What is a Custom Command?

 
 
 

A custom command is a reusable block of scripting or C++ code that performs a specific task. A custom command can be run by other commands and scripts, by menu items, by keyboard shortcuts, and by toolbar buttons.

In a self-installing plug-in, a custom command is implemented by two callbacks: Init and Execute. For custom commands implemented with the C++ API, you can also handle undoing and redoing changes to user data with the Undo, Redo, and TermUndoRedo callbacks.

JScript Example: Skeleton code for a custom command

//------------------------------------------------------------------
// Install callback for the plug-in
//------------------------------------------------------------------
function XSILoadPlugin( in_reg )
{
	in_reg.Author = "Command Wizard User";
	in_reg.Name = "MyCommands";
	in_reg.Major = 1;
	in_reg.Minor = 0;
	// Register a command named "MyCommand"
	in_reg.RegisterCommand("MyCommand","MyCommand");
	return true;
}

//------------------------------------------------------------------
// Initialize the command named "MyCommand"
//------------------------------------------------------------------
function MyCommand_Init( ctxt )
{
	// Get the Command object from the Context object
	var oCmd;
	oCmd = ctxt.Source;

	// Set some basic command properties
	oCmd.Description = "A skeleton command";
	oCmd.Tooltip = "My command";

	// The command returns a value
	oCmd.ReturnValue = true;

	// Get the ArgumentCollection
	var oArgs;
	oArgs = oCmd.Arguments;

	// Add an argument
	oArgs.Add("Arg0",siArgumentInput);
	return true;
}

//------------------------------------------------------------------
// Implement the command named "MyCommand"
//------------------------------------------------------------------
function MyCommand_Execute( Arg0 )
{
// TODO: Put your command implementation here.
	return true;
}

C++ Example: Skeleton code for a C++ custom command

#include <xsi_application.h>
#include <xsi_context.h>
#include <xsi_pluginregistrar.h>
#include <xsi_status.h>
#include <xsi_argument.h>
#include <xsi_command.h>
#include <xsi_menu.h>
using namespace XSI; 

//------------------------------------------------------------------
// Install callback for the plug-in
//------------------------------------------------------------------
XSIPLUGINCALLBACK CStatus XSILoadPlugin( PluginRegistrar& in_reg )
{
	in_reg.PutAuthor(L"Command Wizard User");
	in_reg.PutName(L"MyNewCPPCommandPlugin");
	in_reg.PutVersion(1,0);
	// Register a command named "MyCPPCommand"
	in_reg.RegisterCommand(L"MyCPPCommand",L"MyCPPCommand");
	return CStatus::OK;
}

//------------------------------------------------------------------
// Initialize the command named "MyCommand"
//------------------------------------------------------------------
XSIPLUGINCALLBACK CStatus MyCPPCommand_Init( CRef& in_ctxt )
{
	// Construct a Context from the CRef
	Context ctxt( in_ctxt );
	// Get the Command object from the Context
	Command oCmd;
	oCmd = ctxt.GetSource();

	// Set some basic command properties
	oCmd.PutDescription(L"My CPP Command");
	oCmd.PutTooltip(L"MyCPPCommand");

	// The command returns a value
	oCmd.EnableReturnValue(true);

	// Add an argument
	ArgumentArray oArgs;
	oArgs = oCmd.GetArguments();
	oArgs.Add(L"Arg0");

	return CStatus::OK;
}

//------------------------------------------------------------------
// Implement the command named "MyCPPCommand"
//------------------------------------------------------------------
XSIPLUGINCALLBACK CStatus MyCPPCommand_Execute( CRef& in_ctxt )
{
	// Construct a Context from the CRef
	Context ctxt( in_ctxt );

	// Get the arguments from the Context
	CValueArray args = ctxt.GetAttribute(L"Arguments");
	CValue Arg0 = args[0];

	// ...

	// Put a return value in the Context
	ctxt.PutAttribute( L"ReturnValue", Arg0 );

	return CStatus::OK;
}

Callbacks

Init

Softimage calls the Init callback when the plug-in is loaded. The Init callback is where you define the command:

  • What capabilities does the command support? Can it be assigned a keyboard shortcut? Logged to the command history? Used in batch mode?

  • Does the command return a value?

  • What arguments does the command take?

function MyNewCommand_Init( ctxt )
{
	var oCmd;
	oCmd = ctxt.Source;
	oCmd.Description = "A simple command";
	oCmd.Tooltip = "Do nothing";

	// Set the command capabilities
	oCmd.SetFlag(siSupportsKeyAssignment,false);	// true by default
	oCmd.SetFlag(siCannotBeUsedInBatch,true);	// false by default
	oCmd.SetFlag(siNoLogging,true);			// false by default

	// Allow the command to return values
	oCmd.ReturnValue = true;

	// Add a single argument
	var oArgs;
	oArgs = oCmd.Arguments;
	oArgs.Add("Arg0",siArgumentInput);

	return true;
}

Execute

The Execute callback implements the command. Softimage calls Execute every time the command is invoked.

If you use a scripting language to implement the command, the Execute callback function has the same arguments and return value as the command:

function MyNewCommand_Execute( Arg0 )
{
	Application.LogMessage("MyNewCommand_Execute");

	// TODO: Implement the command

	// Return something
	return Arg0;
}

In C++, the command arguments and return value are stored as attributes in the callback context:

XSIPLUGINCALLBACK CStatus MyCPPCommand_Execute( CRef& in_ctxt )
{
	Context ctxt( in_ctxt );
	CValueArray args = ctxt.GetAttribute(L"Arguments");
	CValue Arg0 = args[0];

	// TODO: Implement the command

	// Return a value
	ctxt.PutAttribute( L"ReturnValue", Arg0 );

	return CStatus::OK;
}