Initial revision, sorts Kerbals in VAB and nowhere else

This commit is contained in:
cecil 2017-11-01 04:21:54 -04:00
commit 0542e8be07
7 changed files with 443 additions and 0 deletions

2
.hgignore Normal file
View file

@ -0,0 +1,2 @@
Debug
Release

Binary file not shown.

22
AlphabeticalKerbals.sln Normal file
View file

@ -0,0 +1,22 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AlphabeticalKerbals", "AlphabeticalKerbals\AlphabeticalKerbals.csproj", "{D01919EF-056F-4311-84AE-E4E686CA033D}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{D01919EF-056F-4311-84AE-E4E686CA033D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D01919EF-056F-4311-84AE-E4E686CA033D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D01919EF-056F-4311-84AE-E4E686CA033D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D01919EF-056F-4311-84AE-E4E686CA033D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View file

@ -0,0 +1,65 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{D01919EF-056F-4311-84AE-E4E686CA033D}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>AlphabeticalKerbals</RootNamespace>
<AssemblyName>AlphabeticalKerbals</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\VMShared\KSP_1.3.1\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\..\..\..\VMShared\KSP_1.3.1\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\..\VMShared\KSP_1.3.1\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\..\..\..\VMShared\KSP_1.3.1\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="KerbalSorter.cs" />
<Compile Include="SceneHooks.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

View file

@ -0,0 +1,193 @@
using System;
using KSP;
using KSP.UI;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace AlphabeticalKerbals
{
class KerbalSorter
{
static void print(string s) { MonoBehaviour.print("AlphabeticalKerbals: " + s); }
static public bool Sort_Kerbals()
{
if (CrewAssignmentDialog.Instance == null)
{
print("OnEditorCrewOpened has no CrewAssignmentDialog yet...");
}
else
{
UIList avail = CrewAssignmentDialog.Instance.scrollListAvail;
UIList_QSort(avail, 0, avail.Count-1);
for (int i = 0; i < avail.Count; i++)
{
UIListItem li = avail.GetUilistItemAt(i);
CrewListItem crew = li.GetComponent<CrewListItem>();
print("AFTER SORT = " + crew.GetName());
}
return true;
/*
print("AlphabeticalKerbals: OnEditorCrewOpened has CrewAssignmentDialog yay!!!");
UIList avail = CrewAssignmentDialog.Instance.scrollListAvail;
UIListItem first = avail.GetUilistItemAt(0);
print("AlphabeticalKerbals: Got first item in UIList");
if (first == null)
{
//happens on first load
print("AlphabeticalKerbals: Uhhh.... first is null?");
}
if (first.gameObject == null)
{
print("AlphabeticalKerbals: Uhhh.... gameObject is null?");
}
Component[] comps = first.gameObject.GetComponents<Component>();
print("AlphabeticalKerbals: Uhhh.... got components???");
for (int i = 0; i < comps.Length; ++i)
{
print($"Component {i}: {comps[i].GetType()}");
}
CrewListItem firstdata = first.GetComponent<CrewListItem>();
print("AlphabeticalKerbals: Got a component for crew list item");
print("AlphabeticalKerbals: Got crew name: " + firstdata.GetName());
print("AlphabeticalKerbals: Got component list");
foreach (Component comp in firstdata)
{
print("AlphabeticalKerbals: Got a component");
print("AlphabeticalKerbals: Component name is " + comp.name);
print("AlphabeticalKerbals: Component type is " + comp.GetType().Name);
print("AlphabeticalKerbals: Component string is " + comp.ToString());
}
*/
}
return false;
}
/// <summary>
/// Return value positive means left > right, return value negative means left < right
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <returns></returns>
static int UIList_Cmp(UIListItem left, UIListItem right)
{
if (left == null) { return 1; } // null values are considered greatest, so they are sorted at the end
if (right == null) { return -1; } // null values are considered greatest, so they are sorted at the end
CrewListItem ldata = null;
CrewListItem rdata = null;
try { ldata = left.GetComponent<CrewListItem>(); } catch { return 1; }
try { rdata = right.GetComponent<CrewListItem>(); } catch { return -1; }
if (ldata == null) { return 1; }
if (rdata == null) { return -1; }
return ldata.GetName().CompareTo(rdata.GetName());
}
static int UIList_Partition(UIList list, int li, int ri)
{
// Select a random pivot point
int pi = UnityEngine.Random.Range(li+1, ri+1);
UIListItem pivot = list.GetUilistItemAt(pi);
print("Selected pivot is " + pivot.GetComponent<CrewListItem>().GetName() + " at pos " + pi.ToString());
if (pi < ri)
{
// Move the pivot to the very end
list.SwapItems(pivot, list.GetUilistItemAt(ri));
pi = ri;
}
UIList_DebugPrint(list, li, ri, "Pivot-selection");
// Iterate over the list and sort above or below pivot as we go
int i = li;
UIListItem prev = list.GetUilistItemAt(i);
for (int j = li; j < ri; j++)
{
UIListItem selected = list.GetUilistItemAt(j);
if (UIList_Cmp(selected, pivot) < 1)
{
print("Pivotname is " + pivot.GetComponent<CrewListItem>().GetName() + " selname is " + selected.GetComponent<CrewListItem>().GetName());
UIList_DebugPrint(list, i, j, "Partition-swapping (" + i.ToString() + "," + j.ToString() + "," + UIList_Cmp(selected, pivot) + ")");
if (i < j)
{
list.SwapItems(prev, selected);
}
UIList_DebugPrint(list, li, ri, "Afterswap i=" + i.ToString());
i++;
prev = list.GetUilistItemAt(i);
}
}
UIListItem pivot_target = list.GetUilistItemAt(i);
if (UIList_Cmp(pivot_target, pivot) >= 0)
{
UIList_DebugPrint(list, li, ri, "Finalswap i=" + i.ToString());
list.SwapItems(list.GetUilistItemAt(i), pivot);
UIList_DebugPrint(list, li, ri, "Finalswap done i=" + i.ToString());
return i;
}
else
{
return ri;
}
}
static void UIList_QSort(UIList list, int li, int ri)
{
if (list == null || list.Count <= 1)
return;
if (li < ri)
{
print("Before partition from " + li.ToString() + "-" + ri.ToString());
UIList_DebugPrint(list, li, ri, "Initial");
int pi = UIList_Partition(list, li, ri);
print ("After partition to pivot " + pi.ToString());
UIList_DebugPrint(list, li, pi-1, "Left");
UIList_DebugPrint(list, pi, pi, "Pivot");
UIList_DebugPrint(list, pi+1, ri, "Right");
UIList_QSort(list, li, pi - 1);
UIList_QSort(list, pi + 1, ri);
}
}
static void UIList_DebugPrint(UIList list, int li, int ri, string msg)
{
string outmsg = msg + " -- ";
for (int i = li; i < ri+1; i++)
{
UIListItem curitem = list.GetUilistItemAt(i);
CrewListItem crew = curitem.GetComponent<CrewListItem>();
outmsg = outmsg + crew.GetName().Split(' ')[0] + "[" + i.ToString() + "], ";
}
print(outmsg);
}
}
}

View file

@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("AlphabeticalKerbals")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("AlphabeticalKerbals")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2017")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("d01919ef-056f-4311-84ae-e4e686ca033d")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

View file

@ -0,0 +1,125 @@
using System;
using KSP;
using KSP.UI;
using KSP.UI.Screens;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace AlphabeticalKerbals
{
[KSPAddon(KSPAddon.Startup.EditorAny, false)]
public class AlphabetVAB : MonoBehaviour
{
public bool HasBeenSorted;
public EditorScreen CurrentEditorScreen;
private int sortAttempts;
/// <summary>
/// Module initialization
/// </summary>
public void Start()
{
print("AlphabeticalKerbals: AlphabetVAB started!");
}
/// <summary>
/// Module startup
/// </summary>
public void Awake()
{
print("AlphabeticalKerbals: Registering VAB events");
GameEvents.onEditorLoad.Add(OnShipLoaded);
GameEvents.onEditorScreenChange.Add(OnEditorScreenChange);
}
/// <summary>
/// Module shutdown
/// </summary>
public void OnDestroy()
{
print("AlphabeticalKerbals: Unregistering VAB events");
GameEvents.onEditorLoad.Remove(OnShipLoaded);
GameEvents.onEditorScreenChange.Remove(OnEditorScreenChange);
}
/// <summary>
/// Here when a ship is loaded in the editor.
/// </summary>
/// <param name="construct"></param>
/// <param name="loadType"></param>
private void OnShipLoaded(ShipConstruct construct, CraftBrowserDialog.LoadType loadType)
{
try
{
CurrentEditorScreen = EditorScreen.Parts;
HasBeenSorted = false;
sortAttempts = 0;
}
catch (Exception e)
{
print("AlphabeticalKerbals: There was an error in OnShipLoaded");
}
}
/// <summary>
/// Here when Editor Panel is changed
/// </summary>
/// <param name="construct"></param>
private void OnEditorScreenChange(EditorScreen screen)
{
try
{
CurrentEditorScreen = screen;
HasBeenSorted = false;
sortAttempts = 0;
if (screen == EditorScreen.Crew)
{
OnEditorCrewOpened();
}
}
catch (Exception e)
{
print("AlphabeticalKerbals: There was an error in OnEditorScreenChange");
}
}
/// <summary>
/// Here when Editor Crew Panel is opened
/// </summary>
/// <param name="eventType"></param>
/// <param name="part"></param>
private void OnEditorCrewOpened()
{
try
{
if (KerbalSorter.Sort_Kerbals())
{
print("AlphabeticalKerbals: CrewPanel Sorting successful!");
HasBeenSorted = true;
}
}
catch (Exception e)
{
print("AlphabeticalKerbals: There was an error in OnEditorCrewOpened");
}
}
}
[KSPAddon(KSPAddon.Startup.SpaceCentre, false)]
public class AlphabetSC : MonoBehaviour
{
public void Start()
{
print("AlphabeticalKerbals: AlphabetSC started!");
}
}
}