RUIC 0.4.0 → 0.4.1
Sign up to get free protection for your applications and to get access to all the features.
- checksums.yaml +4 -4
- data/README.md +270 -267
- data/bin/ruic +0 -0
- data/gui/TODO +2 -2
- data/gui/appattributesmodel.rb +51 -51
- data/gui/appelementsmodel.rb +126 -126
- data/gui/launch.rb +19 -19
- data/gui/makefile +14 -14
- data/gui/resources/style/dark.qss +459 -459
- data/gui/window.rb +90 -90
- data/gui/window.ui +753 -753
- data/lib/ruic.rb +0 -0
- data/lib/ruic/application.rb +1 -0
- data/lib/ruic/assets.rb +287 -281
- data/lib/ruic/attributes.rb +165 -165
- data/lib/ruic/behaviors.rb +0 -0
- data/lib/ruic/interfaces.rb +0 -0
- data/lib/ruic/presentation.rb +0 -0
- data/lib/ruic/ripl-after-result.rb +11 -11
- data/lib/ruic/statemachine.rb +0 -0
- data/lib/ruic/version.rb +2 -2
- data/ruic.gemspec +25 -25
- data/test/MetaData-simple.xml +28 -0
- data/test/MetaData.xml +435 -387
- data/test/customclasses.ruic +2 -2
- data/test/filtering.ruic +44 -35
- data/test/futureassets.ruic +9 -0
- data/test/nonmaster.ruic +0 -0
- data/test/paths.ruic +19 -0
- data/test/projects/CustomClasses/CustomClasses.uia +1 -0
- data/test/projects/CustomClasses/FutureAsset.uip +17 -0
- data/test/projects/SimpleScene/SimpleScene.uia +4 -4
- data/test/projects/SimpleScene/SimpleScene.uip +35 -35
- data/test/properties.ruic +1 -0
- data/test/referencematerials.ruic +52 -52
- data/test/usage.ruic +20 -20
- metadata +30 -4
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data/README.md
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# What is RUIC?
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RUIC is a Ruby API for reading, analyzing, and manipulating application assets created by NVIDIA's [UI Composer][1]. Among other things, it allows you to:
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* See if an application is missing any assets (e.g. images or meshes) and what parts of the application are looking for those.
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* See if there are any files in the application folder that you can delete (e.g. images or materials that are no longer being used).
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* Read and modify the attributes of elements on different slides.
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* Batch change attributes (e.g. change all usage of one font or color to another).
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* Procedurally generate many models with automated placement in your scene.
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_Some of the features above are planned, but not yet implemented; see Known Limitations below._
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## Table of Contents
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* [Installing RUIC](#installing-ruic)
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* [Using the RUIC DSL](#using-the-ruic-dsl)
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* [Creating and Accessing Applications](#creating-and-accessing-applications)
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* [Working with Presentations](#working-with-presentations)
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* [Finding Many Assets](#finding-many-assets)
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* [Working with References](#working-with-references)
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* [Writing Assertions](#writing-assertions)
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* [Locating MetaData.xml](#locating-metadataxml)
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* [Interactive RUIC](#interactive-ruic)
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* [Known Limitations (aka TODO)](#known-limitations-aka-todo)
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* [History](#history)
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* [License & Contact](#license--contact)
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# Installing RUIC
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RUIC can be installed via RubyGems (part of Ruby) via the command:
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gem install ruic # May need `sudo gem install ruic` depending on your setup
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Although RUIC is a pure-Ruby library, it relies on [Nokogiri][2] for all the XML processing and manipulation. Installing RUIC will also automatically install Nokogiri, which may require some compilation.
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# Using the RUIC DSL
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RUIC scripts are pure Ruby with a few convenience methods added. You run them via the `ruic` command-line script, e.g.
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ruic myscript.ruic # or .rb extension, for syntax highlighting while editing
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## Creating and Accessing Applications
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RUIC scripts must start with `uia` commands to load an application and all its assets.
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After this you can access the application as `app`:
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```ruby
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uia '../MyApp.uia' # Relative to the ruic script file, or absolute
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show app.file #=> /var/projects/UIC/MyApp/main/MyApp.uia
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show app.filename #=> MyApp.uia
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show app.assets.count #=> 7
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# You can ask for app.behaviors, app.presentations, app.statemachines, and app.renderplugins
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# for arrays of specific asset types
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```
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_The `show` command prints the result; it is simply a nicer alias for `puts`._
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If you need to load multiple applications in the same script, subsequent `uia` commands will create
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`app2`, `app3`, etc. for you to use.
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```ruby
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uia '../MyApp.uia' # Available as 'app'
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uia '../../v1/MyApp.uia' # Available as 'app2'
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```
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## Working with Presentations
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```ruby
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uia '../MyApp.uia'
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main = app.main_presentation # The presentation displayed as the main presentation (regardless of id)
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sub = app['#nav'] # You can ask for an asset based on the id in the .uia...
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sub = app['Navigation.uip'] # or based on the path to the file (relative to the .uia)
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car = sub/"Scene.Vehicle.Group.Car" # Find elements in a presentation by presentation path…
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car = app/"nav:Scene.Vehicle.Group.Car" # …or absolute application path
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show car.name #=> Car
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show car.type #=> Model # Scene, Layer, Camera, Light, Group, Model, Material,
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# Image, Behavior, Effect, ReferencedMaterial, Text,
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# RenderPlugin, Component, (custom materials)
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show car.component? #=> false # Ask if an element is a component
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assert car.component==sub.scene # Ask for the owning component; may be the scene
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```
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## Finding Many Assets
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```ruby
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uia 'MyApp.uia'
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main = app.main_presentation
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every_asset = main.find # Array of matching assets
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master_assets = main.find
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models = main.find
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# Combine tests to get more specific
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master_models = main.find
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slide2_rects = main.find
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nonmaster_s2 = main.find
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red_materials = main.find
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# You can match values more loosely
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pistons = main.find name:/^Piston/ # Regex for batch finding
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bottom_row = main.find
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# Restrict the search to a sub-tree
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group = main/"Scene.Layer.Group"
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group_models = group.find
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group_models = main.find
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# Iterate the results as they are found
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main.find
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show "Model #{index} is named #{model.name}"
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end
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```
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Notes:
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* `nil` inside an array is a "wildcard" value, allowing you to test only specific values
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* Numbers (both in vectors/colors/rotations and float/long values) must only be within `0.001` to match.
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* _For example, `attr:{diffuse:[1,0,0]}` will match a color with `diffuse=".9997 0.0003 0"`_
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* Results of `find` are always in scene-graph order.
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## Working with References
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```ruby
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uia 'MyApp.uia'
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mat1 = app/"main:Scene.Layer.Sphere.Material" # A normal UIC Material
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mat2 = app/"main:Scene.Layer.Cube.Material" # A normal UIC Material
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p mat2.type #=> "Material"
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ref = mat2.replace_with_referenced_material # A very specific method :)
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p ref.properties['referencedmaterial'].type #=> "ObjectRef"
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p ref['referencedmaterial',0].object #=> nil
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p ref['referencedmaterial',0].type #=> :absolute
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ref['referencedmaterial',0].object = mat1 #=> Sets an absolute reference
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ref['referencedmaterial',0].type = :path #=> Use a relative path instead
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# Alternatively, you can omit the .object when setting the reference:
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# ref['referencedmaterial',0] = mat1
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mat3 = ref['referencedmaterial',1].object #=> Get the asset pointed to
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assert mat1 == mat3 #=> They are the same! It worked!
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app.save_all! #=> Write presentations in place
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```
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## Writing Assertions
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## Locating MetaData.xml
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RUIC needs access to a UIC `MetaData.xml` file to understand the properties in the various XML files.
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By default RUIC will look in the location specified by `RUIC::DEFAULTMETADATA`, e.g.
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`C:/Program Files (x86)/NVIDIA Corporation/UI Composer 8.0/res/DataModelMetadata/en-us/MetaData.xml`
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If this file is in another location, you can tell the script where to find it either:
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* on the command line: `ruic -m path/to/MetaData.xml myscript.ruic`
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* in your ruic script: `metadata 'path/to/MetaData.xml' # before any 'app' commands`
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# Interactive RUIC
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In addition to executing a standalone script, RUIC also has a REPL (like IRB) that allows you to
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interactively execute and test changes to your application/presentations before saving.
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There are two ways to enter interactive mode:
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* If you invoke the `ruic` binary with a `.uia` file as the argument the interpreter will load
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the application and enter the REPL:
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```
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$ ruic myapp.uia
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(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
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uia "test/projects/SimpleScene/SimpleScene.uia"
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#=> <UIC::Application 'SimpleScene.uia'>
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```
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* Alternatively, you can have RUIC execute a script and then enter the interactive REPL
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by supplying the `-i` command-line switch:
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```
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$ ruic -i test/referencematerials.ruic
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(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
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app
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#=> <UIC::Application 'ReferencedMaterials.uia'>
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cubemat
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#=> <asset Material#Material_002>
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```
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As shown above, all local variables created by the script continue to be available
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in the interactive session.
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# Known Limitations (aka TODO)
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_In decreasing priority…_
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- Report on image assets, their sizes
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- Report used assets (and where they are used)
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- Report unused assets (in a format suitable for automated destruction)
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- Report missing assets (and who was looking for them)
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- Gobs more unit tests
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- Parse .lua headers (in case one references an image)
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- Parse render plugins
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- Read/edit animation tracks
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- Find all colors, and where they are used
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- Visual actions for State Machines
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- Create new presentation assets (e.g. add a new sphere)
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- Modify the scene graph of presentations
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- Create new presentations/applications from code
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- Report on image asset file formats (e.g. find PNGs, find DXT1 vs DXT3 vs DXT Luminance…)
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# History
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## v0.
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* Switch attribute filtering
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*
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## v0.2.
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*
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*
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## v0.2.
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*
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## v0.2.
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* REPL
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*
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*
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## v0.0
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*
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*
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[
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[
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1
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+
# What is RUIC?
|
2
|
+
RUIC is a Ruby API for reading, analyzing, and manipulating application assets created by NVIDIA's [UI Composer][1]. Among other things, it allows you to:
|
3
|
+
|
4
|
+
* See if an application is missing any assets (e.g. images or meshes) and what parts of the application are looking for those.
|
5
|
+
* See if there are any files in the application folder that you can delete (e.g. images or materials that are no longer being used).
|
6
|
+
* Read and modify the attributes of elements on different slides.
|
7
|
+
* Batch change attributes (e.g. change all usage of one font or color to another).
|
8
|
+
* Procedurally generate many models with automated placement in your scene.
|
9
|
+
|
10
|
+
_Some of the features above are planned, but not yet implemented; see Known Limitations below._
|
11
|
+
|
12
|
+
## Table of Contents
|
13
|
+
* [Installing RUIC](#installing-ruic)
|
14
|
+
* [Using the RUIC DSL](#using-the-ruic-dsl)
|
15
|
+
* [Creating and Accessing Applications](#creating-and-accessing-applications)
|
16
|
+
* [Working with Presentations](#working-with-presentations)
|
17
|
+
* [Finding Many Assets](#finding-many-assets)
|
18
|
+
* [Working with References](#working-with-references)
|
19
|
+
* [Writing Assertions](#writing-assertions)
|
20
|
+
* [Locating MetaData.xml](#locating-metadataxml)
|
21
|
+
* [Interactive RUIC](#interactive-ruic)
|
22
|
+
* [Known Limitations (aka TODO)](#known-limitations-aka-todo)
|
23
|
+
* [History](#history)
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+
* [License & Contact](#license--contact)
|
25
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+
|
26
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+
|
27
|
+
|
28
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+
# Installing RUIC
|
29
|
+
RUIC can be installed via RubyGems (part of Ruby) via the command:
|
30
|
+
|
31
|
+
gem install ruic # May need `sudo gem install ruic` depending on your setup
|
32
|
+
|
33
|
+
Although RUIC is a pure-Ruby library, it relies on [Nokogiri][2] for all the XML processing and manipulation. Installing RUIC will also automatically install Nokogiri, which may require some compilation.
|
34
|
+
|
35
|
+
|
36
|
+
|
37
|
+
# Using the RUIC DSL
|
38
|
+
|
39
|
+
RUIC scripts are pure Ruby with a few convenience methods added. You run them via the `ruic` command-line script, e.g.
|
40
|
+
|
41
|
+
ruic myscript.ruic # or .rb extension, for syntax highlighting while editing
|
42
|
+
|
43
|
+
|
44
|
+
## Creating and Accessing Applications
|
45
|
+
RUIC scripts must start with `uia` commands to load an application and all its assets.
|
46
|
+
After this you can access the application as `app`:
|
47
|
+
|
48
|
+
```ruby
|
49
|
+
uia '../MyApp.uia' # Relative to the ruic script file, or absolute
|
50
|
+
|
51
|
+
show app.file #=> /var/projects/UIC/MyApp/main/MyApp.uia
|
52
|
+
show app.filename #=> MyApp.uia
|
53
|
+
|
54
|
+
show app.assets.count #=> 7
|
55
|
+
# You can ask for app.behaviors, app.presentations, app.statemachines, and app.renderplugins
|
56
|
+
# for arrays of specific asset types
|
57
|
+
```
|
58
|
+
|
59
|
+
_The `show` command prints the result; it is simply a nicer alias for `puts`._
|
60
|
+
|
61
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+
If you need to load multiple applications in the same script, subsequent `uia` commands will create
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`app2`, `app3`, etc. for you to use.
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+
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```ruby
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uia '../MyApp.uia' # Available as 'app'
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uia '../../v1/MyApp.uia' # Available as 'app2'
|
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+
```
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+
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## Working with Presentations
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```ruby
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uia '../MyApp.uia'
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+
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main = app.main_presentation # The presentation displayed as the main presentation (regardless of id)
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sub = app['#nav'] # You can ask for an asset based on the id in the .uia...
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sub = app['Navigation.uip'] # or based on the path to the file (relative to the .uia)
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+
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+
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car = sub/"Scene.Vehicle.Group.Car" # Find elements in a presentation by presentation path…
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car = app/"nav:Scene.Vehicle.Group.Car" # …or absolute application path
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+
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show car.name #=> Car
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show car.type #=> Model # Scene, Layer, Camera, Light, Group, Model, Material,
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# Image, Behavior, Effect, ReferencedMaterial, Text,
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# RenderPlugin, Component, (custom materials)
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+
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show car.component? #=> false # Ask if an element is a component
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assert car.component==sub.scene # Ask for the owning component; may be the scene
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```
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## Finding Many Assets
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|
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```ruby
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uia 'MyApp.uia'
|
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main = app.main_presentation
|
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+
|
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every_asset = main.find # Array of matching assets
|
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master_assets = main.find _master:true # Test for master/nonmaster
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models = main.find _type:'Model' # …or based on type
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slide2_assets = main.find _slide:2 # …or presence on slide
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rectangles = main.find sourcepath:'#Rectangle' # …or attribute values
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gamecovers = main.find name:'Game Cover' # …including the name
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+
|
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# Combine tests to get more specific
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master_models = main.find _type:'Model', _master:true
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slide2_rects = main.find _type:'Model', _slide:2, sourcepath:'#Rectangle'
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nonmaster_s2 = main.find _slide:2, _master:false
|
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red_materials = main.find _type:'Material', diffuse:[1,0,0]
|
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+
|
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# You can match values more loosely
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pistons = main.find name:/^Piston/ # Regex for batch finding
|
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bottom_row = main.find position:[nil,-200,nil] # nil for wildcards in vectors
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+
|
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# Restrict the search to a sub-tree
|
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group = main/"Scene.Layer.Group"
|
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group_models = group.find _type:'Model' # Orig asset is never included
|
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group_models = main.find _under:group, _type:'Model' # Or, use `_under` to limit
|
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+
|
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|
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# Iterate the results as they are found
|
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main.find _type:'Model', name:/^Piston/ do |model, index| # Using the index is optional
|
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show "Model #{index} is named #{model.name}"
|
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|
+
end
|
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|
+
```
|
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|
+
|
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|
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Notes:
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* `nil` inside an array is a "wildcard" value, allowing you to test only specific values
|
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+
* Numbers (both in vectors/colors/rotations and float/long values) must only be within `0.001` to match.
|
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|
+
* _For example, `attr:{diffuse:[1,0,0]}` will match a color with `diffuse=".9997 0.0003 0"`_
|
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|
+
* Results of `find` are always in scene-graph order.
|
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+
|
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+
|
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|
+
## Working with References
|
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|
+
|
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|
+
```ruby
|
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|
+
uia 'MyApp.uia'
|
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|
+
mat1 = app/"main:Scene.Layer.Sphere.Material" # A normal UIC Material
|
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+
mat2 = app/"main:Scene.Layer.Cube.Material" # A normal UIC Material
|
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|
+
p mat2.type #=> "Material"
|
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|
+
ref = mat2.replace_with_referenced_material # A very specific method :)
|
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|
+
p ref.properties['referencedmaterial'].type #=> "ObjectRef"
|
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|
+
p ref['referencedmaterial',0].object #=> nil
|
143
|
+
p ref['referencedmaterial',0].type #=> :absolute
|
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|
+
ref['referencedmaterial',0].object = mat1 #=> Sets an absolute reference
|
145
|
+
ref['referencedmaterial',0].type = :path #=> Use a relative path instead
|
146
|
+
|
147
|
+
# Alternatively, you can omit the .object when setting the reference:
|
148
|
+
# ref['referencedmaterial',0] = mat1
|
149
|
+
|
150
|
+
mat3 = ref['referencedmaterial',1].object #=> Get the asset pointed to
|
151
|
+
assert mat1 == mat3 #=> They are the same! It worked!
|
152
|
+
|
153
|
+
app.save_all! #=> Write presentations in place
|
154
|
+
```
|
155
|
+
|
156
|
+
## Writing Assertions
|
157
|
+
|
158
|
+
|
159
|
+
## Locating MetaData.xml
|
160
|
+
RUIC needs access to a UIC `MetaData.xml` file to understand the properties in the various XML files.
|
161
|
+
By default RUIC will look in the location specified by `RUIC::DEFAULTMETADATA`, e.g.
|
162
|
+
`C:/Program Files (x86)/NVIDIA Corporation/UI Composer 8.0/res/DataModelMetadata/en-us/MetaData.xml`
|
163
|
+
|
164
|
+
If this file is in another location, you can tell the script where to find it either:
|
165
|
+
|
166
|
+
* on the command line: `ruic -m path/to/MetaData.xml myscript.ruic`
|
167
|
+
* in your ruic script: `metadata 'path/to/MetaData.xml' # before any 'app' commands`
|
168
|
+
|
169
|
+
|
170
|
+
# Interactive RUIC
|
171
|
+
In addition to executing a standalone script, RUIC also has a REPL (like IRB) that allows you to
|
172
|
+
interactively execute and test changes to your application/presentations before saving.
|
173
|
+
There are two ways to enter interactive mode:
|
174
|
+
|
175
|
+
* If you invoke the `ruic` binary with a `.uia` file as the argument the interpreter will load
|
176
|
+
the application and enter the REPL:
|
177
|
+
```
|
178
|
+
$ ruic myapp.uia
|
179
|
+
(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
|
180
|
+
|
181
|
+
uia "test/projects/SimpleScene/SimpleScene.uia"
|
182
|
+
#=> <UIC::Application 'SimpleScene.uia'>
|
183
|
+
```
|
184
|
+
|
185
|
+
* Alternatively, you can have RUIC execute a script and then enter the interactive REPL
|
186
|
+
by supplying the `-i` command-line switch:
|
187
|
+
```
|
188
|
+
$ ruic -i test/referencematerials.ruic
|
189
|
+
(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
|
190
|
+
|
191
|
+
app
|
192
|
+
#=> <UIC::Application 'ReferencedMaterials.uia'>
|
193
|
+
|
194
|
+
cubemat
|
195
|
+
#=> <asset Material#Material_002>
|
196
|
+
```
|
197
|
+
As shown above, all local variables created by the script continue to be available
|
198
|
+
in the interactive session.
|
199
|
+
|
200
|
+
|
201
|
+
# Known Limitations (aka TODO)
|
202
|
+
_In decreasing priority…_
|
203
|
+
|
204
|
+
- Report on image assets, their sizes
|
205
|
+
- Report used assets (and where they are used)
|
206
|
+
- Report unused assets (in a format suitable for automated destruction)
|
207
|
+
- Report missing assets (and who was looking for them)
|
208
|
+
- Gobs more unit tests
|
209
|
+
- Parse .lua headers (in case one references an image)
|
210
|
+
- Parse render plugins
|
211
|
+
- Read/edit animation tracks
|
212
|
+
- Find all colors, and where they are used
|
213
|
+
- Visual actions for State Machines
|
214
|
+
- Create new presentation assets (e.g. add a new sphere)
|
215
|
+
- Modify the scene graph of presentations
|
216
|
+
- Create new presentations/applications from code
|
217
|
+
- Report on image asset file formats (e.g. find PNGs, find DXT1 vs DXT3 vs DXT Luminance…)
|
218
|
+
|
219
|
+
|
220
|
+
# History
|
221
|
+
|
222
|
+
## v0.4.0 - 2014-Nov-11
|
223
|
+
* Switch attribute filtering again; now all attributes are inline in the `find()` hash, and the four special keys are prefixed with an underscore: `_type`, `_slide`, `_master`, and `_under`.
|
224
|
+
|
225
|
+
## v0.3.0 - 2014-Nov-10
|
226
|
+
* Switch attribute filtering to use `attr:{ … }` instead of `attributes:{ … }`
|
227
|
+
* Attribute matching now requires that a requested attribute be present, or else the asset matching fails.
|
228
|
+
* _For example, `main.find attr:{ diffusecolor:[nil,nil,nil] }` will now only find assets with a `diffusecolor` attribute._
|
229
|
+
|
230
|
+
## v0.2.5 - 2014-Nov-10
|
231
|
+
* Re-adds blank line after REPL result.
|
232
|
+
|
233
|
+
## v0.2.4 - 2014-Nov-10
|
234
|
+
* Fix bug with history editing in REPL (prompts no longer have a blank line before)
|
235
|
+
* Add temporary hack to make projects using Float2 load correctly
|
236
|
+
|
237
|
+
## v0.2.3 - 2014-Nov-7
|
238
|
+
* Cleaner mechanism for creating a truly blank binding
|
239
|
+
|
240
|
+
## v0.2.2 - 2014-Nov-7
|
241
|
+
* REPL shows version number when it starts
|
242
|
+
|
243
|
+
## v0.2.1 - 2014-Nov-7
|
244
|
+
* REPL mode after script maintains binding of script (all local variables remain available)
|
245
|
+
* Customized `.irbrc` files will not cause warnings
|
246
|
+
|
247
|
+
## v0.2.0 - 2014-Nov-7
|
248
|
+
* Add Presentation#save_as
|
249
|
+
* REPL working directory is same as .uia
|
250
|
+
|
251
|
+
## v0.1.0 - 2014-Nov-7
|
252
|
+
* Add REPL mode for ruic binary
|
253
|
+
|
254
|
+
## v0.0.1 - 2014-Nov-7
|
255
|
+
* Initial gem release
|
256
|
+
* Crawl presentations and modify attributes
|
257
|
+
* Batch find assets
|
258
|
+
* Save presentation changes back to disk
|
259
|
+
|
260
|
+
|
261
|
+
|
262
|
+
# License & Contact
|
263
|
+
RUIC is copyright ©2014 by Gavin Kistner and is licensed under the [MIT License][3]. See the `LICENSE` file for more details.
|
264
|
+
|
265
|
+
For bugs or feature requests please open [issues on GitHub][4]. For other communication you can [email the author directly](mailto:!@phrogz.net?subject=RUIC).
|
266
|
+
|
267
|
+
[1]: http://uicomposer.nvidia.com
|
268
|
+
[2]: http://nokogiri.org
|
269
|
+
[3]: http://opensource.org/licenses/MIT
|
270
|
+
[4]: https://github.com/Phrogz/RUIC/issues
|