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    Request: Command line input plugin

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    • EarthMoverE Offline
      EarthMover
      last edited by

      In my opinion, it's kind of like taking the motor out of a car and pulling it with a horse....but I totally understand how hard it is to reverse old habits. As in preferring keyboard shortcuts for navigation instead of the mouse.

      The closest thing to a command line that is built in, is the Ruby Console. You can call any script from there, but I don't believe you can activate native tools. To find out what command calls a given script, open it with Notepad and look for the line, model.start_operation - followed by parenthesis and quotes. Within the quotes is the command needed to call the script from the Console. It requires typing the full name without deviation. Shortcuts become faster as you need only push a single letter.

      3D Artist at Clearstory 3D Imaging
      Guide Tool at Winning With Sketchup
      Content Creator at Skapeup

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      • A Offline
        Aerilius
        last edited by

        You could for example add an empty text file with *.rb extension into the Plugins folder (e.g. "my_commands.rb"), where you insert your preferred commands to abbreviate the original ruby commands:

        def p
          Sketchup.send_action("pushpull;")
        end
        

        or

        def bend
          Sketchup.active_model.select_tool Clf_shape_bender.new
        end
        

        with commands from this list or commands that you find inside other plugins (as EarthMover wrote). Then you can use your commands on the ruby console.

        @earthmover said:

        model.start_operation [...] Within the quotes is the command needed to call the script from the Console.
        I could be wrong but I think start_operation just contains the name how it is displayed in the undo/redo stack, but it's not an executable command. The command can often be found by searching for "add_item", it's in the curly brackets after that.

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        • Dan RathbunD Offline
          Dan Rathbun
          last edited by

          @aerilius said:

          You could for example add an empty text file with *.rb extension into the Plugins folder (e.g. "my_commands.rb"), where you insert your preferred commands to abbreviate the original ruby commands:

          def p
          >   Sketchup.send_action("pushpull;")
          > end
          

          That example overrides the global method p(), and can break plugins that use it.
          (ALWAYS check the methods in module Kernel, and class Object, before you choose a method name, BUT ....
          PLEASE... don't define methods in the global ObjectSpace... they propagate into all classes and modules.)

          @aerilius said:

          with commands from this list or commands that you find inside other plugins (as EarthMover wrote). Then you can use your commands on the ruby console.

          @earthmover said:

          model.start_operation [...] Within the quotes is the command needed to call the script from the Console.
          I could be wrong but I think start_operation just contains the name how it is displayed in the undo/redo stack, but it's not an executable command. The command can often be found by searching for "add_item", it's in the curly brackets after that.

          Yes correct, on the start_operation() text, it's only menu text, and a coincidence (or certain author's quirk,) that it's the same as a command.

          I'm not here much anymore.

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          • TIGT Online
            TIG Moderator
            last edited by

            I fail to see how typing in letters+enter at the Ruby Console [or some other command-line GU Interface] is an improvement of a simple shortcut? Even with modifier keys it's little more than a keystroke away...
            Pressing L is quicker that getting focus on the window by picking it and typing L+enter ???
            And a lot faster that typing 'Line' or 'linetool' or say 'Q.l'/'Q.line' if you defined a 'Q' short-named module to protect things etc 😒
            I recommend you learn to use shortcuts... which can be set very similar to ACAD, but just avoid the need for a closing space or return keystroke - SUp's L v. L+space or L+enter for ACAD OR key+modifier[s] v. letter+letter+space etc for lesser used tools... 😕

            TIG

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            • J Offline
              Jim
              last edited by

              @tig said:

              I fail to see how typing in letters+enter at the Ruby Console [or some other command-line GU Interface] is an improvement of a simple shortcut?

              It isn't an improvement over a shortcut, but you can't have a shortcut for every command you use (or at least it doesn't work for me workflow.) Aerilius' LaunchUp is a great concept. After playing with it, I think it can fill a niche somewhere between a shortcut (most efficient) and a menu (least efficient) for efficiently selecting commands; particularly for less frequently used commands, or commands that conflict with already taken shortcuts.

              Hi

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              • thomthomT Offline
                thomthom
                last edited by

                I got a concept code snippet where I subclass the UI, Sketchup::Menu and Sketchup::Toolbar class - intercepting the UI elements so I get all the data and blocks/procs. It allows me to traverse the whole menu tree, all ruby toolbars.
                I had a concept pretty much identical to what the OP describes in mind.

                Thomas Thomassen — SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • J Offline
                  Jim
                  last edited by

                  Are you sub-classing, or aliasing and redefining the class methods?

                  Hi

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @jim said:

                    or aliasing and redefining the class methods?

                    You are correct.

                    Thomas Thomassen — SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • Dan RathbunD Offline
                      Dan Rathbun
                      last edited by

                      @thomthom said:

                      @jim said:

                      or aliasing and redefining the class methods?

                      You are correct.

                      I just hope that my version doesn't conflict.. ie: the constructor chain would not be broken, ...and visa versa.

                      I'm not here much anymore.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        @dan rathbun said:

                        @thomthom said:

                        @jim said:

                        or aliasing and redefining the class methods?

                        You are correct.

                        I just hope that my version doesn't conflict.. ie: the constructor chain would not be broken, ...and visa versa.

                        My intent was to just insert an intercepting hook - without further disrupting the objects. Just to collect the data that SketchUp doesn't expose.
                        However, I'm far away from releasing it, as it would need lots more work, error catching and testing. Not sure if it ever will be released. Depends if it can be made without interfering - as meddling with base classes is something I generally prefer to stay away from. It's been mainly an proof of concept.

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • fredo6F Offline
                          fredo6
                          last edited by

                          It is relatively easy to catch all menu text and proc (via aliasing #add_item).

                          It seems impossible to catch the proc for the UI::Command class. The proc argument is actually only passed in the .new construction. But very strangely, UI::Command does not seem to have a regular initialize constructor method like all Ruby classes.

                          For instance, in the following code, the method initialize will NEVER be called

                          
                          class UI;;Command
                             def initialize
                                 puts "Fake command initialize"
                             end
                          end
                          
                          UI;;Command.new
                          Error; #<ArgumentError; (eval);156;in `new'; wrong number of arguments (0 for 1)>
                          (eval);156
                          (eval);156
                          
                          

                          This may explain why there has been problem with UI::Commands (the grey out menu issue), because if there is no constructor, there is no garbage too!

                          Fredo

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            @unknownuser said:

                            It seems impossible to catch the proc for the UI::Command class. The proc argument is actually only passed in the .new construction. But very strangely, UI::Command does not seem to have a regular initialize constructor method like all Ruby classes.

                            It's possible. 😄 I can send you the snippet if you want.

                            Thomas Thomassen — SketchUp Monkey & Coding addict
                            List of my plugins and link to the CookieWare fund

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                            • fredo6F Offline
                              fredo6
                              last edited by

                              @thomthom said:

                              It's possible. 😄 I can send you the snippet if you want.

                              I just realized that UI::Command is a kind of fake class object factory. new is simply a class method, not an instance constructor (therefore there is no initialize method in that class).

                              Then, it is simple to trap both menus and commands

                              
                              class Sketchup;;Menu
                                 alias_method ;add_item_orig6, ;add_item
                                 def add_item(text, &proc)
                                    MyModule.register_menu(self, text, proc)
                                    add_item_orig6(text) { proc.call }
                                 end
                              end	
                              
                              class UI;;Command
                                 class << self
                                    alias_method ;new_orig6, ;new
                                 end	
                                 def self.new(text, &proc)
                                    cmd = new_orig6(text) { proc.call }
                                    MyModule.register_menu(cmd, text, proc)
                                    cmd
                                 end
                              end	
                              
                              
                              

                              Assuming you register the command and menu object, text and proc via your own method MyModule.register_menu.

                              Fredo

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                <span class="syntaxdefault"><br />class </span><span class="syntaxkeyword"><<</span><span class="syntaxdefault"> UI</span><span class="syntaxkeyword">;;</span><span class="syntaxdefault">Command<br />  <br />  alias </span><span class="syntaxkeyword">;</span><span class="syntaxdefault">tt_old_new </span><span class="syntaxkeyword">;new<br /></span><span class="syntaxdefault">  private </span><span class="syntaxkeyword">;</span><span class="syntaxdefault">tt_old_new<br /><br />  </span><span class="syntaxcomment"># @since 0.1.0<br /></span><span class="syntaxdefault">  def new</span><span class="syntaxkeyword">(</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">*</span><span class="syntaxdefault">args</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">&</span><span class="syntaxdefault">block </span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    obj </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> tt_old_new</span><span class="syntaxkeyword">(</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">*</span><span class="syntaxdefault">args</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">&</span><span class="syntaxdefault">block </span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    obj</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">send</span><span class="syntaxkeyword">(</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">;</span><span class="syntaxdefault">proc</span><span class="syntaxkeyword">=,</span><span class="syntaxdefault"> block </span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    obj<br />  end<br />  <br />end </span><span class="syntaxcomment"># class << UI;;Command<br /><br /><br /></span><span class="syntaxdefault">class UI</span><span class="syntaxkeyword">;;</span><span class="syntaxdefault">Command <br />  <br />  </span><span class="syntaxcomment"># @since 0.1.0<br /></span><span class="syntaxdefault">  attr_reader</span><span class="syntaxkeyword">(</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">;</span><span class="syntaxdefault">proc </span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  <br />  </span><span class="syntaxcomment"># @param [Proc] value<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment">#<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @return [Proc]<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 0.1.0<br /></span><span class="syntaxdefault">  def proc</span><span class="syntaxkeyword">=(</span><span class="syntaxdefault"> value </span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    </span><span class="syntaxkeyword">@</span><span class="syntaxdefault">proc </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> value<br />  end<br />  protected </span><span class="syntaxkeyword">;</span><span class="syntaxdefault">proc</span><span class="syntaxkeyword">=<br /></span><span class="syntaxdefault">  <br />end </span><span class="syntaxcomment"># class UI;;Command <br /></span><span class="syntaxdefault"> </span>
                                

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • Dan RathbunD Offline
                                  Dan Rathbun
                                  last edited by

                                  I don't think I like overriding the inherited proc() method that comes down from Kernel (thru Object.)

                                  We already have naming convention established in that class, ie set_validation_proc

                                  I would suggest for setter, instead:
                                  set_proc(&block) or set_command_proc(&block)

                                  the getter:
                                  get_proc(&block) or get_command_proc(&block)

                                  and the getter for the validation proc:
                                  get_validation_proc

                                  I'm not here much anymore.

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    Good point Dan. I've not checked such conflicts yet and one of the reasons I'd not released the code before.

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • J Offline
                                      Jim
                                      last edited by

                                      So what's going to happen when you guys start aliasing each other's aliased methods?

                                      Hi

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        Nuffin? Just a chain of calls?

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • J Offline
                                          Jim
                                          last edited by

                                          @thomthom said:

                                          Nuffin? Just a chain of calls?

                                          Maybe. I don't know, I'm asking.

                                          Hi

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