/* * Stellarium * Copyright (C) 2009 Matthew Gates * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /*! @page scripting Scripting Engine @section intro_scripts Introduction Since version 0.10.1, Stellarium includes a scripting feature based on the QT Scripting Engine. This makes it possible to write small programs within Stellarium to produce presentations, set up custom configurations, and to automate repetitive tasks. Prior to version 0.10.0, Stellarium used a different scripting engine called @ref StratoScript. The core scripting language is ECMAScript, giving users access to all basic ECMAScript language features such as flow control, variables string manipulation and so on. Interaction with Stellarium-specific features is done via a collection of objects which represent components of Stellarium itself. See @ref scripting_api for more details. @section scratoscript Stratoscript Prior to version 0.10.0, Stellarium had a simple scripting engine, known as StratoScript. Using StratoScript it was possible to record and play back sequences of Stellarium commands, load and display custom images, and play sounds. In this way it was possible to make planetarium presentations - a feature used quite widely in the small planetarium community. However StratoScript lacked many features of a real programming language - there were no variables, no flow control and no way to introspect the state of Stellarium. The replacement scripting engine implemented in the 0.10.x series addresses these shortcomings, at the expense of a little complexity and a new language syntax. A compatibility mode which converts StratoScript into new scripting engine on the fly is in progress. Note: StratoScript compatibility is a build-time option. To enable this feature, Stellarium must be built using the ENABLE_STRATOSCRIPT_COMPAT=1 option to cmake. @section scripting_api Scripting API Interation with Stellarium-specific functionality is done by calling the public slots of instances of a group of Stellarium's core classes. - The public slots in the class StelMainScriptAPI are available via an object named core. For example, to access StelMainScriptAPI::wait() from a script, use the scripting command: core.wait(...); - The public slots for each StelModule are available in the scripting engine via an object with the same name as the corresponding StelModule. For example, to access LandscapeMgr::setFlagAtmosphere(), use the scripting command: LandscapeMgr.setFlagAtmosphere(...); - Additional core classes have self-named objects available from the scripting engine: - StelSkyDrawer - StelSkyLayerMgr @section script_console Script Console Note: The Script Console has been enabled by default since version 0.10.5. It is a build-time option. To enable or disable this feature, use the ENABLE_SCRIPT_CONSOLE=1 or =0 option to cmake. It is possible to open, edit run and save scripts using the script console window. To toggle the script console, press F12. The script console also provides an output window in which script debugging output is visible. @section example_scripts Examples The best source of examples is the scripts sub-directory of the main Stellarium source tree. This directory contains a sub-directory called tests which are not installed with Stellarium, but are nontheless useful sources of example code for various scripting features. @subsection minimal_script Minimal Script This script prints "Hello Universe" in the @ref script_console output window.
core.debug("Hello Universe");
@subsection using_module Using a StelModule This script uses the LabelMgr module to display "Hello Universe" the screen for 3 seconds.
LabelMgr.labelScreen("Hello Universe", 200, 200, true, 20, "#ff0000");
core.wait(3);
LabelMgr.deleteAllLabels();
*/