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About fatcargo

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  1. While i was reading your code i realized that i already worked with lambdas in other part of my plugin. I tried too hard to make all-in-one solution for anyone to use, in my case i actually won't have problems to using refs inside anonymous functions. As for adding more triggers/listeners, i added a if- getcomponent-return line to prevent just that
  2. Here is the newest iteration, i adapted code from this post on unity answers site public DialogGUISlider CreateJogShuttle() { bool isDragging = false; float val = 0f; return new DialogGUISlider( setValue: () => { return isDragging ? val : 5f; }, // this one. can't set any ref or out parameters here min: 0f, max: 10f, wholeNumbers: true, width: 200, height: 10, setCallback: (float f) => { val = f; }) { OnUpdate = () => { //commented out for testing purposes //test_slider.OnUpdate = () => { }; //longwinded but reliable, good enough for my tests if (test_slider.slider.GetComponent<EventTrigger>()?.triggers.Exists(e => e.eventID == EventTriggerType.BeginDrag || e.eventID == EventTriggerType.EndDrag) ?? false) return; EventTrigger sliderEvent = test_slider.slider.gameObject.AddComponent<EventTrigger>(); EventTrigger.Entry sliderOnEndDrag = new EventTrigger.Entry(); sliderOnEndDrag.eventID = EventTriggerType.EndDrag; sliderOnEndDrag.callback.AddListener((e) => { Debug.Log("OnEndDrag\n"); isDragging = false; }); sliderEvent.triggers.Add(sliderOnEndDrag); EventTrigger.Entry sliderOnBegindDrag = new EventTrigger.Entry(); sliderOnBegindDrag.eventID = EventTriggerType.BeginDrag; sliderOnBegindDrag.callback.AddListener((e) => { Debug.Log("OnBeginDrag\n"); isDragging = true; }); sliderEvent.triggers.Add(sliderOnBegindDrag); } }; } Note that "isDragging" is updated by two event handlers, so it properly resets slider thumb. Also i used "slider" field instead of "uItem". @xEvilReeperx thanks for the example, i'll give it a try.
  3. Not-so-good-news-update : i made some more tests and used different approach. I want to make a function to create a jog-shuttle type of slider. I need test how it performs when called multiple times because it uses some local variables (it should be ok), but i also wanted to bind output value of slider to a float variable passed by reference, so the whole thing stays neatly inside a single function. Guess what ? "out" and "ref" variables can't be used inside anonymous functions, which is how all callbacks are implemented for slider events. Sigh... what now ? I'll keep picking at this but feel free to chime in. If all else fails, after i post the example code, whoever wants to use it will have to use class-level variables in callbacks to get usable values ... yuck. Read this stackoverflow post if insterested.
  4. @maja : Thanks for the example code ! It helped me construct a working example. uItem field is indeed the right way to obtain handle to GameObject for DialogGUI element, i just used it wrong. NOTE : uItem field appears to be valid only after PopupDialog.SpawnPopupDialog() is called. Kudos for clever way of disabling further calls to Update by assigning an empty code block. However, i noticed that when calling PopupDialog.SpawnPopupDialog() multiple times, DialogGUISlider.Update() stays disabled (so for anyone trying this - if there is a problem with code not running correctly, this may be one of the reasons). @DMagic : Thanks for the idea to call default events from my custom handlers, though i still have to check logic and flow of code. Example code is working i just need to make a more robust solution. Namely, there will be multiple sliders and i need to know which one fired the event. PointerEventData contains source object fields that i can use, but not all fields are valid for all types of events, some of them are null (i've got a few NREs when experimenting). Once i clean the code i'll post what i did.
  5. I've run into another problem : i want to use DialogGUISlider as a jog-shuttle control. Why ? I need a precise control over a potentially large range of values within a single UI element. The problem is that available functional callbacks for setValue and actionCallback do not provide required event handling, and i need events that fire when slider thumb is clicked-and-held-down and when it is released. I've found almost a direct example in sources of BetterManeuvering and JanitorsCloset. For start i need to know if i can attach a additional listener(s) directly to DialogGUISlider to capture events using DialogGUISlider.uiItem.gameObject.AddComponent and also what events i need to define/use to capture inputs. I found two approaches : - BetterManeuvering defines events it needs and hooks into PopupDialogController (its listener is a basic MonoBehaviour) - JanitorsCloset completely replaces default event handlers with its own (its listener inherits from MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler and IPointerExitHandler) DebugStuff could find references to thumb and container components of DialogGUISlider inside PopDialog window, so it should be possible to intercept messages for those specific event targets. I'll try to roll my own event installer/listener ofcourse but i'd like some advice on doing this properly. EDIT : I was wrong to try using DialogGUISlider.uiItem, its null at runtime...
  6. Ohhh i think i solved it ! When using 9-slice UI Sprite, few things need to be done : 1. Image to be loaded as texture needs to have small enough corners (usually rounded) so that rendering engine can use it on smaller elements (like the before mentioned scrollbar thumb) 2. For proper display image needs to have alpha channel, otherwise all pixels will fill up the UI element box and it won't look good 3. Border parameter needs to reflect actual size in pixels for borders (though you can put fractionals too, its a float so tweak it your liking) 4. Pixels Per Unit parameter works ok at value of 100, if lower the displayed image will degrade Note that if corners needs to be shown with soft(er) edges, try adding/setting anti-aliasing in image processing software (also, the below code example does it's own smoothing which really isn't sufficient on it's own). public int pixelsPerUnit = 100; // best to keep it at 100 public uint extrude = 0; //don't know what this does, 0 is ok //these are the magic stuff needed for 9-slice to work public float border_left = 8f; // choose how many pixels from image edge need to be allocated for border / corner public float border_bottom = 8f; public float border_right = 8f; public float border_top = 8f; public Sprite ImageSprite(string imagePath) { Texture2D imageTexture = GameDatabase.Instance.GetTexture(imagePath, false); // load image imageTexture.filterMode = FilterMode.Trilinear; // try smoothing, not overly spectacular imageTexture.wrapMode = TextureWrapMode.Clamp; // not sure this is required imageTexture.Apply(); return Sprite.Create( imageTexture, new Rect(0, 0, imageTexture.width, imageTexture.height), new Vector2(0.5f, 0.5f), // pivot aka center of sprite pixelsPerUnit, extrude, SpriteMeshType.Tight, new Vector4(border_left, border_bottom, border_right, border_top) // important stuff ); } Ahh yes the SpriteMeshType.Tight tells what to do with empty space around texture, if using entire image this has no effect. PS: As so many times before, i was actually fighting my own stupidity - while tinkering with input values for borders i forgot to properly transfer parameters and it ended up using (1,1,1,1), so i spent couple of days staring at the screen like a statue for two hours.
  7. Just as i considered texture rescaling to be resolved, i stumbled upon something interesting and it just bugs me. I have made a function that loads image, then "stretches" it by creating a new texture of desired size, copies all four corners, then copies all borders between corners and finally fills in the center. Not the most elegant (or short) function, but it does the job. Then, i tried the same for thumb button on DialogGUIScrollList and found that, depending on given content, thumb size changes. This in turn deforms the loaded image. Ofcourse i wanted to use OnResize event, but that d*mn thing triggers even with plain scrolling user action. Too expensive, too bulky and will most likely attract a Kraken with that many memory reallocations / garbage collections. So, i yet again i turned to KSP built-in style HighLogic.UISkin.verticalScrollbarThumb . I assigned it to DialogGUIScrollList UIStyle and lo and behold - it rescaled button with no extra code, all rounded corners perfectly preserved, it even has a simple gradient. So, i tried to copy the entire UIStyle and after some tests found that this specific resizing type is built inside Sprite itself. I used HighLogic.UISkin.verticalScrollbarThumb.normal.background (which is a KSP built-in Sprite) in my own UIStyle and there was the smoking gun. So what is bugging me now, is how i can replicate same behaviour in my custom Sprite. There are parameters for Sprite.Create() as mentioned on this Unity3D help page public static Sprite Create(Texture2D texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, SpriteMeshType meshType, Vector4 border); I'm out of my depth here. Are there any ides how to this ? This stackoverflow post demonstrates pretty much exactly what i'm trying to do (sans putting the texture in 3D space). Another example is at Unity3D docs GUI Texture (Legacy UI Component) Ahh one more thing : it appears to be referenced as "9-slice" UI image (found at this post from answers.unity.com, reading it now and trying that solution ! Will respond tomorrow).
  8. Found solution for this, though in hindsight it is not what i'm after. I'll have to enforce PNGs to have required width and height. If anyone still wishes to do texture resizing, source is available in this stackexchange post . Note that is quite crude for larger scaling factors, but for minor pixel-by-pixel adjustments it works ok.
  9. I can't solve UI Texture2D rescaling problem. I have an image glyph in PNG format that i want to load and then rescale to fit a specific constraints for plugin code to work on it. Problem is that at every time i try, KSP (or to be more precise - Unity3D under the hood) refuses or outright quietly fails to resize a texture. Debug log either shows "can't resize a compressed texture" or texture dimensions drop to 0 (!?) after resize. I've searched and found that apparently Texture2D.Resize() method does NOT rescale a texture, it only changes the Color[] array size. If the above is true, this is ... ridiculous. Anyway, here is a snippet of troublesome code: Texture2D sourceTexture = GameDatabase.Instance.GetTexture(imagePath, false); sourceTexture.Resize(10, 15, TextureFormat.DXT1, false); // trying to bypass compressed texture resize failure warning sourceTexture.Resize(10, 15); // does not work for me sourceTexture.Apply(); Note that, resizing dimensions 10 and 15 are purely for demonstration purposes. Failing above, i could enforce failure if loaded PNG is not within constraints. Barring the Resize() problem, my code nicely loads and manipulates the PNG for display in UI, there are no problems for now.
  10. Found it. Thanks ! I copied code from SettingsWindowView .cs and i found what i missed : DialogGUIVerticalLayout was added to box element with all parameters. So it worked !
  11. I was away for several days. I searched at github for "SettingsWindowView" and " DialogGUIBox", neither has been found.
  12. Originally, while i was learning about UI there were two competing approaches with KSP Assets and DialogGUI. First i tried creating an asset as per instructions but have given up, then i tried DialogGUI which worked. My confusion arised when i thought that panel object used in UI design inside unity editor had an equivalent method in C# and i mistakenly associated it to DialogGUIBox. I was wrong. Anyway, i've got all i need from various coding experiments and have continued development.
  13. Thanks ! I suspected this might be the case, which leaves DialogGUIBox() in questionable usability - if used on it's own, its functionality could have been duplicated with label with no text for example. Then again, it could be similar to DialogGUISpace(), just with added box for visibility. It is odd that it accepts any UI elements at all .
  14. I should consider this topic "official" discussion for DialogGUI, though i did separate posts and i'm willing to change to this topic only to keep all related problems and solutions in one spot (even though this is offically "necroposting"). So, i've got the problem with DialogGUIBox. I think this element is used for grouping other basic UI elements such as labels, buttons, sliders etc... Assuming above is correct, i can't properly set positions of UI elements inside box. When i add two labels, they appear waaay in upper left corner, far outside popupdialog window, and label text is vertically aligned. I tried placing box inside horizontal layout, tried to add content sizer as first element... nothing helps. So, does anyone have a working example of using box as container for other elements (again, if that is a proper use of box) ? Maybe a dumbed-down-hello-world style example ?
  15. Solved it ! My custom UISkinDef style was incomplete ! Here is what is needed to specifically customize scrollview. When i first started tinkering with styles, i ignored these fields since i already had slider-related fields, i never associated scrollbar stuff with scrollview. Thus the point of confusion. CAMSkin.verticalScrollbarUpButton = buttonStyle; CAMSkin.verticalScrollbarThumb = buttonStyle; CAMSkin.verticalScrollbarDownButton = buttonStyle; CAMSkin.verticalScrollbar = windowStyle; CAMSkin.horizontalScrollbarThumb = buttonStyle; CAMSkin.horizontalScrollbarRightButton = buttonStyle; CAMSkin.horizontalScrollbarLeftButton = buttonStyle; CAMSkin.horizontalScrollbar = windowStyle; This raises an interesting issue : when creating a new style, not all fields are initialized to values from HighLogic.UISkin (and it should, as fallback/default) , which looks odd to me.