RUIC 0.4.6 → 0.5.0
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- checksums.yaml +4 -4
- data/.yardopts +3 -3
- data/HISTORY +63 -52
- data/README.md +220 -220
- data/bin/ruic +12 -11
- 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 +182 -175
- data/lib/ruic/application.rb +2 -2
- data/lib/ruic/assets.rb +436 -421
- data/lib/ruic/attributes.rb +170 -165
- data/lib/ruic/behaviors.rb +1 -1
- data/lib/ruic/interfaces.rb +23 -1
- data/lib/ruic/presentation.rb +100 -34
- data/lib/ruic/ripl-after-result.rb +24 -24
- data/lib/ruic/statemachine.rb +1 -1
- data/lib/ruic/version.rb +3 -3
- data/ruic.gemspec +25 -25
- data/test/MetaData-simple.xml +28 -28
- data/test/MetaData.xml +435 -435
- data/test/customclasses.ruic +31 -21
- data/test/filtering.ruic +43 -43
- data/test/futureassets.ruic +8 -8
- data/test/nonmaster.ruic +0 -0
- data/test/paths.ruic +18 -18
- data/test/projects/CustomClasses/CustomClasses.uia +7 -7
- data/test/projects/CustomClasses/CustomClasses.uip +7 -1
- data/test/projects/CustomClasses/FutureAsset.uip +17 -17
- data/test/projects/CustomClasses/scripts/DataDrivenTime.lua +58 -0
- data/test/projects/CustomClasses/scripts/TimeDrivenAttribute.lua +49 -0
- data/test/projects/Paths/Paths.uia +4 -4
- data/test/projects/Paths/Paths.uip +98 -98
- data/test/projects/SimpleScene/SimpleScene.uia +4 -4
- data/test/projects/SimpleScene/SimpleScene.uip +35 -35
- data/test/properties.ruic +82 -82
- data/test/referencematerials.ruic +52 -52
- data/test/usage.ruic +20 -20
- metadata +32 -4
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data.tar.gz: 0eeb2a2ab41c848feef5859a7f0810584de7f89beb785c9bb29a1c7f55a72495a7234ecc5514e8e45b765ba13aea650a0e7685f7d9a903fcd08baa45527fa19e
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lib/**/*.rb -
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README.md LICENSE HISTORY
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data/HISTORY
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## v0.
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## v0.
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## v0.
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## v0.
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*
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## v0.
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*
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*
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## v0.5.0 - 2014-Nov-26
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* Fix bug that prevented loading an application from the command line in another directory.
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* Compatibility: `FileBacked#path_to` is now `FileBacked#resolve_file_path` to prevent conflict with `Presentation#path_to`.
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* Make `inspect` representation of assets more useful.
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* Add convenience methods for collections of assets by type on presentations:
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`.layers`, `.groups`, `.cameras`, `.lights`, `.components`, `.models`, `.materials`,
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`.images`, `.behaviors`, `.aliases`, `.paths`, `.anchor_points`, `.texts`
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* Fix bug that prevented behavior instances from having proper `name` or `sourcepath` attribute values.
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* Added `.hierarchy` to presentations and assets for printing the scene graph.
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## v0.4.5 - 2014-Nov-19
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* Added a large amount of documentation.
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* Minor code refactoring:
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* Most (internal) Presentation methods that took a scene graph element as the argument now take an asset.
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* All `FileBacked` assets now have `save!` and `save_as`.
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## v0.4.1 - 2014-Nov-16
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* Update `MetaData.xml` for tests to newest version.
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* Source paths for images/textures normalize the path (forward slashes and no leading `./`).
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* Added `app.main` as a simpler alias for `app.main_presentation`.
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* Add support for paths and anchor points, including `mypath.anchors` as an array of anchor points.
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* Assets present in MetaData and presentation, but not yet hand-entered into the hierarchy, now work and default to inherit from `Asset`.
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## v0.4.0 - 2014-Nov-11
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* 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`.
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## v0.3.0 - 2014-Nov-10
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* Switch attribute filtering to use `attr:{ … }` instead of `attributes:{ … }`
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* Attribute matching now requires that a requested attribute be present, or else the asset matching fails.
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* _For example, `main.find attr:{ diffusecolor:[nil,nil,nil] }` will now only find assets with a `diffusecolor` attribute._
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## v0.2.5 - 2014-Nov-10
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* Re-adds blank line after REPL result.
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## v0.2.4 - 2014-Nov-10
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* Fix bug with history editing in REPL (prompts no longer have a blank line before)
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* Add temporary hack to make projects using Float2 load correctly
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## v0.2.3 - 2014-Nov-7
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* Cleaner mechanism for creating a truly blank binding
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## v0.2.2 - 2014-Nov-7
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* REPL shows version number when it starts
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## v0.2.1 - 2014-Nov-7
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* REPL mode after script maintains binding of script (all local variables remain available)
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* Customized `.irbrc` files will not cause warnings
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## v0.2.0 - 2014-Nov-7
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* Add Presentation#save_as
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* REPL working directory is same as .uia
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## v0.1.0 - 2014-Nov-7
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* Add REPL mode for ruic binary
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## v0.0.1 - 2014-Nov-7
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* Initial gem release
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* Crawl presentations and modify attributes
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* Batch find assets
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* Save presentation changes back to disk
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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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# Documentation
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In addition to the examples in this file full API documentation is available at:
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http://www.rubydoc.info/gems/RUIC/
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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 _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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# 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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# 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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# 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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# 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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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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## 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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$ 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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* 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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$ 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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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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# License & Contact
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RUIC is copyright ©2014 by Gavin Kistner and is licensed under the [MIT License][3]. See the `LICENSE` file for more details.
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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).
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[1]: http://uicomposer.nvidia.com
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[2]: http://nokogiri.org
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[3]: http://opensource.org/licenses/MIT
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[4]: https://github.com/Phrogz/RUIC/issues
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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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+
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_Some of the features above are planned, but not yet implemented; see Known Limitations below._
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# Documentation
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In addition to the examples in this file full API documentation is available at:
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http://www.rubydoc.info/gems/RUIC/
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+
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+
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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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+
|
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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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+
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+
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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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+
|
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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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+
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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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+
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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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50
|
+
|
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+
_The `show` command prints the result; it is simply a nicer alias for `puts`._
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|
+
|
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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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|
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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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|
+
|
61
|
+
|
62
|
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## Working with Presentations
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63
|
+
|
64
|
+
```ruby
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uia '../MyApp.uia'
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66
|
+
|
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main = app.main_presentation # The presentation displayed as the main presentation (regardless of id)
|
68
|
+
sub = app['#nav'] # You can ask for an asset based on the id in the .uia...
|
69
|
+
sub = app['Navigation.uip'] # or based on the path to the file (relative to the .uia)
|
70
|
+
|
71
|
+
|
72
|
+
car = sub/"Scene.Vehicle.Group.Car" # Find elements in a presentation by presentation path…
|
73
|
+
car = app/"nav:Scene.Vehicle.Group.Car" # …or absolute application path
|
74
|
+
|
75
|
+
show car.name #=> Car
|
76
|
+
show car.type #=> Model # Scene, Layer, Camera, Light, Group, Model, Material,
|
77
|
+
# Image, Behavior, Effect, ReferencedMaterial, Text,
|
78
|
+
# RenderPlugin, Component, (custom materials)
|
79
|
+
|
80
|
+
show car.component? #=> false # Ask if an element is a component
|
81
|
+
assert car.component==sub.scene # Ask for the owning component; may be the scene
|
82
|
+
```
|
83
|
+
|
84
|
+
## Finding Many Assets
|
85
|
+
|
86
|
+
```ruby
|
87
|
+
uia 'MyApp.uia'
|
88
|
+
main = app.main_presentation
|
89
|
+
|
90
|
+
every_asset = main.find # Array of matching assets
|
91
|
+
master_assets = main.find _master:true # Test for master/nonmaster
|
92
|
+
models = main.find _type:'Model' # …or based on type
|
93
|
+
slide2_assets = main.find _slide:2 # …or presence on slide
|
94
|
+
rectangles = main.find sourcepath:'#Rectangle' # …or attribute values
|
95
|
+
gamecovers = main.find name:'Game Cover' # …including the name
|
96
|
+
|
97
|
+
# Combine tests to get more specific
|
98
|
+
master_models = main.find _type:'Model', _master:true
|
99
|
+
slide2_rects = main.find _type:'Model', _slide:2, sourcepath:'#Rectangle'
|
100
|
+
nonmaster_s2 = main.find _slide:2, _master:false
|
101
|
+
red_materials = main.find _type:'Material', diffuse:[1,0,0]
|
102
|
+
|
103
|
+
# You can match values more loosely
|
104
|
+
pistons = main.find name:/^Piston/ # Regex for batch finding
|
105
|
+
bottom_row = main.find position:[nil,-200,nil] # nil for wildcards in vectors
|
106
|
+
|
107
|
+
# Restrict the search to a sub-tree
|
108
|
+
group = main/"Scene.Layer.Group"
|
109
|
+
group_models = group.find _type:'Model' # Orig asset is never included
|
110
|
+
group_models = main.find _under:group, _type:'Model' # Or, use `_under` to limit
|
111
|
+
|
112
|
+
# Iterate the results as they are found
|
113
|
+
main.find _type:'Model', name:/^Piston/ do |model, index| # Using the index is optional
|
114
|
+
show "Model #{index} is named #{model.name}"
|
115
|
+
end
|
116
|
+
```
|
117
|
+
|
118
|
+
Notes:
|
119
|
+
|
120
|
+
* `nil` inside an array is a "wildcard" value, allowing you to test only specific values
|
121
|
+
* Numbers (both in vectors/colors/rotations and float/long values) must only be within `0.001` to match.
|
122
|
+
* _For example, `attr:{diffuse:[1,0,0]}` will match a color with `diffuse=".9997 0.0003 0"`_
|
123
|
+
* Results of `find` are always in scene-graph order.
|
124
|
+
|
125
|
+
|
126
|
+
## Working with References
|
127
|
+
|
128
|
+
```ruby
|
129
|
+
uia 'MyApp.uia'
|
130
|
+
mat1 = app/"main:Scene.Layer.Sphere.Material" # A normal UIC Material
|
131
|
+
mat2 = app/"main:Scene.Layer.Cube.Material" # A normal UIC Material
|
132
|
+
p mat2.type #=> "Material"
|
133
|
+
ref = mat2.replace_with_referenced_material # A very specific method :)
|
134
|
+
p ref.properties['referencedmaterial'].type #=> "ObjectRef"
|
135
|
+
p ref['referencedmaterial',0].object #=> nil
|
136
|
+
p ref['referencedmaterial',0].type #=> :absolute
|
137
|
+
ref['referencedmaterial',0].object = mat1 #=> Sets an absolute reference
|
138
|
+
ref['referencedmaterial',0].type = :path #=> Use a relative path instead
|
139
|
+
|
140
|
+
# Alternatively, you can omit the .object when setting the reference:
|
141
|
+
# ref['referencedmaterial',0] = mat1
|
142
|
+
|
143
|
+
mat3 = ref['referencedmaterial',1].object #=> Get the asset pointed to
|
144
|
+
assert mat1 == mat3 #=> They are the same! It worked!
|
145
|
+
|
146
|
+
app.save_all! #=> Write presentations in place
|
147
|
+
```
|
148
|
+
|
149
|
+
|
150
|
+
## Locating MetaData.xml
|
151
|
+
RUIC needs access to a UIC `MetaData.xml` file to understand the properties in the various XML files.
|
152
|
+
By default RUIC will look in the location specified by `RUIC::DEFAULTMETADATA`, e.g.
|
153
|
+
`C:/Program Files (x86)/NVIDIA Corporation/UI Composer 8.0/res/DataModelMetadata/en-us/MetaData.xml`
|
154
|
+
|
155
|
+
If this file is in another location, you can tell the script where to find it either:
|
156
|
+
|
157
|
+
* on the command line: `ruic -m path/to/MetaData.xml myscript.ruic`
|
158
|
+
* in your ruic script: `metadata 'path/to/MetaData.xml' # before any 'app' commands`
|
159
|
+
|
160
|
+
|
161
|
+
# Interactive RUIC
|
162
|
+
In addition to executing a standalone script, RUIC also has a REPL (like IRB) that allows you to
|
163
|
+
interactively execute and test changes to your application/presentations before saving.
|
164
|
+
There are two ways to enter interactive mode:
|
165
|
+
|
166
|
+
* If you invoke the `ruic` binary with a `.uia` file as the argument the interpreter will load
|
167
|
+
the application and enter the REPL:
|
168
|
+
|
169
|
+
$ ruic myapp.uia
|
170
|
+
(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
|
171
|
+
|
172
|
+
uia "test/projects/SimpleScene/SimpleScene.uia"
|
173
|
+
#=> <UIC::Application 'SimpleScene.uia'>
|
174
|
+
|
175
|
+
* Alternatively, you can have RUIC execute a script and then enter the interactive REPL
|
176
|
+
by supplying the `-i` command-line switch:
|
177
|
+
|
178
|
+
$ ruic -i test/referencematerials.ruic
|
179
|
+
(RUIC v0.2.2 interactive session; 'quit' or ctrl-d to end)
|
180
|
+
|
181
|
+
app
|
182
|
+
#=> <UIC::Application 'ReferencedMaterials.uia'>
|
183
|
+
|
184
|
+
cubemat
|
185
|
+
#=> <asset Material#Material_002>
|
186
|
+
|
187
|
+
As shown above, all local variables created by the script continue to be available
|
188
|
+
in the interactive session.
|
189
|
+
|
190
|
+
|
191
|
+
|
192
|
+
# Known Limitations (aka TODO)
|
193
|
+
_In decreasing priority…_
|
194
|
+
|
195
|
+
- Report on image assets, their sizes
|
196
|
+
- Report used assets (and where they are used)
|
197
|
+
- Report unused assets (in a format suitable for automated destruction)
|
198
|
+
- Report missing assets (and who was looking for them)
|
199
|
+
- Gobs more unit tests
|
200
|
+
- Parse .lua headers (in case one references an image)
|
201
|
+
- Parse render plugins
|
202
|
+
- Read/edit animation tracks
|
203
|
+
- Find all colors, and where they are used
|
204
|
+
- Visual actions for State Machines
|
205
|
+
- Create new presentation assets (e.g. add a new sphere)
|
206
|
+
- Modify the scene graph of presentations
|
207
|
+
- Create new presentations/applications from code
|
208
|
+
- Report on image asset file formats (e.g. find PNGs, find DXT1 vs DXT3 vs DXT Luminance…)
|
209
|
+
|
210
|
+
|
211
|
+
|
212
|
+
# License & Contact
|
213
|
+
RUIC is copyright ©2014 by Gavin Kistner and is licensed under the [MIT License][3]. See the `LICENSE` file for more details.
|
214
|
+
|
215
|
+
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).
|
216
|
+
|
217
|
+
[1]: http://uicomposer.nvidia.com
|
218
|
+
[2]: http://nokogiri.org
|
219
|
+
[3]: http://opensource.org/licenses/MIT
|
220
|
+
[4]: https://github.com/Phrogz/RUIC/issues
|