Add fallbacks to all fonts, even squad ones

feature-saving
Andrew Cassidy 3 years ago
parent 16ef53ea65
commit ac1289a46e

@ -21,6 +21,8 @@ CONFORMALDECALS {
shader = Solid Color (Alpha)
}
fallbackFont = NotoSans-Regular SDF
FONT {
name = LiberationSans SDF
title = Liberation Sans

@ -13,6 +13,7 @@ namespace ConformalDecals {
private static Dictionary<string, DecalFont> _fontList;
private static int _decalLayer = 31;
private static bool _selectableInFlight;
private static string _fallbackFontName = "NotoSans-Regular SDF";
private struct LegacyShaderEntry {
public string name;
@ -50,8 +51,8 @@ namespace ConformalDecals {
public static bool SelectableInFlight => _selectableInFlight;
public static IEnumerable<DecalFont> Fonts => _fontList.Values;
public static DecalFont FallbackFont { get; private set; }
public static TMP_FontAsset FallbackFont { get; private set; }
public static bool IsBlacklisted(Shader shader) {
return IsBlacklisted(shader.name);
@ -94,14 +95,27 @@ namespace ConformalDecals {
}
var allFonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
ParseUtil.ParseStringIndirect(ref _fallbackFontName, node, "fallbackFont");
FallbackFont = allFonts.First(o => o.name == _fallbackFontName);
if (FallbackFont == null) Logging.LogError($"could not find find fallback font asset named {_fallbackFontName}");
foreach (var fontNode in node.GetNodes("FONT")) {
try {
var font = new DecalFont(fontNode, allFonts);
var name = ParseUtil.ParseString(fontNode, "name");
if (string.IsNullOrEmpty(name)) throw new FormatException();
var fontAsset = allFonts.First(o => o.name == name);
if (fontAsset == null) throw new FormatException($"Could not find font asset named {name}");
if (!fontAsset.fallbackFontAssets.Contains(FallbackFont)) {
fontAsset.fallbackFontAssets.Add(FallbackFont);
}
var font = new DecalFont(name, fontNode, fontAsset);
_fontList.Add(font.Name, font);
}
catch (Exception e) {
Debug.LogException(e);
Logging.LogException($"Exception parsing font node:\n{fontNode.ToString()}\n", e);
}
}
}

@ -40,19 +40,15 @@ namespace ConformalDecals.Text {
public bool SmallCapsMask => (FontStyleMask & FontStyles.SmallCaps) != 0;
public DecalFont(ConfigNode node, IEnumerable<TMP_FontAsset> fontAssets) {
public DecalFont(string name, ConfigNode node, TMP_FontAsset font) {
if (name == null) throw new ArgumentNullException(nameof(name));
if (node == null) throw new ArgumentNullException(nameof(node));
if (fontAssets == null) throw new ArgumentNullException(nameof(fontAssets));
var name = ParseUtil.ParseString(node, "name");
FontAsset = fontAssets.First(o => o.name == name);
if (FontAsset == null) {
throw new FormatException($"Could not find font asset named {name}");
}
if (font == null) throw new ArgumentNullException(nameof(font));
Title = ParseUtil.ParseString(node, "title", true, name);
FontStyle = (FontStyles) ParseUtil.ParseInt(node, "style", true);
FontStyleMask = (FontStyles) ParseUtil.ParseInt(node, "styleMask", true);
FontAsset = font;
}

@ -11,12 +11,13 @@ namespace ConformalDecals.Text {
[DatabaseLoaderAttrib(new[] {"decalfont"})]
public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
private const string FallbackName = "NotoSans-Regular SDF";
private static TMP_FontAsset _fallbackFont;
public static TMP_FontAsset FallbackFont { get; private set; }
public override IEnumerator Load(UrlDir.UrlFile urlFile, FileInfo fileInfo) {
if (_fallbackFont == null) {
_fallbackFont = Resources.FindObjectsOfTypeAll<TMP_FontAsset>().First(o => o.name == FallbackName);
if (_fallbackFont == null) Logging.LogError($"Could not find fallback font '{FallbackName}'");
if (FallbackFont == null) {
FallbackFont = Resources.FindObjectsOfTypeAll<TMP_FontAsset>().First(o => o.name == FallbackName);
if (FallbackFont == null) Logging.LogError($"Could not find fallback font '{FallbackName}'");
}
Logging.Log($"Loading font file '{urlFile.fullPath}'");
@ -28,7 +29,7 @@ namespace ConformalDecals.Text {
var loadedFonts = bundle.LoadAllAssets<TMP_FontAsset>();
foreach (var font in loadedFonts) {
Logging.Log($"Adding font {font.name}");
font.fallbackFontAssets.Add(_fallbackFont);
font.fallbackFontAssets.Add(FallbackFont);
}
}

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