Compare commits
No commits in common. "main" and "lint-mode" have entirely different histories.
15 changed files with 36 additions and 182 deletions
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@ -84,9 +84,6 @@
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return 0;
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}
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Logger.Initialize(debug);
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var logger = Logger.GetLogger<Program>();
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var lintMode = format == "lint";
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if(!lintMode)
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@ -98,7 +95,7 @@
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}
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if (!File.Exists(infile))
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{
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logger.Error($"Source file {infile} not found.");
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Console.WriteLine(@"Source file {0} not found.", infile);
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return 2;
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}
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if (string.IsNullOrWhiteSpace(output))
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@ -111,28 +108,28 @@
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if (!string.IsNullOrWhiteSpace(output) && (Directory.Exists(output) || File.Exists(output)))
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{
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logger.Error($"Specified output {output} already exists.");
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Console.WriteLine(@"Specified output {0} already exists.", output);
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return 2;
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}
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if (!string.IsNullOrWhiteSpace(tempdir))
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{
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if (!Directory.Exists(tempdir))
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{
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logger.Error($"Template directory {tempdir} does not exist.");
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Console.WriteLine(@"Template directory {0} does not exist.", tempdir);
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return 2;
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}
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if (!File.Exists(Path.Combine(tempdir, "index.html")) ||
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!File.Exists(Path.Combine(tempdir, "scene.html")) ||
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!File.Exists(Path.Combine(tempdir, "styles.css")))
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{
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logger.Error(
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Console.WriteLine(
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@"Template directory must contain ""index.html"", ""scene.html"", and ""style.css"" files.");
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}
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}
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if (!string.IsNullOrWhiteSpace(images) && !Directory.Exists(images))
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{
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logger.Error($"Images directory {images} does not exist.");
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Console.WriteLine(@"Images directory {0} does not exist.", images);
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return 2;
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}
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}
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@ -143,7 +140,7 @@
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if(!lintMode)
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{
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storyText = File.ReadAllText(infile);
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logger.Log(@"Parsing story...");
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Console.WriteLine(@"Parsing story...");
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}
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else
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{
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@ -152,8 +149,8 @@
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var story = parser.ParseStory(storyText);
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parser.Warnings.Select(w => w.ToString()).Distinct().ToList().ForEach(s => logger.Raw(s));
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story.Orphans.ToList().ForEach(o => logger.Raw($"Warning L{o.LineNumber},1: \"{o.Name}\": Unreachable {o.Type}"));
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parser.Warnings.Select(w => w.ToString()).Distinct().ToList().ForEach(s => Console.WriteLine(s));
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story.Orphans.ToList().ForEach(o => Console.WriteLine("Warning L{0},1: \"{1}\": Unreachable {2}", o.LineNumber, o.Name, o.Type));
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if(!lintMode && parser.Warnings.Count() == 0)
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{
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@ -167,7 +164,7 @@
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case "epub":
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if (string.IsNullOrWhiteSpace(author))
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{
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logger.Error(@"Epub format requires the --author argument.");
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Console.WriteLine(@"Epub format requires the --author argument.");
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return 1;
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}
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rend = new EpubRenderer(author, bookid, language);
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@ -186,11 +183,11 @@
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if (!string.IsNullOrWhiteSpace(images)) rend.ImageDir = images;
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logger.Log(@"Rendering story...");
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Console.WriteLine(@"Rendering story...");
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rend.Render(story, output, debug);
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logger.Log(@"Done.");
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Console.WriteLine(@"Done.");
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}
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return 0;
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}
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@ -199,18 +196,16 @@
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private static void ShowHelp()
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{
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Console.WriteLine(
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@"Usage: ficdown
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--format (html|epub)
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--in ""/path/to/source.md""
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@"Usage: ficdown.exe
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--format (html|epub|lint)
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--in ""/path/to/source.md"" (lint reads sdtin)
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[--out ""/path/to/output""]
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[--template ""/path/to/template/dir""]
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[--images ""/path/to/images/dir""]
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[--author ""Author Name""]
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[--bookid ""ePub Book ID""]
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[--language ""language""]
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[--debug]
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or: ficdown --format lint
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(reads input from stdin)");
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[--debug]");
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}
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}
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}
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@ -9,7 +9,6 @@
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[Fact]
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public void CanParseValidStoryFile()
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{
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Logger.Initialize(true);
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var parser = new FicdownParser();
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var storyText = File.ReadAllText(Path.Combine(Template.BaseDir, "TestStories", "CloakOfDarkness.md"));
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var story = parser.ParseStory(storyText);
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@ -12,7 +12,6 @@ namespace Ficdown.Parser
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public class FicdownParser
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{
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private static Logger _logger = Logger.GetLogger<FicdownParser>();
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public List<FicdownException> Warnings { get; private set; }
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private IBlockHandler _blockHandler;
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@ -65,11 +64,8 @@ namespace Ficdown.Parser
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public ResolvedStory ParseStory(string storyText)
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{
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var lines = storyText.Split(new[] {"\n", "\r\n"}, StringSplitOptions.None);
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_logger.Debug($"Parsed {lines.Length} lines.");
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var blocks = BlockHandler.ExtractBlocks(lines);
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_logger.Debug($"Extracted {blocks.Count()} blocks.");
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var story = BlockHandler.ParseBlocks(blocks);
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_logger.Debug("Finished initial story breakdown.");
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// dupe scene sanity check
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foreach(var key in story.Scenes.Keys)
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@ -12,8 +12,7 @@
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<ItemGroup>
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<PackageReference Include="Epub4Net" Version="1.2.0" />
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<PackageReference Include="Ionic.Zip" Version="1.9.1.8" />
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<PackageReference Include="Markdig" Version="0.17.1" />
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<PackageReference Include="System.Security.Permissions" />
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<PackageReference Include="MarkdownSharp" Version="2.0.5" />
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<PackageReference Include="System.Text.Encoding.CodePages" Version="4.5.1" />
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</ItemGroup>
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</Project>
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@ -1,63 +0,0 @@
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namespace Ficdown.Parser
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{
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using System;
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using System.Collections.Generic;
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public class Logger
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{
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private static bool _initialized = false;
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private static bool _debug = false;
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private static Dictionary<Type, Logger> _cache;
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public Type Type { get; private set; }
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private Logger(Type type)
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{
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Type = type;
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}
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public static void Initialize(bool debug)
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{
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_debug = debug;
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_cache = new Dictionary<Type, Logger>();
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_initialized = true;
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}
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public static Logger GetLogger<T>()
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{
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var type = typeof(T);
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lock(_cache)
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{
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if(!_cache.ContainsKey(type))
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_cache.Add(type, new Logger(type));
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}
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return _cache[type];
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}
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private string Decorate(string message)
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{
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return $"{DateTime.Now.ToString("")} <{Type.Name}> {message}";
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}
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public void Raw(string message)
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{
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Console.WriteLine(message);
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}
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public void Log(string message)
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{
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Raw(Decorate(message));
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}
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public void Debug(string message)
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{
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if(!_debug) return;
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Log($"DEBUG: {message}");
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}
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public void Error(string message, Exception ex = null)
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{
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Console.Error.WriteLine(Decorate($"ERROR: {message}"));
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}
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}
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}
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@ -7,8 +7,6 @@
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internal class PageState
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{
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public StateManager Manager { get; set; }
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public Guid Id { get; set; }
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public Scene Scene { get; set; }
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public State State { get; set; }
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@ -23,12 +21,12 @@
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public string UniqueHash
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{
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get { return _uniqueHash ?? (_uniqueHash = Manager.GetUniqueHash(State, Scene.Key)); }
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get { return _uniqueHash ?? (_uniqueHash = StateManager.GetUniqueHash(State, Scene.Key)); }
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}
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public string CompressedHash
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{
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get { return _compressedHash ?? (_compressedHash = Manager.GetCompressedHash(this)); }
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get { return _compressedHash ?? (_compressedHash = StateManager.GetCompressedHash(this)); }
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}
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}
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}
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}
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@ -10,7 +10,6 @@
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internal class StateResolver : IStateResolver
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{
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private static Logger _logger = Logger.GetLogger<StateResolver>();
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private static readonly Random _random = new Random((int) DateTime.Now.Ticks);
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private readonly IDictionary<string, string> _pageNames;
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private readonly HashSet<string> _usedNames;
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@ -26,7 +25,6 @@
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public ResolvedStory Resolve(IEnumerable<PageState> pages, Story story)
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{
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_logger.Debug("Resolving story paths...");
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_story = story;
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return new ResolvedStory
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{
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|
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@ -9,15 +9,6 @@
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{
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private List<FicdownException> _warnings { get; set; }
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public static Utilities GetInstance()
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{
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return new Utilities
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{
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_warnings = new List<FicdownException>(),
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_blockName = string.Empty
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};
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}
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public static Utilities GetInstance(List<FicdownException> warnings, string blockName, int lineNumber)
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{
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return new Utilities
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|
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@ -11,7 +11,6 @@
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internal class GameTraverser : IGameTraverser
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{
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private static Logger _logger = Logger.GetLogger<GameTraverser>();
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private StateManager _manager;
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private Queue<StateQueueItem> _processingQueue;
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private IDictionary<string, PageState> _processed;
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@ -60,7 +59,6 @@
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_wasRun = true;
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// generate comprehensive enumeration
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_logger.Debug("Enumerating story scenes...");
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var initial = _manager.InitialState;
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_processingQueue.Enqueue(new StateQueueItem
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@ -68,7 +66,6 @@
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Page = initial,
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AffectedStates = new List<State> {initial.AffectedState}
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});
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var interval = 0;
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while (_processingQueue.Count > 0)
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{
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var state = _processingQueue.Dequeue();
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@ -77,13 +74,9 @@
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_processed.Add(state.Page.UniqueHash, state.Page);
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ProcessState(state);
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}
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if(++interval % 100 == 0 || _processingQueue.Count == 0)
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_logger.Debug($"Processed {interval} scenes, {_processingQueue.Count} queued...");
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}
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// make sure every page gets affected data on every page that it links to
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_logger.Debug("Processing scene links...");
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foreach (var pageTuple in _processed)
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{
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foreach (var linkTuple in pageTuple.Value.Links)
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|
@ -102,7 +95,6 @@
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}
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// compress redundancies
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_logger.Debug("Compressing redundant scenes...");
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foreach (var row in _processed)
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{
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if (!_compressed.ContainsKey(row.Value.CompressedHash))
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|
|
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@ -11,12 +11,10 @@
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internal class StateManager
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{
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private static Logger _logger = Logger.GetLogger<StateManager>();
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private readonly Story _story;
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private readonly Dictionary<string, int> _stateMatrix;
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private readonly int _sceneCount;
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private readonly int _actionCount;
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private BitArray _scenesSeenMask;
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private List<FicdownException> _warnings { get; set; }
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|
@ -26,18 +24,6 @@
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_story = story;
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var allScenes = _story.Scenes.SelectMany(s => s.Value);
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_sceneCount = allScenes.Max(s => s.Id);
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_scenesSeenMask = new BitArray(_sceneCount);
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// figure out which scenes can affect state
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var masked = 0;
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foreach(var scene in allScenes)
|
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{
|
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if(Utilities.GetInstance().ParseAnchors(scene.RawDescription).Any(a => a.Href.Toggles != null) || RegexLib.BlockQuotes.IsMatch(scene.RawDescription))
|
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{
|
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_scenesSeenMask[scene.Id - 1] = true;
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masked++;
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}
|
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}
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_actionCount = _story.Actions.Count > 0 ? _story.Actions.Max(a => a.Value.Id) : 0;
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_stateMatrix = new Dictionary<string, int>();
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var state = 0;
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|
@ -54,9 +40,6 @@
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{
|
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_stateMatrix.Add(toggle, state++);
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}
|
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_logger.Debug($"{_sceneCount} scenes ({masked} can change state).");
|
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_logger.Debug($"{_actionCount} actions.");
|
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_logger.Debug($"{_stateMatrix.Count()} states.");
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}
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public PageState InitialState
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|
@ -71,8 +54,6 @@
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|||
|
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return new PageState
|
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{
|
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Manager = this,
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|
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Id = Guid.Empty,
|
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Links = new Dictionary<string, string>(),
|
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State = new State
|
||||
|
@ -138,14 +119,14 @@
|
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state.ScenesSeen[sceneId - 1] = true;
|
||||
}
|
||||
|
||||
public string GetUniqueHash(State state, string sceneKey)
|
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public static string GetUniqueHash(State state, string sceneKey)
|
||||
{
|
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var combined =
|
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new bool[
|
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state.PlayerState.Count + state.ScenesSeen.Count + state.ActionsToShow.Count +
|
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(state.ActionFirstToggles != null ? state.ActionFirstToggles.Count : 0)];
|
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state.PlayerState.CopyTo(combined, 0);
|
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state.ScenesSeen.And(_scenesSeenMask).CopyTo(combined, state.PlayerState.Count);
|
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state.ScenesSeen.CopyTo(combined, state.PlayerState.Count);
|
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state.ActionsToShow.CopyTo(combined, state.PlayerState.Count + state.ScenesSeen.Count);
|
||||
if (state.ActionFirstToggles != null)
|
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state.ActionFirstToggles.CopyTo(combined,
|
||||
|
@ -153,15 +134,11 @@
|
|||
var ba = new BitArray(combined);
|
||||
var byteSize = (int)Math.Ceiling(combined.Length / 8.0);
|
||||
var encoded = new byte[byteSize];
|
||||
for(var i = 0; i < byteSize; i++)
|
||||
{
|
||||
encoded[i] = 0;
|
||||
}
|
||||
ba.CopyTo(encoded, 0);
|
||||
return string.Format("{0}=={1}", sceneKey, Convert.ToBase64String(encoded));
|
||||
}
|
||||
|
||||
public string GetCompressedHash(PageState page)
|
||||
public static string GetCompressedHash(PageState page)
|
||||
{
|
||||
var compressed = new State
|
||||
{
|
||||
|
@ -182,7 +159,7 @@
|
|||
{
|
||||
if (ConditionsMatch(scene, playerState) &&
|
||||
(newScene == null || newScene.Conditions == null ||
|
||||
(scene.Conditions != null && scene.Conditions.Count > newScene.Conditions.Count)))
|
||||
scene.Conditions.Count > newScene.Conditions.Count))
|
||||
{
|
||||
newScene = scene;
|
||||
}
|
||||
|
@ -210,8 +187,6 @@
|
|||
{
|
||||
return new PageState
|
||||
{
|
||||
Manager = this,
|
||||
|
||||
Id = Guid.NewGuid(),
|
||||
Links = new Dictionary<string, string>(),
|
||||
State = new State
|
||||
|
|
|
@ -89,7 +89,6 @@
|
|||
|
||||
public class EpubRenderer : HtmlRenderer
|
||||
{
|
||||
private static readonly Logger _logger = Logger.GetLogger<EpubRenderer>();
|
||||
private readonly string _author;
|
||||
private readonly string _bookId;
|
||||
private readonly string _language;
|
||||
|
@ -104,7 +103,6 @@
|
|||
|
||||
public override void Render(Model.Parser.ResolvedStory story, string outPath, bool debug = false)
|
||||
{
|
||||
_logger.Debug("Generating epub...");
|
||||
var temppath = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString());
|
||||
Directory.CreateDirectory(temppath);
|
||||
base.Render(story, temppath, debug);
|
||||
|
|
|
@ -3,15 +3,16 @@
|
|||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Markdig;
|
||||
using MarkdownSharp;
|
||||
using Model.Parser;
|
||||
using Parser;
|
||||
|
||||
public class HtmlRenderer : IRenderer
|
||||
{
|
||||
private static Logger _logger = Logger.GetLogger<HtmlRenderer>();
|
||||
private readonly string _language;
|
||||
|
||||
protected readonly Markdown Markdown;
|
||||
|
||||
public List<FicdownException> Warnings { private get; set; }
|
||||
|
||||
public string IndexTemplate { get; set; }
|
||||
|
@ -24,6 +25,7 @@
|
|||
public HtmlRenderer(string language)
|
||||
{
|
||||
_language = language;
|
||||
Markdown = new Markdown();
|
||||
}
|
||||
|
||||
public virtual void Render(ResolvedStory story, string outPath, bool debug = false)
|
||||
|
@ -40,12 +42,11 @@
|
|||
|
||||
protected void GenerateHtml(ResolvedStory story, string outPath, bool debug)
|
||||
{
|
||||
_logger.Debug("Generating HTML...");
|
||||
var index = FillTemplate(IndexTemplate ?? Template.Index, new Dictionary<string, string>
|
||||
{
|
||||
{"Language", _language},
|
||||
{"Title", story.Name},
|
||||
{"Description", Markdown.ToHtml(story.Description)},
|
||||
{"Description", Markdown.Transform(story.Description)},
|
||||
{"FirstScene", string.Format("{0}.html", story.FirstPage)}
|
||||
});
|
||||
|
||||
|
@ -71,7 +72,7 @@
|
|||
{
|
||||
{"Language", _language},
|
||||
{"Title", story.Name},
|
||||
{"Content", Markdown.ToHtml(content)}
|
||||
{"Content", Markdown.Transform(content)}
|
||||
});
|
||||
|
||||
File.WriteAllText(Path.Combine(outPath, string.Format("{0}.html", page.Name)), scene);
|
||||
|
|
21
LICENSE.txt
21
LICENSE.txt
|
@ -1,21 +0,0 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2020 Rudis Muiznieks
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
2
Makefile
2
Makefile
|
@ -10,7 +10,7 @@ test:
|
|||
dotnet test Ficdown.Parser.Tests
|
||||
|
||||
publish: clean
|
||||
rm -rf /tmp/ficdown*
|
||||
rm /tmp/ficdown*
|
||||
dotnet publish --self-contained -c Release -r linux-x64 Ficdown.Console
|
||||
tar -C Ficdown.Console/bin/Release/netcoreapp2.1/linux-x64/publish -cvzf /tmp/ficdown-linux64.tar.gz .
|
||||
dotnet publish --self-contained -c Release -r win-x64 Ficdown.Console
|
||||
|
|
16
README.md
16
README.md
|
@ -1,6 +1,6 @@
|
|||
# Ficdown
|
||||
|
||||
Ficdown is a system for building interactive fiction using MarkDown syntax.
|
||||
Ficdown is a system for building interactive fiction using MarkDown syntax. See [Ficdown.com](http://www.ficdown.com) for more information.
|
||||
|
||||
This project contains the core Ficdown library for parsing Ficdown stories, as well as a console application that can be used to generate HTML or epub ebook formats.
|
||||
|
||||
|
@ -10,7 +10,7 @@ Ficdown is written using .NET Core and should run on Windows, Linux, and OSX wit
|
|||
|
||||
## Obtaining
|
||||
|
||||
If you want to use Ficdown to convert your stories into ebooks, download the latest version from the [releases](https://code.sitosis.com/rudism/ficdown/releases) page and decompress it somewhere on your hard drive. Ficdown does not include an installer, the application and all of its dependencies are included directly in the zip archive.
|
||||
If you want to use Ficdown to convert your stories into ebooks, download the latest version from the [releases](https://github.com/rudism/Ficdown/releases) page and decompress it somewhere on your hard drive. Ficdown does not include an installer, the application and all of its dependencies are included directly in the zip archive.
|
||||
|
||||
## Usage
|
||||
|
||||
|
@ -29,8 +29,8 @@ The pre-built releases are self-contained .NET Core deployments, so you should b
|
|||
Running ficdown.exe without any arguments will produce the following help text:
|
||||
|
||||
Usage: ficdown.exe
|
||||
--format (html|epub|lint)
|
||||
--in "/path/to/source.md" (lint reads stdin)
|
||||
--format (html|epub)
|
||||
--in "/path/to/source.md"
|
||||
[--out "/path/to/output"]
|
||||
[--template "/path/to/template/dir"]
|
||||
[--images "/path/to/images/dir"]
|
||||
|
@ -85,10 +85,6 @@ If you pass this option, all of the pages in your story will include output at t
|
|||
|
||||
To generate other formats than HTML or epub, you will have to use third party tools. [Calibre](http://www.calibre-ebook.com) is a popular ebook management suite that includes the ability to convert books from almost any format to any other format. Also, Amazon has an official tool called [KindleGen](http://www.amazon.com/gp/feature.html?docId=1000765211) that you can use to convert your epub to a format that can be read on Kindles.
|
||||
|
||||
## Additional Tools
|
||||
### Interactive Website
|
||||
|
||||
- Ficdown stories can be played interactively in a web browser without even requiring the command line utility here. See [Ficdown.js](https://code.sitosis.com/rudism/ficdown.js) for a Javascript Ficdown parser and interpreter that you can include on your own website to present your Ficdown stories.
|
||||
|
||||
- [Ficdown-editor](https://byfernanz.github.io/ficdown-editor/) is a web-based GUI for writing Ficdown.
|
||||
|
||||
- [Prop](https://github.com/ByFernanz/prop) is a YAML-header style preprocessor for Ficdown
|
||||
Ficdown stories can be played interactively in a web browser without even requiring the command line utility here. See [Ficdown.js](https://github.com/rudism/Ficdown.js) for a Javascript Ficdown parser and interpreter that you can include on your own website to present your Ficdown stories.
|
||||
|
|
Loading…
Reference in a new issue