Documentation and cleanup pass

This commit is contained in:
2020-09-27 18:26:55 -07:00
parent 5a18943db9
commit 1859e51a2e
9 changed files with 47 additions and 283 deletions

View File

@ -6,13 +6,17 @@ using UniLinq;
namespace ConformalDecals.Text {
public class DecalFont : IEquatable<DecalFont> {
/// Human-readable name for the font
public string Title { get; }
public TMP_FontAsset FontAsset { get; }
/// Internal name for the font
public string Name => FontAsset.name;
/// The font asset itself
public TMP_FontAsset FontAsset { get; }
/// Styles that are forced on for this font,
/// e.g. smallcaps for a font without lower case characters
public FontStyles FontStyle { get; }
public bool Bold => (FontStyle & FontStyles.Bold) != 0;
@ -23,7 +27,8 @@ namespace ConformalDecals.Text {
public bool SmallCaps => (FontStyle & FontStyles.SmallCaps) != 0;
/// Styles that are forced off for this font,
/// e.g. underline for a font with no underscore character
public FontStyles FontStyleMask { get; }
public bool BoldMask => (FontStyleMask & FontStyles.Bold) != 0;

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@ -3,12 +3,16 @@ using System.Text.RegularExpressions;
namespace ConformalDecals.Text {
public class DecalText : IEquatable<DecalText> {
/// Raw text contents
public string Text { get; }
/// Font asset used by this text snippet
public DecalFont Font { get; }
/// Style used by this text snippet
public DecalTextStyle Style { get; }
/// The text formatted with newlines for vertical text
public string FormattedText {
get {
if (Style.Vertical) {

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@ -1,14 +1,15 @@
using System;
using TMPro;
using UnityEngine;
// ReSharper disable NonReadonlyMemberInGetHashCode
namespace ConformalDecals.Text {
public struct DecalTextStyle : IEquatable<DecalTextStyle> {
private FontStyles _fontStyle;
private bool _vertical;
private float _lineSpacing;
private float _charSpacing;
private bool _vertical;
private float _lineSpacing;
private float _charSpacing;
public FontStyles FontStyle {
get => _fontStyle;
@ -61,7 +62,7 @@ namespace ConformalDecals.Text {
get => _charSpacing;
set => _charSpacing = value;
}
public DecalTextStyle(FontStyles fontStyle, bool vertical, float lineSpacing, float charSpacing) {
_fontStyle = fontStyle;
_vertical = vertical;
@ -70,7 +71,7 @@ namespace ConformalDecals.Text {
}
public bool Equals(DecalTextStyle other) {
return FontStyle == other.FontStyle && Vertical == other.Vertical &&
return FontStyle == other.FontStyle && Vertical == other.Vertical &&
Mathf.Approximately(LineSpacing, other.LineSpacing) &&
Mathf.Approximately(CharSpacing, other.CharSpacing);
}

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@ -6,6 +6,7 @@ using UniLinq;
using UnityEngine;
namespace ConformalDecals.Text {
/// KSP database loader for KSPFont files which contain TextMeshPro font assets
[DatabaseLoaderAttrib(new[] {"kspfont"})]
public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
private const string FallbackName = "NotoSans-Regular SDF";

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@ -1,11 +1,15 @@
using UnityEngine;
namespace ConformalDecals.Text {
/// Texture render output, used for cacheing and is the datastructure returned to the ModuleConformalText class
public class TextRenderOutput {
/// Texture with the rendered text
public Texture2D Texture { get; private set; }
/// The rectangle that the rendered text takes up within the texture
public Rect Window { get; private set; }
/// The number of users for this render output. If 0, it can be discarded from the cache and the texture reused
public int UserCount { get; set; }
public TextRenderOutput(Texture2D texture, Rect window) {

View File

@ -5,11 +5,21 @@ using UnityEngine;
using UnityEngine.Events;
namespace ConformalDecals.Text {
// TODO: Testing shows the job system is unnecessary, so remove job system code.
/// Class handing text rendering.
/// Is a singleton referencing a single gameobject in the scene which contains the TextMeshPro component
[KSPAddon(KSPAddon.Startup.Instantly, true)]
public class TextRenderer : MonoBehaviour {
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
/// Texture format used for returned textures.
/// Unfortunately due to how Unity textures work, this cannot be R8 or Alpha8,
/// so theres always a superfluous green channel using memory
public const TextureFormat TextTextureFormat = TextureFormat.RG16;
/// Render Texture format used when rendering
public const RenderTextureFormat TextRenderTextureFormat = RenderTextureFormat.R8;
/// The text renderer object within the scene which contains the TextMeshPro component used for rendering.
public static TextRenderer Instance {
get {
if (!_instance._isSetup) {
@ -20,6 +30,7 @@ namespace ConformalDecals.Text {
}
}
/// Text Render unityevent, used with the job system to signal render completion
[Serializable]
public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
@ -37,7 +48,7 @@ namespace ConformalDecals.Text {
private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
// Update text using the job queue
/// Update text using the job queue
public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
if (newText == null) throw new ArgumentNullException(nameof(newText));
@ -46,14 +57,14 @@ namespace ConformalDecals.Text {
return job;
}
// Update text immediately without using job queue
/// Update text immediately without using job queue
public static TextRenderOutput UpdateTextNow(DecalText oldText, DecalText newText) {
if (newText == null) throw new ArgumentNullException(nameof(newText));
return Instance.RunJob(new TextRenderJob(oldText, newText, null), out _);
}
// Unregister a user of a piece of text
/// Unregister a user of a piece of text
public static void UnregisterText(DecalText text) {
Debug.Log($"[ConformalDecals] Unregistering text '{text.Text}'");
if (RenderCache.TryGetValue(text, out var renderedText)) {
@ -75,6 +86,7 @@ namespace ConformalDecals.Text {
DontDestroyOnLoad(gameObject);
}
/// Setup this text renderer instance for rendering
private void Setup() {
if (_isSetup) return;
@ -89,7 +101,7 @@ namespace ConformalDecals.Text {
_isSetup = true;
}
// Run a text render job
/// Run a text render job
private TextRenderOutput RunJob(TextRenderJob job, out bool renderNeeded) {
if (!job.Needed) {
renderNeeded = false;
@ -100,6 +112,7 @@ namespace ConformalDecals.Text {
foreach (var cacheitem in RenderCache) {
Debug.Log($"[ConformalDecals] Cache item: '{cacheitem.Key.Text}' with {cacheitem.Value.UserCount} users");
}
job.Start();
Texture2D texture = null;
@ -134,16 +147,16 @@ namespace ConformalDecals.Text {
}
renderOutput.UserCount++;
job.Finish(renderOutput);
return renderOutput;
}
// Render a piece of text to a given texture
/// Render a piece of text to a given texture
public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
if (text == null) throw new ArgumentNullException(nameof(text));
if (_tmp == null) throw new InvalidOperationException("TextMeshPro object not yet created.");
// SETUP TMP OBJECT FOR RENDERING
_tmp.text = text.FormattedText;
_tmp.font = text.Font.FontAsset;
@ -171,13 +184,13 @@ namespace ConformalDecals.Text {
// SETUP MATERIALS AND BOUNDS
for (int i = 0; i < meshFilters.Length; i++) {
var renderer = meshFilters[i].gameObject.GetComponent<MeshRenderer>();
meshes[i] = meshFilters[i].mesh;
if (i == 0) meshes[i] = _tmp.mesh;
materials[i] = Instantiate(renderer.material);
materials[i].shader = _blitShader;
if (renderer == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has filter but no renderer");
if (meshes[i] == null) throw new FormatException($"Object {meshFilters[i].gameObject.name} has a null mesh");