Various text rendering changes

feature-better-tweakables
Andrew Cassidy 4 years ago
parent da3bcf7819
commit cdc8794c54

@ -18,6 +18,14 @@ Localization
#LOC_ConformalDecals_gui-aspectratio = Aspect Ratio
#LOC_ConformalDecals_gui-select-flag = Select Flag
#LOC_ConformalDecals_gui-reset-flag = Reset Flag
#LOC_ConformalDecals_gui-set-text = Set Text
#LOC_ConformalDecals_gui-group-fill = Fill
#LOC_ConformalDecals_gui-group-outline = Outline
#LOC_ConformalDecals_gui-fill = Fill
#LOC_ConformalDecals_gui-set-fill-color = Set Fill Color
#LOC_ConformalDecals_gui-outline = Outline
#LOC_ConformalDecals_gui-outline-width = Outline Width
#LOC_ConformalDecals_gui-set-outline-color = Set Outline Color
// PARTS

@ -89,7 +89,7 @@
<Compile Include="Text/DecalText.cs" />
<Compile Include="Test/TestLayers.cs" />
<Compile Include="Text\DecalTextStyle.cs" />
<Compile Include="Text\RenderedText.cs" />
<Compile Include="Text\TextRenderOutput.cs" />
<Compile Include="Text\TextRenderJob.cs" />
<Compile Include="UI/ColorPickerController.cs" />
<Compile Include="UI/FontMenuController.cs" />

@ -1,38 +1,129 @@
using ConformalDecals.Text;
using ConformalDecals.UI;
using ConformalDecals.Util;
using TMPro;
using UnityEngine;
namespace ConformalDecals {
public class ModuleConformalText : ModuleConformalDecal {
[KSPField(isPersistant = true)] public string text = "Hello World!";
public class ModuleConformalText : ModuleConformalDecal, ISerializationCallbackReceiver {
[KSPField(isPersistant = true)] public string text = "Hello World!";
[KSPField(isPersistant = true)] public Color fillColor = Color.black;
[KSPField(isPersistant = true)] public Color outlineColor = Color.white;
// serialization-only fields. do not use except in serialization functions
[KSPField(isPersistant = true)] public string fontName = "Calibri SDF";
[KSPField(isPersistant = true)] public int style;
[KSPField(isPersistant = true)] public bool vertical;
[KSPField(isPersistant = true)] public Color fillColor = Color.black;
[KSPField(isPersistant = true)] public Color outlineColor = Color.white;
[KSPField(isPersistant = true)] public float outlineWidth;
[KSPField(isPersistant = true)] public float lineSpacing;
[KSPField(isPersistant = true)] public float characterSpacing;
// KSP TWEAKABLES
[KSPEvent(guiName = "#LOC_ConformalDecals_gui-set-text", guiActive = false, guiActiveEditor = true)]
public void SetText() {
if (_textEntryController == null) {
_textEntryController = TextEntryController.Create(text, _font, _style, OnTextUpdate);
}
}
// FILL
[KSPField(guiName = "#LOC_ConformalDecals_gui-fill", groupName = "decal-fill", groupDisplayName = "#LOC_ConformalDecals_gui-group-fill",
guiActive = false, guiActiveEditor = true, isPersistant = true),
UI_Toggle()]
public bool fillEnabled = true;
[KSPEvent(guiName = "#LOC_ConformalDecals_gui-fill-color", groupName = "decal-fill", groupDisplayName = "#LOC_ConformalDecals_gui-group-fill",
guiActive = false, guiActiveEditor = true)]
public void SetFillColor() {
if (_fillColorPickerController == null) {
_fillColorPickerController = ColorPickerController.Create(fillColor, OnFillColorUpdate);
}
}
// OUTLINE
[KSPField(guiName = "#LOC_ConformalDecals_gui-outline", groupName = "decal-outline", groupDisplayName = "#LOC_ConformalDecals_gui-group-outline",
guiActive = false, guiActiveEditor = true, isPersistant = true),
UI_Toggle()]
public bool outlineEnabled;
[KSPField(guiName = "#LOC_ConformalDecals_gui-outline-width", groupName = "decal-outline", groupDisplayName = "#LOC_ConformalDecals_gui-group-outline",
guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2"),
UI_FloatRange(stepIncrement = 0.05f)]
public float outlineWidth = 0.1f;
[KSPEvent(guiName = "#LOC_ConformalDecals_gui-set-outline-color", groupName = "decal-outline", groupDisplayName = "#LOC_ConformalDecals_gui-group-outline",
guiActive = false, guiActiveEditor = true)]
public void SetOutlineColor() {
if (_outlineColorPickerCOntroller == null) {
_outlineColorPickerCOntroller = ColorPickerController.Create(outlineColor, OnOutlineColorUpdate);
}
}
private DecalTextStyle _style;
private DecalFont _font;
private DecalFont _font;
private TextEntryController _textEntryController;
private ColorPickerController _fillColorPickerController;
private ColorPickerController _outlineColorPickerCOntroller;
public override void OnLoad(ConfigNode node) {
base.OnLoad(node);
OnAfterDeserialize();
}
public override void OnSave(ConfigNode node) {
OnBeforeSerialize();
base.OnSave(node);
}
public override void OnStart(StartState state) {
base.OnStart(state);
_font = DecalConfig.GetFont(fontName);
_style = new DecalTextStyle();
// handle tweakables
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Add(OnEditorEvent);
}
var decalText = new DecalText("Hello World!", _font, _style);
//TextRenderer.Instance.RenderText(decalText, out var texture, out var window);
//materialProperties.AddOrGetTextureProperty("_Decal", true).Texture = texture;
UpdateMaterials();
UpdateScale();
}
public override void OnDestroy() {
base.OnDestroy();
this.Log("OnDestroy");
if (HighLogic.LoadedSceneIsEditor) {
GameEvents.onEditorPartEvent.Remove(OnEditorEvent);
}
}
public void OnPartDeleted() {
this.Log("OnPartDeleted");
}
public void OnPartSymmetryDeleted() {
this.Log("OnPartSymmetryDeleted");
}
protected new void OnEditorEvent(ConstructionEventType eventType, Part eventPart) {
if (eventPart != part) return;
switch (eventType) {
case ConstructionEventType.PartSymmetryDeleted:
OnPartSymmetryDeleted();
break;
case ConstructionEventType.PartDeleted:
OnPartDeleted();
break;
}
}
public void OnTextUpdate(string newText, DecalFont newFont, DecalTextStyle newStyle) {
text = newText;
_font = newFont;
@ -40,32 +131,40 @@ namespace ConformalDecals {
}
public void OnFillColorUpdate(Color rgb, Util.ColorHSV hsv) {
fillColor = rgb;
Debug.Log($"new fill color: {rgb}, {hsv}");
}
public void OnOutlineColorUpdate(Color rgb, Util.ColorHSV hsv) {
outlineColor = rgb;
Debug.Log($"new outline color: {rgb}, {hsv}");
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "#LOC_ConformalDecals_gui-select-flag")]
public void SetText() {
if (_textEntryController == null) {
_textEntryController = TextEntryController.Create(text, _font, _style, OnTextUpdate);
public void OnFillToggle() {
if (!fillEnabled && !outlineEnabled) {
outlineEnabled = true;
OnOutlineToggle();
}
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "Set Fill Color")]
public void SetFillColor() {
if (_fillColorPickerController == null) {
_fillColorPickerController = ColorPickerController.Create(fillColor, OnFillColorUpdate);
public void OnOutlineToggle() {
if (!fillEnabled && !outlineEnabled) {
fillEnabled = true;
OnFillToggle();
}
}
[KSPEvent(guiActive = false, guiActiveEditor = true, guiName = "Set Outline Color")]
public void SetOutlineColor() {
if (_outlineColorPickerCOntroller == null) {
_outlineColorPickerCOntroller = ColorPickerController.Create(outlineColor, OnOutlineColorUpdate);
}
public void OnBeforeSerialize() {
fontName = _font.Name;
style = (int) _style.FontStyle;
vertical = _style.Vertical;
lineSpacing = _style.LineSpacing;
characterSpacing = _style.CharacterSpacing;
}
public void OnAfterDeserialize() {
_font = DecalConfig.GetFont(fontName);
_style = new DecalTextStyle((FontStyles) style, vertical, lineSpacing, characterSpacing);
}
}
}

@ -10,19 +10,19 @@ namespace ConformalDecals.Text {
public bool IsDone { get; private set; }
public readonly TextRenderer.TextRenderEvent onRenderFinished = new TextRenderer.TextRenderEvent();
public TextRenderJob(DecalText oldText, DecalText newText, UnityAction<RenderedText> renderFinishedCallback) {
public TextRenderJob(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
OldText = oldText ?? throw new ArgumentNullException(nameof(oldText));
NewText = newText ?? throw new ArgumentNullException(nameof(newText));
Needed = true;
if (renderFinishedCallback != null) onRenderFinished.AddListener(renderFinishedCallback);
}
public TextRenderJob( DecalText newText, UnityAction<RenderedText> renderFinishedCallback) {
public TextRenderJob(DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
NewText = newText ?? throw new ArgumentNullException(nameof(newText));
Needed = true;
if (renderFinishedCallback != null) onRenderFinished.AddListener(renderFinishedCallback);
}
@ -34,7 +34,7 @@ namespace ConformalDecals.Text {
IsStarted = true;
}
public void Finish(RenderedText output) {
public void Finish(TextRenderOutput output) {
IsDone = true;
onRenderFinished.Invoke(output);
}

@ -1,14 +1,14 @@
using UnityEngine;
namespace ConformalDecals.Text {
public class RenderedText {
public class TextRenderOutput {
public Texture2D Texture { get; private set; }
public Rect Window { get; private set; }
public int UserCount { get; set; }
public RenderedText(Texture2D texture, Rect window) {
public TextRenderOutput(Texture2D texture, Rect window) {
Texture = texture;
Window = window;
}

@ -21,7 +21,7 @@ namespace ConformalDecals.Text {
}
[Serializable]
public class TextRenderEvent : UnityEvent<RenderedText> { }
public class TextRenderEvent : UnityEvent<TextRenderOutput> { }
private const string BlitShader = "ConformalDecals/Text Blit";
private const int MaxTextureSize = 4096;
@ -34,26 +34,26 @@ namespace ConformalDecals.Text {
private TextMeshPro _tmp;
private Material _blitMaterial;
private readonly Dictionary<DecalText, RenderedText> _renderCache = new Dictionary<DecalText, RenderedText>();
private readonly Queue<TextRenderJob> _renderJobs = new Queue<TextRenderJob>();
private static readonly Dictionary<DecalText, TextRenderOutput> RenderCache = new Dictionary<DecalText, TextRenderOutput>();
private static readonly Queue<TextRenderJob> RenderJobs = new Queue<TextRenderJob>();
public TextRenderJob RenderText(DecalText text, UnityAction<RenderedText> renderFinishedCallback) {
public static TextRenderJob RenderText(DecalText text, UnityAction<TextRenderOutput> renderFinishedCallback) {
var job = new TextRenderJob(text, renderFinishedCallback);
_renderJobs.Enqueue(job);
RenderJobs.Enqueue(job);
return job;
}
public TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<RenderedText> renderFinishedCallback) {
public static TextRenderJob UpdateText(DecalText oldText, DecalText newText, UnityAction<TextRenderOutput> renderFinishedCallback) {
var job = new TextRenderJob(oldText, newText, renderFinishedCallback);
_renderJobs.Enqueue(job);
RenderJobs.Enqueue(job);
return job;
}
public void UnregisterText(DecalText text) {
if (_renderCache.TryGetValue(text, out var renderedText)) {
public static void UnregisterText(DecalText text) {
if (RenderCache.TryGetValue(text, out var renderedText)) {
renderedText.UserCount--;
if (renderedText.UserCount <= 0) {
_renderCache.Remove(text);
RenderCache.Remove(text);
Destroy(renderedText.Texture);
}
}
@ -70,13 +70,12 @@ namespace ConformalDecals.Text {
}
private void Update() {
TextRenderJob nextJob;
bool renderNeeded;
do {
if (_renderJobs.Count <= 0) return;
nextJob = _renderJobs.Dequeue();
} while (nextJob.Needed);
RunJob(nextJob);
if (RenderJobs.Count <= 0) return;
var nextJob = RenderJobs.Dequeue();
renderNeeded = nextJob.Needed && RunJob(nextJob);
} while (!renderNeeded);
}
private void Setup() {
@ -94,47 +93,48 @@ namespace ConformalDecals.Text {
_isSetup = true;
}
private void RunJob(TextRenderJob job) {
Debug.Log($"Starting Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}");
private bool RunJob(TextRenderJob job) {
Debug.Log($"Starting Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
job.Start();
Texture2D texture = null;
if (job.OldText != null && _renderCache.TryGetValue(job.OldText, out var oldRender)) {
if (job.OldText != null && RenderCache.TryGetValue(job.OldText, out var oldRender)) {
// old output still exists
oldRender.UserCount--;
if (oldRender.UserCount <= 0) {
// this is the only usage of this output, so we are free to re-render into the texture
Debug.Log("Render output is not shared with other users, so reusing texture and removing cache slot");
texture = oldRender.Texture;
_renderCache.Remove(job.OldText);
RenderCache.Remove(job.OldText);
}
else {
// other things are using this render output, so decriment usercount, and we'll make a new entry instead
Debug.Log("Render output is shared with other users, so making new output");
}
}
// now that all old references are handled, begin rendering the new output
if (_renderCache.TryGetValue(job.NewText, out var cachedRender)) {
if (RenderCache.TryGetValue(job.NewText, out var cachedRender)) {
Debug.Log("Using Cached Render Output");
Debug.Log($"Finished Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}");
Debug.Log($"Finished Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
cachedRender.UserCount++;
return;
return false;
}
var output = RenderText(job.NewText, texture);
_renderCache.Add(job.NewText, output);
RenderCache.Add(job.NewText, output);
job.Finish(output);
Debug.Log($"Finished Text Rendering Job. queue depth = {_renderJobs.Count}, cache size = {_renderCache.Count}");
Debug.Log($"Finished Text Rendering Job. queue depth = {RenderJobs.Count}, cache size = {RenderCache.Count}");
return true;
}
public RenderedText RenderText(DecalText text, Texture2D texture) {
public TextRenderOutput RenderText(DecalText text, Texture2D texture) {
// SETUP TMP OBJECT FOR RENDERING
_tmp.text = text.FormattedText;
_tmp.font = text.Font.FontAsset;
@ -220,7 +220,7 @@ namespace ConformalDecals.Text {
// RELEASE RENDERTEX
RenderTexture.ReleaseTemporary(renderTex);
return new RenderedText(texture, window);
return new TextRenderOutput(texture, window);
}
}
}
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