WoW:USERAPI RunSlashCmd: Difference between revisions
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(New page: Thanks to cladhaire and Josh_Borke for all the effort in coming up with this code that allows you to pass a /command to wow from a lua script. The following code is cladhaire's final produ...) |
m (Move page script moved page USERAPI RunSlashCmd to USERAPI RunSlashCmd without leaving a redirect) |
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(7 intermediate revisions by 7 users not shown) | |||
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{{userfunc}} | |||
The following snippet provides a global function RunSlashCmd that can be used to execute an arbitrary slash command (i.e. "/myaddon hi"). | |||
local _G = _G | |||
function RunSlashCmd(cmd) | function RunSlashCmd(cmd) | ||
local slash,rest = cmd:match("^(%S+)%s*(.-)$") | local slash, rest = cmd:match("^(%S+)%s*(.-)$") | ||
for name in pairs(SlashCmdList) do | for name, func in pairs(SlashCmdList) do | ||
local i = 1 | local i, slashCmd = 1 | ||
repeat | repeat | ||
slashCmd = | slashCmd, i = _G["SLASH_"..name..i], i + 1 | ||
if slashCmd == slash then | if slashCmd == slash then | ||
-- | return true, func(rest) | ||
end | |||
return true | until not slashCmd | ||
end | |||
-- Okay, so it's not a slash command. It may also be an emote. | |||
local i = 1 | |||
while _G["EMOTE" .. i .. "_TOKEN"] do | |||
local j, cn = 2, _G["EMOTE" .. i .. "_CMD1"] | |||
while cn do | |||
if cn == slash then | |||
return true, DoEmote(_G["EMOTE" .. i .. "_TOKEN"], rest); | |||
end | end | ||
j, cn = j+1, _G["EMOTE" .. i .. "_CMD" .. j] | |||
end | |||
i = i + 1 | |||
end | end | ||
end | |||
=== Usage === | |||
RunSlashCmd("/help") | |||
RunSlashCmd("/addon do this") | |||
== Alternative == | |||
Another method to accomplish the same effect is to insert the command into an editbox and send the command. Note that it's usually better to do this with your own EditBox to avoid taint or conflicts with user input into the default editbox. | |||
-- Create our editbox (may not need a name, untested) | |||
local editbox = CreateFrame("EditBox", "myEditBox", UIParent, "ChatFrameEditBoxTemplate") | |||
editbox:SetText("/command here") | |||
ChatEdit_SendText(editbox) | |||
However as of 3.3.5 you must set the chatFrame variable on your editbox before the OnLoad function runs. So if you want to use the above code you need to create the frame in XML or create a template and then use that template to create the frame. | |||
<EditBox name="MyAddOnEditBoxTemplate" inherits="ChatFrameEditBoxTemplate" virtual="true"> | |||
<Scripts> | |||
<OnLoad> | |||
self.chatFrame = self:GetParent(); | |||
ChatEdit_OnLoad(self); | |||
</OnLoad> | |||
</Scripts> | |||
</EditBox> | |||
And then use: | |||
-- Create our editbox | |||
local editbox = CreateFrame("EditBox", "MyAddOnEditBox", UIParent, "MyAddOnEditBoxTemplate") | |||
editbox:SetText("/command here") | |||
ChatEdit_SendText(editbox) | |||
[[Category:User defined functions]] |
Latest revision as of 04:49, 15 August 2023
This page documents a <i>user-defined function</i> that you can copy and paste into your addon. Replace PREFIX with your addon or lib prefix to avoid conflicts between different versions of these functions.
The following snippet provides a global function RunSlashCmd that can be used to execute an arbitrary slash command (i.e. "/myaddon hi").
local _G = _G function RunSlashCmd(cmd) local slash, rest = cmd:match("^(%S+)%s*(.-)$") for name, func in pairs(SlashCmdList) do local i, slashCmd = 1 repeat slashCmd, i = _G["SLASH_"..name..i], i + 1 if slashCmd == slash then return true, func(rest) end until not slashCmd end -- Okay, so it's not a slash command. It may also be an emote. local i = 1 while _G["EMOTE" .. i .. "_TOKEN"] do local j, cn = 2, _G["EMOTE" .. i .. "_CMD1"] while cn do if cn == slash then return true, DoEmote(_G["EMOTE" .. i .. "_TOKEN"], rest); end j, cn = j+1, _G["EMOTE" .. i .. "_CMD" .. j] end i = i + 1 end end
Usage[edit]
RunSlashCmd("/help") RunSlashCmd("/addon do this")
Alternative[edit]
Another method to accomplish the same effect is to insert the command into an editbox and send the command. Note that it's usually better to do this with your own EditBox to avoid taint or conflicts with user input into the default editbox.
-- Create our editbox (may not need a name, untested) local editbox = CreateFrame("EditBox", "myEditBox", UIParent, "ChatFrameEditBoxTemplate") editbox:SetText("/command here") ChatEdit_SendText(editbox)
However as of 3.3.5 you must set the chatFrame variable on your editbox before the OnLoad function runs. So if you want to use the above code you need to create the frame in XML or create a template and then use that template to create the frame.
<EditBox name="MyAddOnEditBoxTemplate" inherits="ChatFrameEditBoxTemplate" virtual="true"> <Scripts> <OnLoad> self.chatFrame = self:GetParent(); ChatEdit_OnLoad(self); </OnLoad> </Scripts> </EditBox>
And then use:
-- Create our editbox local editbox = CreateFrame("EditBox", "MyAddOnEditBox", UIParent, "MyAddOnEditBoxTemplate") editbox:SetText("/command here") ChatEdit_SendText(editbox)