Micro supports creating plugins with a simple Lua system. Plugins are
folders containing Lua files and possibly other source files placed
in ~/.config/micro/plug
. The plugin directory (within plug
) should
contain at least one Lua file and an info.json
file. The info file
provides additional information such as the name of the plugin, the
plugin's website, dependencies, etc... Here is an example info file
from the go plugin, which has the following file structure:
~/.config/micro/plug/go-plugin
go.lua
info.json
info.json:
{
"name": "go",
"description": "Go formatting and tool support",
"website": "https://github.com/micro-editor/go-plugin",
"install": "https://github.com/micro-editor/go-plugin",
"version": "1.0.0",
"require": [
"micro >= 2.0.0"
]
}
All fields are simply interpreted as strings, so the version does not need to be a semantic version, and the dependencies are also only meant to be parsed by humans. The name should be an identifier, and the website should point to a valid website. The install field should provide info about installing the plugin, or point to a website that provides information.
Plugins use Lua but also have access to many functions both from micro and from the Go standard library. Many callbacks are also defined which are called when certain events happen. Here is the list of callbacks which micro defines:
-
init()
: this function should be used for your plugin initialization. -
onBufferOpen(buf)
: runs when a buffer is opened. The input contains the buffer object. -
onBufPaneOpen(bufpane)
: runs when a bufpane is opened. The input contains the bufpane object. -
onAction(bufpane)
: runs whenAction
is triggered by the user, whereAction
is a bindable action (see> help keybindings
). A bufpane is passed as input and the function should return a boolean defining whether the view should be relocated after this action is performed. -
preAction(bufpane)
: runs immediately beforeAction
is triggered by the user. Returns a boolean which defines whether the action should be canceled.
For example a function which is run every time the user saves the buffer would be:
function onSave(bp)
...
return false
end
The bp
variable is a reference to the bufpane the action is being executed within.
This is almost always the current bufpane.
All available actions are listed in the keybindings section of the help.
For callbacks to mouse actions, you are also given the event info:
function onMousePress(view, event)
local x, y = event:Position()
return false
end
These functions should also return a boolean specifying whether the bufpane should be relocated to the cursor or not after the action is complete.
Some of micro's internal information is exposed in the form of packages which can be imported by Lua plugins. A package can be imported in Lua and a value within it can be accessed using the following syntax:
local micro = import("micro")
micro.Log("Hello")
The packages and functions are listed below:
micro
TermMessage(msg interface{}...)
TermError()
InfoBar()
Log(msg interface{}...)
SetStatusInfoFn
micro/config
MakeCommand
FileComplete
HelpComplete
OptionComplete
OptionValueComplete
NoComplete
TryBindKey
Reload
AddRuntimeFilesFromDirectory
AddRuntimeFileFromMemory
AddRuntimeFile
ListRuntimeFiles
ReadRuntimeFile
RTColorscheme
RTSyntax
RTHelp
RTPlugin
RegisterCommonOption
RegisterGlobalOption
micro/shell
ExecCommand
RunCommand
RunBackgroundShell
RunInteractiveShell
JobStart
JobSpawn
JobStop
JobStop
RunTermEmulator
TermEmuSupported
micro/buffer
NewMessage
NewMessageAtLine
MTInfo
MTWarning
MTError
Loc
BTDefault
BTLog
BTRaw
BTInfo
NewBufferFromFile
ByteOffset
micro/util
RuneAt
GetLeadingWhitespace
IsWordChar
This may seem like a small list of available functions but some of the objects
returned by the functions have many methods. The Lua plugin may access any
public methods of an object returned by any of the functions above. For example,
with a BufPane object called bp
, you could called the Save
function in Lua
with bp:Save()
.
Note that Lua uses the :
syntax to call a function rather than Go's .
syntax.
micro.InfoBar().Message()
turns to
micro.InfoBar():Message()
It is possible for your lua code to access many of the functions in the Go standard library.
Simply import the package you'd like and then you can use it. For example:
local ioutil = import("io/ioutil")
local fmt = import("fmt")
local micro = import("micro")
local data, err = ioutil.ReadFile("SomeFile.txt")
if err ~= nil then
micro.InfoBar():Error("Error reading file: SomeFile.txt")
else
-- Data is returned as an array of bytes
-- Using Sprintf will convert it to a string
local str = fmt.Sprintf("%s", data)
-- Do something with the file you just read!
-- ...
end
Here are the packages from the Go standard library that you can access.
Nearly all functions from these packages are supported. For an exact
list of which functions are supported you can look through lua.go
(which should be easy to understand).
fmt
io
io/ioutil
net
math
math/rand
os
runtime
path
filepath
strings
regexp
errors
time
For documentation for each of these functions, you can simply look through the Go standard library documentation.
You can use the AddRuntimeFile(name, type, path string)
function to add
various kinds of files to your plugin. For example, if you'd like to add a help
topic to your plugin called test
, you would create a test.md
file, and call
the function:
AddRuntimeFile("test", "help", "test.md")
Use AddRuntimeFilesFromDirectory(name, type, dir, pattern)
to add a number of
files to the runtime. To read the content of a runtime file use
ReadRuntimeFile(fileType, name string)
or ListRuntimeFiles(fileType string)
for all runtime files.
See this example to learn how to use MakeCompletion
and MakeCommand
local function StartsWith(String,Start)
String = String:upper()
Start = Start:upper()
return string.sub(String,1,string.len(Start))==Start
end
function complete(input)
local allCompletions = {"Hello", "World", "Foo", "Bar"}
local result = {}
for i,v in pairs(allCompletions) do
if StartsWith(v, input) then
table.insert(result, v)
end
end
return result
end
function foo(arg)
messenger:Message(arg)
end
MakeCommand("foo", "example.foo", MakeCompletion("example.complete"))
For examples of plugins, see the default autoclose
and linter
plugins
(stored in the normal micro core repo under runtime/plugins
) as well as any
plugins that are stored in the official channel
here.
Micro also has a built in plugin manager which you can invoke with the
> plugin ...
command.
For the valid commands you can use, see the commands
help topic.
The manager fetches plugins from the channels (which is simply a list of plugin
metadata) which it knows about. By default, micro only knows about the official
channel which is located at github.com/micro-editor/plugin-channel but you can
add your own third-party channels using the pluginchannels
option and you can
directly link third-party plugins to allow installation through the plugin
manager with the pluginrepos
option.
If you'd like to publish a plugin you've made as an official plugin, you should
upload your plugin online (to Github preferably) and add a repo.json
file.
This file will contain the metadata for your plugin. Here is an example:
[{
"Name": "pluginname",
"Description": "Here is a nice concise description of my plugin",
"Tags": ["python", "linting"],
"Versions": [
{
"Version": "1.0.0",
"Url": "https://github.com/user/plugin/archive/v1.0.0.zip",
"Require": {
"micro": ">=1.0.3"
}
}
]
}]
Then open a pull request at github.com/micro-editor/plugin-channel adding a link
to the raw repo.json
that is in your plugin repository. To make updating the
plugin work, the first line of your plugins lua code should contain the version
of the plugin. (Like this: VERSION = "1.0.0"
) Please make sure to use
semver for versioning.