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-rw-r--r--macros/latex/contrib/wargame/doc/tutorial/export.tex59
1 files changed, 29 insertions, 30 deletions
diff --git a/macros/latex/contrib/wargame/doc/tutorial/export.tex b/macros/latex/contrib/wargame/doc/tutorial/export.tex
index adbb65ba6e..d51ecf0e5c 100644
--- a/macros/latex/contrib/wargame/doc/tutorial/export.tex
+++ b/macros/latex/contrib/wargame/doc/tutorial/export.tex
@@ -15,7 +15,7 @@
%
% The trick is to prepare a separate \LaTeX{} document, say
% \texttt{export.tex} as in this tutorial, which exports the images as
-% single pages. Then, the Python script \texttt{export.py}
+% single pages. Then, the Python script \texttt{wgexport.py}
% distributed with the \textsf{wargame} package picks up this output
% (\texttt{export.pdf} and \texttt{export.json}) and generates a draft
% VASSAL module.
@@ -202,14 +202,16 @@
% \end{macrocode}
%
% This looks like
-% \tikz{\draw[fill=friendly] (.1,0) rectangle(.5,-.1);
-% \draw[fill=friendly] (.1,-.15) rectangle(.3,-.25);
-% \draw[fill=friendly] (.1,-.3) rectangle(.2,-.4);
-% \draw[fill=hostile] (-.1,0) rectangle(-.3,-.25);}
-%
-% Normally the \texttt{export.py} script used the \emph{undo} image
+% \tikz{
+% \draw[fill=friendly] (.1,0) rectangle(.5,-.1);
+% \draw[fill=friendly] (.1,-.15) rectangle(.3,-.25);
+% \draw[fill=friendly] (.1,-.3) rectangle(.2,-.4);
+% \draw[fill=hostile] (-.1,0) rectangle(-.3,-.25);}
+%
+% Normally the \texttt{wgexport.py} script used the \emph{undo} mage
% for the flip button. However, that may be a bit confusing, so we
-% will use a large ``F'' instead. \tikz{\node[color=blue!75!black,font=\sffamily\bfseries\LARGE]{F}}
+% will use a large ``F''
+% instead. \tikz{\node[color=blue!75!black,font=\sffamily\bfseries\LARGE]{F}}
%
% And similarly for the ``Eliminate''\tikz{\node[color=red!75!black,font=\sffamily\bfseries\LARGE]{E}}
%
@@ -245,11 +247,11 @@
% We run \LaTeX{} on the above \texttt{export.tex} file (the source of
% this section) to generate \texttt{export.pdf} and
% \texttt{export.json}. We then process these with the
-% \texttt{export.py} Python script to get the draft VASSAL module
+% \texttt{wgexport.py} Python script to get the draft VASSAL module
% \texttt{Draft.vmod}.
%
% \begin{verbatim}
-% `kpsewhich export.py` export.pdf export.json
+% `kpsewhich wgexport.py` export.pdf export.json
% \end{verbatim}
%
% The utility \texttt{kpsewhich}\footnotemark{\TeX{}Live and similar
@@ -273,7 +275,7 @@
% \texttt{game.pdf}, then we can do
%
% \begin{verbatim}
-% `kpsewhich export.py` export.pdf export.json \
+% `kpsewhich wgexport.py` export.pdf export.json \
% -r game.pdf -o Game.vmod
% \end{verbatim}
%
@@ -298,7 +300,7 @@
% complete module, we would do something like
%
% \begin{verbatim}
-% `kpsewhich export.py` export.pdf export.json \
+% `kpsewhich wgexport.py` export.pdf export.json \
% -r game.pdf -o Game.vmod \
% -t "LaTeX Wargame tutorial" \
% -d "Example of using wargame to make a module" \
@@ -313,7 +315,7 @@
%
% We will take one more step on the VASSAL module, and then we will
% get back to the Print'n'Play version of the game. We can provide
-% the \texttt{export.py} script with an additional Python script that
+% the \texttt{wgexport.py} script with an additional Python script that
% can tweak the VASSAL module any way we like. We can for example
% move counters into their starting positions, to the OOB, adjust
% grids, add more materials, and so on. It is only your imagination,
@@ -322,7 +324,7 @@
%
% Here we will make a simple \texttt{patch.py} Python script which
% does very little. The \textsf{wargame} package,
-% \textsf{wgexport} class, and \texttt{export.py} script has already
+% \textsf{wgexport} class, and \texttt{wgexport.py} script has already
% done the heavy work for us. Not least be because we have taken care
% to add in \texttt{zone} styles where needed.
%
@@ -332,7 +334,7 @@
% do much.
%
% \begin{verbatim}
-% `kpsewhich export.py` export.pdf export.json \
+% `kpsewhich wgexport.py` export.pdf export.json \
% -r game.pdf -o Game.vmod
% -t "LaTeX Wargame tutorial" \
% -d "Example of using wargame to make a module" \
@@ -344,37 +346,34 @@
% \begin{verbatim}
% def patch(build,data,vmod,verbose=False):
% # We need to import the export module :-)
-% import export
+% import wgexport as wg
%
% # Get the game and last free GPID
-% game = export.get_game(build)
+% game = wg.get_game(build)
% gpid = int(game.getAttribute('nextPieceSlotId'))
%
% # Get all boards
-% maps = export.get_maps(build)
+% maps = wg.get_maps(build)
% board = maps['Board']
%
-% mkeys = export.get_masskey(board,'name')
-% export.set_node_attr(mkeys['Eliminate'],
-% icon='eliminate-icon.png')
-% export.set_node_attr(mkeys['Flip'],
-% icon='flip-icon.png')
+% mkeys = wg.get_masskey(board,'name')
+% wg.set_node_attr(mkeys['Eliminate'],icon='eliminate-icon.png')
+% wg.set_node_attr(mkeys['Flip'],icon='flip-icon.png')
%
% # Get main map
% pool = maps['DeadMap']
-% export.set_node_attr(pool,icon='pool-icon.png')
+% wg.set_node_attr(pool,icon='pool-icon.png')
%
-% mkeys = export.get_masskey(pool,'name')
-% export.set_node_attr(mkeys['Restore'],
-% icon='restore-icon.png')
+% mkeys = wg.get_masskey(pool,'name')
+% wg.set_node_attr(mkeys['Restore'],icon='restore-icon.png')
%
% # Get the OOB map
-% oob = export.get_chartwindows(game)['OOBs']
-% export.set_node_attr(oob,icon='oob-icon.png')
+% oob = wg.get_chartwindows(game)['OOBs']
+% wg.set_node_attr(oob,icon='oob-icon.png')
% \end{verbatim}
%
% In the \texttt{patch.py} script we can use all the functionality
-% provided by \texttt{export.py}. Elements are XML elements that we
+% provided by \texttt{wgexport.py}. Elements are XML elements that we
% apply \texttt{xml.dom.minidom} operations on.
%
% \iffalse