WoW:Creating a slash command: Difference between revisions

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(→‎The Details: made it more clear)
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== The Details ==
== The Details ==
<pre>SLASH_<CommandId><num>
SlashCmdList["<CommandId>"] = <CodeToExecute></pre>


Slash command parsing is done by the chat frame, and it works as follows.
Slash command parsing is done by the chat frame, and it works as follows.
* The key of each entry is the <CommandId>. It should be the unique name of your Addon.
* The parser then examines <b>SLASH_<i>&lt;CommandId&gt;</i>1</b>, <b>SLASH_<i>&lt;CommandId&gt;</i>2</b>, ... and so on, until it either finds a match, or gets a nil value (undefined) on the next <b>SLASH_<i>&lt;CommandId&gt;</i><i>&lt;Number&gt;</i></b>.
* If there was a hit, then the function value of <b>SlashCmdList["<i>&lt;CommandId&gt;</i>"]</b> is invoked, with the rest of the command line as its single parameter


* Special 'built in' slash commands for chat are handled first.
* Special 'built in' slash commands for chat are handled first.
* The chat handler then iterates over the contents of the global table <b>SlashCmdList</b>
* The chat handler then iterates over the contents of the global table <b>SlashCmdList</b>
* The key of each entry is the <i>CommandId</i>. The parser then examines <b>SLASH_<i>&lt;CommandId&gt;</i>1</b>, <b>SLASH_<i>&lt;CommandId&gt;</i>2</b>, ... and so on, until it either finds a match, or gets a nil value (undefined) on the next <b>SLASH_<i>&lt;CommandId&gt;</i><i>&lt;Number&gt;</i></b>.
* If there was a hit, then the function value of <b>SlashCmdList["<i>&lt;CommandId&gt;</i>"]</b> is invoked, with the rest of the command line as its single parameter
* Otherwise, the next command is searched until a match is found or the list is exhausted.
* Otherwise, the next command is searched until a match is found or the list is exhausted.



Revision as of 05:10, 8 October 2006

Simple Example

Suppose you have:

function MyScript_Command(cmd)
  DEFAULT_CHAT_FRAME:AddMessage("Command: " .. cmd);
end

In your OnLoad function of your script, or in the .lua anyplace after the function is defined, put in the following:

SLASH_MYSCRIPT1 = "/myscript";
SLASH_MYSCRIPT2 = "/mys"; -- A shortcut or alias
SlashCmdList["MYSCRIPT"] = MyScript_Command;

The Details

SLASH_<CommandId><num> 
SlashCmdList["<CommandId>"] = <CodeToExecute>

Slash command parsing is done by the chat frame, and it works as follows.

  • The key of each entry is the <CommandId>. It should be the unique name of your Addon.
  • The parser then examines SLASH_<CommandId>1, SLASH_<CommandId>2, ... and so on, until it either finds a match, or gets a nil value (undefined) on the next SLASH_<CommandId><Number>.
  • If there was a hit, then the function value of SlashCmdList["<CommandId>"] is invoked, with the rest of the command line as its single parameter
  • Special 'built in' slash commands for chat are handled first.
  • The chat handler then iterates over the contents of the global table SlashCmdList
  • Otherwise, the next command is searched until a match is found or the list is exhausted.

Conventions

  • Command ID's are generally all caps, with underscores if necessary.
  • Pick a command ID that's going to be unique to your addon, a common convention is ADDONNAME_COMMANDNAME, or if you just have one, then ADDONNAME (Where ADDONNAME is the name of your addon).
  • The actual SLASH_<CommandId><Number> values should be localizable if you plan on your addon being translated, but the command ID will remain the same.
  • Be prudent about how many aliases you make for your command, and try and pick something that's unlikely to collide with someone else's.