The following warnings occurred:
Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.13 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/plugins/htmlposts.php 164 errorHandler->error_callback
/inc/class_plugins.php 142 htmlposts_parse
/inc/class_parser.php 153 pluginSystem->run_hooks
/inc/functions_post.php 829 postParser->parse_message
/showthread.php 1121 build_postbit
Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.13 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/plugins/htmlposts.php 164 errorHandler->error_callback
/inc/class_plugins.php 142 htmlposts_parse
/inc/class_parser.php 153 pluginSystem->run_hooks
/inc/functions_post.php 829 postParser->parse_message
/showthread.php 1121 build_postbit
Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.13 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/plugins/htmlposts.php 164 errorHandler->error_callback
/inc/class_plugins.php 142 htmlposts_parse
/inc/class_parser.php 153 pluginSystem->run_hooks
/inc/functions_post.php 829 postParser->parse_message
/showthread.php 1121 build_postbit
Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.13 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/inc/plugins/htmlposts.php 164 errorHandler->error_callback
/inc/class_plugins.php 142 htmlposts_parse
/inc/class_parser.php 153 pluginSystem->run_hooks
/inc/functions_post.php 829 postParser->parse_message
/showthread.php 1121 build_postbit




Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Extension] Exec Wikify Generator
#1
Exec Wikify Generator is a extension for UE Explorer which searches for all console commands within a selected list of packages that then may generate a wikified .txt file for you.

The source code is provided as an example on how extensions are made.
Source Code:

ExtGenerator.cs
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Eliot.Extensions.ExecGenerator
{
    using UEExplorer.Development;
    using UEExplorer.UI;

    [ExtensionTitle( "Exec Generator" )]
    public class ExtExecGen : IExtension
    {
        private UEExplorer_Form _Owner;

        /// <summary>
        /// Called after UEExplorer_Form is initialized.
        /// </summary>
        /// <param name="form"></param>
        public void Initialize( UEExplorer_Form form )
        {
            _Owner = form;
        }

        /// <summary>
        /// Called when activated by end-user.
        /// </summary>
        public void OnActivate( object sender, EventArgs e )
        {
            _Owner.AddTabComponent( typeof(UC_ExecGenerator), "Unreal Exec Commands Generator" );
        }
    }
}
UC_ExecGenerator.cs
Code:
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Windows.Forms;

namespace Eliot.Extensions.ExecGenerator
{
    using UEExplorer.UI;
    using UELib;
    using UELib.Core;
    using UELib.Flags;

    [System.Runtime.InteropServices.ComVisible( false )]
    public partial class UC_ExecGenerator : UserControl_Tab
    {
        private readonly List<UnrealPackage> Packages = new List<UnrealPackage>();

        private void Button_Add_Click( object sender, EventArgs e )
        {
            using( var ofd = new OpenFileDialog() )
            {
                ofd.DefaultExt = "u";
                ofd.Filter = "UnrealScript(*.u)|*.u";
                ofd.FilterIndex = 1;
                ofd.Title = "File Dialog";
                ofd.Multiselect = true;
                var dr = ofd.ShowDialog( this );
                if( dr != DialogResult.OK )
                {
                    return;
                }

                // Load every selected file from the file dialog
                foreach( string fileName in ofd.FileNames )
                {
                    Packages.Add( UnrealLoader.LoadPackage( fileName ) );
                    TreeView_Packages.Nodes.Add( fileName );
                }
            }
        }

        private void Button_Save_Click( object sender, EventArgs e )
        {
            string gameprefix = TextBox_GamePrefix.Text;
            string engineprefix = TextBox_EnginePrefix.Text;

            string buffer = "{{autogenerated}}\r\nEvery [[console command]] declared in [[UnrealScript]] of [[" + gameprefix + "]] is listed here.\r\n";

            Packages.Sort( (P1, P2) => String.Compare( P1.PackageName, P2.PackageName ) );
            foreach( UnrealPackage NPkg in Packages )
            {
                NPkg.InitializePackage( UnrealPackage.InitFlags.Construct | UnrealPackage.InitFlags.Link | UnrealPackage.InitFlags.RegisterClasses | UnrealPackage.InitFlags.Deserialize );

                string klasbuffer = String.Empty;
                foreach( UClass klas in NPkg.ObjectsList.OfType<UClass>() )
                {
                    if( klas.ChildFunctions.Count == 0 )
                        continue;

                    var execfunc = new List<UFunction>();
                    foreach( UFunction Func in klas.ChildFunctions )
                    {
                        if( Func.HasFunctionFlag( FunctionFlags.Exec ) )
                        {
                            execfunc.Add( Func );
                        }
                    }

                    if( execfunc.Count > 0 )
                    {
                        execfunc.Sort
                        (
                            delegate( UFunction P1, UFunction P2 )
                            {
                                return String.Compare( P1.Name, P2.Name );
                            }
                        );

                        klasbuffer += "===" + klas.Name + " Commands===\r\n{{main|" + engineprefix + ":" + klas.Name + " (" + gameprefix + ")}}\r\n";
                        foreach( UFunction func in execfunc )
                        {
                            klasbuffer += "\r\n;" + func.Name + " - '''???.'''";
                            if( func.ChildParams.Count > 0 )
                            {
                                foreach( UProperty prop in func.ChildParams )
                                {
                                    string typetext = (prop.Type.ToString() == "Str" ? "string" : (string)prop.Type.ToString()).ToLower( System.Globalization.CultureInfo.CurrentCulture );
                                    string friendlytypetext = prop.GetFriendlyType();
                                    klasbuffer += "\r\n:#'''''" + (prop.HasPropertyFlag( PropertyFlagsLO.OptionalParm ) ? "[[optional]] " : "") + "[[" + typetext + (typetext != friendlytypetext ? ("|" + friendlytypetext) : "") + "]]''''' '''" + prop.Name + "''' - '''???.'''";
                                }
                            }
                            klasbuffer += "\r\n";
                        }
                    }
                }
                if( !String.IsNullOrEmpty( klasbuffer ) )
                {
                    buffer += "==" + NPkg.PackageName + " Commands==\r\n" + klasbuffer + "\r\n";
                }
                NPkg.Stream.Close();
            }
            buffer += "\r\n==External links==\r\n* [[udn2:ConsoleCommands|Native Console Commands]]\r\n\r\n[[Category:Console Commands]]";
            File.WriteAllText( Path.Combine( Application.StartupPath, engineprefix + " Console Commands (" + gameprefix + ").txt" ), buffer );
        }
    }
}
UC_ExecGenerator.Designer.cs
Code:
namespace Eliot.Extensions.ExecGenerator
{
    using UEExplorer.UI;

    partial class UC_ExecGenerator : UserControl_Tab
    {
        /// <summary>
        /// Required designer variable.
        /// </summary>
        private System.ComponentModel.IContainer components = null;

        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose( bool disposing )
        {
            if( disposing && ( components != null ) )
            {
                components.Dispose();
            }
            base.Dispose( disposing );
        }

        #region Component Designer generated code

        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        protected override void InitializeComponent()
        {
            this.tabControl1 = new System.Windows.Forms.TabControl();
            this.TabPage_Packages = new System.Windows.Forms.TabPage();
            this.TreeView_Packages = new System.Windows.Forms.TreeView();
            this.Button_Add = new System.Windows.Forms.Button();
            this.Button_Save = new System.Windows.Forms.Button();
            this.TextBox_GamePrefix = new System.Windows.Forms.TextBox();
            this.TextBox_EnginePrefix = new System.Windows.Forms.TextBox();
            this.label1 = new System.Windows.Forms.Label();
            this.label2 = new System.Windows.Forms.Label();
            this.tabControl1.SuspendLayout();
            this.TabPage_Packages.SuspendLayout();
            this.SuspendLayout();
            //
            // tabControl1
            //
            this.tabControl1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
                        | System.Windows.Forms.AnchorStyles.Left)
                        | System.Windows.Forms.AnchorStyles.Right)));
            this.tabControl1.Controls.Add( this.TabPage_Packages );
            this.tabControl1.Location = new System.Drawing.Point( 0, 84 );
            this.tabControl1.Name = "tabControl1";
            this.tabControl1.SelectedIndex = 0;
            this.tabControl1.Size = new System.Drawing.Size( 1017, 476 );
            this.tabControl1.TabIndex = 0;
            //
            // TabPage_Packages
            //
            this.TabPage_Packages.Controls.Add( this.TreeView_Packages );
            this.TabPage_Packages.Location = new System.Drawing.Point( 4, 22 );
            this.TabPage_Packages.Name = "TabPage_Packages";
            this.TabPage_Packages.Padding = new System.Windows.Forms.Padding( 3 );
            this.TabPage_Packages.Size = new System.Drawing.Size( 1009, 450 );
            this.TabPage_Packages.TabIndex = 0;
            this.TabPage_Packages.Text = "Loaded Packages";
            this.TabPage_Packages.UseVisualStyleBackColor = true;
            //
            // TreeView_Packages
            //
            this.TreeView_Packages.Dock = System.Windows.Forms.DockStyle.Fill;
            this.TreeView_Packages.Location = new System.Drawing.Point( 3, 3 );
            this.TreeView_Packages.Name = "TreeView_Packages";
            this.TreeView_Packages.Size = new System.Drawing.Size( 1003, 444 );
            this.TreeView_Packages.TabIndex = 0;
            //
            // Button_Add
            //
            this.Button_Add.Location = new System.Drawing.Point( 3, 3 );
            this.Button_Add.Name = "Button_Add";
            this.Button_Add.Size = new System.Drawing.Size( 99, 23 );
            this.Button_Add.TabIndex = 4;
            this.Button_Add.Text = "Load Packages";
            this.Button_Add.UseVisualStyleBackColor = true;
            this.Button_Add.Click += new System.EventHandler( this.Button_Add_Click );
            //
            // Button_Save
            //
            this.Button_Save.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
            this.Button_Save.Location = new System.Drawing.Point( 887, 58 );
            this.Button_Save.Name = "Button_Save";
            this.Button_Save.Size = new System.Drawing.Size( 123, 23 );
            this.Button_Save.TabIndex = 5;
            this.Button_Save.Text = "Generate WikiArticle";
            this.Button_Save.UseVisualStyleBackColor = true;
            this.Button_Save.Click += new System.EventHandler( this.Button_Save_Click );
            //
            // TextBox_GamePrefix
            //
            this.TextBox_GamePrefix.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
            this.TextBox_GamePrefix.Location = new System.Drawing.Point( 910, 6 );
            this.TextBox_GamePrefix.Name = "TextBox_GamePrefix";
            this.TextBox_GamePrefix.Size = new System.Drawing.Size( 100, 20 );
            this.TextBox_GamePrefix.TabIndex = 6;
            this.TextBox_GamePrefix.Text = "UT2004";
            //
            // TextBox_EnginePrefix
            //
            this.TextBox_EnginePrefix.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
            this.TextBox_EnginePrefix.Location = new System.Drawing.Point( 910, 32 );
            this.TextBox_EnginePrefix.Name = "TextBox_EnginePrefix";
            this.TextBox_EnginePrefix.Size = new System.Drawing.Size( 100, 20 );
            this.TextBox_EnginePrefix.TabIndex = 7;
            this.TextBox_EnginePrefix.Text = "UE2";
            //
            // label1
            //
            this.label1.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
            this.label1.AutoSize = true;
            this.label1.Location = new System.Drawing.Point( 840, 13 );
            this.label1.Name = "label1";
            this.label1.Size = new System.Drawing.Size( 64, 13 );
            this.label1.TabIndex = 8;
            this.label1.Text = "Game Prefix";
            //
            // label2
            //
            this.label2.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
            this.label2.AutoSize = true;
            this.label2.Location = new System.Drawing.Point( 835, 35 );
            this.label2.Name = "label2";
            this.label2.Size = new System.Drawing.Size( 69, 13 );
            this.label2.TabIndex = 9;
            this.label2.Text = "Engine Prefix";
            //
            // UserControl_UExecGen
            //
            this.AutoScaleDimensions = new System.Drawing.SizeF( 6F, 13F );
            this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
            this.Controls.Add( this.label2 );
            this.Controls.Add( this.label1 );
            this.Controls.Add( this.TextBox_EnginePrefix );
            this.Controls.Add( this.TextBox_GamePrefix );
            this.Controls.Add( this.Button_Save );
            this.Controls.Add( this.Button_Add );
            this.Controls.Add( this.tabControl1 );
            this.Name = "UserControl_UExecGen";
            this.Size = new System.Drawing.Size( 1017, 560 );
            this.tabControl1.ResumeLayout( false );
            this.TabPage_Packages.ResumeLayout( false );
            this.ResumeLayout( false );
            this.PerformLayout();

        }

        #endregion

        private System.Windows.Forms.TabPage TabPage_Packages;
        internal System.Windows.Forms.TabControl tabControl1;
        internal System.Windows.Forms.TreeView TreeView_Packages;
        internal System.Windows.Forms.Button Button_Add;
        internal System.Windows.Forms.Button Button_Save;
        private System.Windows.Forms.TextBox TextBox_GamePrefix;
        private System.Windows.Forms.TextBox TextBox_EnginePrefix;
        private System.Windows.Forms.Label label1;
        private System.Windows.Forms.Label label2;
    }
}
#2
Some examples that were generated through my extension:
UT2004 Console Commands
UT2004 Mods Console Commands
#3
can you please provide a precompiled version.
#4
Download: https://dl.dropbox.com/u/13770647/Eliot....erator.dll

Put it in C:\Program Files (x86)\Eliot\UE Explorer\Extensions\ or where you have installed UE Explorer.

This will be generated in Wiki format, so you'll have to go to: http://wiki.beyondunreal.com/edit/Myconsolecommands

and then paste it in there, and click on preview(don't submit unless you actually want to share a set of commands from a game).


Forum Jump:


Users browsing this thread: 3 Guest(s)