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https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Fix overlapping text and add text escaping
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@ -91,6 +91,7 @@
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<Compile Include="Text/TextRenderer.cs" />
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<Compile Include="Text/DecalText.cs" />
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<Compile Include="Text\DecalTextStyle.cs" />
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<Compile Include="Text\TextEncoder.cs" />
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<Compile Include="Text\TextRenderOutput.cs" />
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<Compile Include="Text\TextRenderJob.cs" />
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<Compile Include="UI/ColorPickerController.cs" />
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@ -99,6 +99,7 @@ namespace ConformalDecals {
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public override void OnLoad(ConfigNode node) {
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base.OnLoad(node);
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OnAfterDeserialize();
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text = TextEncoder.Decode(text);
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if (HighLogic.LoadedSceneIsGame) {
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// For some reason, rendering doesnt work right on the first frame a scene is loaded
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@ -112,6 +113,7 @@ namespace ConformalDecals {
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}
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public override void OnSave(ConfigNode node) {
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text = TextEncoder.Encode(text);
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OnBeforeSerialize();
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base.OnSave(node);
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}
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31
Source/ConformalDecals/Text/TextEncoder.cs
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31
Source/ConformalDecals/Text/TextEncoder.cs
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@ -0,0 +1,31 @@
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using System.Collections.Generic;
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using System.Text;
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namespace ConformalDecals.Text {
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public static class TextEncoder {
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private static readonly Dictionary<string, string> _escapeSequences = new Dictionary<string, string>() {
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{"\n", "\\n"},
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{"\\", "\\\\"},
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{"/", "\\/"},
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{"=", "\\="}
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};
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public static string Encode(string input) {
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var builder = new StringBuilder(input);
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foreach (var escapePair in _escapeSequences) {
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builder.Replace(escapePair.Key, escapePair.Value);
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}
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return builder.ToString();
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}
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public static string Decode(string input) {
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var builder = new StringBuilder(input);
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foreach (var escapePair in _escapeSequences) {
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builder.Replace(escapePair.Value, escapePair.Key);
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}
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return builder.ToString();
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}
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}
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}
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@ -280,25 +280,13 @@ namespace ConformalDecals.Text {
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RenderTexture.ReleaseTemporary(renderTex);
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// CLEAR SUBMESHES
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_tmp.text = "";
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for (int i = 0; i < transform.childCount; i++) {
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var child = transform.GetChild(i);
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var renderer = child.GetComponent<MeshRenderer>();
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var filter = child.GetComponent<MeshFilter>();
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if (filter == null || renderer == null) {
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Logging.Log("TMP Sub object has no filter or renderer, destroying");
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Destroy(child.gameObject);
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}
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if (filter.mesh.vertexCount < 3) {
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Logging.Log("TMP Sub object has no mesh, destroying");
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Destroy(child.gameObject);
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}
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renderer.enabled = false;
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Destroy(child.gameObject);
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}
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_tmp.ClearMesh(true);
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return new TextRenderOutput(texture, window);
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}
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}
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