.register_command("/words", cmdWords)
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```
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Limitations/known issues:
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- Commands registered in functions, not in the global scope might not show up in the settings UI,
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rebuilding the window content caused by reloading another plugin will solve this.
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- Spaces in command names aren't handled very well (https://github.com/Chatterino/chatterino2/issues/1517).
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#### `send_msg(channel, text)`
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Sends a message to `channel` with the specified text. Also executes commands.
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Example:
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```lua
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function cmdShout(ctx)
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table.remove(ctx.words, 1)
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local output = table.concat(ctx.words, " ")
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c2.send_msg(ctx.channel_name, string.upper(output))
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end
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c2.register_command("/shout", cmdShout)
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```
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Limitations/Known issues:
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- It is possible to trigger your own Lua command with this causing a potentially infinite loop.
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#### `system_msg(channel, text)`
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Creates a system message and adds it to the twitch channel specified by
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`channel`. Returns `true` if everything went ok, `false` otherwise. It will
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throw an error if the number of arguments received doesn't match what it
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expects.
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Example:
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```lua
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local ok = c2.system_msg("pajlada", "test")
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if (not ok)
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-- channel not found
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end
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```
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### Changed globals
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#### `load(chunk [, chunkname [, mode [, env]]])`
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This function is only available if Chatterino is compiled in debug mode. It is meant for debugging with little exception.
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This function behaves really similarity to Lua's `load`, however it does not allow for bytecode to be executed.
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It achieves this by forcing all inputs to be encoded with `UTF-8`.
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See [official documentation](https://www.lua.org/manual/5.4/manual.html#pdf-load)
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2023-12-16 13:16:54 +01:00
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#### `require(modname)`
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This is Lua's [`require()`](https://www.lua.org/manual/5.3/manual.html#pdf-require) function.
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However the searcher and load configuration is notably different than default:
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- Lua's built-in dynamic library searcher is removed,
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- `package.path` is not used, in its place are two searchers,
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- when `require()` is used, first a file relative to the currently executing
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file will be checked, then a file relative to the plugin directory,
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- binary chunks are never loaded
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As in normal Lua, dots are converted to the path separators (`'/'` on Linux and Mac, `'\'` on Windows).
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Example:
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```lua
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require("stuff") -- executes Plugins/name/stuff.lua or $(dirname $CURR_FILE)/stuff.lua
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require("dir.name") -- executes Plugins/name/dir/name.lua or $(dirname $CURR_FILE)/dir/name.lua
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require("binary") -- tried to load Plugins/name/binary.lua and errors because binary is not a text file
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```
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#### `print(Args...)`
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The `print` global function is equivalent to calling `c2.log(c2.LogLevel.Debug, Args...)`
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