Use more consisten syntax in md files, format tp 80 collumns, fix some typos

This commit is contained in:
Camille Scholtz
2017-10-11 15:16:53 +02:00
parent d76704839a
commit 9daa05d696
9 changed files with 490 additions and 409 deletions

View File

@@ -4,10 +4,9 @@ Micro supports creating plugins with a simple Lua system. Every plugin has a
main script which is run at startup which should be placed in
`~/.config/micro/plugins/pluginName/pluginName.lua`.
There are a number of callback functions which you can create in your
plugin to run code at times other than startup. The naming scheme is
`onAction(view)`. For example a function which is run every time the user saves
the buffer would be:
There are a number of callback functions which you can create in your plugin to
run code at times other than startup. The naming scheme is `onAction(view)`. For
example a function which is run every time the user saves the buffer would be:
```lua
function onSave(view)
@@ -17,7 +16,8 @@ end
```
The `view` variable is a reference to the view the action is being executed on.
This is almost always the current view, which you can get with `CurView()` as well.
This is almost always the current view, which you can get with `CurView()` as
well.
All available actions are listed in the keybindings section of the help.
@@ -31,27 +31,28 @@ function onMousePress(view, event)
end
```
These functions should also return a boolean specifying whether the view
should be relocated to the cursor or not after the action is complete.
These functions should also return a boolean specifying whether the view should
be relocated to the cursor or not after the action is complete.
Note that these callbacks occur after the action has been completed. If you
want a callback before the action is executed, use `preAction()`. In this case
the boolean returned specifies whether or not the action should be executed
after the lua code completes.
Note that these callbacks occur after the action has been completed. If you want
a callback before the action is executed, use `preAction()`. In this case the
boolean returned specifies whether or not the action should be executed after
the lua code completes.
Another useful callback to know about which is not an action is
`onViewOpen(view)` which is called whenever a new view is opened and the new
view is passed in. This is useful for setting local options based on the filetype,
for example turning off `tabstospaces` only for Go files when they are opened.
view is passed in. This is useful for setting local options based on the
filetype, for example turning off `tabstospaces` only for Go files when they are
opened.
---
There are a number of functions and variables that are available to you in
order to access the inner workings of micro. Here is a list (the type signatures
for functions are given using Go's type system):
There are a number of functions and variables that are available to you in order
to access the inner workings of micro. Here is a list (the type signatures for
functions are given using Go's type system):
* `OS`: variable which gives the OS micro is currently running on (this is the same
as Go's GOOS variable, so `darwin`, `windows`, `linux`, `freebsd`...)
* `OS`: variable which gives the OS micro is currently running on (this is the
same as Go's GOOS variable, so `darwin`, `windows`, `linux`, `freebsd`...)
* `configDir`: contains the path to the micro configuration files
@@ -61,29 +62,35 @@ as Go's GOOS variable, so `darwin`, `windows`, `linux`, `freebsd`...)
* `messenger`: lets you send messages to the user or create prompts
* `NewBuffer(text, path string) *Buffer`: creates a new buffer from a given reader with a given path
* `NewBuffer(text, path string) *Buffer`: creates a new buffer from a given
reader with a given path
* `GetLeadingWhitespace() bool`: returns the leading whitespace of the given string
* `GetLeadingWhitespace() bool`: returns the leading whitespace of the given
string
* `IsWordChar(str string) bool`: returns whether or not the string is a 'word character'
* `IsWordChar(str string) bool`: returns whether or not the string is a 'word
character'
* `RuneStr(r rune) string`: returns a string containing the given rune
* `Loc(x, y int) Loc`: returns a new `Loc` struct
* `WorkingDirectory() string`: returns a rooted path name to the current working directory
* `WorkingDirectory() string`: returns a rooted path name to the current working
directory
* `JoinPaths(dir... string) string`: combines multiple directories to a full path
* `JoinPaths(dir... string) string`: combines multiple directories to a full
path
* `DirectoryName(path string)`: returns all but the last element of path ,typically the path's directory
* `DirectoryName(path string)`: returns all but the last element of path,
typically the path's directory
* `GetOption(name string)`: returns the value of the requested option
* `AddOption(name string, value interface{})`: sets the given option with the given
value (`interface{}` means any type in Go)
* `AddOption(name string, value interface{})`: sets the given option with the
given value (`interface{}` means any type in Go)
* `SetOption(option, value string)`: sets the given option to the value. This will
set the option globally, unless it is a local only option.
* `SetOption(option, value string)`: sets the given option to the value. This
will set the option globally, unless it is a local only option.
* `SetLocalOption(option, value string, view *View)`: sets the given option to
the value locally in the given buffer
@@ -91,8 +98,8 @@ as Go's GOOS variable, so `darwin`, `windows`, `linux`, `freebsd`...)
* `BindKey(key, action string)`: binds `key` to `action`
* `MakeCommand(name, function string, completions ...Completion)`:
creates a command with `name` which will call `function` when executed.
Use 0 for completions to get NoCompletion.
creates a command with `name` which will call `function` when executed. Use 0
for completions to get NoCompletion.
* `MakeCompletion(function string)`:
creates a `Completion` to use with `MakeCommand`
@@ -101,42 +108,49 @@ as Go's GOOS variable, so `darwin`, `windows`, `linux`, `freebsd`...)
* `HandleCommand(cmd string)`: runs the given command
* `HandleShellCommand(shellCmd string, interactive bool, waitToClose bool)`: runs the given shell
command. The `interactive` bool specifies whether the command should run in the background. The
`waitToClose` bool only applies if `interactive` is true and means that it should wait before
returning to the editor.
* `HandleShellCommand(shellCmd string, interactive bool, waitToClose bool)`:
runs the given shell command. The `interactive` bool specifies whether the
command should run in the background. The `waitToClose` bool only applies if
`interactive` is true and means that it should wait before returning to the
editor.
* `ToCharPos(loc Loc, buf *Buffer) int`: returns the character position of a given x, y location
* `ToCharPos(loc Loc, buf *Buffer) int`: returns the character position of a
given x, y location
* `Reload`: (Re)load everything
* `ByteOffset(loc Loc, buf *Buffer) int`: exactly like `ToCharPos` except it it counts bytes instead of runes
* `ByteOffset(loc Loc, buf *Buffer) int`: exactly like `ToCharPos` except it it
counts bytes instead of runes
* `JobSpawn(cmdName string, cmdArgs []string, onStdout, onStderr, onExit string, userargs ...string)`:
Starts running the given process in the background. `onStdout` `onStderr` and `onExit`
are callbacks to lua functions which will be called when the given actions happen
to the background process.
`userargs` are the arguments which will get passed to the callback functions
Starts running the given process in the background. `onStdout` `onStderr` and
`onExit` are callbacks to lua functions which will be called when the given
actions happen to the background process. `userargs` are the arguments which
will get passed to the callback functions
* `JobStart(cmd string, onStdout, onStderr, onExit string, userargs ...string)`:
Starts running the given shell command in the background. Note that the command execute
is first parsed by a shell when using this command. It is executed with `sh -c`.
Starts running the given shell command in the background. Note that the
command execute is first parsed by a shell when using this command. It is
executed with `sh -c`.
* `JobSend(cmd *exec.Cmd, data string)`: send a string into the stdin of the job process
* `JobSend(cmd *exec.Cmd, data string)`: send a string into the stdin of the job
process
* `JobStop(cmd *exec.Cmd)`: kill a job
This may seem like a small list of available functions but some of the objects
returned by the functions have many methods. `CurView()` returns a view object
which has all the actions which you can call. For example `CurView():Save(false)`.
You can see the full list of possible actions in the keybindings help topic.
The boolean on all the actions indicates whether or not the lua callbacks should
be run. I would recommend generally sticking to false when making a plugin to
avoid recursive problems, for example if you call `CurView():Save(true)` in `onSave()`.
Just use `CurView():Save(false)` so that it won't call `onSave()` again.
which has all the actions which you can call. For example
`CurView():Save(false)`. You can see the full list of possible actions in the
keybindings help topic. The boolean on all the actions indicates whether or not
the lua callbacks should be run. I would recommend generally sticking to false
when making a plugin to avoid recursive problems, for example if you call
`CurView():Save(true)` in `onSave()`. Just use `CurView():Save(false)` so that
it won't call `onSave()` again.
Using the view object, you can also access the buffer associated with that view
by using `CurView().Buf`, which lets you access the `FileType`, `Path`, `Name`...
by using `CurView().Buf`, which lets you access the `FileType`, `Path`,
`Name`...
The possible methods which you can call using the `messenger` variable are:
@@ -146,7 +160,8 @@ The possible methods which you can call using the `messenger` variable are:
* `messenger.Prompt(prompt, historyType string, completionType Completion) (string, bool)`
* `messenger.AddLog(msg ...interface{})`
## Note
#### Note
Go function signatures use `.` and lua uses `:` so
```go
@@ -160,21 +175,26 @@ messenger:Message()
```
If you want a standard prompt, just use
```lua
messenger:Prompt(prompt, "", 0)
```
Debug or logging your plugin can be done with below lua example code.
```lua
messenger:AddLog("Message goes here ",pluginVariableToPrintHere)
```
In Micro to see your plugin logging output press `CtrlE` then type `log`
A logging window will open and any logging sent from your plugin will be displayed here.
In Micro to see your plugin logging output press `CtrlE` then type `log`, a
logging window will open and any logging sent from your plugin will be displayed
here.
# Accessing the Go standard library
It is possible for your lua code to access many of the functions in the Go standard library.
## Accessing the Go standard library
It is possible for your lua code to access many of the functions in the Go
standard library.
Simply import the package you'd like and then you can use it. For example:
@@ -196,26 +216,29 @@ else
end
```
For a full list of which packages and functions from the standard library
you can access, look at `lua.go` in the source code (it shouldn't be
too hard to look through).
For a full list of which packages and functions from the standard library you
can access, look at `lua.go` in the source code (it shouldn't be too hard to
look through).
# Adding help files, syntax files, or colorschemes in your plugin
You can use the `AddRuntimeFile(name, type, path string)` function to add various kinds of
files to your plugin. For example, if you'd like to add a help topic to your plugin
called `test`, you would create a `test.md` file, and call the function:
## Adding help files, syntax files, or colorschemes in your plugin
You can use the `AddRuntimeFile(name, type, path string)` function to add
various kinds of files to your plugin. For example, if you'd like to add a help
topic to your plugin called `test`, you would create a `test.md` file, and call
the function:
```lua
AddRuntimeFile("test", "help", "test.md")
```
Use `AddRuntimeFilesFromDirectory(name, type, dir, pattern)` to add a number of files
to the runtime.
To read the content of a runtime file use `ReadRuntimeFile(fileType, name string)`
or `ListRuntimeFiles(fileType string)` for all runtime files.
Use `AddRuntimeFilesFromDirectory(name, type, dir, pattern)` to add a number of
files to the runtime. To read the content of a runtime file use
`ReadRuntimeFile(fileType, name string)` or `ListRuntimeFiles(fileType string)`
for all runtime files.
# Autocomplete command arguments
## Autocomplete command arguments
See this example to learn how to use `MakeCompletion` and `MakeCommand`
@@ -245,27 +268,32 @@ end
MakeCommand("foo", "example.foo", MakeCompletion("example.complete"))
```
# Default plugins
## Default plugins
For examples of plugins, see the default `autoclose` and `linter` plugins
(stored in the normal micro core repo under `runtime/plugins`) as well as
any plugins that are stored in the official channel [here](https://github.com/micro-editor/plugin-channel).
(stored in the normal micro core repo under `runtime/plugins`) as well as any
plugins that are stored in the official channel
[here](https://github.com/micro-editor/plugin-channel).
# Plugin Manager
Micro also has a built in plugin manager which you can invoke with the `> plugin ...` command.
## Plugin Manager
Micro also has a built in plugin manager which you can invoke with the
`> plugin ...` command.
For the valid commands you can use, see the `command` help topic.
The manager fetches plugins from the channels (which is simply a list of plugin metadata)
which it knows about. By default, micro only knows about the official channel which is located
at github.com/micro-editor/plugin-channel but you can add your own third-party channels using
the `pluginchannels` option and you can directly link third-party plugins to allow installation
through the plugin manager with the `pluginrepos` option.
The manager fetches plugins from the channels (which is simply a list of plugin
metadata) which it knows about. By default, micro only knows about the official
channel which is located at github.com/micro-editor/plugin-channel but you can
add your own third-party channels using the `pluginchannels` option and you can
directly link third-party plugins to allow installation through the plugin
manager with the `pluginrepos` option.
If you'd like to publish a plugin you've made as an official plugin, you should upload your
plugin online (to Github preferably) and add a `repo.json` file. This file will contain the
metadata for your plugin. Here is an example:
If you'd like to publish a plugin you've made as an official plugin, you should
upload your plugin online (to Github preferably) and add a `repo.json` file.
This file will contain the metadata for your plugin. Here is an example:
```json
[{
@@ -284,7 +312,8 @@ metadata for your plugin. Here is an example:
}]
```
Then open a pull request at github.com/micro-editor/plugin-channel adding a link to the
raw `repo.json` that is in your plugin repository.
To make updating the plugin work, the first line of your plugins lua code should contain the version of the plugin. (Like this: `VERSION = "1.0.0"`)
Please make sure to use [semver](http://semver.org/) for versioning.
Then open a pull request at github.com/micro-editor/plugin-channel adding a link
to the raw `repo.json` that is in your plugin repository. To make updating the
plugin work, the first line of your plugins lua code should contain the version
of the plugin. (Like this: `VERSION = "1.0.0"`) Please make sure to use
[semver](http://semver.org/) for versioning.