├── .eslintrc.json
├── .gitignore
├── .prettierrc.json
├── .vscode
├── extensions.json
├── launch.json
├── settings.json
└── tasks.json
├── .vscodeignore
├── .yarnrc
├── CHANGELOG.md
├── LICENSE.md
├── README.md
├── icons
├── icon.png
├── icon.xcf
├── icon_alt.png
├── logo.png
└── views
│ └── icon.svg
├── images
├── feature-editor-2.gif
├── feature-editor-collapsed.jpg
├── feature-editor.gif
├── feature-game-exception.gif
└── feature-run-game.gif
├── l10n
├── bundle.l10n.es.json
└── bundle.l10n.json
├── package.json
├── package.nls.es.json
├── package.nls.json
├── src
├── extension.ts
└── modules
│ ├── context
│ └── vscode_context.ts
│ ├── manager.ts
│ ├── processes
│ ├── gameplay_controller.ts
│ ├── open_folder.ts
│ └── scripts_controller.ts
│ ├── ui
│ ├── elements
│ │ ├── ui_status_bar.ts
│ │ └── ui_tree_view_provider.ts
│ └── ui_extension.ts
│ └── utils
│ ├── configuration.ts
│ ├── fileutils.ts
│ ├── filewatcher.ts
│ ├── logger.ts
│ └── strings.ts
├── tsconfig.json
├── vsc-extension-quickstart.md
└── yarn.lock
/.eslintrc.json:
--------------------------------------------------------------------------------
1 | {
2 | "root": true,
3 | "parser": "@typescript-eslint/parser",
4 | "parserOptions": {
5 | "ecmaVersion": 6,
6 | "sourceType": "module"
7 | },
8 | "plugins": [
9 | "@typescript-eslint"
10 | ],
11 | "rules": {
12 | "@typescript-eslint/naming-convention": [
13 | "warn",
14 | {
15 | "selector": "import",
16 | "format": [ "camelCase", "PascalCase" ]
17 | }
18 | ],
19 | "@typescript-eslint/semi": "warn",
20 | "curly": "warn",
21 | "eqeqeq": "warn",
22 | "no-throw-literal": "warn",
23 | "semi": "off"
24 | },
25 | "ignorePatterns": [
26 | "out",
27 | "dist",
28 | "**/*.d.ts"
29 | ]
30 | }
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | out
2 | dist
3 | node_modules
4 | .vscode-test/
5 | *.vsix
6 |
--------------------------------------------------------------------------------
/.prettierrc.json:
--------------------------------------------------------------------------------
1 | {
2 | "trailingComma": "es5",
3 | "printWidth": 80,
4 | "tabWidth": 2,
5 | "useTabs": false,
6 | "semi": true,
7 | "singleQuote": true
8 | }
--------------------------------------------------------------------------------
/.vscode/extensions.json:
--------------------------------------------------------------------------------
1 | {
2 | // See http://go.microsoft.com/fwlink/?LinkId=827846
3 | // for the documentation about the extensions.json format
4 | "recommendations": [
5 | "dbaeumer.vscode-eslint"
6 | ]
7 | }
8 |
--------------------------------------------------------------------------------
/.vscode/launch.json:
--------------------------------------------------------------------------------
1 | // A launch configuration that compiles the extension and then opens it inside a new window
2 | // Use IntelliSense to learn about possible attributes.
3 | // Hover to view descriptions of existing attributes.
4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
5 | {
6 | "version": "0.2.0",
7 | "configurations": [
8 | {
9 | "name": "Run Extension",
10 | "type": "extensionHost",
11 | "request": "launch",
12 | "args": [
13 | "--extensionDevelopmentPath=${workspaceFolder}"
14 | ],
15 | "outFiles": [
16 | "${workspaceFolder}/out/**/*.js"
17 | ],
18 | "preLaunchTask": "${defaultBuildTask}"
19 | },
20 | {
21 | "name": "Extension Tests",
22 | "type": "extensionHost",
23 | "request": "launch",
24 | "args": [
25 | "--extensionDevelopmentPath=${workspaceFolder}",
26 | "--extensionTestsPath=${workspaceFolder}/out/test/suite/index"
27 | ],
28 | "outFiles": [
29 | "${workspaceFolder}/out/test/**/*.js"
30 | ],
31 | "preLaunchTask": "${defaultBuildTask}"
32 | }
33 | ]
34 | }
35 |
--------------------------------------------------------------------------------
/.vscode/settings.json:
--------------------------------------------------------------------------------
1 | // Place your settings in this file to overwrite default and user settings.
2 | {
3 | "files.exclude": {
4 | "out": false // set this to true to hide the "out" folder with the compiled JS files
5 | },
6 | "search.exclude": {
7 | "out": true // set this to false to include "out" folder in search results
8 | },
9 | // Turn off tsc task auto detection since we have the necessary tasks as npm scripts
10 | "typescript.tsc.autoDetect": "off",
11 | "cmake.configureOnOpen": false
12 | }
--------------------------------------------------------------------------------
/.vscode/tasks.json:
--------------------------------------------------------------------------------
1 | // See https://go.microsoft.com/fwlink/?LinkId=733558
2 | // for the documentation about the tasks.json format
3 | {
4 | "version": "2.0.0",
5 | "tasks": [
6 | {
7 | "type": "npm",
8 | "script": "watch",
9 | "problemMatcher": "$tsc-watch",
10 | "isBackground": true,
11 | "presentation": {
12 | "reveal": "never"
13 | },
14 | "group": {
15 | "kind": "build",
16 | "isDefault": true
17 | }
18 | }
19 | ]
20 | }
21 |
--------------------------------------------------------------------------------
/.vscodeignore:
--------------------------------------------------------------------------------
1 | .vscode/**
2 | .vscode-test/**
3 | src/**
4 | .gitignore
5 | .yarnrc
6 | vsc-extension-quickstart.md
7 | **/tsconfig.json
8 | **/.eslintrc.json
9 | **/*.map
10 | **/*.ts
11 |
--------------------------------------------------------------------------------
/.yarnrc:
--------------------------------------------------------------------------------
1 | --ignore-engines true
--------------------------------------------------------------------------------
/CHANGELOG.md:
--------------------------------------------------------------------------------
1 | # Change Log
2 |
3 | All notable changes to the "rgss-script-editor" extension will be documented in this file.
4 |
5 | ## [1.5.5] - 21/05/2025
6 |
7 | ### Fixed
8 |
9 | - Fixed bad file descriptor errors in the extension script loader
10 | - File descriptor is redirected to null (supressed) until process allocates the console
11 |
12 | ## [1.5.4] - 20/05/2025
13 |
14 | ### Fixed
15 |
16 | - Fixed file system watcher resetting section load order
17 |
18 | ## [1.5.3] - 20/05/2025
19 |
20 | ### Fixed
21 |
22 | - Assign the appropriate loading status when creating new sections
23 |
24 | ## [1.5.2] - 19/05/2025
25 |
26 | ### Fixed
27 |
28 | - Fixed section checkbox state forced to true when creating sections
29 |
30 | ## [1.5.1] - 19/05/2025
31 |
32 | ### Fixed
33 |
34 | - Fixed input window not showing the full list of invalid characters
35 |
36 | ## [1.5.0] - 19/05/2025
37 |
38 | ### Added
39 |
40 | - Localization support
41 | - Added spanish localization
42 | - Cut & Paste operations on the script editor
43 | - You can select a list of sections to cut and paste in the extension's script editor
44 | - All sections will move to the target avoiding overwrites
45 | - Added a new command to copy the absolute path to the clipboard of a any section or sections
46 | - Added a new command to copy the relative path to the clipboard of a any section or sections
47 | - Added a new command to create a backup file of the current load order
48 | - Added script name validation setting
49 | - Allows the extension to validate script names to meet the requirements of RPG Maker based on the Ruby version used
50 | - Added a setting to insert encoding magic comment
51 | - Since v1.5.0 the enconding magic comment is no longer needed
52 | - Although, you can optionally enable this setting to insert them into scripts
53 |
54 | ### Changed
55 |
56 | - Changed loader script from using `Kernel.require` and `Kernel.load` to `Kernel.eval` to load script files.
57 | - Modified loader script to not suppress exceptions when creating the game log file
58 | - Improved regular expressions to match invalid characters, depending on RGSS version
59 | - Validation of invalid characters is much more permissive now, allowing wide characters when supported.
60 | - Modified section move operations to avoid overwriting sections in target folder
61 | - Forced import operations to always create a folder, avoiding overwriting sections
62 | - Improved script controller logic, should be more stable and efficient now
63 | - Removed section priority attribute and used the position in the children array to determine their priority
64 | - README has been improved to make it clearer and easier to read
65 | - Improved description for all extension settings
66 |
67 | ### Fixed
68 |
69 | - Fixed the problem that caused different scripts with the same name to be overwritten when extracting
70 | - Fixed bugged tree view editor when changing between workspace projects
71 | - The script editor view was unnecessarily re-created between workspace changes
72 | - Fixed drag & drop (section move) raising errors when the section was dropped in self or inside a child section
73 | - Fixed empty icons for separators
74 |
75 | ## [1.4.1] - 13/09/2024
76 |
77 | ### Changed
78 |
79 | - Removed unnecesary refresh call on the editor section expand/collapse callbacks
80 | - Script reveals on the editor view should be faster now on projects with many subfolders in depth
81 | - Removed work-around to reveal editor section with 3 levels of depth or more
82 |
83 | ### Fixed
84 |
85 | - Tree data item not found errors when revealing script sections on the script editor view
86 |
87 | ## [1.4.0] - 16/07/2024
88 |
89 | ### Added
90 |
91 | - Added configuration to change the log files path
92 | - Moved all the extension's files and folders inside a parent folder to make it tidier
93 | - The script loader is now re-created when the game log file path is changed
94 | - Drag and drop sections (folder/scripts) on the VSCode editor
95 | - You can drop sections from the extension's tree view directly on the editor
96 | - When a folder is dropped it will open all sections inside recursively
97 | - You can drop sections on different columns
98 | - Compile enabled scripts using a keybind
99 | - You can use a keybind (CTRL+F5 by default) to quickly compile the current enabled scripts
100 | - The bundle file name is set to Scripts to match the RPG Maker bundle file name
101 | - You can use this to automatize the creation of a bundle file for game distribution.
102 | - Copy and paste sections on the extension's tree view
103 | - You can copy any section on the tree view
104 | - Copied folders will keep all child sections
105 | - All sections will be saved in the clipboard
106 | - Paste any saved section on the clipboard anywhere on the tree
107 | - Pasted sections will make sure not to overwrite existing sections with the same name
108 |
109 | ### Changed
110 |
111 | - Load order file uses the user selected EOL characters when created
112 | - Extension shows an error message when it is not possible to move sections
113 |
114 | ## [1.3.1] - 21/06/2024
115 |
116 | ### Fixed
117 |
118 | - Fixed an issue reveal script on the tree view
119 | - Due to VS Code limitations, the reveal depth allows up to three levels
120 | - The reveal operation failed when the script is more deep than three levels
121 | - Fixed a problem when collapsing and expanding folders
122 | - The extension did not update the collapsible status of the folder
123 | - When the tree was refreshed, the collapsible status was reset to the default state
124 |
125 | ### Changed
126 |
127 | - Changed debug to file option default value to false
128 | - Avoids unnecesary file write calls
129 | - Users can enable it manually when reporting bugs
130 |
131 | ## [1.3.0] - 20/06/2024
132 |
133 | ### Added
134 |
135 | - The extension now automatically re-creates the script loader every time the user opens a folder if the scripts are already extracted
136 | - It is recommended to leave it active, so the extension can update the script loader between updates.
137 | - Optionally, it can be disabled, but the user will have to update the script loader manually with the corresponding command.
138 | - Added run game behavior option
139 | - The user can choose how the extension behaves when trying to launch the game again.
140 | - You can choose between the following behaviors:
141 | - Nothing: Does nothing, this how RPG Maker behaves (default)
142 | - Kill and Run: Kills the current game process and runs it again
143 | - Allow Multiple: Allows the user to start more than one game process at the same time
144 | - Added files EOL (End-of-File) option
145 | - Scripts are now created with the appropriate EOL characters
146 | - You can force the extension to use a specific EOL type (LF, CRLF)
147 | - You can also let the extension determine the appropriate EOL automatically
148 | - This is based on the operating system
149 | - Import scripts from bundle files
150 | - You can import all scripts inside an RPG Maker scripts bundle file
151 | - Optionally, you can allow whether to overwrite existing scripts or not
152 | - Added a file system watcher to detect the output file the game creates when an exception kills the game
153 | - In previous versions, the extension processes the game exception only it the game was launched from VS Code
154 | - If the extension is running. you can launch the game out of VS Code, and it will process the game output file
155 | - Added a new command to reveal a script or folder on the operating system file explorer
156 | - Available in the context menu when selecting a script or a folder in the script editor view
157 | - Added the possibility for developers to reload scripts on runtime **(EXPERIMENTAL)**
158 | - The script loader will load scripts again if a ResetLoader exception is raised
159 | - You can raise this exception anywhere on your code
160 |
161 | ### Fixed
162 |
163 | - The extension now gets the appropriate game process PID instead of the shell process PID
164 | - The game processes are now properly killed when closing VS Code or switching between projects
165 | - Fixed game process Errno::EBADF exceptions
166 | - Errno::EBADF was raised sometimes on RPG Maker VX Ace projects
167 | - The game fails to redirect output to the console output
168 | - Output is redirected to the null device if this happens to avoid crashes
169 |
170 | ### Changed
171 |
172 | - Changed extension's auto process game error option
173 | - If enabled, the extension will automatically show the exception without asking the user to peek the backtrace
174 | - If disabled, it will ask the user before showing the exception information.
175 |
176 | ## [1.2.1] - 02/03/2024
177 |
178 | ### Changed
179 |
180 | - Renamed some commands to make them clearer
181 | - Improved the README file
182 |
183 | ### Fixed
184 |
185 | - Fixed toggle section command not toggling the tree item with right click
186 | - Toggling a section with the context menu (right click) did not work if a section was selected on the tree
187 |
188 | ## [1.2.0] - 29/02/2024
189 |
190 | ### Added
191 |
192 | - A new command to create a bundle file from the current selected editor sections on the tree view
193 | - You can select any group of sections on the tree view and create a bundle including only those sections
194 | - Sections will be included whether they are enabled or disabled
195 |
196 | ### Changed
197 |
198 | - Modified create bundle file and create backup bundle file commands to adapt it to the new feature
199 | - Renamed Create Script Loader command
200 |
201 | ## [1.1.0] - 01/02/2024
202 |
203 | ### Added
204 |
205 | - Extension is now able to create a script tree and load order from a bundled scripts data file
206 | - Only bundled scripts data files created by this extension are supported
207 | - You will be able to restore the tree easily in case it was overwritten
208 | - Allows the user to quickly create a back up file of the current enabled scripts in the tree
209 | - This process is the same as creating a bundle file but does it automatically
210 | - All backups are stored with a time stamp
211 |
212 | ### Changed
213 |
214 | - Avoid creating empty backup files of the bundled scripts data if invalid
215 | - 'Invalid' means that only the script loader was inside of the bundled data file
216 | - Bundle creation now allows to overwrite an existing file
217 | - Modified some logging information to make it clearer
218 |
219 | ### Fixed
220 |
221 | - Fixed folder recognition to avoid empty filesystem entries to be recognized as valid folders
222 |
223 | ## [1.0.11] - 27/01/2024
224 |
225 | ### Changed
226 |
227 | - Reworded the description of the extension settings
228 | - Removed an unnecessary load order refresh call
229 | - Added a warning when deleting sections
230 | - Bundle file created file extension is now automatically appended based on the RGSS version
231 |
232 | ## [1.0.10] - 25/01/2024
233 |
234 | ### Changed
235 |
236 | - Changed save dialog default uri to the project's folder when creating a bundle file for convenience
237 |
238 | ## [1.0.9] - 25/01/2024
239 |
240 | ### Added
241 |
242 | - Added the possibility of modifying the Wine command for Linux users
243 | - Turned Wine setting from a checkbox into an inputbox
244 |
245 | ### Fixed
246 |
247 | - Cleaned the extension's output folder to ensure compatibility with case sensitive file systems
248 |
249 | ## [1.0.8] - 17/01/2024
250 |
251 | ### Added
252 |
253 | - Added an information window when a workspace with more than one valid folder is opened.
254 | - Game exceptions are now displayed with a timestamp of when they occurred.
255 |
256 | ### Fixed
257 |
258 | - Game exceptions are now correctly written to the output file.
259 | - Script loader was writing serialized data in non-binary mode
260 |
261 | ## [1.0.7] - 13/01/2024
262 |
263 | ### Added
264 |
265 | - Added a submenu in the script editor view with some useful commands
266 | - You can create sections now with an empty script editor tree
267 |
268 | ### Changed
269 |
270 | - Logger output channel language id was changed to 'log' to support highlighting
271 |
272 | ### Fixed
273 |
274 | - Logger is now properly disposed when extension is deactivated
275 |
276 | ## [1.0.6] - 12/01/2024
277 |
278 | ### Added
279 |
280 | - Extension now provides a output channel to write log messages
281 |
282 | ### Changed
283 |
284 | - Avoid the extension to restart when a configuration value changes.
285 | - When changing the relative path to the extracted scripts folder, a restart will still trigger to refresh the tree view
286 |
287 | ## [1.0.5] - 07/01/2024
288 |
289 | ### Fixed
290 |
291 | - Avoids extension restarting when an unknown configuration changes
292 |
293 | ## [1.0.4] - 06/01/2024
294 |
295 | ### Added
296 |
297 | - More invalid characters that crashes the game
298 |
299 | ## [1.0.3] - 06/01/2024
300 |
301 | ### Added
302 |
303 | - Avoid unnecesary refresh calls when file system watcher creates an existing editor section
304 |
305 | ## [1.0.2] - 05/01/2024
306 |
307 | ### Fixed
308 |
309 | - RPG Maker XP not skipping ignored script files
310 |
311 | ## [1.0.1] - 05/01/2024
312 |
313 | ### Changed
314 |
315 | - Invalid characters shown on user input window
316 |
317 | ## [1.0.0] - 05/01/2024
318 |
319 | ### Added
320 |
321 | - Initial release
322 |
--------------------------------------------------------------------------------
/LICENSE.md:
--------------------------------------------------------------------------------
1 | GNU GENERAL PUBLIC LICENSE
2 | Version 3, 29 June 2007
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623 | How to Apply These Terms to Your New Programs
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674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
RGSS Script Editor
6 |
An advanced script editor for RPG Maker XP/VX/VX Ace inside VSCode
7 |
8 | ## 📋 Table of Contents
9 |
10 | - [📋 Table of Contents](#-table-of-contents)
11 | - [✨ Features](#-features)
12 | - [🖼️ Screenshots](#️-screenshots)
13 | - [🛠️ Requirements](#️-requirements)
14 | - [Windows](#windows)
15 | - [Linux](#linux)
16 | - [macOS](#macos)
17 | - [📦 Download](#-download)
18 | - [🚀 Getting Started](#-getting-started)
19 | - [1. Open Your Project Folder](#1-open-your-project-folder)
20 | - [2. Extract Scripts](#2-extract-scripts)
21 | - [3. Use the Script Editor View](#3-use-the-script-editor-view)
22 | - [4. Run Your Game](#4-run-your-game)
23 | - [🐞 Known Issues](#-known-issues)
24 | - [\[SyntaxError\] Invalid Multibyte char (US-ASCII)](#syntaxerror-invalid-multibyte-char-us-ascii)
25 | - [\[LoadError\] no such file to load -- \[Errno::EINVAL\] Invalid argument](#loaderror-no-such-file-to-load----errnoeinval-invalid-argument)
26 | - [File Doesn’t Exist](#file-doesnt-exist)
27 | - [File Exists but Crashes](#file-exists-but-crashes)
28 | - [\[SystemStackError\] stack level too deep](#systemstackerror-stack-level-too-deep)
29 | - [🙏 Contributors](#-contributors)
30 |
31 | ## ✨ Features
32 |
33 | - Seamlessly extract and manage RPG Maker scripts as individual Ruby files.
34 | - Edit the game scripts in VSCode while the RPG Maker editor is open and the game is running.
35 | - Organize your scripts in a tree view: folders and separators with drag & drop support.
36 | - Copy, cut and paste scripts and folders anywhere in the tree view.
37 | - Enable/disable scripts and folders to load or skip them when running the game.
38 | - Run the game directly from VSCode with lots of customizable options.
39 | - Process game exceptions with detailed backtrace visualization inside VSCode.
40 | - RPG Maker default script list hierarchy has been replaced with a tree hierarchy.
41 | - Backup and compile script bundles for distribution.
42 | - Seamlessly change between active folders in the VSCode current workspace.
43 | - File system watcher tracking your project's script folder for changes outside VSCode.
44 | - Use version control software (Git) to track script changes visually on the script editor.
45 |
46 | ## 🖼️ Screenshots
47 |
48 | 
49 |
50 | 
51 |
52 | 
53 |
54 | 
55 |
56 | 
57 |
58 | ## 🛠️ Requirements
59 |
60 | ### Windows
61 |
62 | - [Visual Studio Code](https://code.visualstudio.com/)
63 |
64 | ### Linux
65 |
66 | - [Visual Studio Code](https://code.visualstudio.com/)
67 | - [Wine](https://www.winehq.org/) (preferably the latest version)
68 | - Wine should available on your system, which will be used to run the Windows game executable.
69 | - You can check if Wine is installed in your system with: `wine --version`
70 | - **IMPORTANT: If you use MKXP-Z for Linux you won't need to install Wine.**
71 | - Wine is only required for RPG Maker Windows executables.
72 | - You can also use any other Wine fork with this extension.
73 |
74 | ### macOS
75 |
76 | - [Visual Studio Code](https://code.visualstudio.com/)
77 | - **⚠️ Not officially tested ⚠️**
78 |
79 | ## 📦 Download
80 |
81 | - [Visual Studio Code Marketplace](https://marketplace.visualstudio.com/items?itemName=SnowSzn.rgss-script-editor)
82 | - [Open VSX Marketplace](https://open-vsx.org/extension/SnowSzn/rgss-script-editor)
83 |
84 | ## 🚀 Getting Started
85 |
86 | ### 1. Open Your Project Folder
87 |
88 | Open the **root folder** of your RPG Maker project in VS Code (the one containing `Game.exe`). The extension will attempt to detect your RPG Maker version by checking for one of the following files in the data folder:
89 |
90 | - `Data/Scripts.rxdata` (XP)
91 | - `Data/Scripts.rvdata` (VX)
92 | - `Data/Scripts.rvdata2` (VX Ace)
93 |
94 | **If this data file is missing the extension won't work!**
95 |
96 | ### 2. Extract Scripts
97 |
98 | When opening the project for the first time, the extension will prompt you to extract all scripts from the bundled file into individual Ruby `.rb` files. A **backup** of the original file is automatically created.
99 |
100 | You can change the script output folder in the extension settings.
101 |
102 | From now on, you should get rid of the RPG Maker script editor and create and manage scripts using the extension's editor in VS Code.
103 |
104 | If you create new scripts using the native RPG Maker editor, that's still possible—but you'll need to extract them again before the extension can work with them properly.
105 |
106 | ### 3. Use the Script Editor View
107 |
108 | A new icon will appear in the VS Code activity bar (usually at the left of the editor):
109 |
110 | This opens the **Script Editor View**, where you can manage scripts using folders, separators, drag-and-drop, enable/disable sections, rename, and more.
111 |
112 | This view also determines the **load order** of the scripts when running the game.
113 |
114 | You can toggle any section load status with each item checkbox.
115 |
116 | If an item checkbox is not checked it won't be loaded when the game is executed.
117 |
118 | ### 4. Run Your Game
119 |
120 | Press `F12` or use the button in the UI to launch your game. You can customize arguments and execution behavior (e.g., restart running instances) via the extension settings.
121 |
122 | ## 🐞 Known Issues
123 |
124 | ### \[SyntaxError] Invalid Multibyte char (US-ASCII)
125 |
126 | **Applies only to extension versions before v1.5.0**
127 |
128 | Ruby cannot determine file encoding without a magic comment. If you see this error, make sure the script starts with:
129 |
130 | ```ruby
131 | # encoding: utf-8
132 | ```
133 |
134 | Enable the setting `rgssScriptEditor.extension.insertEncodingComment` to have this added automatically.
135 |
136 | ---
137 |
138 | ### \[LoadError] no such file to load -- \[Errno::EINVAL] Invalid argument
139 |
140 | #### File Doesn’t Exist
141 |
142 | Ensure the file exists and is correctly listed in `load_order.txt`. Scripts can be skipped using `#` at the start of the line.
143 |
144 | #### File Exists but Crashes
145 |
146 | Older RPG Maker versions using Ruby <1.9 cannot handle special characters in file paths.
147 |
148 | Avoid using characters like `■` or `▼` in filenames, also wide characters like japanese or chinese causes this error too.
149 |
150 | The versions of RPG Maker affected are:
151 |
152 | - RPG Maker XP
153 | - RPG Maker VX
154 |
155 | Valid script names should only contain ASCII letters:
156 |
157 | ```
158 | Good: Script_1.rb, My-Script.rb
159 | Bad: ▼ Script.rb, スクリプト.rb
160 | ```
161 |
162 | **If you use MKXP-Z or any other implementation that is based in Ruby v1.9+ (RPG Maker VX Ace), this restriction doesn’t apply.**
163 |
164 | Please set the setting `rgssScriptEditor.extension.scriptNameValidation` to `auto` or `enabled` to let the extension remove invalid characters from script names. Only disable this setting if you are sure the Ruby version you are using is safe using wide characters.
165 |
166 | ---
167 |
168 | ### \[SystemStackError] stack level too deep
169 |
170 | Occurs when reloading the script loader at runtime, usually due to aliasing methods repeatedly.
171 |
172 | Example problematic code:
173 |
174 | ```ruby
175 | class Scene_Base
176 | alias reset_script_loader update
177 | def update
178 | reset_script_loader
179 | raise ScriptLoader::ResetLoader if Input.press?(:F5)
180 | end
181 | end
182 | ```
183 |
184 | Use a check before aliasing:
185 |
186 | ```ruby
187 | class Scene_Base
188 | alias reset_script_loader update unless method_defined?(:reset_script_loader)
189 | def update
190 | reset_script_loader
191 | raise ScriptLoader::ResetLoader if Input.press?(:F5)
192 | end
193 | end
194 | ```
195 |
196 | **This feature is very experimental and can lead to undefined behavior. Use with caution.**
197 |
198 | ## 🙏 Contributors
199 |
200 | - [marshal](https://github.com/hyrious/marshal)
201 |
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4 |
59 |
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1 | {
2 | "Several RPG Maker folders were detected in the current workspace, choose one to set it as active.": "Se detectaron varias carpetas de RPG Maker en el espacio de trabajo actual, elige una para establecerla como activa.",
3 | "Close": "Cerrar",
4 | "Some scripts were detected inside the RPG Maker scripts file, you should extract them now.": "Se detectaron algunos scripts dentro del archivo de scripts de RPG Maker, deberías extraerlos ahora.",
5 | "Choose the RPG Maker active project folder": "Elige la carpeta del proyecto activo de RPG Maker",
6 | "\"{0}\" workspace folder opened successfully!": "¡La carpeta \"{0}\" se abrió correctamente!",
7 | "Failed to open the folder, a valid RGSS version was not detected.": "No se pudo abrir la carpeta, no se detectó una versión válida de RGSS.",
8 | "Something went wrong! Please check RGSS Script Editor output channel for more information.": "¡Algo salió mal! Por favor, revisa el canal de salida de RGSS Script Editor para más información.",
9 | "'Cannot create script loader because RPG Maker bundle file still has valid scripts inside of it!'": "¡No se puede crear el cargador de scripts porque el fichero compilado de RPG Maker aún contiene scripts válidos!",
10 | "The script loader was created successfully!": "¡El cargador de scripts se creó correctamente!",
11 | "The backup bundle file was created successfully!": "¡El archivo de respaldo de los scripts de RPG Maker se creó correctamente!",
12 | "Load order backup created!": "¡Respaldo del orden de carga creado!",
13 | "The bundle file was created successfully!": "¡El fichero compilado se creó correctamente!",
14 | "You must select at least one section on the tree view to create the bundle file!": "¡Debes seleccionar al menos una sección en la vista en árbol para crear el fichero compilado!",
15 | "Scripts were compiled successfully!": "¡Los scripts se compilaron correctamente!",
16 | "No exception was reported in the last game session.": "No se reportaron excepciones en la última sesión del juego.",
17 | "An exception was reported in the last game session.": "Se reportó una excepción en la última sesión del juego.",
18 | "Peek Backtrace": "Ver Rastreo",
19 | "Create a new section at: {0}": "Crear una nueva sección en: {0}",
20 | "Choose new section type...": "Elegir tipo de nueva sección...",
21 | "Create Script": "Crear script",
22 | "Create Folder": "Crear carpeta",
23 | "Create Separator": "Crear separador",
24 | "Type a name for the new section...": "Escribe un nombre para la nueva sección...",
25 | "Deleting: {0}": "Eliminando: {0}",
26 | "Are you sure you want to delete the selected sections? (This is irreversible)": "¿Estás seguro de que deseas eliminar las secciones seleccionadas? (Esto es irreversible)",
27 | "Delete section (This is irreversible)": "Eliminar sección (Esto es irreversible)",
28 | "Cancel section deletion": "Cancelar eliminación de sección",
29 | "Renaming: {0}": "Renombrando: {0}",
30 | "Type a new name for this section...": "Escribe un nuevo nombre para esta sección...",
31 | "Merge": "Combinar",
32 | "Move": "Mover",
33 | "Unknown": "Desconocido",
34 | "Current Editor Mode: {0}": "Modo actual del editor: {0}",
35 | "Choose the editor mode...": "Elegir el modo del editor...",
36 | "Input contains invalid characters or words! ({0})": "¡La entrada contiene caracteres o palabras no válidos! ({0})",
37 | "An editor section already exists with the given input!": "¡Ya existe una sección con la entrada proporcionada!",
38 | "RGSS Script Editor: Set Project Folder": "RGSS Script Editor: Establecer Carpeta del Proyecto",
39 | "Choose RPG Maker Project Folder": "Elegir Proyecto de RPG Maker",
40 | "Choose a RPG Maker project folder from the current workspace to activate it": "Elige una carpeta de proyecto de RPG Maker del espacio de trabajo actual para activarla",
41 | "RGSS Script Editor: Active Project Folder": "RGSS Script Editor: Carpeta de Proyecto Activa",
42 | "RPG Maker Active Project: {0}": "Proyecto Activo de RPG Maker: {0}",
43 | "Opens the current active RPG Maker project folder": "Abre la carpeta del proyecto activo de RPG Maker",
44 | "RGSS Script Editor: Run Game": "RGSS Script Editor: Ejecutar Juego",
45 | "Run Game": "Ejecutar Juego",
46 | "Runs the game executable": "Ejecuta el juego",
47 | "RGSS Script Editor: Extract Scripts": "RGSS Script Editor: Extraer Scripts",
48 | "Extract Scripts": "Extraer Scripts",
49 | "Extracts all scripts from the bundled RPG Maker scripts file": "Extrae todos los scripts del archivo empaquetado de scripts de RPG Maker"
50 | }
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/l10n/bundle.l10n.json:
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1 | {
2 | "Several RPG Maker folders were detected in the current workspace, choose one to set it as active.": "Several RPG Maker folders were detected in the current workspace, choose one to set it as active.",
3 | "Close": "Close",
4 | "Some scripts were detected inside the RPG Maker scripts file, you should extract them now.": "Some scripts were detected inside the RPG Maker scripts file, you should extract them now.",
5 | "Choose the RPG Maker active project folder": "Choose the RPG Maker active project folder",
6 | "\"{0}\" workspace folder opened successfully!": "\"{0}\" workspace folder opened successfully!",
7 | "Failed to open the folder, a valid RGSS version was not detected.": "Failed to open the folder, a valid RGSS version was not detected.",
8 | "Something went wrong! Please check RGSS Script Editor output channel for more information.": "Something went wrong! Please check RGSS Script Editor output channel for more information.",
9 | "'Cannot create script loader because RPG Maker bundle file still has valid scripts inside of it!'": "'Cannot create script loader because RPG Maker bundle file still has valid scripts inside of it!'",
10 | "The script loader was created successfully!": "The script loader was created successfully!",
11 | "The backup bundle file was created successfully!": "The backup bundle file was created successfully!",
12 | "Load order backup created!": "Load order backup created!",
13 | "The bundle file was created successfully!": "The bundle file was created successfully!",
14 | "You must select at least one section on the tree view to create the bundle file!": "You must select at least one section on the tree view to create the bundle file!",
15 | "Scripts were compiled successfully!": "Scripts were compiled successfully!",
16 | "No exception was reported in the last game session.": "No exception was reported in the last game session.",
17 | "An exception was reported in the last game session.": "An exception was reported in the last game session.",
18 | "Peek Backtrace": "Peek Backtrace",
19 | "Create a new section at: {0}": "Create a new section at: {0}",
20 | "Choose new section type...": "Choose new section type...",
21 | "Create Script": "Create Script",
22 | "Create Folder": "Create Folder",
23 | "Create Separator": "Create Separator",
24 | "Type a name for the new section...": "Type a name for the new section...",
25 | "Deleting: {0}": "Deleting: {0}",
26 | "Are you sure you want to delete the selected sections? (This is irreversible)": "Are you sure you want to delete the selected sections? (This is irreversible)",
27 | "Delete section (This is irreversible)": "Delete section (This is irreversible)",
28 | "Cancel section deletion": "Cancel section deletion",
29 | "Renaming: {0}": "Renaming: {0}",
30 | "Type a new name for this section...": "Type a new name for this section...",
31 | "Merge": "Merge",
32 | "Move": "Move",
33 | "Unknown": "Unknown",
34 | "Current Editor Mode: {0}": "Current Editor Mode: {0}",
35 | "Choose the editor mode...": "Choose the editor mode...",
36 | "Input contains invalid characters or words! ({0})": "Input contains invalid characters or words! ({0})",
37 | "An editor section already exists with the given input!": "An editor section already exists with the given input!",
38 | "RGSS Script Editor: Set Project Folder": "RGSS Script Editor: Set Project Folder",
39 | "Choose RPG Maker Project Folder": "Choose RPG Maker Project Folder",
40 | "Choose a RPG Maker project folder from the current workspace to activate it": "Choose a RPG Maker project folder from the current workspace to activate it",
41 | "RGSS Script Editor: Active Project Folder": "RGSS Script Editor: Active Project Folder",
42 | "RPG Maker Active Project: {0}": "RPG Maker Active Project: {0}",
43 | "Opens the current active RPG Maker project folder": "Opens the current active RPG Maker project folder",
44 | "RGSS Script Editor: Run Game": "RGSS Script Editor: Run Game",
45 | "Run Game": "Run Game",
46 | "Runs the game executable": "Runs the game executable",
47 | "RGSS Script Editor: Extract Scripts": "RGSS Script Editor: Extract Scripts",
48 | "Extract Scripts": "Extract Scripts",
49 | "Extracts all scripts from the bundled RPG Maker scripts file": "Extracts all scripts from the bundled RPG Maker scripts file"
50 | }
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/package.json:
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1 | {
2 | "icon": "./icons/icon.png",
3 | "name": "rgss-script-editor",
4 | "displayName": "RGSS Script Editor",
5 | "description": "An extension that allows to use Visual Studio Code as the code editor for RPG Maker game projects",
6 | "author": {
7 | "name": "SnowSzn",
8 | "url": "https://github.com/SnowSzn"
9 | },
10 | "publisher": "SnowSzn",
11 | "license": "GPL-3.0-only",
12 | "keywords": [
13 | "Ruby Game Scripting System",
14 | "RGSS",
15 | "RGSS1",
16 | "RGSS2",
17 | "RGSS3",
18 | "RPGMaker",
19 | "RPG Maker Script Editor",
20 | "RPG Maker Script Extractor",
21 | "RPG Maker",
22 | "RPG Maker XP",
23 | "RPG Maker VX",
24 | "RPG Maker VX Ace"
25 | ],
26 | "repository": {
27 | "url": "https://github.com/SnowSzn/rgss-script-editor"
28 | },
29 | "bugs": {
30 | "url": "https://github.com/SnowSzn/rgss-script-editor/issues"
31 | },
32 | "version": "1.5.5",
33 | "engines": {
34 | "vscode": "^1.84.0"
35 | },
36 | "categories": [
37 | "Other"
38 | ],
39 | "activationEvents": [
40 | "workspaceContains:Game.ini"
41 | ],
42 | "l10n": "./l10n",
43 | "main": "./out/extension.js",
44 | "contributes": {
45 | "commands": [
46 | {
47 | "command": "rgss-script-editor.setProjectFolder",
48 | "title": "%command.setProjectFolder.title%",
49 | "category": "RGSS Script Editor",
50 | "icon": "$(folder)"
51 | },
52 | {
53 | "command": "rgss-script-editor.openProjectFolder",
54 | "title": "%command.openProjectFolder.title%",
55 | "category": "RGSS Script Editor",
56 | "icon": "$(folder-opened)"
57 | },
58 | {
59 | "command": "rgss-script-editor.extractScripts",
60 | "title": "%command.extractScripts.title%",
61 | "category": "RGSS Script Editor",
62 | "icon": "$(arrow-down)"
63 | },
64 | {
65 | "command": "rgss-script-editor.importScripts",
66 | "title": "%command.importScripts.title%",
67 | "category": "RGSS Script Editor",
68 | "icon": "$(file-add)"
69 | },
70 | {
71 | "command": "rgss-script-editor.createScriptLoader",
72 | "title": "%command.createScriptLoader.title%",
73 | "category": "RGSS Script Editor",
74 | "icon": "$(note)"
75 | },
76 | {
77 | "command": "rgss-script-editor.createBackupBundleFile",
78 | "title": "%command.createBackupBundleFile.title%",
79 | "category": "RGSS Script Editor",
80 | "icon": "$(archive)"
81 | },
82 | {
83 | "command": "rgss-script-editor.createBackupLoadOrder",
84 | "title": "%command.createBackupLoadOrder.title%",
85 | "category": "RGSS Script Editor",
86 | "icon": "$(archive)"
87 | },
88 | {
89 | "command": "rgss-script-editor.createBundleFile",
90 | "title": "%command.createBundleFile.title%",
91 | "category": "RGSS Script Editor",
92 | "icon": "$(package)"
93 | },
94 | {
95 | "command": "rgss-script-editor.createSelectedBundleFile",
96 | "title": "%command.createSelectedBundleFile.title%",
97 | "category": "RGSS Script Editor",
98 | "icon": "$(package)"
99 | },
100 | {
101 | "command": "rgss-script-editor.compileBundleFile",
102 | "title": "%command.compileBundleFile.title%",
103 | "category": "RGSS Script Editor",
104 | "icon": "$(package)"
105 | },
106 | {
107 | "command": "rgss-script-editor.runGame",
108 | "title": "%command.runGame.title%",
109 | "category": "RGSS Script Editor",
110 | "icon": "$(run)"
111 | },
112 | {
113 | "command": "rgss-script-editor.processGameException",
114 | "title": "%command.processGameException.title%",
115 | "category": "RGSS Script Editor",
116 | "icon": "$(warning)"
117 | },
118 | {
119 | "command": "rgss-script-editor.chooseEditorMode",
120 | "title": "%command.chooseEditorMode.title%",
121 | "category": "RGSS Script Editor",
122 | "icon": "$(insert)"
123 | },
124 | {
125 | "command": "rgss-script-editor.openLoadOrder",
126 | "title": "%command.openLoadOrder.title%",
127 | "category": "RGSS Script Editor",
128 | "icon": "$(tasklist)"
129 | },
130 | {
131 | "command": "rgss-script-editor.sectionCreate",
132 | "title": "%command.sectionCreate.title%",
133 | "category": "RGSS Script Editor",
134 | "icon": "$(new-file)"
135 | },
136 | {
137 | "command": "rgss-script-editor.sectionDelete",
138 | "title": "%command.sectionDelete.title%",
139 | "category": "RGSS Script Editor",
140 | "icon": "$(trash)"
141 | },
142 | {
143 | "command": "rgss-script-editor.sectionRename",
144 | "title": "%command.sectionRename.title%",
145 | "category": "RGSS Script Editor",
146 | "icon": "$(edit)"
147 | },
148 | {
149 | "command": "rgss-script-editor.sectionMove",
150 | "title": "%command.sectionMove.title%",
151 | "category": "RGSS Script Editor",
152 | "icon": "$(move)"
153 | },
154 | {
155 | "command": "rgss-script-editor.sectionCut",
156 | "title": "%command.sectionCut.title%",
157 | "category": "RGSS Script Editor",
158 | "icon": "$(clippy)"
159 | },
160 | {
161 | "command": "rgss-script-editor.sectionCopy",
162 | "title": "%command.sectionCopy.title%",
163 | "category": "RGSS Script Editor",
164 | "icon": "$(clippy)"
165 | },
166 | {
167 | "command": "rgss-script-editor.sectionPaste",
168 | "title": "%command.sectionPaste.title%",
169 | "category": "RGSS Script Editor",
170 | "icon": "$(clippy)"
171 | },
172 | {
173 | "command": "rgss-script-editor.sectionToggleLoad",
174 | "title": "%command.sectionToggleLoad.title%",
175 | "category": "RGSS Script Editor",
176 | "icon": "$(arrow-swap)"
177 | },
178 | {
179 | "command": "rgss-script-editor.sectionToggleCollapse",
180 | "title": "%command.sectionToggleCollapse.title%",
181 | "category": "RGSS Script Editor",
182 | "icon": "$(arrow-both)"
183 | },
184 | {
185 | "command": "rgss-script-editor.sectionRevealInVSCodeExplorer",
186 | "title": "%command.sectionRevealInVSCodeExplorer.title%",
187 | "category": "RGSS Script Editor",
188 | "icon": "$(eye)"
189 | },
190 | {
191 | "command": "rgss-script-editor.sectionOpenInExplorer",
192 | "title": "%command.sectionOpenInExplorer.title%",
193 | "category": "RGSS Script Editor",
194 | "icon": "$(search)"
195 | },
196 | {
197 | "command": "rgss-script-editor.sectionCopyAbsolutePath",
198 | "title": "%command.sectionCopyAbsolutePath.title%",
199 | "category": "RGSS Script Editor",
200 | "icon": "$(copy)"
201 | },
202 | {
203 | "command": "rgss-script-editor.sectionCopyRelativePath",
204 | "title": "%command.sectionCopyRelativePath.title%",
205 | "category": "RGSS Script Editor",
206 | "icon": "$(copy)"
207 | }
208 | ],
209 | "configuration": [
210 | {
211 | "title": "RGSS Script Editor",
212 | "properties": {
213 | "rgssScriptEditor.debug.logToConsole": {
214 | "type": "boolean",
215 | "default": true,
216 | "description": "%configuration.debug.logToConsole.description%",
217 | "order": 0
218 | },
219 | "rgssScriptEditor.debug.logToFile": {
220 | "type": "boolean",
221 | "default": false,
222 | "description": "%configuration.debug.logToFile.description%",
223 | "order": 1
224 | },
225 | "rgssScriptEditor.extension.quickStart": {
226 | "type": "boolean",
227 | "default": true,
228 | "description": "%configuration.extension.quickStart.description%",
229 | "order": 10
230 | },
231 | "rgssScriptEditor.extension.autoReveal": {
232 | "type": "boolean",
233 | "default": true,
234 | "description": "%configuration.extension.autoReveal.description%",
235 | "order": 11
236 | },
237 | "rgssScriptEditor.extension.filesEndOfLine": {
238 | "type": "string",
239 | "enum": [
240 | "auto",
241 | "\r\n",
242 | "\n"
243 | ],
244 | "enumDescriptions": [
245 | "%configuration.extension.filesEndOfLine.enumDescriptionAuto%",
246 | "%configuration.extension.filesEndOfLine.enumDescriptionCRLF%",
247 | "%configuration.extension.filesEndOfLine.enumDescriptionLF%"
248 | ],
249 | "default": "auto",
250 | "description": "%configuration.extension.filesEndOfLine.description%",
251 | "order": 12
252 | },
253 | "rgssScriptEditor.extension.insertEncodingComment": {
254 | "type": "boolean",
255 | "default": false,
256 | "description": "%configuration.extension.insertEncodingComment.description%",
257 | "order": 13
258 | },
259 | "rgssScriptEditor.extension.recreateScriptLoader": {
260 | "type": "boolean",
261 | "default": true,
262 | "description": "%configuration.extension.recreateScriptLoader.description%",
263 | "order": 14
264 | },
265 | "rgssScriptEditor.extension.scriptNameValidation": {
266 | "type": "string",
267 | "enum": [
268 | "auto",
269 | "always",
270 | "never"
271 | ],
272 | "enumDescriptions": [
273 | "%configuration.extension.scriptNameValidation.enumDescriptionAuto%",
274 | "%configuration.extension.scriptNameValidation.enumDescriptionAlways%",
275 | "%configuration.extension.scriptNameValidation.enumDescriptionNever%"
276 | ],
277 | "default": "auto",
278 | "description": "%configuration.extension.scriptNameValidation.description%",
279 | "order": 18
280 | },
281 | "rgssScriptEditor.external.backUpsFolder": {
282 | "type": "string",
283 | "default": "./.rgss-script-editor/backups",
284 | "description": "%configuration.external.backUpsFolder.description%",
285 | "order": 30
286 | },
287 | "rgssScriptEditor.external.loadOrderBackUpsFolder": {
288 | "type": "string",
289 | "default": "./.rgss-script-editor/backups/load orders",
290 | "description": "%configuration.external.loadOrderBackUpsFolder.description%",
291 | "order": 32
292 | },
293 | "rgssScriptEditor.external.scriptsFolder": {
294 | "type": "string",
295 | "default": "./Scripts",
296 | "description": "%configuration.external.scriptsFolder.description%",
297 | "order": 35
298 | },
299 | "rgssScriptEditor.external.extensionLogFileFolder": {
300 | "type": "string",
301 | "default": "./.rgss-script-editor",
302 | "description": "%configuration.external.extensionLogFileFolder.description%",
303 | "order": 40
304 | },
305 | "rgssScriptEditor.external.gameLogFileFolder": {
306 | "type": "string",
307 | "default": "./.rgss-script-editor",
308 | "description": "%configuration.external.gameLogFileFolder.description%",
309 | "order": 41
310 | },
311 | "rgssScriptEditor.external.scriptsCompileFolder": {
312 | "type": "string",
313 | "default": "./.rgss-script-editor/dist",
314 | "description": "%configuration.external.scriptsCompileFolder.description%",
315 | "order": 45
316 | },
317 | "rgssScriptEditor.gameplay.gameExecutablePath": {
318 | "type": "string",
319 | "default": "./Game.exe",
320 | "description": "%configuration.gameplay.gameExecutablePath.description%",
321 | "order": 50
322 | },
323 | "rgssScriptEditor.gameplay.useWine": {
324 | "type": "string",
325 | "default": "wine",
326 | "description": "%configuration.gameplay.useWine.description%",
327 | "order": 51
328 | },
329 | "rgssScriptEditor.gameplay.runGameBehavior": {
330 | "type": "string",
331 | "enum": [
332 | "nothing",
333 | "kill and run",
334 | "allow multiple"
335 | ],
336 | "enumDescriptions": [
337 | "%configuration.gameplay.runGameBehavior.enumDescriptionNothing%",
338 | "%configuration.gameplay.runGameBehavior.enumDescriptionKillAndRun%",
339 | "%configuration.gameplay.runGameBehavior.enumDescriptionAllowMultiple%"
340 | ],
341 | "default": "nothing",
342 | "description": "%configuration.gameplay.runGameBehavior.description%",
343 | "order": 55
344 | },
345 | "rgssScriptEditor.gameplay.automaticArgumentsDetection": {
346 | "type": "boolean",
347 | "default": true,
348 | "description": "%configuration.gameplay.automaticArgumentsDetection.description%",
349 | "order": 60
350 | },
351 | "rgssScriptEditor.gameplay.editorTestMode": {
352 | "type": "boolean",
353 | "default": true,
354 | "description": "%configuration.gameplay.editorTestMode.description%",
355 | "order": 61
356 | },
357 | "rgssScriptEditor.gameplay.nativeConsole": {
358 | "type": "boolean",
359 | "default": true,
360 | "description": "%configuration.gameplay.nativeConsole.description%",
361 | "order": 62
362 | },
363 | "rgssScriptEditor.gameplay.customArguments": {
364 | "type": "string",
365 | "default": "",
366 | "description": "%configuration.gameplay.customArguments.description%",
367 | "order": 63
368 | },
369 | "rgssScriptEditor.gameplay.gameExceptionAutoProcess": {
370 | "type": "boolean",
371 | "default": false,
372 | "description": "%configuration.gameplay.gameExceptionAutoProcess.description%",
373 | "order": 70
374 | },
375 | "rgssScriptEditor.gameplay.gameExceptionShowInEditor": {
376 | "type": "boolean",
377 | "default": true,
378 | "description": "%configuration.gameplay.gameExceptionShowInEditor.description%",
379 | "order": 71
380 | }
381 | }
382 | }
383 | ],
384 | "keybindings": [
385 | {
386 | "command": "rgss-script-editor.setProjectFolder",
387 | "key": "F6",
388 | "when": "workspaceFolderCount > 0"
389 | },
390 | {
391 | "command": "rgss-script-editor.runGame",
392 | "key": "F12",
393 | "when": "rgss-script-editor.openedFolder"
394 | },
395 | {
396 | "command": "rgss-script-editor.compileBundleFile",
397 | "key": "CTRL+F5",
398 | "when": "rgss-script-editor.extractedScripts"
399 | },
400 | {
401 | "command": "rgss-script-editor.sectionCreate",
402 | "key": "insert",
403 | "when": "focusedView == 'rgss-script-editor.editorView'"
404 | },
405 | {
406 | "command": "rgss-script-editor.sectionDelete",
407 | "key": "delete",
408 | "when": "focusedView == 'rgss-script-editor.editorView'"
409 | },
410 | {
411 | "command": "rgss-script-editor.sectionRename",
412 | "key": "F2",
413 | "when": "focusedView == 'rgss-script-editor.editorView'"
414 | },
415 | {
416 | "command": "rgss-script-editor.sectionCut",
417 | "key": "CTRL+X",
418 | "when": "focusedView == 'rgss-script-editor.editorView'"
419 | },
420 | {
421 | "command": "rgss-script-editor.sectionCopy",
422 | "key": "CTRL+C",
423 | "when": "focusedView == 'rgss-script-editor.editorView'"
424 | },
425 | {
426 | "command": "rgss-script-editor.sectionPaste",
427 | "key": "CTRL+V",
428 | "when": "focusedView == 'rgss-script-editor.editorView'"
429 | },
430 | {
431 | "command": "rgss-script-editor.sectionToggleLoad",
432 | "key": "F4",
433 | "when": "focusedView == 'rgss-script-editor.editorView'"
434 | },
435 | {
436 | "command": "rgss-script-editor.sectionCopyAbsolutePath",
437 | "key": "F7",
438 | "when": "focusedView == 'rgss-script-editor.editorView'"
439 | },
440 | {
441 | "command": "rgss-script-editor.sectionCopyRelativePath",
442 | "key": "F8",
443 | "when": "focusedView == 'rgss-script-editor.editorView'"
444 | }
445 | ],
446 | "viewsContainers": {
447 | "activitybar": [
448 | {
449 | "id": "rgss-script-editor",
450 | "icon": "./icons/views/icon.svg",
451 | "title": "RGSS Script Editor"
452 | }
453 | ]
454 | },
455 | "views": {
456 | "rgss-script-editor": [
457 | {
458 | "id": "rgss-script-editor.editorView",
459 | "icon": "./icons/views/icon.svg",
460 | "contextualTitle": "RGSS Script Editor",
461 | "name": "Editor"
462 | }
463 | ]
464 | },
465 | "viewsWelcome": [
466 | {
467 | "view": "rgss-script-editor.editorView",
468 | "contents": "%viewsWelcome.contents1%",
469 | "when": "workspaceFolderCount <= 0"
470 | },
471 | {
472 | "view": "rgss-script-editor.editorView",
473 | "contents": "%viewsWelcome.contents2%",
474 | "when": "workspaceFolderCount == 1 && !rgss-script-editor.openedFolder"
475 | },
476 | {
477 | "view": "rgss-script-editor.editorView",
478 | "contents": "%viewsWelcome.contents3%",
479 | "when": "workspaceFolderCount > 1 && !rgss-script-editor.openedFolder"
480 | },
481 | {
482 | "view": "rgss-script-editor.editorView",
483 | "contents": "%viewsWelcome.contents4%",
484 | "when": "rgss-script-editor.openedFolder && !rgss-script-editor.extractedScripts"
485 | }
486 | ],
487 | "menus": {
488 | "view/title": [
489 | {
490 | "command": "rgss-script-editor.chooseEditorMode",
491 | "when": "view == rgss-script-editor.editorView",
492 | "group": "navigation"
493 | },
494 | {
495 | "command": "rgss-script-editor.openLoadOrder",
496 | "when": "view == rgss-script-editor.editorView",
497 | "group": "navigation"
498 | },
499 | {
500 | "command": "rgss-script-editor.sectionCreate",
501 | "when": "view == rgss-script-editor.editorView",
502 | "group": "1"
503 | },
504 | {
505 | "command": "rgss-script-editor.processGameException",
506 | "when": "view == rgss-script-editor.editorView",
507 | "group": "2"
508 | },
509 | {
510 | "command": "rgss-script-editor.createScriptLoader",
511 | "when": "view == rgss-script-editor.editorView",
512 | "group": "3"
513 | },
514 | {
515 | "command": "rgss-script-editor.createBundleFile",
516 | "when": "view == rgss-script-editor.editorView",
517 | "group": "4"
518 | },
519 | {
520 | "command": "rgss-script-editor.createBackupBundleFile",
521 | "when": "view == rgss-script-editor.editorView",
522 | "group": "4"
523 | },
524 | {
525 | "command": "rgss-script-editor.createBackupLoadOrder",
526 | "when": "view == rgss-script-editor.editorView",
527 | "group": "4"
528 | },
529 | {
530 | "command": "rgss-script-editor.createSelectedBundleFile",
531 | "when": "view == rgss-script-editor.editorView",
532 | "group": "4"
533 | },
534 | {
535 | "command": "rgss-script-editor.importScripts",
536 | "when": "view == rgss-script-editor.editorView",
537 | "group": "5"
538 | }
539 | ],
540 | "view/item/context": [
541 | {
542 | "command": "rgss-script-editor.sectionRename",
543 | "when": "view == rgss-script-editor.editorView",
544 | "group": "1"
545 | },
546 | {
547 | "command": "rgss-script-editor.sectionToggleLoad",
548 | "when": "view == rgss-script-editor.editorView",
549 | "group": "2"
550 | },
551 | {
552 | "command": "rgss-script-editor.sectionCreate",
553 | "when": "view == rgss-script-editor.editorView",
554 | "group": "3"
555 | },
556 | {
557 | "command": "rgss-script-editor.sectionDelete",
558 | "when": "view == rgss-script-editor.editorView",
559 | "group": "3"
560 | },
561 | {
562 | "command": "rgss-script-editor.sectionCut",
563 | "when": "view == rgss-script-editor.editorView",
564 | "group": "4"
565 | },
566 | {
567 | "command": "rgss-script-editor.sectionCopy",
568 | "when": "view == rgss-script-editor.editorView",
569 | "group": "4"
570 | },
571 | {
572 | "command": "rgss-script-editor.sectionPaste",
573 | "when": "view == rgss-script-editor.editorView",
574 | "group": "4"
575 | },
576 | {
577 | "command": "rgss-script-editor.sectionCopyAbsolutePath",
578 | "when": "view == rgss-script-editor.editorView",
579 | "group": "6"
580 | },
581 | {
582 | "command": "rgss-script-editor.sectionCopyRelativePath",
583 | "when": "view == rgss-script-editor.editorView",
584 | "group": "6"
585 | },
586 | {
587 | "command": "rgss-script-editor.sectionRevealInVSCodeExplorer",
588 | "when": "view == rgss-script-editor.editorView",
589 | "group": "7"
590 | },
591 | {
592 | "command": "rgss-script-editor.sectionOpenInExplorer",
593 | "when": "view == rgss-script-editor.editorView",
594 | "group": "7"
595 | },
596 | {
597 | "command": "rgss-script-editor.createSelectedBundleFile",
598 | "when": "view == rgss-script-editor.editorView",
599 | "group": "8"
600 | }
601 | ]
602 | }
603 | },
604 | "scripts": {
605 | "vscode:prepublish": "yarn run compile",
606 | "compile": "tsc -p ./",
607 | "watch": "tsc -watch -p ./",
608 | "pretest": "yarn run compile && yarn run lint",
609 | "lint": "eslint src --ext ts",
610 | "test": "node ./out/test/runTest.js",
611 | "generate-package": "vsce package --out ./dist",
612 | "l10n-gen": "npx @vscode/l10n-dev export --outDir ./l10n ./src"
613 | },
614 | "dependencies": {
615 | "@hyrious/marshal": "^0.3.2"
616 | },
617 | "devDependencies": {
618 | "@types/mocha": "^10.0.3",
619 | "@types/node": "^22.15.18",
620 | "@types/vscode": "^1.84.0",
621 | "@typescript-eslint/eslint-plugin": "^8.32.1",
622 | "@typescript-eslint/parser": "^8.32.1",
623 | "@vscode/l10n-dev": "^0.0.35",
624 | "@vscode/test-electron": "^2.3.6",
625 | "eslint": "^9.26.0",
626 | "glob": "^11.0.2",
627 | "mocha": "^11.2.2",
628 | "typescript": "^5.2.2"
629 | }
630 | }
--------------------------------------------------------------------------------
/package.nls.es.json:
--------------------------------------------------------------------------------
1 | {
2 | "command.setProjectFolder.title": "Establecer carpeta del proyecto",
3 | "command.openProjectFolder.title": "Abrir carpeta del proyecto",
4 | "command.extractScripts.title": "Extraer scripts",
5 | "command.importScripts.title": "Importar scripts desde fichero compilado",
6 | "command.createScriptLoader.title": "Crear cargador de scripts",
7 | "command.createBackupBundleFile.title": "Crear una copia de seguridad con todas las secciones",
8 | "command.createBackupLoadOrder.title": "Crear una copia de seguridad del orden de carga",
9 | "command.createBundleFile.title": "Crear un fichero compilado con las secciones habilitadas",
10 | "command.createSelectedBundleFile.title": "Crear un fichero compilado con las secciones seleccionadas",
11 | "command.compileBundleFile.title": "Compilar scripts habilitados",
12 | "command.runGame.title": "Ejecutar juego",
13 | "command.processGameException.title": "Ver última excepción del juego",
14 | "command.chooseEditorMode.title": "Elegir modo de editor",
15 | "command.openLoadOrder.title": "Abrir fichero de orden de carga",
16 | "command.sectionCreate.title": "Crear sección...",
17 | "command.sectionDelete.title": "Eliminar sección/es...",
18 | "command.sectionRename.title": "Renombrar sección...",
19 | "command.sectionMove.title": "Mover sección...",
20 | "command.sectionCut.title": "Cortar sección/es...",
21 | "command.sectionCopy.title": "Copiar sección/es...",
22 | "command.sectionPaste.title": "Pegar sección/es...",
23 | "command.sectionToggleLoad.title": "Alternar estado de carga de sección/es...",
24 | "command.sectionToggleCollapse.title": "Alternar estado de colapso de sección...",
25 | "command.sectionRevealInVSCodeExplorer.title": "Mostrar en el explorador...",
26 | "command.sectionOpenInExplorer.title": "Mostrar en el explorador de archivos...",
27 | "command.sectionCopyAbsolutePath.title": "Copiar ruta absoluta...",
28 | "command.sectionCopyRelativePath.title": "Copiar ruta relativa...",
29 | "configuration.debug.logToConsole.description": "Permite que esta extensión registre información en un canal de salida de VSCode.",
30 | "configuration.debug.logToFile.description": "Permite que esta extensión registre información en un archivo log dentro de la carpeta del proyecto.",
31 | "configuration.extension.quickStart.description": "Habilita el modo de inicio rápido.\n\nCuando está habilitado, la extensión abrirá automáticamente la carpeta actual si es un proyecto válido de RPG Maker.",
32 | "configuration.extension.autoReveal.description": "Permite que la extensión muestre el archivo de script activo en la vista del editor de scripts.",
33 | "configuration.extension.filesEndOfLine.enumDescriptionAuto": "El modo automático usa el tipo de fin de línea apropiado según el sistema operativo",
34 | "configuration.extension.filesEndOfLine.enumDescriptionCRLF": "CRLF",
35 | "configuration.extension.filesEndOfLine.enumDescriptionLF": "LF",
36 | "configuration.extension.filesEndOfLine.description": "Elige el tipo de fin de línea que la extensión usará para los archivos.",
37 | "configuration.extension.insertEncodingComment.description": "Permite que la extensión inserte un comentario mágico (# encoding: utf-8) en cada archivo de script de Ruby.\n\nEn versiones anteriores era obligatorio, ya que Ruby no podía determinar la codificación del archivo.\n\nYa no es necesario desde la versión 1.5.0, pero queda disponible como opción del usuario.\n\nPuedes leer más en el README de la extensión.",
38 | "configuration.extension.recreateScriptLoader.description": "Indica si se debe recrear el cargador de scripts al abrir un proyecto.\n\nEste \"loader\" puede cambiar entre versiones, así que se recomienda dejarlo habilitado.\n\nDesactívalo solo si estás usando un script personalizado o quieres actualizarlo manualmente.",
39 | "configuration.extension.scriptNameValidation.enumDescriptionAuto": "Modo automático activa/desactiva la validación cuando sea necesario",
40 | "configuration.extension.scriptNameValidation.enumDescriptionAlways": "Validar siempre los nombres de los scripts (habilitado)",
41 | "configuration.extension.scriptNameValidation.enumDescriptionNever": "Nunca validar los nombres de los scripts (deshabilitado)",
42 | "configuration.extension.scriptNameValidation.description": "Elige el modo de validación de nombres de scripts.\n\nPor una limitación de Ruby, cualquier versión de RPG Maker que use una versión de Ruby inferior a la 1.9 debe habilitar esta opción.\n\nAfecta a RPG Maker XP y RPG Maker VX.\n\nSi usas MKXP-Z no necesitas esto.\n\nConsulta el README de la extensión para más detalles.\n\n**DESACTIVAR BAJO TU PROPIO RIESGO**",
43 | "configuration.external.backUpsFolder.description": "Ruta relativa dentro del proyecto donde se guardarán las copias de seguridad de los ficheros de scripts de RPG Maker.",
44 | "configuration.external.loadOrderBackUpsFolder.description": "Ruta relativa dentro del proyecto donde se guardarán las copias de seguridad del orden de carga.",
45 | "configuration.external.scriptsFolder.description": "Ruta relativa dentro del proyecto donde se extraerán todos los scripts.",
46 | "configuration.external.extensionLogFileFolder.description": "Ruta relativa dentro del proyecto donde se creará el fichero log de la extensión.",
47 | "configuration.external.gameLogFileFolder.description": "Ruta relativa dentro del proyecto donde se creará el fichero log del juego.",
48 | "configuration.external.scriptsCompileFolder.description": "Ruta relativa dentro del proyecto donde se guardará el archivo compilado de scripts.",
49 | "configuration.gameplay.gameExecutablePath.description": "Ruta relativa al ejecutable del juego dentro del proyecto.",
50 | "configuration.gameplay.useWine.description": "Establece el comando para invocar Wine y ejecutar el juego. (¡Solo Linux!)",
51 | "configuration.gameplay.runGameBehavior.enumDescriptionNothing": "Comportamiento por defecto de RPG Maker (debes cerrar el juego antes de ejecutarlo de nuevo)",
52 | "configuration.gameplay.runGameBehavior.enumDescriptionKillAndRun": "Finaliza el ejecutable del juego y lo ejecuta de nuevo automáticamente",
53 | "configuration.gameplay.runGameBehavior.enumDescriptionAllowMultiple": "Permite múltiples instancias del juego ejecutándose a la vez",
54 | "configuration.gameplay.runGameBehavior.description": "Elige cómo manejar el ejecutable del juego cuando ya está en ejecución.",
55 | "configuration.gameplay.automaticArgumentsDetection.description": "Habilita la detección automática de argumentos.\n\nSi está habilitada, la extensión elegirá los argumentos adecuados según la versión de RPG Maker detectada.",
56 | "configuration.gameplay.editorTestMode.description": "Habilita el modo de prueba (debug)",
57 | "configuration.gameplay.nativeConsole.description": "Habilita la consola nativa de RPG Maker. (¡Solo RPG Maker VX Ace!)",
58 | "configuration.gameplay.customArguments.description": "Define tus propios argumentos separados por espacios.\n\n¡Debes desactivar la detección automática para usar esto!",
59 | "configuration.gameplay.gameExceptionAutoProcess.description": "Permite que la extensión procese automáticamente la última excepción detectada.",
60 | "configuration.gameplay.gameExceptionShowInEditor.description": "Permite que la extensión muestre un archivo markdown junto al editor activo con la traza de la excepción.",
61 | "viewsWelcome.contents1": "No hay ninguna carpeta abierta en Visual Studio Code.\nDebes abrir una carpeta de un proyecto de RPG Maker para comenzar a usar esta extensión.\n[Abrir carpeta](command:vscode.openFolder)",
62 | "viewsWelcome.contents2": "Se ha detectado una carpeta abierta.\nPuedes seleccionarla como carpeta activa del proyecto RPG Maker usando el botón de abajo.\n[Establecer carpeta del proyecto](command:rgss-script-editor.setProjectFolder)",
63 | "viewsWelcome.contents3": "Hay más de una carpeta abierta en Visual Studio Code.\nPuedes seleccionar una carpeta como proyecto activo de RPG Maker usando el botón de abajo.\n[Establecer carpeta del proyecto](command:rgss-script-editor.setProjectFolder)",
64 | "viewsWelcome.contents4": "Para usar esta extensión debes extraer el contenido del archivo empaquetado de RPG Maker.\nSe creará una nueva carpeta con todos los scripts extraídos dentro de la carpeta del proyecto.\nUna vez extraídos, puedes comenzar a usar el editor.\n[Extraer scripts](command:rgss-script-editor.extractScripts)"
65 | }
--------------------------------------------------------------------------------
/package.nls.json:
--------------------------------------------------------------------------------
1 | {
2 | "command.setProjectFolder.title": "Set Project Folder",
3 | "command.openProjectFolder.title": "Open Project Folder",
4 | "command.extractScripts.title": "Extract Scripts",
5 | "command.importScripts.title": "Import Scripts From Bundle File",
6 | "command.createScriptLoader.title": "Create Script Loader",
7 | "command.createBackupBundleFile.title": "Create a Back Up With All Sections",
8 | "command.createBackupLoadOrder.title": "Create a Back Up of the Load Order",
9 | "command.createBundleFile.title": "Create a Bundle File With Enabled Sections",
10 | "command.createSelectedBundleFile.title": "Create a Bundle File With Selected Sections",
11 | "command.compileBundleFile.title": "Compile Enabled Scripts",
12 | "command.runGame.title": "Run Game",
13 | "command.processGameException.title": "Check Last Game Exception",
14 | "command.chooseEditorMode.title": "Choose Editor Mode",
15 | "command.openLoadOrder.title": "Open Load Order File",
16 | "command.sectionCreate.title": "Create Section...",
17 | "command.sectionDelete.title": "Delete Section/s...",
18 | "command.sectionRename.title": "Rename Section...",
19 | "command.sectionMove.title": "Move Section...",
20 | "command.sectionCut.title": "Cut Section/s...",
21 | "command.sectionCopy.title": "Copy Section/s...",
22 | "command.sectionPaste.title": "Paste Section/s...",
23 | "command.sectionToggleLoad.title": "Toggle Section/s Load Status On/Off...",
24 | "command.sectionToggleCollapse.title": "Toggle Section Collapse Status...",
25 | "command.sectionRevealInVSCodeExplorer.title": "Reveal in Explorer...",
26 | "command.sectionOpenInExplorer.title": "Reveal In File Explorer...",
27 | "command.sectionCopyAbsolutePath.title": "Copy Absolute Path...",
28 | "command.sectionCopyRelativePath.title": "Copy Relative Path...",
29 | "configuration.debug.logToConsole.description": "Enables this extension to log information to a VSCode output channel.",
30 | "configuration.debug.logToFile.description": "Enables this extension to log information to a file inside the project's folder.",
31 | "configuration.extension.quickStart.description": "Enables quick start mode.\n\nWhen quick start mode is enabled, the extension will open the current folder automatically if it is a valid RPG Maker project.",
32 | "configuration.extension.autoReveal.description": "Allows the extension to reveal the active script file on the extension's script editor view.",
33 | "configuration.extension.filesEndOfLine.enumDescriptionAuto": "Auto mode uses the appropiate EOL type based on the operating system",
34 | "configuration.extension.filesEndOfLine.enumDescriptionCRLF": "CRLF",
35 | "configuration.extension.filesEndOfLine.enumDescriptionLF": "LF",
36 | "configuration.extension.filesEndOfLine.description": "Choose the type of end of line that the extension will use for files.",
37 | "configuration.extension.insertEncodingComment.description": "Allows the extension to insert a magic comment (# encoding: utf-8) inside every Ruby script file.\n\nIn older versions of the extension, all scripts must have this magic comment because Ruby was not able to determine the encoding of a file.\n\nThis is not needed anymore since v1.5.0 but it is available at the user's choice.\n\nYou can read more in the extension's README.",
38 | "configuration.extension.recreateScriptLoader.description": "Whether to re-create the script loader when a project is opened or not.\n\nThe script loader this extension uses is subject to change between updates so it is recommended to leave it enabled.\n\nOnly disable this if you are using a custom script loader or you want to update the script loader manually between updates.",
39 | "configuration.extension.scriptNameValidation.enumDescriptionAuto": "Auto mode enables/disables script name validation when necessary",
40 | "configuration.extension.scriptNameValidation.enumDescriptionAlways": "Always validate script names (enabled)",
41 | "configuration.extension.scriptNameValidation.enumDescriptionNever": "Never validate script names (disabled)",
42 | "configuration.extension.scriptNameValidation.description": "Choose script name validation mode.\n\nDue to a Ruby limitation, any RPG Maker that uses a version of Ruby below v1.9 must enable this setting.\n\nThe RPG Maker versions affected by this limitation are: RPG Maker XP and RPG Maker VX.\n\nIf you are using MKXP-Z you don't need to use this, regardless of the RPG Maker version.\n\nCheck extension's README for more information.\n\n**DISABLE AT YOUR OWN RISK**",
43 | "configuration.external.backUpsFolder.description": "The relative path within the project's folder where all bundle scripts files backups will be saved.",
44 | "configuration.external.loadOrderBackUpsFolder.description": "The relative path within the project's folder where all bundle scripts files backups will be saved.",
45 | "configuration.external.scriptsFolder.description": "The relative path within the project's folder where all scripts will be extracted.",
46 | "configuration.external.extensionLogFileFolder.description": "The relative path within the project's folder where the extension log file is created.",
47 | "configuration.external.gameLogFileFolder.description": "The relative path within the project's folder where the game log file is created.",
48 | "configuration.external.scriptsCompileFolder.description": "The relative path within the project's folder where the compiled scripts bundle file is saved.",
49 | "configuration.gameplay.gameExecutablePath.description": "The relative path to the game executable inside the project folder.",
50 | "configuration.gameplay.useWine.description": "Sets the command to invoke Wine to run the game executable. (Linux Only!)",
51 | "configuration.gameplay.runGameBehavior.enumDescriptionNothing": "This is the default RPG Maker behavior (You need to close the game before running it again",
52 | "configuration.gameplay.runGameBehavior.enumDescriptionKillAndRun": "Kills the game executable and runs it again automatically",
53 | "configuration.gameplay.runGameBehavior.enumDescriptionAllowMultiple": "Allows multiple game processes running at the same time",
54 | "configuration.gameplay.runGameBehavior.description": "Choose how the game executable is handled when it is already running.",
55 | "configuration.gameplay.automaticArgumentsDetection.description": "Enables automatic arguments detection mode.\n\nIf enabled, the extension will automatically choose the appropiate arguments based on the RPG Maker version detected.",
56 | "configuration.gameplay.editorTestMode.description": "Enables test (debug) mode",
57 | "configuration.gameplay.nativeConsole.description": "Enables RPG Maker native console. (RPG Maker VX Ace only!)",
58 | "configuration.gameplay.customArguments.description": "Set your own custom arguments here separated by a whitespace.\n\nYou must disable 'auto. arguments detection' behavior to use this!",
59 | "configuration.gameplay.gameExceptionAutoProcess.description": "Allows the extension to auto-process the last detected exception.",
60 | "configuration.gameplay.gameExceptionShowInEditor.description": "Allows the extension to show a markdown file besides the active editor with the exception backtrace information.",
61 | "viewsWelcome.contents1": "There is no folder open in Visual Studio Code.\nYou should open a RPG Maker project folder to start this extension.\n[Open Folder](command:vscode.openFolder)",
62 | "viewsWelcome.contents2": "A folder is currently open.\nYou can select the folder to set it as the active RPG Maker folder using the button below.\n[Set Active Project Folder](command:rgss-script-editor.setProjectFolder)",
63 | "viewsWelcome.contents3": "There is more than one folder open in Visual Studio Code.\nYou can select a folder to set it as the active RPG Maker folder using the button below.\n[Set Active Project Folder](command:rgss-script-editor.setProjectFolder)",
64 | "viewsWelcome.contents4": "To use this extension you must extract the contents of the RPG Maker bundled file.\nA new folder with all script files extracted will be created inside the folder.\nOnce all scripts are extracted, you can start using this editor\n[Extract Scripts](command:rgss-script-editor.extractScripts)"
65 | }
--------------------------------------------------------------------------------
/src/extension.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 | import * as manager from './modules/manager';
3 | import * as strings from './modules/utils/strings';
4 |
5 | /**
6 | * Entry point.
7 | *
8 | * This method is called when your extension is activated.
9 | *
10 | * Your extension is activated the very first time the command is executed.
11 | * @param context Extension context
12 | */
13 | export function activate(context: vscode.ExtensionContext) {
14 | // **********************************************************
15 | // Basic configuration
16 | // **********************************************************
17 |
18 | // VSCode Configuration change event.
19 | context.subscriptions.push(
20 | vscode.workspace.onDidChangeConfiguration((event) => {
21 | manager.onDidChangeConfiguration(event);
22 | })
23 | );
24 |
25 | // VSCode Tree view update active file
26 | context.subscriptions.push(
27 | vscode.window.onDidChangeActiveTextEditor((editor) => {
28 | manager.updateTextEditor(editor);
29 | })
30 | );
31 |
32 | // **********************************************************
33 | // User commands
34 | // **********************************************************
35 |
36 | // Set project folder command
37 | context.subscriptions.push(
38 | vscode.commands.registerCommand(
39 | 'rgss-script-editor.setProjectFolder',
40 | () => {
41 | vscode.window
42 | .showWorkspaceFolderPick({
43 | placeHolder: strings.SET_PROJECT_PLACEHOLDER,
44 | ignoreFocusOut: true,
45 | })
46 | .then((value) => {
47 | if (value) {
48 | manager.setProjectFolder(value.uri);
49 | }
50 | });
51 | }
52 | )
53 | );
54 |
55 | // Open project folder command
56 | context.subscriptions.push(
57 | vscode.commands.registerCommand(
58 | 'rgss-script-editor.openProjectFolder',
59 | () => {
60 | manager.openProjectFolder();
61 | }
62 | )
63 | );
64 |
65 | // Extract scripts
66 | context.subscriptions.push(
67 | vscode.commands.registerCommand('rgss-script-editor.extractScripts', () => {
68 | manager.extractScripts();
69 | })
70 | );
71 |
72 | // Import scripts
73 | context.subscriptions.push(
74 | vscode.commands.registerCommand('rgss-script-editor.importScripts', () => {
75 | manager.importScripts();
76 | })
77 | );
78 |
79 | // Create script loader
80 | context.subscriptions.push(
81 | vscode.commands.registerCommand(
82 | 'rgss-script-editor.createScriptLoader',
83 | () => {
84 | manager.createScriptLoader();
85 | }
86 | )
87 | );
88 |
89 | // Create a back up bundle file from extracted scripts
90 | context.subscriptions.push(
91 | vscode.commands.registerCommand(
92 | 'rgss-script-editor.createBackupBundleFile',
93 | () => {
94 | manager.createBackUpBundleFile();
95 | }
96 | )
97 | );
98 |
99 | // Create a back up of the load order file
100 | context.subscriptions.push(
101 | vscode.commands.registerCommand(
102 | 'rgss-script-editor.createBackupLoadOrder',
103 | () => {
104 | manager.createBackUpLoadOrder();
105 | }
106 | )
107 | );
108 |
109 | // Create bundle file from extracted scripts
110 | context.subscriptions.push(
111 | vscode.commands.registerCommand(
112 | 'rgss-script-editor.createBundleFile',
113 | () => {
114 | manager.createBundleFile();
115 | }
116 | )
117 | );
118 |
119 | // Create bundle file from selected scripts
120 | context.subscriptions.push(
121 | vscode.commands.registerCommand(
122 | 'rgss-script-editor.createSelectedBundleFile',
123 | () => {
124 | manager.createSelectedBundleFile();
125 | }
126 | )
127 | );
128 |
129 | // Compile bundle file from enabled scripts
130 | context.subscriptions.push(
131 | vscode.commands.registerCommand(
132 | 'rgss-script-editor.compileBundleFile',
133 | () => {
134 | manager.compileBundleFile();
135 | }
136 | )
137 | );
138 |
139 | // Run game command
140 | context.subscriptions.push(
141 | vscode.commands.registerCommand('rgss-script-editor.runGame', () => {
142 | manager.runGame();
143 | })
144 | );
145 |
146 | // Process game exception
147 | context.subscriptions.push(
148 | vscode.commands.registerCommand(
149 | 'rgss-script-editor.processGameException',
150 | () => {
151 | manager.processGameException();
152 | }
153 | )
154 | );
155 |
156 | // Choose drop mode command
157 | context.subscriptions.push(
158 | vscode.commands.registerCommand(
159 | 'rgss-script-editor.chooseEditorMode',
160 | () => {
161 | manager.chooseEditorMode();
162 | }
163 | )
164 | );
165 |
166 | // Open load order txt file.
167 | context.subscriptions.push(
168 | vscode.commands.registerCommand('rgss-script-editor.openLoadOrder', () => {
169 | manager.openLoadOrderFile();
170 | })
171 | );
172 |
173 | // **********************************************************
174 | // Extension commands (won't be used by the user)
175 | // **********************************************************
176 |
177 | // Create script command
178 | context.subscriptions.push(
179 | vscode.commands.registerCommand(
180 | 'rgss-script-editor.sectionCreate',
181 | (what) => {
182 | manager.sectionCreate(what);
183 | }
184 | )
185 | );
186 |
187 | // Delete script command
188 | context.subscriptions.push(
189 | vscode.commands.registerCommand(
190 | 'rgss-script-editor.sectionDelete',
191 | (what) => {
192 | manager.sectionDelete(what);
193 | }
194 | )
195 | );
196 |
197 | // Rename script command
198 | context.subscriptions.push(
199 | vscode.commands.registerCommand(
200 | 'rgss-script-editor.sectionRename',
201 | (what) => {
202 | manager.sectionRename(what);
203 | }
204 | )
205 | );
206 |
207 | // Drag and drop handler command
208 | context.subscriptions.push(
209 | vscode.commands.registerCommand(
210 | 'rgss-script-editor.sectionMove',
211 | (...what: any[]) => {
212 | manager.sectionMove(...what);
213 | }
214 | )
215 | );
216 |
217 | // Cut handler command
218 | context.subscriptions.push(
219 | vscode.commands.registerCommand('rgss-script-editor.sectionCut', (what) => {
220 | manager.sectionCut(what);
221 | })
222 | );
223 |
224 | // Copy handler command
225 | context.subscriptions.push(
226 | vscode.commands.registerCommand(
227 | 'rgss-script-editor.sectionCopy',
228 | (what) => {
229 | manager.sectionCopy(what);
230 | }
231 | )
232 | );
233 |
234 | // Paste handler command
235 | context.subscriptions.push(
236 | vscode.commands.registerCommand(
237 | 'rgss-script-editor.sectionPaste',
238 | (what) => {
239 | manager.sectionPaste(what);
240 | }
241 | )
242 | );
243 |
244 | // Toggle load status script command
245 | context.subscriptions.push(
246 | vscode.commands.registerCommand(
247 | 'rgss-script-editor.sectionToggleLoad',
248 | (what) => {
249 | manager.sectionToggleLoad(what);
250 | }
251 | )
252 | );
253 |
254 | // Toggle collapsible status command
255 | context.subscriptions.push(
256 | vscode.commands.registerCommand(
257 | 'rgss-script-editor.sectionToggleCollapse',
258 | (what) => {
259 | manager.sectionToggleCollapse(what);
260 | }
261 | )
262 | );
263 |
264 | // Reveal script section on VSCode explorer command
265 | context.subscriptions.push(
266 | vscode.commands.registerCommand(
267 | 'rgss-script-editor.sectionRevealInVSCodeExplorer',
268 | (what) => {
269 | manager.revealInVSCodeExplorer(what);
270 | }
271 | )
272 | );
273 |
274 | // Copy section absolute path command
275 | context.subscriptions.push(
276 | vscode.commands.registerCommand(
277 | 'rgss-script-editor.sectionCopyAbsolutePath',
278 | (what) => {
279 | manager.sectionCopyAbsolutePath(what);
280 | }
281 | )
282 | );
283 |
284 | // Copy section relative path command
285 | context.subscriptions.push(
286 | vscode.commands.registerCommand(
287 | 'rgss-script-editor.sectionCopyRelativePath',
288 | (what) => {
289 | manager.sectionCopyRelativePath(what);
290 | }
291 | )
292 | );
293 |
294 | // Reveal script section on file explorer command
295 | context.subscriptions.push(
296 | vscode.commands.registerCommand(
297 | 'rgss-script-editor.sectionOpenInExplorer',
298 | (what) => {
299 | manager.revealInFileExplorer(what);
300 | }
301 | )
302 | );
303 |
304 | // **********************************************************
305 | // Start extension logic
306 | // **********************************************************
307 |
308 | // Restart manager
309 | manager.restart();
310 | }
311 |
312 | /**
313 | * This method is called when your extension is deactivated.
314 | */
315 | export function deactivate() {
316 | manager.dispose();
317 | }
318 |
--------------------------------------------------------------------------------
/src/modules/context/vscode_context.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 |
3 | /**
4 | * Sets extension's valid working folder context state.
5 | * @param contextState Context state value
6 | */
7 | export function setOpenedProjectFolder(contextState: boolean) {
8 | vscode.commands.executeCommand(
9 | 'setContext',
10 | 'rgss-script-editor.openedFolder',
11 | contextState
12 | );
13 | }
14 |
15 | /**
16 | * Sets extension's extracted scripts context state.
17 | * @param contextState Context state value
18 | */
19 | export function setExtractedScripts(contextState: boolean) {
20 | vscode.commands.executeCommand(
21 | 'setContext',
22 | 'rgss-script-editor.extractedScripts',
23 | contextState
24 | );
25 | }
26 |
--------------------------------------------------------------------------------
/src/modules/processes/gameplay_controller.ts:
--------------------------------------------------------------------------------
1 | import * as path from 'path';
2 | import * as cp from 'child_process';
3 | import * as fs from 'fs';
4 | import * as vscode from 'vscode';
5 | import * as marshal from '@hyrious/marshal';
6 | import { TextDecoder } from 'util';
7 | import { Configuration, RunGameBehavior } from '../utils/configuration';
8 | import { logger } from '../utils/logger';
9 |
10 | /**
11 | * Ruby exception information type.
12 | *
13 | * The game process must format the exception to match this structure.
14 | */
15 | type RubyExceptionInfo = {
16 | /**
17 | * Ruby exception type and name.
18 | */
19 | type: any;
20 |
21 | /**
22 | * Ruby exception message.
23 | */
24 | mesg: any;
25 |
26 | /**
27 | * Ruby exception backtrace list.
28 | */
29 | back: any[];
30 | };
31 |
32 | /**
33 | * Game exception regular expression.
34 | *
35 | * Extracts the file, line and the message with a three group matches.
36 | *
37 | * If the message is not present, the third group will be ``undefined``.
38 | */
39 | const GAME_EXCEPTION_REGEXP = /(.*):(\d+)(?::(.*))?/;
40 |
41 | /**
42 | * Exception backtrace information class.
43 | */
44 | class GameExceptionBacktrace {
45 | /**
46 | * Absolute path to the file.
47 | *
48 | * This is the file that caused the exception.
49 | */
50 | readonly file: string;
51 |
52 | /**
53 | * Line where the exception ocurred.
54 | */
55 | readonly line: number;
56 |
57 | /**
58 | * Backtrace message.
59 | */
60 | readonly message?: string;
61 |
62 | /**
63 | * Constructor.
64 | * @param file File absolute path.
65 | * @param line Line number.
66 | * @param message Optional message.
67 | */
68 | constructor(file: string, line: number, message?: string) {
69 | this.file = file;
70 | this.line = line;
71 | this.message = message;
72 | }
73 |
74 | /**
75 | * Converts the backtrace into a string instance.
76 | *
77 | * If the backtrace message is available it will be appended.
78 | * @returns A string.
79 | */
80 | toString(): string {
81 | return this.message
82 | ? `${this.file}\nat line ${this.line}: ${this.message}`
83 | : `${this.file}\nat line ${this.line}`;
84 | }
85 | }
86 |
87 | /**
88 | * Game exception class.
89 | */
90 | export class GameException {
91 | /**
92 | * Exception name.
93 | */
94 | readonly name: string;
95 |
96 | /**
97 | * Exception message.
98 | */
99 | readonly message: string;
100 |
101 | /**
102 | * Exception creation timestamp.
103 | */
104 | readonly timestamp: Date;
105 |
106 | /**
107 | * Backtrace list.
108 | */
109 | readonly backtrace: GameExceptionBacktrace[];
110 |
111 | /**
112 | * Constructor.
113 | * @param name Exception name.
114 | * @param message Exception message.
115 | */
116 | constructor(name: string, message: string) {
117 | this.name = name;
118 | this.message = message;
119 | this.timestamp = new Date();
120 | this.backtrace = [];
121 | }
122 |
123 | /**
124 | * Adds a new backtrace element with the given information.
125 | * @param file File absolute path.
126 | * @param line Line number.
127 | * @param message Optional message.
128 | */
129 | addTrace(file: string, line: number, message?: string) {
130 | this.backtrace.push(new GameExceptionBacktrace(file, line, message));
131 | }
132 |
133 | /**
134 | * Formats this extension to show itself on a VSCode Markdown document.
135 | * @returns Exception information.
136 | */
137 | markdown(): string {
138 | // Document title
139 | let mark = '**RGSS Script Editor: Last Game Exception Report**\n\n';
140 |
141 | // Document information
142 | mark = mark.concat(
143 | 'This document is used to display information about the exception that was thrown in the last game session.\n\n'
144 | );
145 | mark = mark.concat(
146 | 'If you do not want this tab to appear in the editor, you can disable it in the extension options.\n\n'
147 | );
148 | mark = mark.concat(
149 | 'The exception thrown will be shown in the following lines:\n\n'
150 | );
151 |
152 | // Process exception basic info
153 | mark = mark.concat(`# ${this.name}\n\n`);
154 | mark = mark.concat(`${this.message}\n\n`);
155 |
156 | // Process exception time stamp
157 | mark = mark.concat('#### Timestamp\n\n');
158 | mark = mark.concat(`${this.timestamp}\n\n`);
159 |
160 | // Process backtrace
161 | mark = mark.concat('#### Backtrace\n\n');
162 | this.backtrace.forEach((item) => {
163 | mark = mark.concat('```\n');
164 | mark = mark.concat(item.toString() + '\n');
165 | mark = mark.concat('```\n');
166 | });
167 | return mark;
168 | }
169 |
170 | /**
171 | * Converts the exception into a string instance.
172 | * @returns A string.
173 | */
174 | toString(): string {
175 | return `${this.name}: ${this.message}\n`;
176 | }
177 | }
178 |
179 | /**
180 | * Gameplay controller class.
181 | */
182 | export class GameplayController {
183 | /**
184 | * Extension configuration instance.
185 | */
186 | private _config?: Configuration;
187 |
188 | /**
189 | * Executable last exception.
190 | */
191 | private _lastException?: GameException;
192 |
193 | /**
194 | * Executable processes.
195 | */
196 | private _executables: Map;
197 |
198 | /**
199 | * Text decoder instance.
200 | */
201 | private _textDecoder: TextDecoder;
202 |
203 | /**
204 | * Constructor.
205 | */
206 | constructor() {
207 | this._config = undefined;
208 | this._lastException = undefined;
209 | this._executables = new Map();
210 | this._textDecoder = new TextDecoder('utf8');
211 | }
212 |
213 | /**
214 | * Gets the last exception instance that the game executable reported.
215 | *
216 | * If the game did not report any exception it returns ``undefined``.
217 | * @returns The last exception.
218 | */
219 | get lastException() {
220 | return this._lastException;
221 | }
222 |
223 | /**
224 | * Gets if the game executable is currently running
225 | * @returns Whether it is running or not
226 | */
227 | isRunning(): boolean {
228 | return this._executables.size > 0;
229 | }
230 |
231 | /**
232 | * Updates the extension configuration instance.
233 | *
234 | * The given ``configuration`` instance must be valid.
235 | * @param config Configuration instance.
236 | */
237 | async update(config: Configuration) {
238 | // Make sure to dispose so info does not mix up between projects
239 | await this.dispose();
240 | this._config = config;
241 | }
242 |
243 | /**
244 | * Disposes this gameplay controller instance.
245 | *
246 | * This method kills the executable if it is running (not undefined).
247 | *
248 | * To avoid invalid exception processing it sets the last exception to ``undefined``.
249 | *
250 | * The promise is resolved with the termination code
251 | */
252 | async dispose() {
253 | return new Promise((resolve, reject) => {
254 | // Checks if there is any game process currently running
255 | if (!this.isRunning()) {
256 | resolve();
257 | }
258 |
259 | // Kill all game processes and clear the hash tracker
260 | this._executables.forEach((gameProcess) => {
261 | gameProcess.kill();
262 | });
263 |
264 | // Clears attributes and resolve
265 | this._executables.clear();
266 | this._lastException = undefined;
267 | resolve();
268 | });
269 | }
270 |
271 | /**
272 | * Asynchronously runs the game executable.
273 | *
274 | * If the game is spawned successfully it resolves the promise with its PID.
275 | *
276 | * If the game fails to run it rejects the promise with an error.
277 | * @returns A promise
278 | * @throws An error when process cannot be executed
279 | */
280 | async runGame() {
281 | logger.logInfo('Trying to run the game executable...');
282 | // Checks for configuration validness
283 | if (!this._config) {
284 | throw new Error('Cannot run the game because configuration is invalid!');
285 | }
286 | // Checks if already running.
287 | if (this.isRunning()) {
288 | let gameBehavior = this._config.determineGameBehavior();
289 | logger.logInfo(`Current game behavior: ${gameBehavior}`);
290 |
291 | // Process game behavior
292 | switch (gameBehavior) {
293 | case RunGameBehavior.NOTHING:
294 | throw new Error('Cannot run the game because it is already running!');
295 | case RunGameBehavior.KILL_AND_RUN:
296 | await this.dispose();
297 | break;
298 | case RunGameBehavior.ALLOW_MULTIPLE:
299 | break;
300 | default:
301 | throw new Error('Unknown run game behavior!');
302 | }
303 | }
304 |
305 | // Preparation
306 | let workingDir = this._config.projectFolderPath?.fsPath;
307 | let gamePath = this._config.determineGamePath()?.fsPath;
308 | let gameArgs = this._config.determineGameArgs();
309 | let exePath = '';
310 | let exeArgs = [];
311 | let usingWine = false;
312 | logger.logInfo(`Game working directory: "${workingDir}"`);
313 | logger.logInfo(`Game executable path: "${gamePath}"`);
314 | logger.logInfo(`Game executable arguments: "${gameArgs}"`);
315 |
316 | // Safe-check for variables validness
317 | if (!workingDir || !gamePath || !gameArgs) {
318 | throw new Error('Cannot run the game due to invalid values!');
319 | }
320 | // Checks if executable path exists
321 | if (!fs.existsSync(gamePath)) {
322 | throw new Error(`Game executable path: "${gamePath}" does not exists!`);
323 | }
324 |
325 | // Determine info based on the OS
326 | logger.logInfo(`Resolving game information based on platform...`);
327 | switch (process.platform) {
328 | case 'win32': {
329 | exePath = gamePath;
330 | exeArgs = gameArgs;
331 | break;
332 | }
333 | case 'darwin':
334 | case 'linux': {
335 | // Checks game executable
336 | if (this._isLinuxExecutable(gamePath)) {
337 | // It is a Linux executable, try to run it
338 | exePath = gamePath;
339 | exeArgs = gameArgs;
340 | } else {
341 | // It is likely that the game is a Windows executable, use Wine
342 | const wineCommand = this._config.configUseWine();
343 | if (wineCommand.length > 0) {
344 | exePath = wineCommand;
345 | exeArgs = [`"${gamePath}"`, ...gameArgs];
346 | usingWine = true;
347 | } else {
348 | throw new Error(
349 | 'Cannot run the game because it seems like a Windows executable and the command to run Wine is empty, check the extension settings to fix this'
350 | );
351 | }
352 | }
353 | break;
354 | }
355 | default: {
356 | throw new Error(
357 | `Cannot launch the game because the platform: "${process.platform}" is unknown or not supported!`
358 | );
359 | }
360 | }
361 |
362 | // Launch game process
363 | logger.logInfo(`Resolved process command: "${exePath}"`);
364 | logger.logInfo(`Resolved process arguments: "${exeArgs}"`);
365 | logger.logInfo('Spawning process...');
366 | // Process should not be piped because if 'console' is passed as an argument to a RGSS3
367 | // executable, when the process spawns, it redirects $stdout and $stderr to the console window.
368 | // Making it impossible for the extension to listen to either $stdout or $stderr.
369 | const gameProcess = cp.spawn(exePath, exeArgs, {
370 | cwd: workingDir,
371 | stdio: ['ignore', 'ignore', 'ignore'],
372 | shell: usingWine,
373 | });
374 |
375 | // Checks if the process spawned correctly
376 | if (gameProcess && gameProcess.pid) {
377 | // Prepares callbacks
378 | gameProcess.on('exit', (code, signal) =>
379 | this._onProcessExit(gameProcess.pid!, code, signal)
380 | );
381 |
382 | // Tracks the game process
383 | this._executables.set(gameProcess.pid, gameProcess);
384 |
385 | return gameProcess.pid;
386 | } else {
387 | return undefined;
388 | }
389 | }
390 |
391 | /**
392 | * Creates a ruby exception object from the given exception file
393 | * @param exceptionFilePath Exception file path
394 | * @throws An error if file does not exists
395 | * @throws An error if it is impossible to create a ruby exception object
396 | */
397 | async createException(exceptionFilePath: string) {
398 | // Checks if the exception file path exists
399 | if (!fs.existsSync(exceptionFilePath)) {
400 | throw new Error(
401 | `Exception file path: "${exceptionFilePath}" does not exists!`
402 | );
403 | }
404 |
405 | // If file exists, an exception ocurred in the last game session
406 | let contents = fs.readFileSync(exceptionFilePath);
407 | let rubyError = marshal.load(contents, {
408 | string: 'binary',
409 | hashSymbolKeysToString: true,
410 | }) as RubyExceptionInfo;
411 | // Process exception binary data
412 | let type = this._textDecoder.decode(rubyError.type);
413 | let mesg = this._textDecoder.decode(rubyError.mesg);
414 | let back = rubyError.back.map((item) => this._textDecoder.decode(item));
415 | // Build the extension error instance
416 | let exception = new GameException(type, mesg);
417 | back.forEach((backtrace) => {
418 | let match = backtrace.match(GAME_EXCEPTION_REGEXP);
419 | if (match) {
420 | let file = match[1];
421 | let line = parseInt(match[2]);
422 | let mesg = match[3];
423 | // Skips invalid backtrace lines, only files that exists.
424 | // RPG Maker includes backtrace lines of scripts inside its built-in editor.
425 | if (fs.existsSync(file)) {
426 | exception.addTrace(file, line, mesg);
427 | }
428 | }
429 | });
430 | // Updates last exception.
431 | this._lastException = exception;
432 | // Deletes output for next game run
433 | fs.unlinkSync(exceptionFilePath);
434 | // Executes command to process the exception.
435 | vscode.commands.executeCommand('rgss-script-editor.processGameException');
436 | }
437 |
438 | /**
439 | * Method called when the current game process finishes its execution.
440 | * @param pid Game process PID.
441 | * @param code Exit code.
442 | * @param signal Exit signal.
443 | */
444 | private _onProcessExit(
445 | pid: number,
446 | code: number | null,
447 | signal: NodeJS.Signals | null
448 | ) {
449 | logger.logInfo(
450 | `Game execution (PID: ${pid}) finished with code: ${code}, signal: ${signal}`
451 | );
452 |
453 | // Resets for next game run
454 | this._executables.delete(pid);
455 |
456 | // Checks exception
457 | if (this._config) {
458 | // Checks output file for possible exceptions that killed the game
459 | let output = this._config.determineGameLogPath()?.fsPath;
460 | if (output && fs.existsSync(output)) {
461 | this.createException(output);
462 | }
463 | }
464 | }
465 |
466 | /**
467 | * Checks If the given file is an executable for Linux
468 | * @param file File path
469 | * @returns Whether it is an executable or not.
470 | */
471 | private _isLinuxExecutable(file: string): boolean {
472 | try {
473 | fs.accessSync(file, fs.constants.X_OK);
474 | return !(path.extname(file).toLowerCase() === '.exe');
475 | } catch (error: any) {
476 | return false;
477 | }
478 | }
479 | }
480 |
--------------------------------------------------------------------------------
/src/modules/processes/open_folder.ts:
--------------------------------------------------------------------------------
1 | import * as cp from 'child_process';
2 | import * as fs from 'fs';
3 |
4 | /**
5 | * Asynchronously opens the given folder.
6 | *
7 | * If opening is successful it resolves the promise with the child process.
8 | *
9 | * If opening fails it rejects the promise with an error instance.
10 | * @param folderPath Absolute path to the folder
11 | * @returns A child process instance
12 | */
13 | export async function openFolder(folderPath: string): Promise {
14 | // Checks if path exists
15 | if (!fs.existsSync(folderPath)) {
16 | throw new Error(`The given folder path: "${folderPath}" does not exists!`);
17 | }
18 | // Open folder
19 | let command = '';
20 | switch (process.platform) {
21 | case 'win32': {
22 | command = `start "RGSS Script Editor" "${folderPath}"`;
23 | break;
24 | }
25 | case 'linux': {
26 | command = `xdg-open "${folderPath}"`;
27 | break;
28 | }
29 | case 'darwin': {
30 | command = `open "${folderPath}"`;
31 | break;
32 | }
33 | default: {
34 | throw new Error(
35 | `Cannot open folder because the platform: "${process.platform}" is not supported!`
36 | );
37 | }
38 | }
39 | let folderProcess = cp.exec(command);
40 | return folderProcess;
41 | }
42 |
--------------------------------------------------------------------------------
/src/modules/ui/elements/ui_status_bar.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 | import * as strings from '../../utils/strings';
3 |
4 | /**
5 | * Status bar control options type.
6 | */
7 | export type StatusBarControl = {
8 | /**
9 | * Open project folder status bar item visibility status.
10 | */
11 | changeProjectFolder?: boolean;
12 |
13 | /**
14 | * Current project folder status bar item visibility status.
15 | */
16 | currentProjectFolder?: boolean;
17 |
18 | /**
19 | * Extract scripts bar item visibility status.
20 | */
21 | extractScripts?: boolean;
22 |
23 | /**
24 | * Run game executable status bar item visibility status.
25 | */
26 | runGame?: boolean;
27 | };
28 |
29 | /**
30 | * Status bar options type.
31 | */
32 | export type StatusBarOptions = {
33 | /**
34 | * Project folder shown in the status bar.
35 | */
36 | projectFolder: string;
37 | };
38 |
39 | /**
40 | * Status bar UI items class.
41 | */
42 | export class StatusBarItems {
43 | /**
44 | * Status bar set project folder item.
45 | */
46 | private itemSetProjectFolder: vscode.StatusBarItem;
47 | /**
48 | * Status bar project folder item.
49 | */
50 | private itemProjectFolder: vscode.StatusBarItem;
51 | /**
52 | * Status bar extract scripts item.
53 | */
54 | private itemExtractScripts: vscode.StatusBarItem;
55 | /**
56 | * Status bar run game item.
57 | */
58 | private itemRunGame: vscode.StatusBarItem;
59 |
60 | /**
61 | * Constructor.
62 | */
63 | constructor() {
64 | this.itemSetProjectFolder = vscode.window.createStatusBarItem(
65 | vscode.StatusBarAlignment.Left
66 | );
67 | this.itemProjectFolder = vscode.window.createStatusBarItem(
68 | vscode.StatusBarAlignment.Left
69 | );
70 | this.itemExtractScripts = vscode.window.createStatusBarItem(
71 | vscode.StatusBarAlignment.Left
72 | );
73 | this.itemRunGame = vscode.window.createStatusBarItem(
74 | vscode.StatusBarAlignment.Left
75 | );
76 | this._initialize();
77 | }
78 |
79 | /**
80 | * Updates status bar instance with the given options.
81 | * @param options Status bar options.
82 | */
83 | update(options: StatusBarOptions): void {
84 | this.itemProjectFolder.text = `$(folder) ${vscode.l10n.t(
85 | strings.UI_PROJECT_FOLDER_TEXT,
86 | options.projectFolder
87 | )}`;
88 | }
89 |
90 | /**
91 | * Shows all items on the status bar.
92 | */
93 | show() {
94 | this.control({
95 | changeProjectFolder: true,
96 | currentProjectFolder: true,
97 | extractScripts: true,
98 | runGame: true,
99 | });
100 | }
101 |
102 | /**
103 | * Hides all items on the status bar.
104 | */
105 | hide() {
106 | this.control();
107 | }
108 |
109 | /**
110 | * Controls all status bar items visibility.
111 | *
112 | * If no options are given, it hides all items.
113 | * @param options Status bar options
114 | */
115 | control(options?: StatusBarControl): void {
116 | // Updates set project folder item visibility
117 | options?.changeProjectFolder
118 | ? this.itemSetProjectFolder.show()
119 | : this.itemSetProjectFolder.hide();
120 | // Updates project folder name item visibility
121 | options?.currentProjectFolder
122 | ? this.itemProjectFolder.show()
123 | : this.itemProjectFolder.hide();
124 | // Updates extract scripts item visibility
125 | options?.extractScripts
126 | ? this.itemExtractScripts.show()
127 | : this.itemExtractScripts.hide();
128 | // Updates run game item visibility
129 | options?.runGame ? this.itemRunGame.show() : this.itemRunGame.hide();
130 | }
131 |
132 | /**
133 | * Disposes all items from the status bar.
134 | */
135 | dispose() {
136 | this.itemSetProjectFolder.dispose();
137 | this.itemProjectFolder.dispose();
138 | this.itemExtractScripts.dispose();
139 | this.itemRunGame.dispose();
140 | }
141 |
142 | /**
143 | * Initializes the status bar items.
144 | */
145 | private _initialize() {
146 | // Set Project Folder item
147 | this.itemSetProjectFolder.name = strings.UI_SET_PROJECT_NAME;
148 | this.itemSetProjectFolder.text = `$(folder-library) ${strings.UI_SET_PROJECT_TEXT}`;
149 | this.itemSetProjectFolder.tooltip = strings.UI_SET_PROJECT_TOOLTIP;
150 | this.itemSetProjectFolder.command = 'rgss-script-editor.setProjectFolder';
151 |
152 | // Opened Project Folder item
153 | this.itemProjectFolder.name = strings.UI_PROJECT_FOLDER_NAME;
154 | this.itemProjectFolder.text = `$(folder) ${vscode.l10n.t(
155 | strings.UI_PROJECT_FOLDER_TEXT,
156 | '-'
157 | )}`;
158 | this.itemProjectFolder.tooltip = strings.UI_PROJECT_FOLDER_TOOLTIP;
159 | this.itemProjectFolder.command = 'rgss-script-editor.openProjectFolder';
160 |
161 | // Run Game item
162 | this.itemRunGame.name = strings.UI_RUN_GAME_NAME;
163 | this.itemRunGame.text = `$(run) ${strings.UI_RUN_GAME_TEXT}`;
164 | this.itemRunGame.tooltip = strings.UI_RUN_GAME_TOOLTIP;
165 | this.itemRunGame.command = 'rgss-script-editor.runGame';
166 |
167 | // Extract Scripts item
168 | this.itemExtractScripts.name = strings.UI_EXTRACT_NAME;
169 | this.itemExtractScripts.text = `$(arrow-down) ${strings.UI_EXTRACT_TEXT}`;
170 | this.itemExtractScripts.tooltip = strings.UI_EXTRACT_TOOLTIP;
171 | this.itemExtractScripts.command = 'rgss-script-editor.extractScripts';
172 | }
173 | }
174 |
--------------------------------------------------------------------------------
/src/modules/ui/elements/ui_tree_view_provider.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 | import { UUID } from 'crypto';
3 | import {
4 | EditorSectionBase,
5 | EditorSectionType,
6 | } from '../../processes/scripts_controller';
7 |
8 | /**
9 | * Drag and drop MIME type.
10 | */
11 | const MIME_TYPE = 'application/rgss.script.editor';
12 |
13 | /**
14 | * VScode editor MIME type.
15 | */
16 | const MIME_TYPE_VSCODE = 'text/uri-list';
17 |
18 | /**
19 | * A data provider that provides tree data.
20 | */
21 | export class EditorViewProvider
22 | implements
23 | vscode.TreeDataProvider,
24 | vscode.TreeDragAndDropController
25 | {
26 | /**
27 | * Scripts folder data.
28 | */
29 | private _root?: EditorSectionBase;
30 |
31 | /**
32 | * On did change tree data event emitter.
33 | */
34 | private _onDidChangeTreeData: vscode.EventEmitter<
35 | EditorSectionBase | undefined | null | void
36 | > = new vscode.EventEmitter();
37 |
38 | /**
39 | * On did change tree data event.
40 | */
41 | readonly onDidChangeTreeData: vscode.Event<
42 | EditorSectionBase | undefined | null | void
43 | > = this._onDidChangeTreeData.event;
44 |
45 | /**
46 | * Drop accepted MIME types.
47 | */
48 | readonly dropMimeTypes: readonly string[] = [MIME_TYPE];
49 |
50 | /**
51 | * Drag accepted MIME types.
52 | */
53 | readonly dragMimeTypes: readonly string[] = [MIME_TYPE];
54 |
55 | /**
56 | * Constructor.
57 | */
58 | constructor() {
59 | this._root = undefined;
60 | }
61 |
62 | /**
63 | * Checks if ``section`` is the root section
64 | * @param section Editor section
65 | * @returns Whether it is root or not
66 | */
67 | isRoot(section: EditorSectionBase): boolean {
68 | return this._root === section;
69 | }
70 |
71 | /**
72 | * Checks if URI of ``section`` is the root section URI
73 | * @param section Editor section
74 | * @returns Whether it is root or not
75 | */
76 | isRootPath(section: EditorSectionBase): boolean {
77 | if (!this._root) {
78 | return false;
79 | }
80 | return this._root?.isPath(section.resourceUri);
81 | }
82 |
83 | /**
84 | * Handles a drag operation in the tree.
85 | * @param source List of tree items
86 | * @param dataTransfer Data transfer
87 | * @param token Token
88 | */
89 | handleDrag(
90 | source: readonly EditorSectionBase[],
91 | dataTransfer: vscode.DataTransfer,
92 | token: vscode.CancellationToken
93 | ): Thenable | void {
94 | // Prepares data (must be stringified)
95 | let extensionData: UUID[] = [];
96 | let vscodeData: string[] = [];
97 | source.forEach((section) => {
98 | extensionData.push(section.id);
99 |
100 | // Checks editor section validness for VSCode editor
101 | // URIs needs to be strings separated by "\r\n" EOL for VSCode editor (hardcoded)
102 | // https://code.visualstudio.com/api/references/vscode-api#TreeDragAndDropController
103 | if (section.isType(EditorSectionType.Script)) {
104 | vscodeData.push(section.resourceUri.toString());
105 | } else if (section.isType(EditorSectionType.Folder)) {
106 | section.nestedChildren().forEach((child) => {
107 | if (child.isType(EditorSectionType.Script)) {
108 | vscodeData.push(child.resourceUri.toString());
109 | }
110 | });
111 | }
112 | });
113 |
114 | // Sets data transfer package with the data
115 | dataTransfer.set(MIME_TYPE, new vscode.DataTransferItem(extensionData));
116 | if (vscodeData.length > 0) {
117 | dataTransfer.set(
118 | MIME_TYPE_VSCODE,
119 | new vscode.DataTransferItem(vscodeData.join('\r\n'))
120 | );
121 | }
122 | }
123 |
124 | /**
125 | * Handles a drop operation on the tree.
126 | * @param target Target tree item
127 | * @param dataTransfer Data transfer
128 | * @param token Token
129 | */
130 | handleDrop(
131 | target: EditorSectionBase | undefined,
132 | dataTransfer: vscode.DataTransfer,
133 | token: vscode.CancellationToken
134 | ): Thenable | void {
135 | // Checks target validness
136 | if (!target) {
137 | return;
138 | }
139 |
140 | // Gets data from the transfer package
141 | const ids = dataTransfer.get(MIME_TYPE)?.value as UUID[];
142 | let sections: EditorSectionBase[] = [];
143 | if (!ids) {
144 | return;
145 | }
146 |
147 | // Fetchs the appropiate editor section instances by UUID.
148 | ids.forEach((id) => {
149 | const child = this._root?.findChild((value) => {
150 | return value.id === id;
151 | }, true);
152 | if (child) {
153 | sections.push(child);
154 | }
155 | });
156 |
157 | if (sections.length > 0) {
158 | // Calls drap and drop command
159 | vscode.commands.executeCommand(
160 | 'rgss-script-editor.sectionMove',
161 | sections,
162 | target
163 | );
164 | }
165 | }
166 |
167 | /**
168 | * This method signals that an element or root has changed in the tree.
169 | *
170 | * This will trigger the view to update the changed element/root and its children recursively (if shown).
171 | *
172 | * To signal that root has changed, do not pass any argument or pass undefined or null.
173 | * @param element Script Section
174 | */
175 | refresh(element?: EditorSectionBase): void {
176 | this._onDidChangeTreeData.fire(element);
177 | }
178 |
179 | /**
180 | * Updates the provider script section root instance.
181 | *
182 | * This method triggers a refresh on the tree since data has been updated.
183 | * @param root Script section root
184 | */
185 | update(root: EditorSectionBase) {
186 | this._root = root;
187 | this.refresh();
188 | }
189 |
190 | /**
191 | * Resets the provider.
192 | *
193 | * This method undefines the tree view root instance.
194 | *
195 | * This method triggers a refresh on the tree since data has been updated.
196 | */
197 | reset() {
198 | this._root = undefined;
199 | this.refresh();
200 | }
201 |
202 | /**
203 | * Reveals the appropiate script section on the tree view based on the given ``uri``.
204 | * @param uri Script section uri path
205 | */
206 | findTreeItem(uri: vscode.Uri) {
207 | return this._root?.findChild((value) => {
208 | return value.isPath(uri);
209 | }, true);
210 | }
211 |
212 | /**
213 | * Returns the UI representation (TreeItem) of the element that gets displayed in the view.
214 | * @param element Element
215 | * @returns Tree item
216 | */
217 | getTreeItem(
218 | element: EditorSectionBase
219 | ): vscode.TreeItem | Thenable {
220 | return element;
221 | }
222 |
223 | /**
224 | * Gets a list of tree items by the given base script section.
225 | *
226 | * If ``element`` is nullish, it returns all children from the root.
227 | *
228 | * If ``element`` is a valid script section, it returns all of their children items.
229 | * @param element Base script section
230 | * @returns Returns the data
231 | */
232 | getChildren(
233 | element?: EditorSectionBase
234 | ): vscode.ProviderResult {
235 | try {
236 | if (this._root) {
237 | let children = element ? element.children : this._root.children;
238 | return Promise.resolve(children);
239 | } else {
240 | return Promise.resolve([]);
241 | }
242 | } catch (error) {
243 | return Promise.resolve([]);
244 | }
245 | }
246 |
247 | /**
248 | * Gets the parent tree item (script section) of the given element.
249 | * @param element Script section
250 | * @returns Returns the element's parent
251 | */
252 | getParent(
253 | element: EditorSectionBase
254 | ): vscode.ProviderResult {
255 | return element.parent;
256 | }
257 | }
258 |
--------------------------------------------------------------------------------
/src/modules/ui/ui_extension.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 | import { EditorSectionBase } from '../processes/scripts_controller';
3 | import {
4 | StatusBarControl,
5 | StatusBarOptions,
6 | StatusBarItems,
7 | } from './elements/ui_status_bar';
8 | import { EditorViewProvider } from './elements/ui_tree_view_provider';
9 |
10 | /**
11 | * Extension UI tree view reveal options type.
12 | */
13 | export type ExtensionUiReveal = {
14 | /**
15 | * Whether to force the tree view to appear or not.
16 | */
17 | force?: boolean;
18 |
19 | /**
20 | * Selects the item in the tree view.
21 | */
22 | select?: boolean;
23 |
24 | /**
25 | * Expands the parent items in the tree view.
26 | */
27 | expand?: number | boolean;
28 |
29 | /**
30 | * Focuses the item in the tree view.
31 | */
32 | focus?: boolean;
33 | };
34 |
35 | /**
36 | * Extension UI options type.
37 | */
38 | export type ExtensionUiOptions = {
39 | /**
40 | * Status bar options.
41 | */
42 | statusBarOptions: StatusBarOptions;
43 |
44 | /**
45 | * Root of the tree view provider.
46 | *
47 | * This will be used by the view provider to provide data to the tree view.
48 | *
49 | * If it is ``undefined`` the tree view will be empty.
50 | */
51 | treeRoot: T;
52 | };
53 |
54 | /**
55 | * Extension UI class.
56 | */
57 | export class ExtensionUI {
58 | /**
59 | * Tree view instance.
60 | */
61 | private _editorView?: vscode.TreeView;
62 |
63 | /**
64 | * Tree view provider instance.
65 | */
66 | private _editorViewProvider: EditorViewProvider;
67 |
68 | /**
69 | * Status bar items controller.
70 | */
71 | private _statusBar: StatusBarItems;
72 |
73 | /**
74 | * Constructor.
75 | */
76 | constructor() {
77 | this._editorViewProvider = new EditorViewProvider();
78 | this._statusBar = new StatusBarItems();
79 | this._editorView = vscode.window.createTreeView(
80 | 'rgss-script-editor.editorView',
81 | {
82 | treeDataProvider: this._editorViewProvider,
83 | dragAndDropController: this._editorViewProvider,
84 | canSelectMany: true,
85 | manageCheckboxStateManually: true,
86 | showCollapseAll: true,
87 | }
88 | );
89 |
90 | // Checkbox click callback.
91 | this._editorView.onDidChangeCheckboxState((e) => {
92 | vscode.commands.executeCommand(
93 | 'rgss-script-editor.sectionToggleLoad',
94 | e.items
95 | );
96 | });
97 |
98 | // Collapse callback
99 | this._editorView.onDidCollapseElement((e) => {
100 | vscode.commands.executeCommand(
101 | 'rgss-script-editor.sectionToggleCollapse',
102 | e.element
103 | );
104 | });
105 |
106 | // Expand callback
107 | this._editorView.onDidExpandElement((e) => {
108 | vscode.commands.executeCommand(
109 | 'rgss-script-editor.sectionToggleCollapse',
110 | e.element
111 | );
112 | });
113 | }
114 |
115 | /**
116 | * Gets all current items selected on the tree view.
117 | *
118 | * If there are not items selected it returns ``undefined``.
119 | * @returns Tree view selection.
120 | */
121 | getTreeSelection() {
122 | return this._editorView?.selection;
123 | }
124 |
125 | /**
126 | * Updates the extension UI with the given options.
127 | * @param options Extension UI options.
128 | */
129 | async update(options: ExtensionUiOptions) {
130 | // Updates status bar items
131 | this._statusBar.update(options.statusBarOptions);
132 |
133 | // Updates view provider
134 | this._editorViewProvider.update(options.treeRoot);
135 | }
136 |
137 | /**
138 | * Resets the extension UI to the default values.
139 | *
140 | * It resets the current tree view provider and hides the status bar.
141 | */
142 | reset() {
143 | this._editorViewProvider.reset();
144 | this._statusBar.hide();
145 | }
146 |
147 | /**
148 | * Reveals the appropiate script section in the tree view by the given ``uri`` path.
149 | * @param uri Script section uri path.
150 | * @param options Reveal options.
151 | * @returns A promise with the script section revealed.
152 | */
153 | async revealInTreeView(uri: vscode.Uri, options: ExtensionUiReveal) {
154 | if (this._editorView?.visible || options.force) {
155 | // Avoids conflicts with other container auto reveals
156 | let section = this._editorViewProvider?.findTreeItem(uri);
157 |
158 | // Check editor section validness
159 | if (!section) {
160 | return;
161 | }
162 |
163 | // Reveals the target editor section
164 | await this._editorView?.reveal(section, {
165 | select: options.select,
166 | expand: options.expand,
167 | focus: options.focus,
168 | });
169 | return section;
170 | }
171 | }
172 |
173 | /**
174 | * Refreshes the UI contents.
175 | *
176 | * If ``isRoot`` is ``true``, it will update the current root and refresh the whole tree.
177 | *
178 | * Otherwise it will just refresh the given tree item and all of its children.
179 | * @param treeItem Tree item to refresh
180 | * @param isRoot Whether tree item is root or not
181 | */
182 | refresh(treeItem: EditorSectionBase, isRoot?: boolean) {
183 | if (isRoot) {
184 | this._editorViewProvider.update(treeItem);
185 | } else {
186 | this._editorViewProvider.refresh(treeItem);
187 | }
188 | }
189 |
190 | /**
191 | * Shows all extension UI elements.
192 | */
193 | show() {
194 | // Shows status bar items.
195 | this._statusBar.show();
196 | }
197 |
198 | /**
199 | * Hides all extension UI elements.
200 | */
201 | hide() {
202 | // Hides status bar items.
203 | this._statusBar.hide();
204 | }
205 |
206 | /**
207 | * Controls the extension UI elements.
208 | * @param options Extension UI options.
209 | */
210 | control(options?: StatusBarControl): void {
211 | this._statusBar.control(options);
212 | }
213 |
214 | /**
215 | * Disposes all extension UI elements.
216 | */
217 | async dispose() {
218 | // Disposes all status bar items
219 | this._statusBar.dispose();
220 |
221 | // Disposes the editor view
222 | this._editorView?.dispose();
223 | }
224 | }
225 |
--------------------------------------------------------------------------------
/src/modules/utils/configuration.ts:
--------------------------------------------------------------------------------
1 | import * as path from 'path';
2 | import * as fs from 'fs';
3 | import * as vscode from 'vscode';
4 |
5 | /**
6 | * Project folder information.
7 | */
8 | export type FolderInfo = {
9 | /**
10 | * Absolute path to the project folder.
11 | */
12 | projectFolderPath: vscode.Uri;
13 |
14 | /**
15 | * Project folder name.
16 | */
17 | projectFolderName: string;
18 |
19 | /**
20 | * RGSS version.
21 | */
22 | rgssVersion: string;
23 | };
24 |
25 | /**
26 | * Return type when changing the current project folder.
27 | */
28 | export type ConfigChangeFolder = {
29 | oldProjectFolder?: FolderInfo;
30 | curProjectFolder: FolderInfo;
31 | };
32 |
33 | /**
34 | * Enum of types of run game behaviors
35 | */
36 | export const enum RunGameBehavior {
37 | NOTHING = 'nothing',
38 | KILL_AND_RUN = 'kill and run',
39 | ALLOW_MULTIPLE = 'allow multiple',
40 | }
41 |
42 | /**
43 | * Enum of script name validation types
44 | */
45 | export const enum NameValidation {
46 | AUTO = 'auto',
47 | ALWAYS = 'always',
48 | NEVER = 'never',
49 | }
50 |
51 | /**
52 | * Enum of valid RGSS versions.
53 | */
54 | const enum RGSSVersion {
55 | RGSS1 = 'RGSS1',
56 | RGSS2 = 'RGSS2',
57 | RGSS3 = 'RGSS3',
58 | }
59 |
60 | /**
61 | * Enum of valid game test arguments based on the RGSS version.
62 | */
63 | const enum RGSSGameArgsTest {
64 | RGSS1 = 'debug',
65 | RGSS2 = 'test',
66 | RGSS3 = 'test',
67 | }
68 |
69 | /**
70 | * Enum of valid game console arguments based on the RGSS version.
71 | */
72 | const enum RGSSGameArgsConsole {
73 | RGSS1 = '',
74 | RGSS2 = '',
75 | RGSS3 = 'console',
76 | }
77 |
78 | /**
79 | * Enum of relative paths from the project folder to the bundle scripts file based on the RGSS version.
80 | */
81 | const enum RGSSBundlePath {
82 | RGSS1 = 'Data/Scripts.rxdata',
83 | RGSS2 = 'Data/Scripts.rvdata',
84 | RGSS3 = 'Data/Scripts.rvdata2',
85 | }
86 |
87 | /**
88 | * Enum of file's end of line types
89 | */
90 | const enum FilesEOL {
91 | AUTO = 'auto',
92 | CRLF = '\r\n',
93 | LF = '\n',
94 | }
95 |
96 | /**
97 | * Determine path options
98 | */
99 | type DeterminePathOptions = {
100 | /**
101 | * Whether to remove the file segment from the path or not
102 | */
103 | removeFilePart?: boolean;
104 | };
105 |
106 | /**
107 | * Determine extension options
108 | */
109 | type DetermineExtensionOptions = {
110 | /**
111 | * Whether to remove the extension dot or not
112 | */
113 | removeDot?: boolean;
114 | };
115 |
116 | /**
117 | * Configuration class
118 | */
119 | export class Configuration {
120 | /**
121 | * Log file name.
122 | *
123 | * Log file that is created inside the active project folder.
124 | */
125 | public static LOG_FILE_NAME = 'extension.log';
126 |
127 | /**
128 | * Game execution output file name.
129 | *
130 | * This file is created by the game when an exception kills the process.
131 | *
132 | * The exception's name and the backtrace are written inside of it.
133 | */
134 | public static GAME_OUTPUT_FILE = 'game.log';
135 |
136 | /**
137 | * File name of the backup file that the user creates from the extracted scripts.
138 | *
139 | * The name should not have extensions since it will get automatically determined
140 | * based on the RGSS version on runtime.
141 | */
142 | public static BACKUP_SCRIPTS_FILE_NAME = 'Manual Backup of Extracted Scripts';
143 |
144 | /**
145 | * File name of the backup file that the user creates from the load order.
146 | */
147 | public static BACKUP_LOAD_ORDER_FILE_NAME = 'Load Order Backup';
148 |
149 | /**
150 | * File name for the compiled scripts bundle file
151 | *
152 | * The name should not have extensions since it will get automatically determined
153 | * based on the RGSS version on runtime.
154 | */
155 | public static COMPILE_SCRIPTS_FILE_NAME = 'Scripts';
156 |
157 | /**
158 | * RGSS Version.
159 | */
160 | private _rgssVersion?: string;
161 |
162 | /**
163 | * Project folder URI path.
164 | */
165 | private _projectFolderPath?: vscode.Uri;
166 |
167 | /**
168 | * Project folder name
169 | */
170 | private _projectFolderName?: string;
171 |
172 | /**
173 | * Constructor.
174 | */
175 | constructor() {
176 | this._rgssVersion = undefined;
177 | this._projectFolderPath = undefined;
178 | this._projectFolderName = undefined;
179 | }
180 |
181 | /**
182 | * RGSS Version.
183 | */
184 | get rgss() {
185 | return this._rgssVersion;
186 | }
187 |
188 | /**
189 | * Project folder URI path.
190 | */
191 | get projectFolderPath() {
192 | return this._projectFolderPath;
193 | }
194 |
195 | /**
196 | * Project folder name
197 | */
198 | get projectFolderName() {
199 | return this._projectFolderName;
200 | }
201 |
202 | /**
203 | * Gets the extension quickstart status flag.
204 | * @returns Quickstart status flag.
205 | */
206 | configQuickstart(): boolean {
207 | return this._getVSCodeConfig('extension.quickStart')!;
208 | }
209 |
210 | /**
211 | * Gets the extension auto reveal flag.
212 | * @returns Auto reveal flag.
213 | */
214 | configAutoReveal(): boolean {
215 | return this._getVSCodeConfig('extension.autoReveal')!;
216 | }
217 |
218 | /**
219 | * Gets the extension file EOL type.
220 | * @returns File EOL sequence.
221 | */
222 | configFileEOL(): string {
223 | return this._getVSCodeConfig('extension.filesEndOfLine')!;
224 | }
225 |
226 | /**
227 | * Gets the extension insert encoding magic comment flag.
228 | * @returns Insert encoding comment flag.
229 | */
230 | configInsertEncodingComment(): boolean {
231 | return this._getVSCodeConfig('extension.insertEncodingComment')!;
232 | }
233 |
234 | /**
235 | * Gets the extension re-create script loader flag.
236 | * @returns Re-create script loader flag.
237 | */
238 | configRecreateScriptLoader(): boolean {
239 | return this._getVSCodeConfig('extension.recreateScriptLoader')!;
240 | }
241 |
242 | /**
243 | * Gets the script name validation mode.
244 | * @returns Script name validation mode.
245 | */
246 | configScriptNameValidation(): string {
247 | return this._getVSCodeConfig('extension.scriptNameValidation')!;
248 | }
249 |
250 | /**
251 | * Gets log to console flag status.
252 | * @returns Log to console flag.
253 | */
254 | configLogConsole(): boolean {
255 | return this._getVSCodeConfig('debug.logToConsole')!;
256 | }
257 |
258 | /**
259 | * Gets log to file flag status.
260 | * @returns Log to file flag.
261 | */
262 | configLogFile(): boolean {
263 | return this._getVSCodeConfig('debug.logToFile')!;
264 | }
265 |
266 | /**
267 | * Gets the project relative path to the back ups folder.
268 | * @returns Back ups folder path.
269 | */
270 | configBackUpsFolder(): string {
271 | return this._getVSCodeConfig('external.backUpsFolder')!;
272 | }
273 |
274 | /**
275 | * Gets the project relative path to the load order back ups folder.
276 | * @returns Load order back ups folder path.
277 | */
278 | configLoadOrderBackUpsFolder(): string {
279 | return this._getVSCodeConfig('external.loadOrderBackUpsFolder')!;
280 | }
281 |
282 | /**
283 | * Gets the project relative path to the extracted scripts folder.
284 | * @returns Scripts folder path.
285 | */
286 | configScriptsFolder(): string {
287 | return this._getVSCodeConfig('external.scriptsFolder')!;
288 | }
289 |
290 | /**
291 | * Gets the project relative path to the extension log file folder.
292 | * @returns Log file folder.
293 | */
294 | configLogFileFolder(): string {
295 | return this._getVSCodeConfig('external.extensionLogFileFolder')!;
296 | }
297 |
298 | /**
299 | * Gets the project relative path to the game log file folder.
300 | * @returns Log file folder.
301 | */
302 | configGameLogFileFolder(): string {
303 | return this._getVSCodeConfig('external.gameLogFileFolder')!;
304 | }
305 |
306 | /**
307 | * Gets the project relative path to the compiled scripts folder.
308 | * @returns Scripts compiled folder path.
309 | */
310 | configScriptsCompileFolder(): string {
311 | return this._getVSCodeConfig('external.scriptsCompileFolder')!;
312 | }
313 |
314 | /**
315 | * Gets the game executable relative path.
316 | * @returns Game executable relative path.
317 | */
318 | configExeGamePath(): string {
319 | return this._getVSCodeConfig('gameplay.gameExecutablePath')!;
320 | }
321 |
322 | /**
323 | * Gets the Wine command to run the executable in Linux.
324 | * @returns Wine command.
325 | */
326 | configUseWine(): string {
327 | return this._getVSCodeConfig('gameplay.useWine')!;
328 | }
329 |
330 | /**
331 | * Gets the run game behavior
332 | * @returns Run game behavior
333 | */
334 | configRunGameBehavior(): string {
335 | return this._getVSCodeConfig('gameplay.runGameBehavior')!;
336 | }
337 |
338 | /**
339 | * Gets the game executable automatic arguments detection mode.
340 | *
341 | * When this mode is enabled custom arguments are ignored.
342 | * @returns Auto. Argument detection
343 | */
344 | configExeArgsDetection(): boolean {
345 | return this._getVSCodeConfig(
346 | 'gameplay.automaticArgumentsDetection'
347 | )!;
348 | }
349 |
350 | /**
351 | * Gets whether the test mode is enabled or not.
352 | * @returns Test mode enable status.
353 | */
354 | configExeTestMode(): boolean {
355 | return this._getVSCodeConfig('gameplay.editorTestMode')!;
356 | }
357 |
358 | /**
359 | * Gets whether the RPG Maker native console is enabled or not
360 | * @returns Native console enable status
361 | */
362 | configExeConsole(): boolean {
363 | return this._getVSCodeConfig('gameplay.nativeConsole')!;
364 | }
365 |
366 | /**
367 | * Gets custom arguments to launch the game executable
368 | *
369 | * This must be used only when auto. arguments detection mode is turned off
370 | * @returns Custom arguments string
371 | */
372 | configExeCustomArgs(): string {
373 | return this._getVSCodeConfig('gameplay.customArguments')!;
374 | }
375 |
376 | /**
377 | * Gets the extension game exception auto process flag.
378 | * @returns Auto process extension flag.
379 | */
380 | configGameErrorAutoProcess(): boolean {
381 | return this._getVSCodeConfig('gameplay.gameExceptionAutoProcess')!;
382 | }
383 |
384 | /**
385 | * Gets the extension game exception shows in the editor window flag.
386 | * @returns Show in the editor flag.
387 | */
388 | configGameErrorShowEditor(): boolean {
389 | return this._getVSCodeConfig(
390 | 'gameplay.gameExceptionShowInEditor'
391 | )!;
392 | }
393 |
394 | /**
395 | * Checks if this configuration instance is valid.
396 | *
397 | * Being valid means that a folder was opened and the RGSS version was detected.
398 | *
399 | * If the RGSS version was detected, the rest of attributes are assumed to be valid.
400 | * @returns Whether it is valid or not.
401 | */
402 | isValid(): boolean {
403 | return !!this._rgssVersion;
404 | }
405 |
406 | /**
407 | * Gets information about the current opened project folder.
408 | *
409 | * If the current opened folder is not valid it returns ``undefined``.
410 | * @returns Folder information
411 | */
412 | getInfo(): FolderInfo | undefined {
413 | if (this.isValid()) {
414 | return {
415 | rgssVersion: this._rgssVersion!,
416 | projectFolderPath: this._projectFolderPath!,
417 | projectFolderName: this._projectFolderName!,
418 | };
419 | }
420 | return undefined;
421 | }
422 |
423 | /**
424 | * This method checks if the given ``folder`` is a valid RPG Maker project folder.
425 | *
426 | * If the folder is valid, it returns information about the folder, otherwise returns ``null``.
427 | * @param folder Folder Uri path.
428 | * @returns Folder information.
429 | */
430 | checkFolder(folder: vscode.Uri): FolderInfo | null {
431 | let projectName = path.basename(folder.fsPath);
432 | let rgss1 = vscode.Uri.joinPath(folder, RGSSBundlePath.RGSS1);
433 | let rgss2 = vscode.Uri.joinPath(folder, RGSSBundlePath.RGSS2);
434 | let rgss3 = vscode.Uri.joinPath(folder, RGSSBundlePath.RGSS3);
435 | // Formats the folder information based on the RGSS version
436 | if (fs.existsSync(rgss1.fsPath)) {
437 | return {
438 | projectFolderPath: folder,
439 | rgssVersion: RGSSVersion.RGSS1,
440 | projectFolderName: projectName,
441 | };
442 | }
443 | // Checks for RGSS2
444 | if (fs.existsSync(rgss2.fsPath)) {
445 | return {
446 | projectFolderPath: folder,
447 | rgssVersion: RGSSVersion.RGSS2,
448 | projectFolderName: projectName,
449 | };
450 | }
451 | // Checks for RGSS3
452 | if (fs.existsSync(rgss3.fsPath)) {
453 | return {
454 | projectFolderPath: folder,
455 | rgssVersion: RGSSVersion.RGSS3,
456 | projectFolderName: projectName,
457 | };
458 | }
459 | return null;
460 | }
461 |
462 | /**
463 | * Asynchronously updates the configuration with the given project folder.
464 | *
465 | * If the instance is updated successfully it returns information about the folder change.
466 | *
467 | * If it fails to update the folder it rejects the promise with an error.
468 | * @param folder Project Folder.
469 | * @throws An error when the given folder is invalid.
470 | * @returns A promise.
471 | */
472 | async update(folder: vscode.Uri): Promise {
473 | let info = this.checkFolder(folder);
474 | if (info) {
475 | // RGSS version found, valid RPG Maker project folder.
476 | let oldProjectFolder = this.getInfo();
477 | this._rgssVersion = info.rgssVersion;
478 | this._projectFolderPath = info.projectFolderPath;
479 | this._projectFolderName = info.projectFolderName;
480 | return { oldProjectFolder: oldProjectFolder, curProjectFolder: info };
481 | } else {
482 | // RGSS version was not found, probably an invalid folder.
483 | this._rgssVersion = undefined;
484 | this._projectFolderPath = undefined;
485 | this._projectFolderName = undefined;
486 | throw new Error(
487 | `Cannot update to folder: ${folder.fsPath}. A valid RGSS version was not detected!`
488 | );
489 | }
490 | }
491 |
492 | /**
493 | * Determines the path to the game scripts bundle file.
494 | *
495 | * The path is based on the current active folder and RGSS version.
496 | *
497 | * If the folder is not valid, it returns ``undefined``
498 | * @returns Bundle file uri path
499 | */
500 | determineBundleFilePath() {
501 | // Determines appropiate bundle based on the RGSS version
502 | let bundle = undefined;
503 | switch (this._rgssVersion) {
504 | case RGSSVersion.RGSS1:
505 | bundle = RGSSBundlePath.RGSS1;
506 | break;
507 | case RGSSVersion.RGSS2:
508 | bundle = RGSSBundlePath.RGSS2;
509 | break;
510 | case RGSSVersion.RGSS3:
511 | bundle = RGSSBundlePath.RGSS3;
512 | break;
513 | default:
514 | bundle = undefined;
515 | break;
516 | }
517 | // Join path with the appropiate bundle file
518 | return bundle ? this.joinProject(bundle) : undefined;
519 | }
520 |
521 | /**
522 | * Determines the path to the backups folder.
523 | *
524 | * The path is based on the current active folder.
525 | *
526 | * If the folder is not valid, it returns ``undefined``
527 | * @returns Backups folder uri path
528 | */
529 | determineBackupsPath() {
530 | return this.joinProject(this.configBackUpsFolder());
531 | }
532 |
533 | /**
534 | * Determines the path to the load order backups folder.
535 | *
536 | * The path is based on the current active folder.
537 | *
538 | * If the folder is not valid, it returns ``undefined``
539 | * @returns Backups folder uri path
540 | */
541 | determineLoadOrderBackupsPath() {
542 | return this.joinProject(this.configLoadOrderBackUpsFolder());
543 | }
544 |
545 | /**
546 | * Determines the path to the scripts folder from the current project's folder.
547 | * @returns Scripts folder uri path
548 | */
549 | determineScriptsPath() {
550 | return this.joinProject(this.configScriptsFolder());
551 | }
552 |
553 | /**
554 | * Determines the path to the log file.
555 | *
556 | * The path is based on the current active folder.
557 | *
558 | * If the folder is not valid, it returns ``undefined``
559 | *
560 | * @param options Options
561 | * @returns Log file uri path
562 | */
563 | determineLogFilePath(options?: DeterminePathOptions) {
564 | if (options?.removeFilePart) {
565 | return this.joinProject(this.configLogFileFolder());
566 | } else {
567 | return this.joinProject(
568 | this.configLogFileFolder(),
569 | Configuration.LOG_FILE_NAME
570 | );
571 | }
572 | }
573 |
574 | /**
575 | * Determines the path to the game's output file.
576 | *
577 | * This file is used by the extension to process possible game exceptions.
578 | *
579 | * The path is based on the current active folder.
580 | *
581 | * If the folder is not valid, it returns ``undefined``
582 | *
583 | * @param options Options
584 | * @returns Game output file uri path
585 | */
586 | determineGameLogPath(options?: DeterminePathOptions) {
587 | if (options?.removeFilePart) {
588 | return this.joinProject(this.configGameLogFileFolder());
589 | } else {
590 | return this.joinProject(
591 | this.configGameLogFileFolder(),
592 | Configuration.GAME_OUTPUT_FILE
593 | );
594 | }
595 | }
596 |
597 | /**
598 | * Determines the path to the scripts compile folder from the current project's folder.
599 | *
600 | * The file extension is determined based on the RPG Maker version detected.
601 | *
602 | * @param options Options
603 | * @returns Scripts compile folder uri path
604 | */
605 | determineScriptsCompilePath(options?: DeterminePathOptions) {
606 | if (options?.removeFilePart) {
607 | return this.joinProject(this.configScriptsCompileFolder());
608 | } else {
609 | let uri = this.joinProject(
610 | this.configScriptsCompileFolder(),
611 | Configuration.COMPILE_SCRIPTS_FILE_NAME
612 | );
613 |
614 | // Adds the appropiate extension
615 | if (uri) {
616 | uri = this.processExtension(uri);
617 | }
618 | return uri;
619 | }
620 | }
621 |
622 | /**
623 | * Determines the path to the game executable.
624 | *
625 | * The path is based on the current active folder.
626 | *
627 | * If the folder is not valid, it returns ``undefined``
628 | * @returns Game executable uri path
629 | */
630 | determineGamePath() {
631 | return this.joinProject(this.configExeGamePath());
632 | }
633 |
634 | /**
635 | * Determines the appropiate game executable arguments.
636 | *
637 | * If automatic argument detection is enabled it will ignore custom arguments.
638 | *
639 | * If the arguments cannot be determined it returns ``undefined``.
640 | * @returns List of game arguments.
641 | */
642 | determineGameArgs(): string[] | undefined {
643 | let args: string[] = [];
644 | // Auto. arguments detection enabled
645 | if (this.configExeArgsDetection()) {
646 | switch (this._rgssVersion) {
647 | case RGSSVersion.RGSS1: {
648 | // Test argument
649 | if (this.configExeTestMode() && !!RGSSGameArgsTest.RGSS1) {
650 | args.push(RGSSGameArgsTest.RGSS1);
651 | }
652 | // Console argument
653 | if (this.configExeConsole() && !!RGSSGameArgsConsole.RGSS1) {
654 | args.push(RGSSGameArgsConsole.RGSS1);
655 | }
656 | return args;
657 | }
658 | case RGSSVersion.RGSS2: {
659 | // Test argument
660 | if (this.configExeTestMode() && !!RGSSGameArgsTest.RGSS2) {
661 | args.push(RGSSGameArgsTest.RGSS2);
662 | }
663 | // Console argument
664 | if (this.configExeConsole() && !!RGSSGameArgsConsole.RGSS2) {
665 | args.push(RGSSGameArgsConsole.RGSS2);
666 | }
667 | return args;
668 | }
669 | case RGSSVersion.RGSS3: {
670 | // Test argument
671 | if (this.configExeTestMode() && !!RGSSGameArgsTest.RGSS3) {
672 | args.push(RGSSGameArgsTest.RGSS3);
673 | }
674 | // Console argument
675 | if (this.configExeConsole() && !!RGSSGameArgsConsole.RGSS3) {
676 | args.push(RGSSGameArgsConsole.RGSS3);
677 | }
678 | return args;
679 | }
680 | default: {
681 | return undefined;
682 | }
683 | }
684 | } else {
685 | // Custom arguments
686 | this.configExeCustomArgs()
687 | ?.split(' ')
688 | .forEach((arg) => {
689 | args.push(arg);
690 | });
691 | return args;
692 | }
693 | }
694 |
695 | /**
696 | * Determines the file EOL that the extension should use
697 | * @returns File EOL
698 | */
699 | determineFileEOL(): string {
700 | let eol = this.configFileEOL();
701 |
702 | // Checks if user is forcing a specific EOL (only valid EOLs)
703 | if (eol === FilesEOL.CRLF || eol === FilesEOL.LF) {
704 | return eol;
705 | }
706 |
707 | // Determine the EOL based on the current platform (auto)
708 | switch (process.platform) {
709 | case 'win32':
710 | return FilesEOL.CRLF;
711 | case 'linux':
712 | case 'darwin':
713 | return FilesEOL.LF;
714 | default:
715 | return FilesEOL.LF;
716 | }
717 | }
718 |
719 | /**
720 | * Determines if the extension should validate script names or not
721 | * @returns Script name validation
722 | */
723 | determineNameValidation(): boolean {
724 | let mode = this.configScriptNameValidation();
725 |
726 | // Checks depending of the mode
727 | switch (mode) {
728 | case NameValidation.ALWAYS:
729 | return true;
730 | case NameValidation.NEVER:
731 | return false;
732 | case NameValidation.AUTO:
733 | if (this._rgssVersion === RGSSVersion.RGSS3) {
734 | return false;
735 | } else {
736 | return true;
737 | }
738 |
739 | default:
740 | return true;
741 | }
742 | }
743 |
744 | /**
745 | * Determines the game behavior
746 | * @returns Game behavior
747 | */
748 | determineGameBehavior(): string {
749 | let gameBehavior = this.configRunGameBehavior();
750 |
751 | // Checks behavior validness and returns the appropiate value
752 | switch (gameBehavior) {
753 | case RunGameBehavior.NOTHING:
754 | case RunGameBehavior.KILL_AND_RUN:
755 | case RunGameBehavior.ALLOW_MULTIPLE:
756 | return gameBehavior;
757 | default:
758 | return RunGameBehavior.NOTHING;
759 | }
760 | }
761 |
762 | /**
763 | * Joins all given path segments to the current project folder path.
764 | *
765 | * If the current project folder is invalid, it returns ``undefined``.
766 | * @param segments List of segments.
767 | * @returns Joined path.
768 | */
769 | joinProject(...segments: string[]): vscode.Uri | undefined {
770 | if (this.isValid()) {
771 | return vscode.Uri.joinPath(this._projectFolderPath!, ...segments);
772 | }
773 | return undefined;
774 | }
775 |
776 | /**
777 | * Gets the relative path from the project's folder to the given uri
778 | * @param uri Target Uri path
779 | * @returns Relative path to ``uri``
780 | */
781 | fromProject(uri?: vscode.Uri): string | undefined {
782 | if (this.isValid() && uri) {
783 | return path.relative(this._projectFolderPath!.fsPath, uri.fsPath);
784 | }
785 | return undefined;
786 | }
787 |
788 | /**
789 | * Determines the appropiate bundle file extension based on the RGSS version detected.
790 | * @returns Bundle file extension
791 | */
792 | determineExtension(options?: DetermineExtensionOptions): string {
793 | let extension = '';
794 | switch (this.rgss) {
795 | case RGSSVersion.RGSS1: {
796 | extension = '.rxdata';
797 | break;
798 | }
799 | case RGSSVersion.RGSS2: {
800 | extension = '.rvdata';
801 | break;
802 | }
803 | case RGSSVersion.RGSS3: {
804 | extension = '.rvdata2';
805 | break;
806 | }
807 | }
808 |
809 | // Whether to remove the dot or not
810 | if (options?.removeDot) {
811 | extension = extension.substring(1);
812 | }
813 |
814 | return extension;
815 | }
816 |
817 | /**
818 | * Processes the given uri path to append the proper extension.
819 | *
820 | * This method won't remove the extension if the uri path has one already.
821 | * @param filepath File path
822 | * @returns Processed file uri
823 | */
824 | processExtension(filepath: vscode.Uri | string) {
825 | // Determine the proper extension based on the RGSS version detected
826 | let extension = this.determineExtension();
827 | // Determines Uri based on the given argument type
828 | const uri =
829 | filepath instanceof vscode.Uri ? filepath : vscode.Uri.file(filepath);
830 | // Checks if proper extension is present already
831 | if (uri.fsPath.toLowerCase().endsWith(extension)) {
832 | return uri;
833 | }
834 | // Concatenates the proper extension
835 | const dirname = path.dirname(uri.fsPath);
836 | const basename = path.basename(uri.fsPath).concat(extension);
837 | return vscode.Uri.file(path.join(dirname, basename));
838 | }
839 |
840 | /**
841 | * Creates a backup uri path with the given filename.
842 | *
843 | * If the backup path cannot be determined, it returns ``undefined``.
844 | * @param fileName File name
845 | * @returns The formatted backup uri path
846 | */
847 | processBackupFilePath(fileName: string) {
848 | const backupsFolder = this.determineBackupsPath();
849 |
850 | // Checks backup folder validness
851 | if (!backupsFolder) {
852 | return undefined;
853 | }
854 |
855 | return vscode.Uri.joinPath(
856 | backupsFolder,
857 | `${fileName} - ${this._currentDate()}.bak`
858 | );
859 | }
860 |
861 | /**
862 | * Creates a backup uri path with the given filename.
863 | *
864 | * If the backup path cannot be determined, it returns ``undefined``.
865 | * @param fileName File name
866 | * @returns The formatted backup uri path
867 | */
868 | processLoadOrderBackupFilePath(fileName: string) {
869 | const backupsFolder = this.determineLoadOrderBackupsPath();
870 |
871 | // Checks backup folder validness
872 | if (!backupsFolder) {
873 | return undefined;
874 | }
875 |
876 | return vscode.Uri.joinPath(
877 | backupsFolder,
878 | `${fileName} - ${this._currentDate()}.bak`
879 | );
880 | }
881 |
882 | /**
883 | * Gets the configuration value from the VS Code settings.
884 | *
885 | * If the key is not found it returns ``undefined``.
886 | * @param key Configuration key
887 | * @returns
888 | */
889 | private _getVSCodeConfig(key: string): T | undefined {
890 | return vscode.workspace.getConfiguration('rgssScriptEditor').get(key);
891 | }
892 |
893 | /**
894 | * Formats the current date and returns it as a string.
895 | * @returns Formatted date.
896 | */
897 | private _currentDate(): string {
898 | let date = new Date();
899 | const day = date.getDate().toString().padStart(2, '0');
900 | const month = (date.getMonth() + 1).toString().padStart(2, '0');
901 | const year = date.getFullYear().toString();
902 | const hour = date.getHours().toString().padStart(2, '0');
903 | const minutes = date.getMinutes().toString().padStart(2, '0');
904 | const seconds = date.getSeconds().toString().padStart(2, '0');
905 | return `${year}.${month}.${day} - ${hour}.${minutes}.${seconds}`;
906 | }
907 | }
908 |
--------------------------------------------------------------------------------
/src/modules/utils/fileutils.ts:
--------------------------------------------------------------------------------
1 | import * as path from 'path';
2 | import * as fs from 'fs';
3 |
4 | /**
5 | * Base options.
6 | */
7 | export type Options = {
8 | /**
9 | * Recursive flag.
10 | */
11 | recursive?: boolean;
12 | };
13 |
14 | /**
15 | * Read options.
16 | */
17 | export type ReadOptions = {
18 | /**
19 | * Relative flag.
20 | *
21 | * Formats all entries to be relative of the given directory.
22 | */
23 | relative?: boolean;
24 | } & Options;
25 |
26 | /**
27 | * Write options.
28 | */
29 | export type WriteOptions = {
30 | /**
31 | * Overwrite flag.
32 | */
33 | overwrite?: boolean;
34 | } & Options;
35 |
36 | /**
37 | * Checks if the given folder path is a directory or not.
38 | * @param folder Folder path
39 | * @returns Whether path is a directory.
40 | */
41 | export function isFolder(folder: string): boolean {
42 | // Checks if path exists.
43 | if (!fs.existsSync(folder)) {
44 | return false;
45 | }
46 |
47 | // Checks if file is a directory.
48 | return fs.statSync(folder).isDirectory();
49 | }
50 |
51 | /**
52 | * Checks if the given file path is a file or not.
53 | * @param file File path
54 | * @returns Whether path is a file.
55 | */
56 | export function isFile(file: string): boolean {
57 | // Checks if path exists.
58 | if (!fs.existsSync(file)) {
59 | return false;
60 | }
61 |
62 | // Checks if file is actually a file.
63 | return fs.statSync(file).isFile();
64 | }
65 |
66 | /**
67 | * Checks if the given file path is a Ruby script file or not.
68 | * @param file File path
69 | * @returns Whether path is a Ruby file.
70 | */
71 | export function isRubyFile(file: string): boolean {
72 | // Checks if it is a file.
73 | if (!isFile(file)) {
74 | return false;
75 | }
76 |
77 | // Checks if file is a Ruby script.
78 | return path.extname(file).toLowerCase() === '.rb';
79 | }
80 |
81 | /**
82 | * Checks if the given folder path is a directory or not.
83 | *
84 | * This function won't check for the folder existence.
85 | * @param folder Folder path
86 | * @returns Whether path is a directory.
87 | */
88 | export function isFolderLike(folder: string): boolean {
89 | const baseName = path.basename(folder);
90 | return baseName.length > 0 && path.extname(baseName) !== '.rb';
91 | }
92 |
93 | /**
94 | * Checks if the given file path is a Ruby script file or not.
95 | *
96 | * This function won't check for the file existence.
97 | * @param file File path
98 | * @returns Whether path is a Ruby file.
99 | */
100 | export function isRubyFileLike(file: string): boolean {
101 | return path.extname(file).toLowerCase() === '.rb';
102 | }
103 |
104 | /**
105 | * Creates a folder in the given path.
106 | * @param folderPath Path to the folder.
107 | * @param options Options.
108 | */
109 | export function createFolder(folderPath: string, options?: WriteOptions) {
110 | if (!fs.existsSync(folderPath) || options?.overwrite) {
111 | fs.mkdirSync(folderPath, { recursive: options?.recursive });
112 | }
113 | }
114 |
115 | /**
116 | * Copies the file located in ``source`` to ``destination``.
117 | *
118 | * If the file already exists it throws an error if ``overwrite`` flag is disabled.
119 | *
120 | * If ``recursive`` flag is enabled it will create the destination directory if it does not exists.
121 | * @param source Source file path
122 | * @param destination Destination file path
123 | * @param options Options.
124 | */
125 | export function copyFile(
126 | source: string,
127 | destination: string,
128 | options?: WriteOptions
129 | ) {
130 | let destinationPath = path.dirname(destination);
131 | // Create directory if possible
132 | if (!fs.existsSync(destinationPath) && options?.recursive) {
133 | createFolder(destinationPath, options);
134 | }
135 |
136 | // Copy file
137 | fs.copyFileSync(
138 | source,
139 | destination,
140 | options?.overwrite ? undefined : fs.constants.COPYFILE_EXCL
141 | );
142 | }
143 |
144 | /**
145 | * Reads all entries of the given directory specified by ``base``.
146 | *
147 | * Optionally, some options ({@link ReadOptions ``ReadOptions``}) can be given that changes the behavior of this function.
148 | *
149 | * A callback function can be given to handle the entries before returning them.
150 | *
151 | * If the given directory does not exists it raises an exception.
152 | * @param base Base directory
153 | * @param options Read options
154 | * @param filter Filter callback
155 | * @returns List of entries
156 | */
157 | export function readDirectory(
158 | base: string,
159 | options?: ReadOptions,
160 | filter?: (entries: string[]) => string[]
161 | ): string[] {
162 | // Gets data (absolute paths)
163 | let entries = readDir(base, options?.recursive);
164 |
165 | // Process relative flag
166 | if (options?.relative) {
167 | entries = entries.map((entry) => {
168 | return path.relative(base, entry);
169 | });
170 | }
171 |
172 | // Returns data
173 | return filter ? filter(entries) : entries;
174 | }
175 |
176 | /**
177 | * Reads the given directory.
178 | *
179 | * If ``recursive`` flag is enabled it will read all subfolders of the directory.
180 | * @param base Base directory
181 | * @param recursive Recursive flag
182 | * @returns List of entries
183 | */
184 | function readDir(base: string, recursive?: boolean) {
185 | let entries: string[] = [];
186 |
187 | fs.readdirSync(base).forEach((entry) => {
188 | let fullPath = path.join(base, entry);
189 |
190 | // Inserts entry
191 | entries.push(fullPath);
192 |
193 | // Process recursiveness
194 | if (fs.statSync(fullPath).isDirectory() && recursive) {
195 | entries = entries.concat(...readDir(fullPath, recursive));
196 | }
197 | });
198 |
199 | return entries;
200 | }
201 |
--------------------------------------------------------------------------------
/src/modules/utils/filewatcher.ts:
--------------------------------------------------------------------------------
1 | import * as vscode from 'vscode';
2 |
3 | /**
4 | * File system watcher class.
5 | */
6 | export class FileSystemWatcher {
7 | /**
8 | * File system watcher instance.
9 | */
10 | private _watcher?: vscode.FileSystemWatcher;
11 |
12 | /**
13 | * File system watcher pattern.
14 | */
15 | private _pattern?: vscode.RelativePattern;
16 |
17 | /**
18 | * Event fired when a file system entry is created.
19 | */
20 | private _onDidCreateEmitter = new vscode.EventEmitter();
21 | readonly onDidCreate: vscode.Event =
22 | this._onDidCreateEmitter.event;
23 |
24 | /**
25 | * Event fired when a file system entry is deleted.
26 | */
27 | private _onDidDeleteEmitter = new vscode.EventEmitter();
28 | readonly onDidDelete: vscode.Event =
29 | this._onDidDeleteEmitter.event;
30 |
31 | /**
32 | * Event fired when a file system entry is changed.
33 | */
34 | private _onDidChangeEmitter = new vscode.EventEmitter();
35 | readonly onDidChange: vscode.Event =
36 | this._onDidChangeEmitter.event;
37 |
38 | /**
39 | * Updates the scripts controller instance attributes.
40 | * @param config Configuration.
41 | */
42 | async update(pattern: vscode.RelativePattern) {
43 | this._pattern = pattern;
44 | this._restart();
45 | }
46 |
47 | /**
48 | * Disposes the file system watcher instance.
49 | */
50 | async dispose() {
51 | this._watcher?.dispose();
52 | this._watcher = undefined;
53 | }
54 |
55 | /**
56 | * Restarts this instance based on the current attributes.
57 | */
58 | private _restart() {
59 | // Check pattern validness
60 | if (!this._pattern) {
61 | return;
62 | }
63 |
64 | // Disposes previous values
65 | this.dispose();
66 |
67 | // Recreates the watcher with the current configuration
68 | this._watcher = vscode.workspace.createFileSystemWatcher(this._pattern);
69 |
70 | // Sets the watcher callbacks
71 | this._watcher.onDidCreate((uri: vscode.Uri) => {
72 | this._onDidCreateEmitter.fire(uri);
73 | });
74 | this._watcher.onDidDelete((uri) => {
75 | this._onDidDeleteEmitter.fire(uri);
76 | });
77 | this._watcher.onDidChange((uri) => {
78 | this._onDidChangeEmitter.fire(uri);
79 | });
80 | }
81 | }
82 |
--------------------------------------------------------------------------------
/src/modules/utils/logger.ts:
--------------------------------------------------------------------------------
1 | import * as fs from 'fs';
2 | import * as vscode from 'vscode';
3 | import { Configuration } from './configuration';
4 |
5 | /**
6 | * Extension logger class.
7 | */
8 | class Logger {
9 | /**
10 | * Extension configuration instance.
11 | */
12 | private _config?: Configuration;
13 |
14 | /**
15 | * VSCode log output channel.
16 | */
17 | private _output: vscode.OutputChannel;
18 |
19 | /**
20 | * Constructor.
21 | */
22 | constructor() {
23 | this._config = undefined;
24 | this._output = vscode.window.createOutputChannel(
25 | 'RGSS Script Editor',
26 | 'log'
27 | );
28 | }
29 |
30 | /**
31 | * Updates the logger with the given configuration instance.
32 | *
33 | * A valid instance is needed for the logger to log information to the log file.
34 | * @param config Extension configuration instance.
35 | */
36 | update(config: Configuration) {
37 | this._config = config;
38 | // Clears current output channel contents
39 | this._output.clear();
40 | // Deletes old log file
41 | if (this._config.configLogFile()) {
42 | this.deleteLogFile();
43 | }
44 | }
45 |
46 | /**
47 | * Deletes the log file of to this logger instance if it exists.
48 | */
49 | deleteLogFile(): void {
50 | let logFilePath = this._config?.determineLogFilePath();
51 | if (logFilePath && fs.existsSync(logFilePath.fsPath)) {
52 | fs.unlinkSync(logFilePath.fsPath);
53 | }
54 | }
55 |
56 | /**
57 | * Disposes this logger instance.
58 | */
59 | async dispose() {
60 | this._output.dispose();
61 | }
62 |
63 | /**
64 | * Logs the given message.
65 | *
66 | * A new line character is automatically concatenated.
67 | * @param message Log message.
68 | * @param errorConsole Console error output flag.
69 | */
70 | log(message: string, errorConsole: boolean = false): void {
71 | let msg = '[RGSS Script Editor] ' + message.concat('\n');
72 | // Logging to console enabled
73 | if (this._config?.configLogConsole()) {
74 | // Write console message (dev console)
75 | if (errorConsole) {
76 | console.error(msg);
77 | } else {
78 | console.log(msg);
79 | }
80 | this._output.append(msg);
81 | }
82 | // Logging to file enabled
83 | if (this._config?.configLogFile()) {
84 | let logFile = this._config.determineLogFilePath();
85 | let logFileDir = this._config.determineLogFilePath({
86 | removeFilePart: true,
87 | });
88 |
89 | // Process logging operation
90 | if (!logFile || !logFileDir) {
91 | return;
92 | }
93 | // Creates the directory if it does not exists
94 | if (!fs.existsSync(logFileDir.fsPath)) {
95 | fs.mkdirSync(logFileDir.fsPath, { recursive: true });
96 | }
97 | // Writes the to log file
98 | fs.writeFileSync(logFile.fsPath, msg, { flag: 'a' });
99 | }
100 | }
101 |
102 | /**
103 | * Logs the given message with an INFO label
104 | *
105 | * A new line character is automatically concatenated
106 | * @param message Message
107 | */
108 | logInfo(message: string): void {
109 | this.log('INFO: '.concat(message));
110 | }
111 |
112 | /**
113 | * Logs the given message with a WARNING label
114 | *
115 | * A new line character is automatically concatenated
116 | * @param message Message
117 | */
118 | logWarning(message: string): void {
119 | this.log('WARNING: '.concat(message));
120 | }
121 |
122 | /**
123 | * Logs the given message with an ERROR label
124 | *
125 | * A new line character is automatically concatenated
126 | * @param message Message
127 | */
128 | logError(message: string): void {
129 | this.log('ERROR: '.concat(message), true);
130 | }
131 |
132 | /**
133 | * Logs the given unknown error with an ERROR label
134 | *
135 | * A new line character is automatically concatenated
136 | * @param message Message
137 | */
138 | logErrorUnknown(error: unknown): void {
139 | if (typeof error === 'string') {
140 | this.logError(error);
141 | } else if (error instanceof Error) {
142 | this.logError(`${error.stack}`);
143 | }
144 | }
145 | }
146 |
147 | export let logger = new Logger();
148 |
--------------------------------------------------------------------------------
/src/modules/utils/strings.ts:
--------------------------------------------------------------------------------
1 | import { l10n } from 'vscode';
2 |
3 | export const CLOSE = l10n.t('Close');
4 |
5 | export const QUICK_START_INFO = l10n.t(
6 | 'Several RPG Maker folders were detected in the current workspace, choose one to set it as active.'
7 | );
8 |
9 | export const SCRIPTS_NOT_EXTRACTED = l10n.t(
10 | 'Some scripts were detected inside the RPG Maker scripts file, you should extract them now.'
11 | );
12 |
13 | export const SET_PROJECT_PLACEHOLDER = l10n.t(
14 | 'Choose the RPG Maker active project folder'
15 | );
16 |
17 | export const SET_PROJECT_SUCCESS = l10n.t(
18 | '"{0}" workspace folder opened successfully!'
19 | );
20 |
21 | export const SET_PROJECT_FAIL = l10n.t(
22 | 'Failed to open the folder, a valid RGSS version was not detected.'
23 | );
24 |
25 | export const ERROR_GENERIC = l10n.t(
26 | 'Something went wrong! Please check RGSS Script Editor output channel for more information.'
27 | );
28 |
29 | export const SCRIPT_LOADER_ERROR = l10n.t(
30 | "'Cannot create script loader because RPG Maker bundle file still has valid scripts inside of it!'"
31 | );
32 |
33 | export const SCRIPT_LOADER_SUCCESS = l10n.t(
34 | 'The script loader was created successfully!'
35 | );
36 |
37 | export const BUNDLE_BACKUP_SUCCESS = l10n.t(
38 | 'The backup bundle file was created successfully!'
39 | );
40 |
41 | export const LOAD_ORDER_BACKUP_SUCCESS = l10n.t('Load order backup created!');
42 |
43 | export const BUNDLE_CREATE_SUCCESS = l10n.t(
44 | 'The bundle file was created successfully!'
45 | );
46 |
47 | export const BUNDLE_CREATE_SELECTED_INVALID = l10n.t(
48 | `You must select at least one section on the tree view to create the bundle file!`
49 | );
50 |
51 | export const BUNDLE_CREATE_SELECTED_SUCCESS = l10n.t(
52 | 'The bundle file was created successfully!'
53 | );
54 |
55 | export const COMPILE_SCRIPT_SUCCESS = l10n.t(
56 | 'Scripts were compiled successfully!'
57 | );
58 |
59 | export const PROCESS_EXCEPTION_NO_REPORT = l10n.t(
60 | 'No exception was reported in the last game session.'
61 | );
62 |
63 | export const PROCESS_EXCEPTION_WARNING = l10n.t(
64 | 'An exception was reported in the last game session.'
65 | );
66 |
67 | export const PROCESS_EXCEPTION_OPT_PEEK = l10n.t('Peek Backtrace');
68 |
69 | export const CREATE_TYPE_TITLE = l10n.t('Create a new section at: {0}');
70 |
71 | export const CREATE_TYPE_PLACEHOLDER = l10n.t('Choose new section type...');
72 |
73 | export const CREATE_TYPE_OPT_SCRIPT = l10n.t('Create Script');
74 |
75 | export const CREATE_TYPE_OPT_FOLDER = l10n.t('Create Folder');
76 |
77 | export const CREATE_TYPE_OPT_SEPARATOR = l10n.t('Create Separator');
78 |
79 | export const CREATE_NAME_TITLE = l10n.t('Create a new section at: {0}');
80 |
81 | export const CREATE_NAME_PLACEHOLDER = l10n.t(
82 | 'Type a name for the new section...'
83 | );
84 |
85 | export const DELETE_TITLE = l10n.t('Deleting: {0}');
86 |
87 | export const DELETE_PLACEHOLDER = l10n.t(
88 | 'Are you sure you want to delete the selected sections? (This is irreversible)'
89 | );
90 |
91 | export const DELETE_OPT_DELETE = l10n.t(
92 | 'Delete section (This is irreversible)'
93 | );
94 |
95 | export const DELETE_OPT_CANCEL = l10n.t('Cancel section deletion');
96 |
97 | export const RENAME_TITLE = l10n.t('Renaming: {0}');
98 |
99 | export const RENAME_PLACEHOLDER = l10n.t('Type a new name for this section...');
100 |
101 | export const EDITOR_MODE_MERGE = l10n.t('Merge');
102 |
103 | export const EDITOR_MODE_MOVE = l10n.t('Move');
104 |
105 | export const EDITOR_MODE_UNKNOWN = l10n.t('Unknown');
106 |
107 | export const CHOOSE_EDITOR_MODE_TITLE = l10n.t('Current Editor Mode: {0}');
108 |
109 | export const CHOOSE_EDITOR_MODE_PLACEHOLDER = l10n.t(
110 | 'Choose the editor mode...'
111 | );
112 |
113 | export const VALIDATE_INPUT_NAME = l10n.t(
114 | 'Input contains invalid characters or words! ({0})'
115 | );
116 |
117 | export const VALIDATE_INPUT_PATH = l10n.t(
118 | 'An editor section already exists with the given input!'
119 | );
120 |
121 | export const UI_SET_PROJECT_NAME = l10n.t(
122 | 'RGSS Script Editor: Set Project Folder'
123 | );
124 |
125 | export const UI_SET_PROJECT_TEXT = l10n.t('Choose RPG Maker Project Folder');
126 |
127 | export const UI_SET_PROJECT_TOOLTIP = l10n.t(
128 | 'Choose a RPG Maker project folder from the current workspace to activate it'
129 | );
130 |
131 | export const UI_PROJECT_FOLDER_NAME = l10n.t(
132 | 'RGSS Script Editor: Active Project Folder'
133 | );
134 |
135 | export const UI_PROJECT_FOLDER_TEXT = l10n.t('RPG Maker Active Project: {0}');
136 |
137 | export const UI_PROJECT_FOLDER_TOOLTIP = l10n.t(
138 | 'Opens the current active RPG Maker project folder'
139 | );
140 |
141 | export const UI_RUN_GAME_NAME = l10n.t('RGSS Script Editor: Run Game');
142 |
143 | export const UI_RUN_GAME_TEXT = l10n.t('Run Game');
144 |
145 | export const UI_RUN_GAME_TOOLTIP = l10n.t('Runs the game executable');
146 |
147 | export const UI_EXTRACT_NAME = l10n.t('RGSS Script Editor: Extract Scripts');
148 |
149 | export const UI_EXTRACT_TEXT = l10n.t('Extract Scripts');
150 |
151 | export const UI_EXTRACT_TOOLTIP = l10n.t(
152 | 'Extracts all scripts from the bundled RPG Maker scripts file'
153 | );
154 |
--------------------------------------------------------------------------------
/tsconfig.json:
--------------------------------------------------------------------------------
1 | {
2 | "compilerOptions": {
3 | "module": "Node16",
4 | "target": "ES2022",
5 | "outDir": "out",
6 | "lib": [
7 | "ES2022"
8 | ],
9 | "sourceMap": true,
10 | "rootDir": "src",
11 | "strict": true /* enable all strict type-checking options */
12 | /* Additional Checks */
13 | // "noImplicitReturns": true, /* Report error when not all code paths in function return a value. */
14 | // "noFallthroughCasesInSwitch": true, /* Report errors for fallthrough cases in switch statement. */
15 | // "noUnusedParameters": true, /* Report errors on unused parameters. */
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
/vsc-extension-quickstart.md:
--------------------------------------------------------------------------------
1 | # Welcome to your VS Code Extension
2 |
3 | ## What's in the folder
4 |
5 | * This folder contains all of the files necessary for your extension.
6 | * `package.json` - this is the manifest file in which you declare your extension and command.
7 | * The sample plugin registers a command and defines its title and command name. With this information VS Code can show the command in the command palette. It doesn’t yet need to load the plugin.
8 | * `src/extension.ts` - this is the main file where you will provide the implementation of your command.
9 | * The file exports one function, `activate`, which is called the very first time your extension is activated (in this case by executing the command). Inside the `activate` function we call `registerCommand`.
10 | * We pass the function containing the implementation of the command as the second parameter to `registerCommand`.
11 |
12 | ## Get up and running straight away
13 |
14 | * Press `F5` to open a new window with your extension loaded.
15 | * Run your command from the command palette by pressing (`Ctrl+Shift+P` or `Cmd+Shift+P` on Mac) and typing `Hello World`.
16 | * Set breakpoints in your code inside `src/extension.ts` to debug your extension.
17 | * Find output from your extension in the debug console.
18 |
19 | ## Make changes
20 |
21 | * You can relaunch the extension from the debug toolbar after changing code in `src/extension.ts`.
22 | * You can also reload (`Ctrl+R` or `Cmd+R` on Mac) the VS Code window with your extension to load your changes.
23 |
24 | ## Explore the API
25 |
26 | * You can open the full set of our API when you open the file `node_modules/@types/vscode/index.d.ts`.
27 |
28 | ## Run tests
29 |
30 | * Open the debug viewlet (`Ctrl+Shift+D` or `Cmd+Shift+D` on Mac) and from the launch configuration dropdown pick `Extension Tests`.
31 | * Press `F5` to run the tests in a new window with your extension loaded.
32 | * See the output of the test result in the debug console.
33 | * Make changes to `src/test/suite/extension.test.ts` or create new test files inside the `test/suite` folder.
34 | * The provided test runner will only consider files matching the name pattern `**.test.ts`.
35 | * You can create folders inside the `test` folder to structure your tests any way you want.
36 |
37 | ## Go further
38 |
39 | * [Follow UX guidelines](https://code.visualstudio.com/api/ux-guidelines/overview) to create extensions that seamlessly integrate with VS Code's native interface and patterns.
40 | * Reduce the extension size and improve the startup time by [bundling your extension](https://code.visualstudio.com/api/working-with-extensions/bundling-extension).
41 | * [Publish your extension](https://code.visualstudio.com/api/working-with-extensions/publishing-extension) on the VS Code extension marketplace.
42 | * Automate builds by setting up [Continuous Integration](https://code.visualstudio.com/api/working-with-extensions/continuous-integration).
43 |
--------------------------------------------------------------------------------