mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Compare commits
2 Commits
c9853049c5
...
98f774b2ae
Author | SHA1 | Date | |
---|---|---|---|
98f774b2ae | |||
d31576fb0b |
@ -52,7 +52,7 @@ PART
|
||||
name = ModuleConformalText
|
||||
|
||||
text = Text
|
||||
font = Calibri SDF
|
||||
fontName = Calibri SDF
|
||||
fillColor = #000000FF
|
||||
outlineColor = #FFFFFFFF
|
||||
fillEnabled = true
|
||||
|
Binary file not shown.
@ -31,7 +31,7 @@ namespace ConformalDecals {
|
||||
|
||||
[KSPField] public bool scaleAdjustable = true;
|
||||
[KSPField] public float defaultScale = 1;
|
||||
[KSPField] public Vector2 scaleRange = new Vector2(0, 4);
|
||||
[KSPField] public Vector2 scaleRange = new Vector2(0, 10);
|
||||
|
||||
[KSPField] public DecalScaleMode scaleMode = DecalScaleMode.HEIGHT;
|
||||
|
||||
@ -60,19 +60,19 @@ namespace ConformalDecals {
|
||||
|
||||
// INTERNAL VALUES
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-scale", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
UI_FloatRange()]
|
||||
public float scale = 1.0f;
|
||||
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-depth", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F2", guiUnits = "m"),
|
||||
UI_FloatRange(stepIncrement = 0.02f)]
|
||||
UI_FloatRange()]
|
||||
public float depth = 0.2f;
|
||||
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-opacity", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
UI_FloatRange()]
|
||||
public float opacity = 1.0f;
|
||||
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-cutoff", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "P0"),
|
||||
UI_FloatRange(stepIncrement = 0.05f)]
|
||||
UI_FloatRange()]
|
||||
public float cutoff = 0.5f;
|
||||
|
||||
[KSPField(guiName = "#LOC_ConformalDecals_gui-wear", guiActive = false, guiActiveEditor = true, isPersistant = true, guiFormat = "F0"),
|
||||
@ -215,7 +215,7 @@ namespace ConformalDecals {
|
||||
foreach (var keyword in _decalMaterial.shaderKeywords) {
|
||||
this.Log($"keyword: {keyword}");
|
||||
}
|
||||
|
||||
|
||||
if (HighLogic.LoadedSceneIsEditor) {
|
||||
UpdateTweakables();
|
||||
}
|
||||
@ -512,7 +512,7 @@ namespace ConformalDecals {
|
||||
cutoffField.guiActiveEditor = cutoffAdjustable;
|
||||
wearField.guiActiveEditor = useBaseNormal;
|
||||
|
||||
var steps = 40;
|
||||
var steps = 20;
|
||||
|
||||
if (scaleAdjustable) {
|
||||
var minValue = Mathf.Max(Mathf.Epsilon, scaleRange.x);
|
||||
@ -521,7 +521,7 @@ namespace ConformalDecals {
|
||||
var scaleEditor = (UI_FloatRange) scaleField.uiControlEditor;
|
||||
scaleEditor.minValue = minValue;
|
||||
scaleEditor.maxValue = maxValue;
|
||||
scaleEditor.stepIncrement = (maxValue - minValue) / steps;
|
||||
scaleEditor.stepIncrement = 0.01f; //1cm
|
||||
scaleEditor.onFieldChanged = OnSizeTweakEvent;
|
||||
}
|
||||
|
||||
@ -532,7 +532,7 @@ namespace ConformalDecals {
|
||||
var depthEditor = (UI_FloatRange) depthField.uiControlEditor;
|
||||
depthEditor.minValue = minValue;
|
||||
depthEditor.maxValue = maxValue;
|
||||
depthEditor.stepIncrement = (maxValue - minValue) / steps;
|
||||
depthEditor.stepIncrement = 0.01f; //1cm
|
||||
depthEditor.onFieldChanged = OnSizeTweakEvent;
|
||||
}
|
||||
|
||||
|
@ -94,12 +94,25 @@ namespace ConformalDecals {
|
||||
|
||||
public override void OnLoad(ConfigNode node) {
|
||||
base.OnLoad(node);
|
||||
text = WebUtility.UrlDecode(ParseUtil.ParseString(node, "text"));
|
||||
font = DecalConfig.GetFont(ParseUtil.ParseString(node, "font", true, "Calibri SDF"));
|
||||
|
||||
string textRaw = "";
|
||||
if (ParseUtil.ParseStringIndirect(ref textRaw, node, "text")) {
|
||||
text = WebUtility.UrlDecode(textRaw);
|
||||
}
|
||||
|
||||
string fontName = "";
|
||||
if (ParseUtil.ParseStringIndirect(ref fontName, node, "fontName")) {
|
||||
font = DecalConfig.GetFont(fontName);
|
||||
}
|
||||
else if (font == null) font = DecalConfig.GetFont("Calibri SDF");
|
||||
|
||||
int styleInt = 0;
|
||||
if (ParseUtil.ParseIntIndirect(ref styleInt, node, "style")) style = (FontStyles) styleInt;
|
||||
if (!ParseUtil.ParseColor32Indirect(ref fillColor, node, "fillColor")) fillColor = Color.magenta;
|
||||
if (!ParseUtil.ParseColor32Indirect(ref outlineColor, node, "outlineColor")) outlineColor = Color.magenta;
|
||||
if (ParseUtil.ParseIntIndirect(ref styleInt, node, "style")) {
|
||||
style = (FontStyles) styleInt;
|
||||
}
|
||||
|
||||
ParseUtil.ParseColor32Indirect(ref fillColor, node, "fillColor");
|
||||
ParseUtil.ParseColor32Indirect(ref outlineColor, node, "outlineColor");
|
||||
|
||||
if (HighLogic.LoadedSceneIsGame) {
|
||||
// For some reason, rendering doesnt work right on the first frame a scene is loaded
|
||||
@ -210,12 +223,12 @@ namespace ConformalDecals {
|
||||
|
||||
public override void OnDestroy() {
|
||||
if (HighLogic.LoadedSceneIsGame && _currentText != null) TextRenderer.UnregisterText(_currentText);
|
||||
|
||||
|
||||
// close all UIs
|
||||
if (_textEntryController != null) _textEntryController.Close();
|
||||
if (_fillColorPickerController != null) _fillColorPickerController.Close();
|
||||
if (_outlineColorPickerController != null) _outlineColorPickerController.Close();
|
||||
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
|
@ -32,6 +32,7 @@ namespace ConformalDecals.Text {
|
||||
/// The text formatted with newlines for vertical text
|
||||
public string FormattedText {
|
||||
get {
|
||||
if (string.IsNullOrWhiteSpace(Text)) return "•";
|
||||
if (Vertical) {
|
||||
return Regex.Replace(Text, @"(.)", "$1\n");
|
||||
}
|
||||
|
@ -272,14 +272,14 @@ namespace ConformalDecals.Text {
|
||||
}
|
||||
}
|
||||
|
||||
GL.Clear(false, true, Color.black); //KSP doesnt clear render textures before using them so we need to clear afterwards, as well. Thanks Squad.
|
||||
GL.PopMatrix();
|
||||
|
||||
// COPY TEXTURE BACK INTO RAM
|
||||
RenderTexture.active = renderTex;
|
||||
texture.ReadPixels(new Rect(0, 0, textureSize.x, textureSize.y), 0, 0, true);
|
||||
texture.Apply();
|
||||
|
||||
GL.Clear(false, true, Color.black); //KSP doesnt clear render textures before using them so we need to clear afterwards, as well. Thanks Squad.
|
||||
GL.PopMatrix();
|
||||
|
||||
// RELEASE RENDERTEX
|
||||
RenderTexture.ReleaseTemporary(renderTex);
|
||||
|
||||
|
@ -1,6 +1,11 @@
|
||||
v0.2.4
|
||||
- Fixes:
|
||||
- Fixed red text appearing on planets due to KSP bug by clearing render textures afterwards.
|
||||
- Fixed fonts not saving correctly.
|
||||
- Changes:
|
||||
- Lowered step size for decal size and depth to 1cm.
|
||||
- Changed default max size to 10m.
|
||||
- Text decals now show as a circle if they contain only whitespace.
|
||||
|
||||
v0.2.3
|
||||
------
|
||||
|
Loading…
Reference in New Issue
Block a user