Glimmr Canvas Animation

version 1/111030 by Erik Temple

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  • Chapter: Debugging

    Because the standard Glimmr debugging log already generates a lot of debugging output, Glimmr Canvas Animation uses a separate debugging option. To enable the log messages from GCA, enable this use option:

        Use animation debugging.
        
    This can be used alongside standard Glimmr debugging ("Use Glimmr debugging"), though the output will likely be overwhelming.

    By default, the animation log is written to the main window. However, unless we are using the "delay input until all animations are complete", we may not see the output in the main window, particularly the per-frame animation debugging messages. This is because in Glk/Glulx, it is illegal to print text to a window if that window is awaiting input from the player. Some interpreters, including those in the Mac and Windows IDEs, will allow this illegal printing. Others, such as Gargoyle, do not. To be sure that we are seeing debugging log output, we may want to do one of the following:

        1) Include the Glimmr Debugging Console extension, to segregate Glimmr logging output into its own window.

        2) We can set up our own alternate text-buffer window and direct log output there by setting the "console output window" variable, e.g.:

            The console output window is my-text-window [a text-buffer g-window].

        3) We can also send console log output to the transcript, while not printing it anywhere else. To do this, we include this code in our story file:

            To say >console:
                say echo stream of main-window.
        
            To say <:
                say stream of main-window;
                say run paragraph on.

        This will only work when a transcript is actually being written. To ensure that we do not forget to initiate one, we can include this:

            When play begins:
                try switching the story transcript on.