* [Dependency] source generator
No more reflection, no more codegen at runtime
Also various changes to Roslyn helpers to make this easier to write.
Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.
No fallback is available for [field: Dependency] properties, due to a Roslyn bug.
Code Fixes exist. We love Roslyn
* Apply dependencies generator changes to all code
* Release notes
* Preprocessor got hands
* Handle nullable dependencies
These are bad but gotta deal with it.
* Apply suggestions from code review
Co-authored-by: Moony <moony@hellomouse.net>
* Fine, let's not use collection expressions
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Co-authored-by: Moony <moony@hellomouse.net>
* PR time
* am dum dont make PRs at 3am
* file scoped. I pushed this to the wrong branch initially because I'm stupid
* Revert "file scoped. I pushed this to the wrong branch initially because I'm stupid"
This reverts commit 9a911caa77.
* Review
* Update API used by content to actually use the default values
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Modify markup tag interfaces
* Why are nullable structs like this.
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Avoid breaking changes
* Replace IMarkupTag with IMarkupTagHandler in engine
* Its a breaking change now I guess
* cleanup
* Controls in RichText fixes
* useless
* Get FormattedMessage from RichTextLabel
* dont go through nodes
* Comments and minor changes
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Add VisibilityChanged virtual to Control
* Defer updating invisible OutputPanels on UIScale change
DebugConsole falls under this when not hidden, and it significantly improves perf of e.g. resizing the window when there's a lot of stuff in there.
* Avoid redundant UI Scale updates on window resize.
Window resizing can change the UI scale, due to the auto-scaling system. This system had multiple perf issues:
UI scale was set and propagated even if it didn't change (system disabled, not effective, etc). This was just wasted processing.
UI scale was updated for every window resize event. When the game is lagging (due to the aforementioned UI scale updates being expensive...) this means multiple window resize events in a single frame ALL cause a UI scale update, which is useless.
UI scale updates from resizing now avoid doing *nothing* and are deferred until later in the frame for natural batching.
* Reduce allocations/memory usage of various rich-text related things
Just allocate a buncha dictionaries what could possibly go wrong.
I kept to non-breaking-changes which means this couldn't as effective as it should be.
There's some truly repulsive stuff here. Ugh.
* Cap debug console content size.
It's a CVar.
OutputPanel has been switched to use a new RingBufferList datastructure to make removal of the oldest entry efficient.
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Shared/Utility: Define new FormattedMessage core types
* Shared/Utility: Move MarkupParser to a new namespace, update to new FormattedText
* Shared/Serialization: Temporary fix for FormattedMessageSerializer
* Scripting/ScriptInstanceShared: Move to new FormattedMessage.Builder
* Shared/Utility: Add a FormattedMessage loader to the .Builder
* Server/Scripting: Port SciptHost to FormattedMessage.Builder
* UserInterface/RichTextEntry: NOP out almost everything
not gonna bother fixing it until more groundwork is laid
* Shared/Utility: Expand Utility.Extensions a bit
strictly for pesonal reasons
* Client/UserInterface: Add the base TextLayout engine
* Client/Graphics: Add a Font Library manager
* Graphics/TextLayout: Finish up implementing the TextLayout engine
* Utility/FormattedMessage: Add yet another hack to keep the serializer in service
* Commands/Debug: Use FormattedMessage.Builder
* Console/Completions: Use FormattedMessage.Builder
* Utility/FormattedMessage: Add `AddMessage` methods
* Console/ScriptConsole: Use FormattedMessage.Builder
* Client/Log: Use FormattedMessage.Builder
* CustomControls/DebugConsole: Use FormattedMessage.Builder
* Controls/OutputPanel: Use FormattedMessage.Builder, NOP `Draw` pending rewrite
* Controls/RichTextLabel: Use FormattedMessage.Builder, NOP `Draw` pending rewrite
* UnitTesting: Update FormattedMessage/Markup Tests
They will NOT pass yet, but I don't care; it compiles.
* Utility/FormattedMessage: Fix some off-by-one Builder bugs
* Utility/FormattedMessage: Continue cleanup, test compliance
* Utility/FormattedMessage: Work around https://github.com/dotnet/roslyn/issues/57870
* Utility/FormattedMessage: Move ISectionable from TextLayout, implement it for FormattedMessage
* UserInterface/TextLayout: Add a `postcreate` function to set up new `TIn`s
Apparently Roslyn isn't big-brained enough to understand that a
closure of type `Func<T>` means that `var n = new(); return n;` requires
`new()` to return a `T`.
Ironically, it's significantly less cbt to add this than to convert
that big tuple in `Layout` in to a class or struct of some sort
(to initialize the `List<>`s).
* UserInterface/TextLayout: Throw if `Meta` isn't recognized
TODO warning go brrr
* Graphics/FontLibrary: Add a `DummyVariant`
* UserInterface/UITheme: Move to FontLibraries
* UserInterface/TextLayout: Move to an un-nested `ImmutableArray`
* UserInterface/RichTextEntry: Go ahead. Draw.
* Markup/Basic: Add extension & helpers for FormattedMessage.Builder
* Markup/Basic: Add `EscapeText` back in
A forgotten casualty of the great Markup separation of 2021
* Graphics/FontLibrary: Clean up bit magic, ensure that at least one font is picked
* Graphics/FontLibrary: Add diagnostics to the "no fonts" exception
* UserInterface/TextLayout: Scrap `Word`, return to `Offset`
* UserInterface/TextLayout: A whole bunch of hard-fought bugfixes
* Utility/FormattedMessage: Add a static, empty FormattedMessage
* Utility/FormattedMessage: Fix. Bugs.
* UserInterface/RichTextEntry: Bug fixin'
* UserInterface: CSS teim
* Markup/Basic: Add an optional "default" style to use
* Utility/FormattedMessage: I'm surprised I only made this mistake once.
* Log/DebugConsoleLogHandler: work around lack of a default style
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Refactor UI system.
Deferred updating is used for styling & layout. This fixes the awful time complexity of containers.
Removed SetDefaults and Initialize. They were a bad idea alright.
* Fix build on .NET Framework.
Not quite perfect, but quite usable.
Adds the ability to scale the UI. Scaling is controlled via a cvar,
and can be changed at runtime.
Fractional scaling is supported.
Some controls could be better (SpriteView, TextureRect),
but for now it's a good start.
RobustToolbox projects should be named Robust.*
This PR changes the RobustToolbox projects from SS14.* to Robust.*
Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable