RUIC 0.4.2 → 0.4.3

Sign up to get free protection for your applications and to get access to all the features.
checksums.yaml CHANGED
@@ -1,7 +1,7 @@
1
1
  ---
2
2
  SHA1:
3
- metadata.gz: ccbb528e1e792f4cc500c0ecf6ddac842a4d3c16
4
- data.tar.gz: 7e927291cb3f9bde68232edc852821623ecdf70d
3
+ metadata.gz: 0f88b39bad10863d43c14c6cc303416a786229a8
4
+ data.tar.gz: 25e776627d2205f34de467708ced0998491000a7
5
5
  SHA512:
6
- metadata.gz: a6e00c98a50f7a19125a3f85bd75e6042e546a760e2c07b7237df16021ecb44d06b4f5568039d5a89b5b7716aa251ba5d72e36ac68a69b144b14900a73f488a6
7
- data.tar.gz: e1d5e90aa7fca7fed4a02eae14f461b1d0b02d6913e0206d2051adb25f4558d5cd414097a32b7602f9877bfecf3a2fb771efecc2f6eb46c8cf762787402f4816
6
+ metadata.gz: afc0a558732656717910d510eabd5cc2befca05e875177a797d04e51528a1b16636144a4308a1038a9ca4006161712a287d8eb6c8e343808a23649fa10347df8
7
+ data.tar.gz: b81d44122d54f693ef1044749e5cb84ddff25a6b3812b2885569ec5a222aa5c14d4e6c52d2b793c9cfade150f89693d36955234e327a874c3a84495f3c9e0326
data/.yardopts CHANGED
@@ -1,5 +1,4 @@
1
- --no-private
2
- --markup markdown
3
- -M kramdown
4
- lib/**/*.rb -
1
+ --no-private
2
+ --markup markdown
3
+ lib/**/*.rb -
5
4
  README.md LICENSE
data/README.md CHANGED
@@ -1,279 +1,278 @@
1
- # 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
- * [Object Methods](#object-methods)
23
- * [Known Limitations (aka TODO)](#known-limitations-aka-todo)
24
- * [History](#history)
25
- * [License & Contact](#license--contact)
26
-
27
-
28
-
29
- # Installing RUIC
30
- RUIC can be installed via RubyGems (part of Ruby) via the command:
31
-
32
- gem install ruic # May need `sudo gem install ruic` depending on your setup
33
-
34
- 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.
35
-
36
-
37
-
38
- # Using the RUIC DSL
39
-
40
- RUIC scripts are pure Ruby with a few convenience methods added. You run them via the `ruic` command-line script, e.g.
41
-
42
- ruic myscript.ruic # or .rb extension, for syntax highlighting while editing
43
-
44
-
45
- ## Creating and Accessing Applications
46
- RUIC scripts must start with `uia` commands to load an application and all its assets.
47
- After this you can access the application as `app`:
48
-
49
- ```ruby
50
- uia '../MyApp.uia' # Relative to the ruic script file, or absolute
51
-
52
- show app.file #=> /var/projects/UIC/MyApp/main/MyApp.uia
53
- show app.filename #=> MyApp.uia
54
-
55
- show app.assets.count #=> 7
56
- # You can ask for app.behaviors, app.presentations, app.statemachines, and app.renderplugins
57
- # for arrays of specific asset types
58
- ```
59
-
60
- _The `show` command prints the result; it is simply a nicer alias for `puts`._
61
-
62
- If you need to load multiple applications in the same script, subsequent `uia` commands will create
63
- `app2`, `app3`, etc. for you to use.
64
-
65
- ```ruby
66
- uia '../MyApp.uia' # Available as 'app'
67
- uia '../../v1/MyApp.uia' # Available as 'app2'
68
- ```
69
-
70
-
71
- ## Working with Presentations
72
-
73
- ```ruby
74
- uia '../MyApp.uia'
75
-
76
- main = app.main_presentation # The presentation displayed as the main presentation (regardless of id)
77
- sub = app['#nav'] # You can ask for an asset based on the id in the .uia...
78
- sub = app['Navigation.uip'] # or based on the path to the file (relative to the .uia)
79
-
80
-
81
- car = sub/"Scene.Vehicle.Group.Car" # Find elements in a presentation by presentation path
82
- car = app/"nav:Scene.Vehicle.Group.Car" # …or absolute application path
83
-
84
- show car.name #=> Car
85
- show car.type #=> Model # Scene, Layer, Camera, Light, Group, Model, Material,
86
- # Image, Behavior, Effect, ReferencedMaterial, Text,
87
- # RenderPlugin, Component, (custom materials)
88
-
89
- show car.component? #=> false # Ask if an element is a component
90
- assert car.component==sub.scene # Ask for the owning component; may be the scene
91
- ```
92
-
93
- ## Finding Many Assets
94
-
95
- ```ruby
96
- uia 'MyApp.uia'
97
- main = app.main_presentation
98
-
99
- every_asset = main.find # Array of matching assets
100
- master_assets = main.find _master:true # Test for master/nonmaster
101
- models = main.find _type:'Model' # …or based on type
102
- slide2_assets = main.find _slide:2 # …or presence on slide
103
- rectangles = main.find sourcepath:'#Rectangle' # …or attribute values
104
- gamecovers = main.find name:'Game Cover' # …including the name
105
-
106
- # Combine tests to get more specific
107
- master_models = main.find _type:'Model', _master:true
108
- slide2_rects = main.find _type:'Model', _slide:2, sourcepath:'#Rectangle'
109
- nonmaster_s2 = main.find _slide:2, _master:false
110
- red_materials = main.find _type:'Material', diffuse:[1,0,0]
111
-
112
- # You can match values more loosely
113
- pistons = main.find name:/^Piston/ # Regex for batch finding
114
- bottom_row = main.find position:[nil,-200,nil] # nil for wildcards in vectors
115
-
116
- # Restrict the search to a sub-tree
117
- group = main/"Scene.Layer.Group"
118
- group_models = group.find _type:'Model' # Orig asset is never included
119
- group_models = main.find _under:group, _type:'Model' # Or, use `_under` to limit
120
-
121
- # Iterate the results as they are found
122
- main.find _type:'Model', name:/^Piston/ do |model, index| # Using the index is optional
123
- show "Model #{index} is named #{model.name}"
124
- end
125
- ```
126
-
127
- Notes:
128
- * `nil` inside an array is a "wildcard" value, allowing you to test only specific values
129
- * Numbers (both in vectors/colors/rotations and float/long values) must only be within `0.001` to match.
130
- * _For example, `attr:{diffuse:[1,0,0]}` will match a color with `diffuse=".9997 0.0003 0"`_
131
- * Results of `find` are always in scene-graph order.
132
-
133
-
134
- ## Working with References
135
-
136
- ```ruby
137
- uia 'MyApp.uia'
138
- mat1 = app/"main:Scene.Layer.Sphere.Material" # A normal UIC Material
139
- mat2 = app/"main:Scene.Layer.Cube.Material" # A normal UIC Material
140
- p mat2.type #=> "Material"
141
- ref = mat2.replace_with_referenced_material # A very specific method :)
142
- p ref.properties['referencedmaterial'].type #=> "ObjectRef"
143
- p ref['referencedmaterial',0].object #=> nil
144
- p ref['referencedmaterial',0].type #=> :absolute
145
- ref['referencedmaterial',0].object = mat1 #=> Sets an absolute reference
146
- ref['referencedmaterial',0].type = :path #=> Use a relative path instead
147
-
148
- # Alternatively, you can omit the .object when setting the reference:
149
- # ref['referencedmaterial',0] = mat1
150
-
151
- mat3 = ref['referencedmaterial',1].object #=> Get the asset pointed to
152
- assert mat1 == mat3 #=> They are the same! It worked!
153
-
154
- app.save_all! #=> Write presentations in place
155
- ```
156
-
157
- ## Writing Assertions
158
-
159
-
160
- ## Locating MetaData.xml
161
- RUIC needs access to a UIC `MetaData.xml` file to understand the properties in the various XML files.
162
- By default RUIC will look in the location specified by `RUIC::DEFAULTMETADATA`, e.g.
163
- `C:/Program Files (x86)/NVIDIA Corporation/UI Composer 8.0/res/DataModelMetadata/en-us/MetaData.xml`
164
-
165
- If this file is in another location, you can tell the script where to find it either:
166
-
167
- * on the command line: `ruic -m path/to/MetaData.xml myscript.ruic`
168
- * in your ruic script: `metadata 'path/to/MetaData.xml' # before any 'app' commands`
169
-
170
-
171
- # Interactive RUIC
172
- In addition to executing a standalone script, RUIC also has a REPL (like IRB) that allows you to
173
- interactively execute and test changes to your application/presentations before saving.
174
- There are two ways to enter interactive mode:
175
-
176
- * If you invoke the `ruic` binary with a `.uia` file as the argument the interpreter will load
177
- the application and enter the REPL:
178
- ```
179
- $ ruic myapp.uia
180
- (RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
181
-
182
- uia "test/projects/SimpleScene/SimpleScene.uia"
183
- #=> <UIC::Application 'SimpleScene.uia'>
184
- ```
185
-
186
- * Alternatively, you can have RUIC execute a script and then enter the interactive REPL
187
- by supplying the `-i` command-line switch:
188
- ```
189
- $ ruic -i test/referencematerials.ruic
190
- (RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
191
-
192
- app
193
- #=> <UIC::Application 'ReferencedMaterials.uia'>
194
-
195
- cubemat
196
- #=> <asset Material#Material_002>
197
- ```
198
- As shown above, all local variables created by the script continue to be available
199
- in the interactive session.
200
-
201
-
202
- # Known Limitations (aka TODO)
203
- _In decreasing priority…_
204
-
205
- - Report on image assets, their sizes
206
- - Report used assets (and where they are used)
207
- - Report unused assets (in a format suitable for automated destruction)
208
- - Report missing assets (and who was looking for them)
209
- - Gobs more unit tests
210
- - Parse .lua headers (in case one references an image)
211
- - Parse render plugins
212
- - Read/edit animation tracks
213
- - Find all colors, and where they are used
214
- - Visual actions for State Machines
215
- - Create new presentation assets (e.g. add a new sphere)
216
- - Modify the scene graph of presentations
217
- - Create new presentations/applications from code
218
- - Report on image asset file formats (e.g. find PNGs, find DXT1 vs DXT3 vs DXT Luminance…)
219
-
220
-
221
- # History
222
-
223
- ## v0.4.1 - 2014-Nov-16
224
-
225
- * Update `MetaData.xml` for tests to newest version.
226
- * Source paths for images/textures normalize the path (forward slashes and no leading `./`).
227
- * Added `app.main` as a simpler alias for `app.main_presentation`.
228
- * Add support for paths and anchor points, including `mypath.anchors` as an array of anchor points.
229
- * Assets present in MetaData and presentation, but not yet hand-entered into the hierarchy, now work and default to inherit from `Asset`.
230
-
231
- ## v0.4.0 - 2014-Nov-11
232
- * 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`.
233
-
234
- ## v0.3.0 - 2014-Nov-10
235
- * Switch attribute filtering to use `attr:{ }` instead of `attributes:{ }`
236
- * Attribute matching now requires that a requested attribute be present, or else the asset matching fails.
237
- * _For example, `main.find attr:{ diffusecolor:[nil,nil,nil] }` will now only find assets with a `diffusecolor` attribute._
238
-
239
- ## v0.2.5 - 2014-Nov-10
240
- * Re-adds blank line after REPL result.
241
-
242
- ## v0.2.4 - 2014-Nov-10
243
- * Fix bug with history editing in REPL (prompts no longer have a blank line before)
244
- * Add temporary hack to make projects using Float2 load correctly
245
-
246
- ## v0.2.3 - 2014-Nov-7
247
- * Cleaner mechanism for creating a truly blank binding
248
-
249
- ## v0.2.2 - 2014-Nov-7
250
- * REPL shows version number when it starts
251
-
252
- ## v0.2.1 - 2014-Nov-7
253
- * REPL mode after script maintains binding of script (all local variables remain available)
254
- * Customized `.irbrc` files will not cause warnings
255
-
256
- ## v0.2.0 - 2014-Nov-7
257
- * Add Presentation#save_as
258
- * REPL working directory is same as .uia
259
-
260
- ## v0.1.0 - 2014-Nov-7
261
- * Add REPL mode for ruic binary
262
-
263
- ## v0.0.1 - 2014-Nov-7
264
- * Initial gem release
265
- * Crawl presentations and modify attributes
266
- * Batch find assets
267
- * Save presentation changes back to disk
268
-
269
-
270
-
271
- # License & Contact
272
- RUIC is copyright ©2014 by Gavin Kistner and is licensed under the [MIT License][3]. See the `LICENSE` file for more details.
273
-
274
- 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).
275
-
276
- [1]: http://uicomposer.nvidia.com
277
- [2]: http://nokogiri.org
278
- [3]: http://opensource.org/licenses/MIT
279
- [4]: https://github.com/Phrogz/RUIC/issues
1
+ # 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)
24
+ * [License & Contact](#license--contact)
25
+
26
+
27
+
28
+ # 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
+ If you need to load multiple applications in the same script, subsequent `uia` commands will create
62
+ `app2`, `app3`, etc. for you to use.
63
+
64
+ ```ruby
65
+ uia '../MyApp.uia' # Available as 'app'
66
+ uia '../../v1/MyApp.uia' # Available as 'app2'
67
+ ```
68
+
69
+
70
+ ## Working with Presentations
71
+
72
+ ```ruby
73
+ uia '../MyApp.uia'
74
+
75
+ main = app.main_presentation # The presentation displayed as the main presentation (regardless of id)
76
+ sub = app['#nav'] # You can ask for an asset based on the id in the .uia...
77
+ sub = app['Navigation.uip'] # or based on the path to the file (relative to the .uia)
78
+
79
+
80
+ car = sub/"Scene.Vehicle.Group.Car" # Find elements in a presentation by presentation path…
81
+ car = app/"nav:Scene.Vehicle.Group.Car" # …or absolute application path
82
+
83
+ show car.name #=> Car
84
+ show car.type #=> Model # Scene, Layer, Camera, Light, Group, Model, Material,
85
+ # Image, Behavior, Effect, ReferencedMaterial, Text,
86
+ # RenderPlugin, Component, (custom materials)
87
+
88
+ show car.component? #=> false # Ask if an element is a component
89
+ assert car.component==sub.scene # Ask for the owning component; may be the scene
90
+ ```
91
+
92
+ ## Finding Many Assets
93
+
94
+ ```ruby
95
+ uia 'MyApp.uia'
96
+ main = app.main_presentation
97
+
98
+ every_asset = main.find # Array of matching assets
99
+ master_assets = main.find _master:true # Test for master/nonmaster
100
+ models = main.find _type:'Model' # …or based on type
101
+ slide2_assets = main.find _slide:2 # …or presence on slide
102
+ rectangles = main.find sourcepath:'#Rectangle' # …or attribute values
103
+ gamecovers = main.find name:'Game Cover' # …including the name
104
+
105
+ # Combine tests to get more specific
106
+ master_models = main.find _type:'Model', _master:true
107
+ slide2_rects = main.find _type:'Model', _slide:2, sourcepath:'#Rectangle'
108
+ nonmaster_s2 = main.find _slide:2, _master:false
109
+ red_materials = main.find _type:'Material', diffuse:[1,0,0]
110
+
111
+ # You can match values more loosely
112
+ pistons = main.find name:/^Piston/ # Regex for batch finding
113
+ bottom_row = main.find position:[nil,-200,nil] # nil for wildcards in vectors
114
+
115
+ # Restrict the search to a sub-tree
116
+ group = main/"Scene.Layer.Group"
117
+ group_models = group.find _type:'Model' # Orig asset is never included
118
+ group_models = main.find _under:group, _type:'Model' # Or, use `_under` to limit
119
+
120
+ # Iterate the results as they are found
121
+ main.find _type:'Model', name:/^Piston/ do |model, index| # Using the index is optional
122
+ show "Model #{index} is named #{model.name}"
123
+ end
124
+ ```
125
+
126
+ Notes:
127
+ * `nil` inside an array is a "wildcard" value, allowing you to test only specific values
128
+ * Numbers (both in vectors/colors/rotations and float/long values) must only be within `0.001` to match.
129
+ * _For example, `attr:{diffuse:[1,0,0]}` will match a color with `diffuse=".9997 0.0003 0"`_
130
+ * Results of `find` are always in scene-graph order.
131
+
132
+
133
+ ## Working with References
134
+
135
+ ```ruby
136
+ uia 'MyApp.uia'
137
+ mat1 = app/"main:Scene.Layer.Sphere.Material" # A normal UIC Material
138
+ mat2 = app/"main:Scene.Layer.Cube.Material" # A normal UIC Material
139
+ p mat2.type #=> "Material"
140
+ ref = mat2.replace_with_referenced_material # A very specific method :)
141
+ p ref.properties['referencedmaterial'].type #=> "ObjectRef"
142
+ p ref['referencedmaterial',0].object #=> nil
143
+ p ref['referencedmaterial',0].type #=> :absolute
144
+ 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
+ ## v0.4.1 - 2014-Nov-16
223
+
224
+ * Update `MetaData.xml` for tests to newest version.
225
+ * Source paths for images/textures normalize the path (forward slashes and no leading `./`).
226
+ * Added `app.main` as a simpler alias for `app.main_presentation`.
227
+ * Add support for paths and anchor points, including `mypath.anchors` as an array of anchor points.
228
+ * Assets present in MetaData and presentation, but not yet hand-entered into the hierarchy, now work and default to inherit from `Asset`.
229
+
230
+ ## v0.4.0 - 2014-Nov-11
231
+ * 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`.
232
+
233
+ ## v0.3.0 - 2014-Nov-10
234
+ * Switch attribute filtering to use `attr:{ … }` instead of `attributes:{ … }`
235
+ * Attribute matching now requires that a requested attribute be present, or else the asset matching fails.
236
+ * _For example, `main.find attr:{ diffusecolor:[nil,nil,nil] }` will now only find assets with a `diffusecolor` attribute._
237
+
238
+ ## v0.2.5 - 2014-Nov-10
239
+ * Re-adds blank line after REPL result.
240
+
241
+ ## v0.2.4 - 2014-Nov-10
242
+ * Fix bug with history editing in REPL (prompts no longer have a blank line before)
243
+ * Add temporary hack to make projects using Float2 load correctly
244
+
245
+ ## v0.2.3 - 2014-Nov-7
246
+ * Cleaner mechanism for creating a truly blank binding
247
+
248
+ ## v0.2.2 - 2014-Nov-7
249
+ * REPL shows version number when it starts
250
+
251
+ ## v0.2.1 - 2014-Nov-7
252
+ * REPL mode after script maintains binding of script (all local variables remain available)
253
+ * Customized `.irbrc` files will not cause warnings
254
+
255
+ ## v0.2.0 - 2014-Nov-7
256
+ * Add Presentation#save_as
257
+ * REPL working directory is same as .uia
258
+
259
+ ## v0.1.0 - 2014-Nov-7
260
+ * Add REPL mode for ruic binary
261
+
262
+ ## v0.0.1 - 2014-Nov-7
263
+ * Initial gem release
264
+ * Crawl presentations and modify attributes
265
+ * Batch find assets
266
+ * Save presentation changes back to disk
267
+
268
+
269
+
270
+ # License & Contact
271
+ RUIC is copyright ©2014 by Gavin Kistner and is licensed under the [MIT License][3]. See the `LICENSE` file for more details.
272
+
273
+ 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).
274
+
275
+ [1]: http://uicomposer.nvidia.com
276
+ [2]: http://nokogiri.org
277
+ [3]: http://opensource.org/licenses/MIT
278
+ [4]: https://github.com/Phrogz/RUIC/issues