Tested with node v6.1.0.
$ npm install
$ npm start
Storyboarder accepts an argument for the path to a filename to load when starting up:
$ npm start ./test/fixtures/example.storyboarder
You can run a quick view test using budo
if you have it installed globally (e.g. npm install -g budo
)
$ cd test/views/guides
$ budo index.js --live
$ open http://localhost:9966
budo
will "Live Reload" changes as you work, in either the main source or the test harness.
First, trash any existing build files:
rm -rf .cache
rm src/js/xr/dist/*
rm src/build/*
To compile only (Shot Generator, Shot Explorer, and Shot Generator XR)
$ npm run build
To compile and build Storyboarder.app:
$ npm run dist:mac # Mac only
$ npm run dist:win # Windows only
$ npm run dist:linux # Linux only
$ npm run dist # All Platforms
If cross-compiling from Mac to Windows, install [Wine](see https://github.com/electron-userland/electron-builder/wiki/Multi-Platform-Build) first.
For Linux, you will need these dependencies:
- icnsutils - provides
icns2png
- graphicsmagick
It is possible to build for Linux on other platforms using a Docker container. See instructions below.
First, Install Docker for Mac.
Clone Storyboarder and start up Docker:
git clone [email protected]:wonderunit/storyboarder.git storyboarder
docker run --rm -ti -v ${PWD}:/project -v ${PWD##*/}-node-modules:/project/node_modules -v ~/.electron:/root/.electron electronuserland/builder:wine
For Linux, in the Docker instance:
cd storyboarder
npm install
npm prune
npm run dist:linux
For Windows, in the Docker instance:
cd storyboarder
npm install
npm prune
# add the windows ffmpeg, bypassing npm install os and cpu detection
FFMPEG_BIN_TGZ=`npm pack @ffmpeg-installer/win32-x64`
mkdir -p node_modules/@ffmpeg-installer/win32-x64
tar -zxvf $FFMPEG_BIN_TGZ -C node_modules/@ffmpeg-installer/win32-x64 --strip-components=1
rm $FFMPEG_BIN_TGZ
# remove the linux ffmpeg
rm -rf node_modules/@ffmpeg-installer/linux-x64
# if you have the darwin ffmpeg, you npm install'd from mac and that might cause problems
# try again fresh with npm install from linux
# ls node_modules/@ffmpeg-installer/darwin-x64
# build (see https://github.com/wonderunit/storyboarder/issues/858)
ELECTRON_BUILDER_ALLOW_UNRESOLVED_DEPENDENCIES=true npm run dist:win
latest.yml
(for Windows) andlatest-mac.yml
(for Mac) must be published in the GitHub Release along with the other release files.
To test auto update, create a file called dev-app-update.yml
in the root source folder with contents like:
owner: wonderunit
repo: storyboarder
provider: github
... then change any isDev
guards around autoUpdater
in main.js
, like so:
- if (!isDev) autoUpdater.init()
+ autoUpdater.init()
... and finally, decrement the current version in package.json
.
When you run the app, you will be notified that the app is out-of-date (although in dev mode, when unsigned, Squirrel.Mac will throw Error: Could not get code signature for running application
)
Don’t commit the above changes, they're for testing only.
Be sure to have a local GH_TOKEN
environment variable. For the value:
Go to: https://github.com/settings/tokens/new
Token description: Storyboarder Publishing
Select scopes: [x] public_repo
Create a Draft in GitHub Releases as the target for publishing
Then, publish:
GH_TOKEN={...} npm run dist:mac -- --publish onTagOrDraft
GH_TOKEN={...} npm run dist:win -- --publish onTagOrDraft
GH_TOKEN={...} npm run dist:linux -- --publish onTagOrDraft
Remember to sync data files that have server representation (like messages.json
).
To fix a tooltip bug, we modified the tether-tooltip
library to use a modified version of one of its dependencies (tether-drop
).
We forked tether-drop to wonderunit/drop and applied a fix from HubSpot/drop/pull/171.
The built version is kept in src/js/vendor/tether-drop
for Storyboarder.
We reference this from a copy of tether-tooltip
, of which a built version is kept in src/js/vendor/tether-tooltip
.