mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Merge branch 'main' into feature-better-tweakables
Probably breaks everything
This commit is contained in:
@ -1,11 +1,11 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<?xml version="1.0" ?><Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net48</TargetFramework>
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<LangVersion>8</LangVersion>
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<IsPackable>false</IsPackable>
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<PlatformTarget>x64</PlatformTarget>
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<NoWarn>1701;1702;CS0649;CS1591</NoWarn>
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<AssemblyVersion>0.2.7</AssemblyVersion>
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<AssemblyVersion>9.9.9</AssemblyVersion>
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</PropertyGroup>
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<ItemGroup>
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@ -36,23 +36,23 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Remove="dlls\**" />
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<Compile Remove="dlls\**"/>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Remove="dlls\**" />
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<EmbeddedResource Remove="dlls\**"/>
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</ItemGroup>
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<ItemGroup>
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<None Remove="dlls\**" />
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<None Remove="dlls\**"/>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\.editorconfig" />
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</ItemGroup>
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<Target Name="PostBuild" AfterTargets="PostBuildEvent">
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<Exec Command="/bin/cp -v '$(OutDir)ConformalDecals.dll' '$(SolutionDir)../GameData/ConformalDecals/Plugins'" />
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<Exec Command="/bin/cp -v '$(OutDir)ConformalDecals.dll' '$(SolutionDir)../GameData/ConformalDecals/Plugins/ConformalDecals.dll'" IgnoreExitCode="true"/>
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<!--Fuck you MSBuild stop trying to run CMD.exe on macOS-->
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</Target>
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</Project>
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using ConformalDecals.Text;
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using ConformalDecals.Util;
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using TMPro;
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@ -9,6 +10,7 @@ namespace ConformalDecals {
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public static class DecalConfig {
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private static Texture2D _blankNormal;
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private static List<string> _shaderBlacklist;
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private static List<Regex> _shaderRegexBlacklist;
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private static Dictionary<string, DecalFont> _fontList;
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private static int _decalLayer = 31;
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private static bool _selectableInFlight;
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@ -55,7 +57,17 @@ namespace ConformalDecals {
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}
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public static bool IsBlacklisted(string shaderName) {
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return _shaderBlacklist.Contains(shaderName);
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if (_shaderBlacklist.Contains(shaderName)) return true;
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foreach (var regex in _shaderRegexBlacklist) {
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if (regex.IsMatch(shaderName)) {
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_shaderBlacklist.Add(shaderName);
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Logging.Log($"Caching blacklisted shader name '{shaderName}' which matches '{regex}'");
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return true;
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}
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}
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return false;
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}
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public static bool IsLegacy(string shaderName, out string newShader, out string[] keywords) {
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@ -88,6 +100,10 @@ namespace ConformalDecals {
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foreach (var shaderName in blacklist.GetValuesList("shader")) {
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_shaderBlacklist.Add(shaderName);
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}
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foreach (var shaderRegex in blacklist.GetValuesList("shaderRegex")) {
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_shaderRegexBlacklist.Add(new Regex(shaderRegex));
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}
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}
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var allFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
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@ -121,13 +137,14 @@ namespace ConformalDecals {
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// ReSharper disable once UnusedMember.Global
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public static void ModuleManagerPostLoad() {
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_shaderBlacklist = new List<string>();
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_shaderRegexBlacklist = new List<Regex>();
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_fontList = new Dictionary<string, DecalFont>();
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var configs = GameDatabase.Instance.GetConfigs("CONFORMALDECALS");
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if (configs.Length > 0) {
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Logging.Log("Loading config");
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foreach (var config in configs) {
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Logging.Log($"loading config node '{config.url}'");
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ParseConfig(config.config);
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}
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}
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@ -143,4 +160,4 @@ namespace ConformalDecals {
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_blankNormal = MakeBlankNormal();
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}
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}
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}
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}
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@ -441,12 +441,14 @@ namespace ConformalDecals {
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}
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}
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/// Setup decal by calling update functions relevent for the current situation
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protected virtual void SetupDecal() {
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if (HighLogic.LoadedSceneIsEditor) {
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// Update tweakables in editor mode
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UpdateTweakables();
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}
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// find all valid renderers
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var renderers = part.parent.FindModelComponents<MeshRenderer>();
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foreach (var renderer in renderers) {
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// skip disabled renderers
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if (renderer.gameObject.activeInHierarchy == false) continue;
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// skip blacklisted shaders
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if (DecalConfig.IsBlacklisted(renderer.material.shader)) continue;
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if (HighLogic.LoadedSceneIsGame) {
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UpdateAll();
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@ -671,4 +673,4 @@ namespace ConformalDecals {
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}
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}
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}
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}
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}
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@ -22,35 +22,64 @@ namespace ConformalDecals {
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return string.IsNullOrEmpty(part.flagURL) ? HighLogic.CurrentGame.flagURL : part.flagURL;
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}
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// If we are not in game, use the default flag (for icon rendering)
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return DefaultFlag;
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}
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}
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public override void OnLoad(ConfigNode node) {
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base.OnLoad(node);
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// Since OnLoad is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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}
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public override void OnStart(StartState state) {
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base.OnStart(state);
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if (HighLogic.LoadedSceneIsGame) {
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GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
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}
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if (HighLogic.LoadedSceneIsEditor) {
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// Register flag change event
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GameEvents.onMissionFlagSelect.Add(OnEditorFlagSelected);
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// Register reset button event
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Events[nameof(ResetFlag)].guiActiveEditor = useCustomFlag;
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}
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// Since OnStart is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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}
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public override void OnDestroy() {
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GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
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if (HighLogic.LoadedSceneIsEditor) {
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// Unregister flag change event
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GameEvents.onMissionFlagSelect.Remove(OnEditorFlagSelected);
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}
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base.OnDestroy();
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}
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[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
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public void SelectFlag() {
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var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject)?.GetComponent<FlagBrowser>();
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if (flagBrowser is { }) flagBrowser.OnFlagSelected = OnCustomFlagSelected;
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// Button for selecting a flag
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// This is a bit of a hack to bring up the stock flag selection menu
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// When its done, it calls OnCustomFlagSelected()
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// ReSharper disable once PossibleNullReferenceException
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var flagBrowser = (Instantiate((Object) (new FlagBrowserGUIButton(null, null, null, null)).FlagBrowserPrefab) as GameObject).GetComponent<FlagBrowser>();
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flagBrowser.OnFlagSelected = OnCustomFlagSelected;
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}
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[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-reset-flag")]
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public void ResetFlag() {
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// we are no longer using a custom flag, so instead use the mission or agency flag
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useCustomFlag = false;
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flagUrl = "Mission";
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UpdateFlag(true);
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// disable the reset button, since it no longer makes sense
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Events[nameof(ResetFlag)].guiActiveEditor = false;
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flagUrl = MissionFlagUrl;
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useCustomFlag = false;
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@ -64,33 +93,55 @@ namespace ConformalDecals {
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}
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private void OnCustomFlagSelected(FlagBrowser.FlagEntry newFlagEntry) {
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// Callback for when a flag is selected in the menu spawned by SelectFlag()
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// we are now using a custom flag with the URL of the new flag entry
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useCustomFlag = true;
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flagUrl = newFlagEntry.textureInfo.name;
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UpdateFlag(true);
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// make sure the reset button is now available
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Events[nameof(ResetFlag)].guiActiveEditor = true;
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flagUrl = newFlagEntry.textureInfo.name;
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useCustomFlag = true;
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UpdateAll();
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foreach (var decal in part.symmetryCounterparts.Select(o => o.GetComponent<ModuleConformalFlag>())) {
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decal.Events[nameof(ResetFlag)].guiActiveEditor = true;
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decal.flagUrl = flagUrl;
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decal.useCustomFlag = true;
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decal.UpdateAll();
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private void OnEditorFlagSelected(string newFlagUrl) {
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if (!useCustomFlag) {
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flagUrl = newFlagUrl;
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// Since this callback is called for all modules, we only need to update this module
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// Updating symmetry counterparts would be redundent
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UpdateFlag();
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}
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}
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private void OnEditorFlagSelected(string newFlagUrl) {
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if (!useCustomFlag) UpdateAll();
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}
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protected override void UpdateTextures() {
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_flagTextureProperty ??= materialProperties.AddOrGetTextureProperty("_Decal", true);
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base.UpdateTextures();
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if (useCustomFlag) {
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_flagTextureProperty.TextureUrl = flagUrl;
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// Update the displayed flag texture for this decal or optionally any symmetry counterparts
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private void UpdateFlag(bool recursive = false) {
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// get the decal material property for the decal texture
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var textureProperty = materialProperties.AddOrGetTextureProperty("_Decal", true);
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if(useCustomFlag) {
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// set the texture to the custom flag
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textureProperty.TextureUrl = flagUrl;
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}
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else {
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_flagTextureProperty.TextureUrl = MissionFlagUrl;
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// set the texture to the mission flag
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textureProperty.TextureUrl = MissionFlagUrl;
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}
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UpdateMaterials();
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UpdateScale();
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if (recursive) {
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// for each symmetry counterpart, copy this part's properties and update it in turn
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foreach (var counterpart in part.symmetryCounterparts) {
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var decal = counterpart.GetComponent<ModuleConformalFlag>();
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decal.useCustomFlag = useCustomFlag;
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decal.flagUrl = flagUrl;
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decal.UpdateFlag();
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}
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}
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}
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}
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}
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}
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@ -281,6 +281,9 @@ namespace ConformalDecals {
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// Render text
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var newText = new DecalText(text, font, style, vertical, lineSpacing, charSpacing);
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var output = TextRenderer.UpdateText(_currentText, newText);
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// update the _currentText state variable
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// this is the ONLY place this variable should be set! otherwise the current state is lost
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_currentText = newText;
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_decalTextureProperty.Texture = output.Texture;
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@ -317,4 +320,4 @@ namespace ConformalDecals {
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base.UpdateTweakables();
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}
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}
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}
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}
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Block a user