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preview rendered world with inotify (#1756)
Opens a live-reloading preview of the world in VS Code. The renderer has been modified to optionally render a blank image instead of crashing upon invalid YAML. ## Prerequisites: Install inotify tools: sudo apt install inotify-tools ## Usage: scripts/preview-world-vscode.sh data/scenarios/Fun/horton.yaml Once the VS Code editor tabs are opened, one can press <kbd>CTRL</kbd> + <kbd>\\</kbd> (backslash) with the image selected to split the editor pane horizontally. One may then navigate to the left-pane's copy of the image preview with <kbd>CTRL</kbd> + <kbd>PageUp</kbd>, and then <kbd>CTRL</kbd> + <kbd>w</kbd> will close the redundant image preview. ## Screenshot ![Screenshot from 2024-01-29 18-53-55](https://github.com/swarm-game/swarm/assets/261693/63a4728c-0ccb-4c08-8cde-61d65e8322b4)
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@ -6,7 +6,7 @@ module Main where
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import Options.Applicative
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import Swarm.Game.Scenario.Topography.Area (AreaDimensions (..))
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import Swarm.Game.World.Render (OuputFormat (..), RenderOpts (..), doRenderCmd)
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import Swarm.Game.World.Render (FailureMode (..), OuputFormat (..), RenderOpts (..), doRenderCmd)
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data CLI
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= RenderMap FilePath RenderOpts
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@ -26,6 +26,7 @@ cliParser =
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<*> flag ConsoleText PngImage (long "png" <> help "Render to PNG")
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<*> option str (long "dest" <> short 'd' <> value "output.png" <> help "Output filepath")
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<*> optional sizeOpts
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<*> flag Terminate RenderBlankImage (long "fail-blank" <> short 'b' <> help "Render blank image upon failure")
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seed :: Parser (Maybe Int)
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seed = optional $ option auto (long "seed" <> short 's' <> metavar "INT" <> help "Seed to use for world generation")
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37
scripts/preview-world-vscode.sh
Executable file
37
scripts/preview-world-vscode.sh
Executable file
@ -0,0 +1,37 @@
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#!/bin/bash -xe
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# Opens a live-reloading preview of the world
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#
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# Prerequisites:
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# --------------
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# Install inotify-wait:
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#
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# sudo apt install inotify-tools
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#
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# Usage:
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# --------------
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# Once the VS Code editor tabs are opened, one can press
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# CTRL+\ (backslash) with the image selected to split the
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# editor pane horizontally.
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# One may then navigate to the left-pane's copy of the image
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# preview with CTRL+PageUp, and then
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# CTRL+w will close the redundant image preview.
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SCRIPT_DIR=$( cd -- "$( dirname -- "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )
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cd $SCRIPT_DIR/..
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SCENARIO_PATH=${1?"Usage: $0 SCENARIO_PATH"}
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IMG_WIDTH=200
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IMG_HEIGHT=150
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IMG_OUTPUT_PATH=output.png
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RENDER_IMG_COMMAND="stack exec swarm-scene -- $SCENARIO_PATH --fail-blank --dest $IMG_OUTPUT_PATH --png --width $IMG_WIDTH --height $IMG_HEIGHT"
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stack build --fast swarm:swarm-scene
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$RENDER_IMG_COMMAND
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code --reuse-window $SCENARIO_PATH && code --reuse-window $IMG_OUTPUT_PATH
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while inotifywait -e close_write $SCENARIO_PATH; do $RENDER_IMG_COMMAND; done
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@ -28,6 +28,9 @@ data AreaDimensions = AreaDimensions
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, rectHeight :: Int32
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}
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asTuple :: AreaDimensions -> (Int32, Int32)
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asTuple (AreaDimensions x y) = (x, y)
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renderRectDimensions :: AreaDimensions -> String
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renderRectDimensions (AreaDimensions w h) =
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L.intercalate "x" $ map show [w, h]
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@ -6,9 +6,10 @@ module Swarm.Game.World.Render where
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import Codec.Picture
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import Control.Applicative ((<|>))
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import Control.Effect.Lift (sendIO)
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import Control.Carrier.Throw.Either (runThrow)
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import Control.Effect.Lift (Lift, sendIO)
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import Control.Effect.Throw
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import Control.Lens (view, (^.))
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import Control.Monad.IO.Class (liftIO)
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import Data.Colour.SRGB (RGB (..))
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import Data.List.NonEmpty qualified as NE
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import Data.Map qualified as M
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@ -18,6 +19,7 @@ import Data.Vector qualified as V
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import Linear (V2 (..))
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import Swarm.Game.Display (defaultChar)
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import Swarm.Game.Entity.Cosmetic
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import Swarm.Game.Failure (SystemFailure)
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import Swarm.Game.Location
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import Swarm.Game.Scenario
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import Swarm.Game.Scenario.Topography.Area
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@ -28,15 +30,21 @@ import Swarm.Game.State.Landscape
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import Swarm.Game.Universe
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import Swarm.Game.World qualified as W
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import Swarm.Game.World.Gen (Seed)
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import Swarm.Language.Pretty (prettyString)
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import Swarm.Util (surfaceEmpty)
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import Swarm.Util.Content
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import Swarm.Util.Effect (simpleErrorHandle)
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import Swarm.Util.Erasable (erasableToMaybe)
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import System.IO (hPutStrLn, stderr)
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data OuputFormat
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= ConsoleText
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| PngImage
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data FailureMode
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= Terminate
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| RenderBlankImage
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-- | Command-line options for configuring the app.
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data RenderOpts = RenderOpts
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{ renderSeed :: Maybe Seed
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@ -44,6 +52,7 @@ data RenderOpts = RenderOpts
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, outputFormat :: OuputFormat
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, outputFilepath :: FilePath
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, gridSize :: Maybe AreaDimensions
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, failureMode :: FailureMode
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}
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getDisplayChar :: PCell EntityFacade -> Char
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@ -128,12 +137,13 @@ getDisplayGrid vc myScenario ls maybeSize =
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firstScenarioWorld = NE.head $ view scenarioWorlds myScenario
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getRenderableGrid ::
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(Has (Throw SystemFailure) sig m, Has (Lift IO) sig m) =>
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RenderOpts ->
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FilePath ->
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IO (Grid (PCell EntityFacade), M.Map WorldAttr PreservableColor)
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getRenderableGrid (RenderOpts maybeSeed _ _ maybeSize) fp = simpleErrorHandle $ do
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m (Grid (PCell EntityFacade), M.Map WorldAttr PreservableColor)
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getRenderableGrid (RenderOpts maybeSeed _ _ maybeSize _) fp = do
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(myScenario, gsi) <- loadStandaloneScenario fp
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theSeed <- liftIO $ arbitrateSeed maybeSeed myScenario
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theSeed <- sendIO $ arbitrateSeed maybeSeed myScenario
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let em = integrateScenarioEntities gsi myScenario
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worldTuples = buildWorldTuples myScenario
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@ -147,13 +157,13 @@ getRenderableGrid (RenderOpts maybeSeed _ _ maybeSize) fp = simpleErrorHandle $
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return (getDisplayGrid vc myScenario myLandscape maybeSize, myScenario ^. scenarioCosmetics)
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doRenderCmd :: RenderOpts -> FilePath -> IO ()
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doRenderCmd opts@(RenderOpts _ asPng _ _) mapPath =
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doRenderCmd opts@(RenderOpts _ asPng _ _ _) mapPath =
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case asPng of
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ConsoleText -> printScenarioMap =<< renderScenarioMap opts mapPath
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PngImage -> renderScenarioPng opts mapPath
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renderScenarioMap :: RenderOpts -> FilePath -> IO [String]
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renderScenarioMap opts fp = do
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renderScenarioMap opts fp = simpleErrorHandle $ do
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(grid, _) <- getRenderableGrid opts fp
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return $ unGrid $ getDisplayChar <$> grid
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@ -164,8 +174,19 @@ gridToVec (Grid g) = V.fromList . map V.fromList $ g
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renderScenarioPng :: RenderOpts -> FilePath -> IO ()
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renderScenarioPng opts fp = do
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(grid, aMap) <- getRenderableGrid opts fp
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writePng (outputFilepath opts) $ mkImg aMap grid
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result <- runThrow $ getRenderableGrid opts fp
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img <- case result of
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Left (err :: SystemFailure) -> case failureMode opts of
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Terminate -> fail errorMsg
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RenderBlankImage -> do
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hPutStrLn stderr errorMsg
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let s = maybe (1, 1) (both fromIntegral . asTuple) $ gridSize opts
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return $ uncurry (generateImage $ \_x _y -> PixelRGBA8 0 0 0 255) s
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where
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errorMsg :: String
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errorMsg = prettyString err
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Right (grid, aMap) -> return $ mkImg aMap grid
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writePng (outputFilepath opts) img
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where
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mkImg aMap g = generateImage (pixelRenderer vecGrid) (fromIntegral w) (fromIntegral h)
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where
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