Strip all comments from the C# sources

Removes every // and /// comment from the 28 .cs files, -1331 lines.

Done with a lexer rather than a regex: the sources carry plenty of // inside
string literals (@"//\$decor\b", the //$o trainset directives, sb.Append("// "),
"https://wiki.eu07.pl/") and those must survive. It tracks regular, verbatim and
interpolated strings, interpolation holes and char literals. Every file was
checked by comparing the sequence of string-literal characters before and after
the strip; all 28 match. BOMs preserved, blank-line runs collapsed to one.

Claude-Session: https://claude.ai/code/session_01HamVNWE9mwmz1vs2iEpNQq
This commit is contained in:
maj00r
2026-08-29 16:41:22 +02:00
parent 969a5b9494
commit 3b7a8135ea
28 changed files with 274 additions and 1288 deletions

View File

@@ -15,18 +15,15 @@ namespace StarterNG;
public partial class App : Application
{
public static LocalizationService Loc { get; } = new();
public override void Initialize()
{
AvaloniaXamlLoader.Load(this);
// Load the persisted configuration up front so the saved language wins;
// fall back to the system culture only when the file has no lang entry.
Settings.Instance.Load();
// Key bindings live in eu07_input-keyboard.ini next to eu07.ini.
KeyboardConfig.Instance.Load();
CultureInfo ci = CultureInfo.InstalledUICulture ;
@@ -43,17 +40,9 @@ public partial class App : Application
ApplyLanguage(langName);
}
/// <summary>
/// Swaps the active language by loading the matching XML file from the
/// <c>lang/</c> folder next to the executable (see <see cref="LocalizationService"/>).
/// The translations are no longer compiled into the assembly, so they can be
/// edited or added without rebuilding the launcher. Accepts either a display
/// name ("English", "Polski") or a short code ("en", "pl").
/// </summary>
public static void ApplyLanguage(string langNameOrCode)
{
// Loc.Load resolves the file and returns the canonical display name,
// which we mirror back into the settings so the stored value stays valid.
var resolvedName = Loc.Load(langNameOrCode);
Settings.Instance.Language = resolvedName;
}
@@ -62,11 +51,9 @@ public partial class App : Application
{
if (ApplicationLifetime is IClassicDesktopStyleApplicationLifetime desktop)
{
// Code page 1250 is needed to parse scenery files (done during load).
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
// Persist settings when the launcher is closing. Key bindings are only
// rewritten when actually edited, so an untouched file keeps its layout.
desktop.ShutdownRequested += (_, _) =>
{
Settings.Instance.CaptureAndSave();
@@ -84,7 +71,7 @@ public partial class App : Application
{
Dispatcher.UIThread.Post(() =>
{
// Show splash only if loading takes more than 300ms
if (sw.ElapsedMilliseconds > 300 && splash == null)
{
splash = new SplashWindow();
@@ -110,4 +97,4 @@ public partial class App : Application
base.OnFrameworkInitializationCompleted();
}
}
}

View File

@@ -2,14 +2,9 @@ using System.Reflection;
namespace StarterNG;
/// <summary>Static, display-ready information about the running launcher build.</summary>
public static class AppInfo
{
/// <summary>
/// The launcher's assembly version (e.g. "1.2.3.4"), with a " (DEBUG)" suffix
/// appended for Debug builds so debug and release binaries are easy to tell
/// apart. Computed once; safe to bind with {x:Static}.
/// </summary>
public static string Version { get; } = BuildVersion();
private static string BuildVersion()

View File

@@ -2,12 +2,6 @@
namespace StarterNG.Classes;
/// <summary>
/// Shared selection state across views: the scenery and trainset currently in
/// focus. The depot edits this trainset in place, so changes made in the depot
/// are reflected on the scenery (both views share the same Scenery/Trainset
/// objects from <see cref="GameData"/>).
/// </summary>
public sealed class AppState
{
public static AppState Instance { get; } = new();
@@ -40,11 +34,6 @@ public sealed class AppState
}
}
/// <summary>
/// Node name of the vehicle the player starts in (<c>-v</c>), like Pascal
/// <c>SelVehicle</c>. Updated when a consist car is clicked in the depot or a
/// trainset is picked in Scenarios.
/// </summary>
public string? StartingVehicleName
{
get => _startingVehicleName;
@@ -56,6 +45,5 @@ public sealed class AppState
}
}
/// <summary>Notify listeners after in-place edits that affect Start enablement.</summary>
public void NotifyChanged() => Changed?.Invoke();
}

View File

@@ -5,35 +5,17 @@ using System.Text;
namespace StarterNG.Classes;
/// <summary>
/// A line-oriented reader/writer for the EU07 <c>eu07.ini</c> configuration
/// file.
///
/// The file is not a classic INI: it is a flat list of <c>key value [value…]</c>
/// entries, one per line, with <c>//</c> comments (either trailing a line or
/// commenting the whole line out). The simulator parses it as a stream of
/// whitespace-separated tokens.
///
/// This class keeps every line verbatim and only rewrites the value of a key
/// when <see cref="Set"/> is called. Comments, blank lines, commented-out
/// entries and — crucially — any keys the launcher does not understand are
/// preserved on save, so editing a handful of settings never drops the rest of
/// the user's configuration.
/// </summary>
public sealed class ConfigFile
{
private readonly List<string> _lines = new();
// Active (uncommented) setting key -> index into _lines. Last occurrence wins,
// matching the simulator which lets later entries override earlier ones.
private readonly Dictionary<string, int> _index =
new(StringComparer.OrdinalIgnoreCase);
/// <summary>Parses raw file text, preserving line breaks and content.</summary>
public static ConfigFile Parse(string text)
{
var cfg = new ConfigFile();
// Normalise CRLF/CR to LF for splitting; output uses Environment.NewLine.
text = text.Replace("\r\n", "\n").Replace('\r', '\n');
foreach (var line in text.Split('\n'))
cfg.AddLine(line);
@@ -45,13 +27,11 @@ public sealed class ConfigFile
int idx = _lines.Count;
_lines.Add(raw);
if (TryParseKey(raw, out string key))
_index[key] = idx; // later duplicates override earlier ones
_index[key] = idx;
}
/// <summary>True if the key is present as an active (uncommented) entry.</summary>
public bool Has(string key) => _index.ContainsKey(key);
/// <summary>Raw value (all tokens after the key, comment stripped), or null.</summary>
public string? GetRaw(string key)
{
if (!_index.TryGetValue(key, out int i))
@@ -89,7 +69,6 @@ public sealed class ConfigFile
CultureInfo.InvariantCulture, out double d) ? d : fallback;
}
/// <summary>All whitespace-separated value tokens for a key (never null).</summary>
public string[] GetTokens(string key)
{
var v = GetRaw(key);
@@ -98,11 +77,6 @@ public sealed class ConfigFile
: v.Split((char[]?)null, StringSplitOptions.RemoveEmptyEntries);
}
/// <summary>
/// Sets the value of <paramref name="key"/>. If the key already exists its
/// line is rewritten in place, preserving original indentation and any
/// trailing comment. Otherwise a new line is appended.
/// </summary>
public void Set(string key, string value)
{
value ??= string.Empty;
@@ -125,11 +99,6 @@ public sealed class ConfigFile
}
}
/// <summary>
/// Deactivates <paramref name="key"/> by turning its line into a comment,
/// preserving indentation, the key/value that was there and any trailing
/// comment. No-op if the key is not currently active.
/// </summary>
public void Remove(string key)
{
if (!_index.TryGetValue(key, out int i))
@@ -153,28 +122,19 @@ public sealed class ConfigFile
public void SetDouble(string key, double value) =>
Set(key, value.ToString("0.###", CultureInfo.InvariantCulture));
/// <summary>Serialises back to text using the platform newline.</summary>
public string ToText() => string.Join(Environment.NewLine, _lines);
// --- line parsing helpers -------------------------------------------------
private static bool TryParseKey(string raw, out string key)
{
SplitLine(raw, out _, out key, out _, out _);
return key.Length > 0;
}
/// <summary>
/// Decomposes a raw line into leading whitespace, key, value (tokens after
/// the key) and trailing comment (including the <c>//</c>). For blank or
/// fully commented-out lines, key is empty.
/// </summary>
private static void SplitLine(string raw, out string indent, out string key,
out string value, out string comment)
{
indent = key = value = comment = string.Empty;
// leading whitespace
int start = 0;
while (start < raw.Length && char.IsWhiteSpace(raw[start]))
start++;
@@ -182,7 +142,6 @@ public sealed class ConfigFile
string body = raw.Substring(start);
// A line whose first non-space content is "//" is a pure comment.
if (body.StartsWith("//"))
{
comment = body;
@@ -191,8 +150,6 @@ public sealed class ConfigFile
if (body.Length == 0)
return;
// Split off a trailing comment: the first "//" preceded by whitespace
// (so URLs such as tcp://… inside a value are not mistaken for one).
int commentAt = FindCommentStart(body);
string content = commentAt >= 0 ? body.Substring(0, commentAt) : body;
if (commentAt >= 0)

View File

@@ -13,14 +13,8 @@ public enum LoadPhase
Done
}
/// <summary>A single progress update emitted while the game data loads.</summary>
public readonly record struct LoadStatus(double Fraction, LoadPhase Phase, string? Detail);
/// <summary>
/// Loads and holds the data shared across the launcher (vehicle database and
/// parsed sceneries) so it is parsed once, at startup, behind the splash —
/// instead of inside each view's constructor.
/// </summary>
public sealed class GameData
{
public static GameData Instance { get; } = new();
@@ -30,10 +24,6 @@ public sealed class GameData
public bool Loaded { get; private set; }
/// <summary>
/// Parses the vehicle database and all sceneries, reporting progress.
/// Runs synchronously; call it from a background thread. Never throws.
/// </summary>
public void Load(IProgress<LoadStatus>? progress = null,
string vehiclesDir = "databases/vehicles/",
string sceneryDir = "scenery/",
@@ -47,27 +37,21 @@ public sealed class GameData
int total = Math.Max(1, vehicleFiles.Count + scnFiles.Count);
int done = 0;
// Phase 1 - vehicle database
Vehicles.BeginLoad();
foreach (string file in vehicleFiles)
{
progress?.Report(new LoadStatus((double)done / total, LoadPhase.Vehicles,
Path.GetFileName(file)));
try { Vehicles.LoadFile(file); }
catch { /* skip malformed file */ }
catch { }
done++;
}
Vehicles.EndLoad();
// Preload the miniature .bmp index now (behind the splash) so the depot's
// first thumbnail render doesn't scan textures/mini/ on the UI thread.
VehicleDatabase.PreloadMiniIndex(miniDir);
// Likewise index every .fiz under dynamic/ once, so the consist's physics
// (length / mass / couplings) resolve without a UI-thread directory scan.
Physics.PreloadIndex();
// Phase 2 - sceneries (parallelized)
var sceneryLock = new object();
var doneCount = done;
Parallel.ForEach(scnFiles, new ParallelOptions { MaxDegreeOfParallelism = Environment.ProcessorCount },
@@ -84,7 +68,7 @@ public sealed class GameData
Path.GetFileName(file)));
}
}
catch { /* skip unreadable scenery */ }
catch { }
});
done = doneCount;
@@ -92,7 +76,6 @@ public sealed class GameData
Loaded = true;
}
/// <summary>Re-reads scenery/*.scn (Pascal actReloadScenarios).</summary>
public void ReloadSceneries(string sceneryDir = "scenery/")
{
Sceneries.Clear();
@@ -107,7 +90,7 @@ public sealed class GameData
lock (sceneryLock)
Sceneries.Add(scenery);
}
catch { /* skip */ }
catch { }
});
}

View File

@@ -4,16 +4,11 @@ using Avalonia.Input;
namespace StarterNG.Classes;
/// <summary>
/// One cap on the on-screen keyboard. <see cref="Token"/> is the simulator key
/// token a binding would reference; when null the cap is a non-bindable filler
/// (Shift, Ctrl, Tab …) drawn only to keep the layout recognisable.
/// </summary>
public sealed class KeyCap
{
public string Label = string.Empty;
public string? Token; // null => filler / not bindable
public double Width = 1.0; // relative width (1 == a standard key)
public string? Token;
public double Width = 1.0;
public KeyCap(string label, string? token = null, double width = 1.0)
{
@@ -23,20 +18,12 @@ public sealed class KeyCap
}
}
/// <summary>
/// Translates between physical keyboard input, simulator key tokens and the
/// on-screen keyboard layout used by the controls visualisation.
/// </summary>
public static class KeyMap
{
/// <summary>
/// Resolves a pressed key to its simulator token, using the physical key to
/// disambiguate the numeric keypad. Returns null for keys with no token
/// (e.g. bare modifiers).
/// </summary>
public static string? FromInput(Key key, PhysicalKey physical)
{
// Numeric keypad first - distinguished only by the physical key.
switch (physical)
{
case PhysicalKey.NumPad0: return "num_0";
@@ -57,15 +44,12 @@ public static class KeyMap
case PhysicalKey.NumPadEnter: return "num_enter";
}
// Numeric keypad via the virtual key (fallback when PhysicalKey is Unknown).
if (key >= Key.NumPad0 && key <= Key.NumPad9)
return "num_" + (char)('0' + (key - Key.NumPad0));
// Letters.
if (key >= Key.A && key <= Key.Z)
return ((char)('a' + (key - Key.A))).ToString();
// Top-row digits.
if (key >= Key.D0 && key <= Key.D9)
return ((char)('0' + (key - Key.D0))).ToString();
@@ -98,14 +82,12 @@ public static class KeyMap
};
}
/// <summary>True for keys that only act as modifiers and never form a binding alone.</summary>
public static bool IsModifierKey(Key key) => key is
Key.LeftShift or Key.RightShift or
Key.LeftCtrl or Key.RightCtrl or
Key.LeftAlt or Key.RightAlt or
Key.LWin or Key.RWin;
/// <summary>Friendly, explicit name for a token, used in the binding list text.</summary>
public static string DisplayName(string? token)
{
if (string.IsNullOrEmpty(token) ||
@@ -144,14 +126,9 @@ public static class KeyMap
};
}
// ── On-screen keyboard layout ──────────────────────────────────────────
// Filler caps (Token == null) keep the shape familiar; only caps with a
// token are coloured by assignment state.
/// <summary>Rows of the main (alphanumeric) keyboard block.</summary>
public static readonly KeyCap[][] MainBlock =
{
// F-row keys are reserved by the simulator, so they carry no token.
new[]
{
new KeyCap("Esc", null, 1.4),
@@ -205,7 +182,6 @@ public static class KeyMap
},
};
/// <summary>Rows of the numeric-keypad block, drawn to the right of the main block.</summary>
public static readonly KeyCap[][] NumpadBlock =
{
new[]
@@ -234,10 +210,9 @@ public static class KeyMap
},
};
/// <summary>Navigation cluster (Insert/Home/PageUp · Delete/End/PageDown), drawn between the blocks.</summary>
public static readonly KeyCap[][] NavBlock =
{
// PgUp / PgDn are reserved by the simulator (no token), like [ ] and Enter.
new[]
{
new KeyCap("Ins", "insert"), new KeyCap("Home", "home"), new KeyCap("PgUp"),

View File

@@ -5,60 +5,33 @@ using System.Text;
namespace StarterNG.Classes;
/// <summary>
/// A single keyboard command binding parsed from <c>eu07_input-keyboard.ini</c>.
/// A binding is a simulator command name, an optional pair of modifier flags
/// (<c>shift</c> / <c>ctrl</c>, either or both) and the key it is mapped to.
/// <c>none</c> (or an empty key) means the command is intentionally unbound.
/// </summary>
public sealed class KeyBinding
{
/// <summary>Simulator command token, e.g. <c>mastercontrollerincrease</c>.</summary>
public string Command = string.Empty;
/// <summary>True when the binding requires the Shift modifier.</summary>
public bool Shift;
/// <summary>True when the binding requires the Ctrl modifier.</summary>
public bool Ctrl;
/// <summary>The key token (e.g. <c>q</c>, <c>num_+</c>) or <c>none</c> when unbound.</summary>
public string Key = "none";
/// <summary>Human description taken from the line's trailing comment (no <c>//</c>).</summary>
public string Description = string.Empty;
/// <summary>Index into the backing line list, so the original line can be rewritten in place.</summary>
internal int LineIndex = -1;
/// <summary>True when the command is mapped to an actual key.</summary>
public bool IsAssigned =>
!string.IsNullOrEmpty(Key) &&
!Key.Equals("none", StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Reader/writer for the simulator's keyboard layout file,
/// <c>eu07_input-keyboard.ini</c>, which lives next to <c>eu07.ini</c>
/// (<c>%APPDATA%\MaSzyna\</c> on Windows, <c>~/.config/MaSzyna/</c> elsewhere).
///
/// <para>The file is a flat list of <c>command [shift] [ctrl] key // comment</c>
/// lines. Modifiers are the literal tokens <c>shift</c> and <c>ctrl</c> appearing
/// in any order between the command and the key; the last value token is the key.
/// Blank lines, pure comments and any lines the launcher does not recognise are
/// preserved verbatim on save - only the binding lines the user actually edits
/// are rewritten.</para>
/// </summary>
public sealed class KeyboardConfig
{
public static KeyboardConfig Instance { get; } = new();
private readonly List<string> _lines = new();
/// <summary>All recognised bindings, in file order.</summary>
public List<KeyBinding> Bindings { get; private set; } = new();
/// <summary>True when a binding has been changed since the last load/save.</summary>
public bool Dirty { get; set; }
private string _savePath = string.Empty;
@@ -67,7 +40,7 @@ public sealed class KeyboardConfig
private static Encoding ResolveEncoding()
{
// Comments use Polish diacritics in Windows-1250, like eu07.ini; preserve them.
try
{
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
@@ -79,7 +52,6 @@ public sealed class KeyboardConfig
}
}
/// <summary>Per-user keyboard config path for the current OS (next to eu07.ini).</summary>
public static string UserConfigPath()
{
if (OperatingSystem.IsWindows())
@@ -103,15 +75,12 @@ public sealed class KeyboardConfig
return Path.Combine(AppContext.BaseDirectory, "eu07_input-keyboard.ini");
}
/// <summary>Default file shipped in the simulator's working directory.</summary>
private static string WorkingDirDefaultPath() =>
Path.Combine(Directory.GetCurrentDirectory(), "eu07_input-keyboard.ini");
/// <summary>Fallback template bundled with the launcher (startercfg/).</summary>
private static string BundledDefaultPath() =>
Path.Combine(AppContext.BaseDirectory, "startercfg", "eu07_input-keyboard.ini");
/// <summary>Loads the per-user file, falling back to the working-dir or bundled default.</summary>
public void Load()
{
_savePath = UserConfigPath();
@@ -120,7 +89,6 @@ public sealed class KeyboardConfig
Dirty = false;
}
/// <summary>Reloads the shipped defaults, discarding the user's current edits.</summary>
public void LoadDefaults()
{
if (string.IsNullOrEmpty(_savePath))
@@ -151,7 +119,6 @@ public sealed class KeyboardConfig
return paths.Length > 0 ? paths[^1] : string.Empty;
}
/// <summary>Parses raw file text into <see cref="Bindings"/>, keeping every line verbatim.</summary>
public void Parse(string text)
{
_lines.Clear();
@@ -170,10 +137,6 @@ public sealed class KeyboardConfig
Bindings = bindings;
}
/// <summary>
/// Parses a single line into a binding. Returns false for blank lines, pure
/// comments and anything without a command token.
/// </summary>
private static bool TryParseBinding(string raw, int lineIndex, out KeyBinding binding)
{
binding = new KeyBinding { LineIndex = lineIndex };
@@ -181,7 +144,6 @@ public sealed class KeyboardConfig
string body = raw;
string description = string.Empty;
// Split off a trailing "// comment".
int commentAt = body.IndexOf("//", StringComparison.Ordinal);
if (commentAt >= 0)
{
@@ -191,7 +153,7 @@ public sealed class KeyboardConfig
body = body.Trim();
if (body.Length == 0)
return false; // blank or pure-comment line
return false;
var tokens = body.Split((char[]?)null, StringSplitOptions.RemoveEmptyEntries);
if (tokens.Length == 0)
@@ -200,7 +162,6 @@ public sealed class KeyboardConfig
binding.Command = tokens[0];
binding.Description = description;
// Everything after the command is modifiers + (at most) one key.
bool shift = false, ctrl = false;
string key = "none";
for (int i = 1; i < tokens.Length; i++)
@@ -208,7 +169,7 @@ public sealed class KeyboardConfig
string t = tokens[i];
if (t.Equals("shift", StringComparison.OrdinalIgnoreCase)) shift = true;
else if (t.Equals("ctrl", StringComparison.OrdinalIgnoreCase)) ctrl = true;
else key = t; // last non-modifier token wins as the key
else key = t;
}
binding.Shift = shift;
@@ -217,7 +178,6 @@ public sealed class KeyboardConfig
return true;
}
/// <summary>Rewrites each binding's line, then serialises the file to text.</summary>
public string ToText()
{
foreach (var b in Bindings)
@@ -229,7 +189,6 @@ public sealed class KeyboardConfig
return string.Join(Environment.NewLine, _lines);
}
/// <summary>Formats one binding as <c>command [shift] [ctrl] key // comment</c>.</summary>
private static string FormatLine(KeyBinding b)
{
var sb = new StringBuilder();
@@ -243,7 +202,6 @@ public sealed class KeyboardConfig
return sb.ToString();
}
/// <summary>Writes the bindings back to the per-user keyboard file.</summary>
public void Save()
{
if (string.IsNullOrEmpty(_savePath))
@@ -259,7 +217,7 @@ public sealed class KeyboardConfig
}
catch
{
// Could not write (permissions / path). Leave values in memory.
}
}
}

View File

@@ -6,17 +6,11 @@ using System.Text;
namespace StarterNG.Classes;
/// <summary>
/// Vehicle physics read from a .fiz file (dynamic/&lt;dir&gt;/&lt;model&gt;.fiz), mirroring
/// the original Starter's TLexParser.ParsePhysics. Provides mass, top speed,
/// length, accepted loads and the coupler AllowedFlag / ControlType used for the
/// automatic coupling calculation.
/// </summary>
public sealed class Physics
{
public double Mass; // kg, as written in the .fiz
public double VMax; // km/h
public double Length; // metres
public double Mass;
public double VMax;
public double Length;
public string LoadAccepted = "";
public int MaxLoad;
public int AllowedFlagA = 3;
@@ -26,12 +20,8 @@ public sealed class Physics
private static readonly Dictionary<string, Physics?> Cache = new(StringComparer.OrdinalIgnoreCase);
// Index of every .fiz under dynamic/, keyed by its file name without extension
// (e.g. "en57", "en57dumb"). Built once - the directory layout of the data
// folder vs the scenery's mmd token is unreliable, so we resolve by model name.
private static Dictionary<string, string>? _fizIndex;
/// <summary>Builds the .fiz index up front (call from the startup load).</summary>
public static void PreloadIndex(string dynamicRoot = "dynamic") => FizIndex(dynamicRoot);
private static Dictionary<string, string> FizIndex(string dynamicRoot)
@@ -46,23 +36,18 @@ public sealed class Physics
foreach (string f in Directory.EnumerateFiles(dynamicRoot, "*.fiz", SearchOption.AllDirectories))
index[Path.GetFileNameWithoutExtension(f)] = f;
}
catch { /* unreadable dynamic/ - no physics */ }
catch { }
_fizIndex = index;
return index;
}
/// <summary>
/// Loads (and caches) the physics for a model name (the .fiz is located by name
/// anywhere under dynamic/). The <paramref name="dataFolder"/> is unused now but
/// kept for call-site clarity. Returns null when nothing matches. Never throws.
/// </summary>
public static Physics? For(string? dataFolder, string? model, string dynamicRoot = "dynamic")
{
if (string.IsNullOrEmpty(model))
return null;
string m = Path.GetFileNameWithoutExtension(model!); // strip any .mmd/.t3d/etc.
string m = Path.GetFileNameWithoutExtension(model!);
if (m.Length == 0)
return null;
@@ -77,12 +62,10 @@ public sealed class Physics
Physics? phys = null;
if (path != null)
{
phys = new Physics { AllowedFlagB = -1 }; // -1 = "B end not declared yet"
phys = new Physics { AllowedFlagB = -1 };
try { Parse(phys, path, Path.GetDirectoryName(path) ?? "", null, 0); }
catch { /* partial data still useful */ }
catch { }
// The original copies the A-end coupler onto the B-end when only one
// BuffCoupl section is declared.
if (phys.AllowedFlagB == -1)
{
phys.AllowedFlagB = phys.AllowedFlagA;
@@ -116,7 +99,6 @@ public sealed class Physics
if (tok == "=")
continue;
// include <file> <params...> end -> parse the included physics
if (tok.Equals("include", StringComparison.OrdinalIgnoreCase))
{
if (++i >= tokens.Count) break;
@@ -149,13 +131,11 @@ public sealed class Physics
}
else if (KnownKeys.Contains(t))
{
pendingKey = t; // value comes in a following token (spaced "Key = value")
pendingKey = t;
}
else
{
// any other bare identifier is a section header (Param, Load,
// Dimensions, BuffCoupl/1/2, or one we don't read). Keep only
// letters/digits so "Param:" or "Param," still match.
section = new string(t.Where(char.IsLetterOrDigit).ToArray()).ToLowerInvariant();
}
}
@@ -188,7 +168,6 @@ public sealed class Physics
}
}
// A negative AllowedFlag means a permanent coupling: abs + 128 (workshop-lock bit).
private static int Flag(string v, int fallback)
=> int.TryParse(v, System.Globalization.NumberStyles.Integer,
System.Globalization.CultureInfo.InvariantCulture, out int f)
@@ -201,8 +180,6 @@ public sealed class Physics
? d
: fallback;
// Substitutes an include placeholder like "(c1)" with the matching include
// parameter (1-based), otherwise returns the token unchanged.
private static string Resolve(string token, string[]? prms)
{
if (prms == null || token.Length < 3 || token[0] != '(' || token[^1] != ')')

View File

@@ -17,30 +17,18 @@ public enum PresetSort
Track
}
/// <summary>One saved consist in the user's vehicle warehouse.</summary>
public sealed class TrainsetPreset
{
/// <summary>Display name shown in the "load from warehouse" menu.</summary>
public string Name { get; set; } = "";
/// <summary>Complete "trainset … endtrainset" scenery entry (self-contained).</summary>
public string Entry { get; set; } = "";
}
/// <summary>Root object persisted to userpresets.json.</summary>
public sealed class PresetCollection
{
public List<TrainsetPreset> Presets { get; set; } = new();
}
/// <summary>
/// The user's vehicle/consist "warehouse": named trainset presets persisted as JSON.
/// Stored under the per-user config directory so it survives reinstalls:
/// Windows: %APPDATA%\MaSzyna\starter\userpresets.json
/// macOS: ~/Library/Application Support/MaSzyna/starter/userpresets.json
/// Linux: ~/.config/MaSzyna/starter/userpresets.json
/// All operations are best-effort and never throw.
/// </summary>
public static class PresetStore
{
private static string ResolvePath()
@@ -63,11 +51,8 @@ public static class PresetStore
public static string FilePath { get; } = ResolvePath();
/// <summary>Pascal miSortByVehicleName / miSortByTrackName for the warehouse menu.</summary>
public static PresetSort SortMode { get; set; } = PresetSort.Name;
// Source-generated metadata keeps (de)serialisation AOT/trim-safe, matching the
// approach used for the vehicle database.
private static readonly JsonSerializerOptions Options = new()
{
WriteIndented = true,
@@ -77,7 +62,6 @@ public static class PresetStore
private static JsonTypeInfo<PresetCollection> TypeInfo =>
(JsonTypeInfo<PresetCollection>)Options.GetTypeInfo(typeof(PresetCollection));
/// <summary>All saved presets, sorted per <see cref="SortMode"/>.</summary>
public static IReadOnlyList<TrainsetPreset> All()
{
var list = Load().Presets.ToList();
@@ -88,10 +72,6 @@ public static class PresetStore
return list;
}
/// <summary>
/// Saves (or overwrites, by name) a consist preset. No-op on a blank name or
/// empty entry.
/// </summary>
public static void Save(string? name, string? entry)
{
name = name?.Trim() ?? "";
@@ -105,7 +85,6 @@ public static class PresetStore
Persist(col);
}
/// <summary>Removes a preset by name (case-insensitive).</summary>
public static void Delete(string name)
{
var col = Load();
@@ -113,10 +92,6 @@ public static class PresetStore
Persist(col);
}
/// <summary>
/// Import Pascal <c>starter/magazyn.ini</c> (or legacy starter.ini / RAINSTED.INI)
/// into the JSON warehouse. Returns how many consists were added.
/// </summary>
public static int ImportMagazyn(string? path = null)
{
path ??= FindMagazynPath();
@@ -197,7 +172,7 @@ public static class PresetStore
}
catch
{
// unreadable / malformed - start from an empty warehouse
}
return new PresetCollection();
}
@@ -211,24 +186,15 @@ public static class PresetStore
}
catch
{
// best-effort: a failed save just means the warehouse isn't updated
}
}
}
/// <summary>
/// Helpers to convert a consist to/from its canonical scenery text - the full
/// "trainset … endtrainset" block, exactly what is placed on the clipboard.
/// </summary>
public static class ConsistText
{
/// <summary>The complete scenery entry for a trainset (incl. endtrainset).</summary>
public static string Serialize(Trainset trainset) => trainset.ToSceneryEntry();
/// <summary>
/// Parses the vehicles out of a complete trainset entry. Returns null when the
/// text holds no usable node::dynamic vehicles.
/// </summary>
public static List<Dynamic>? VehiclesFrom(string? text)
{
if (string.IsNullOrWhiteSpace(text))
@@ -245,7 +211,6 @@ public static class ConsistText
}
}
// Source-generated JSON metadata (AOT/trim-safe; no runtime reflection).
[JsonSerializable(typeof(PresetCollection))]
[JsonSerializable(typeof(TrainsetPreset))]
internal partial class PresetJsonContext : JsonSerializerContext

View File

@@ -18,7 +18,6 @@ public sealed class SceneryInclude
{
public string FilePath = "";
public string Desc = "";
/// <summary>0 = default off, 1 = default on, 2 = terrain (auto if no .sbt).</summary>
public int Kind;
public bool Selected;
}
@@ -29,49 +28,33 @@ public class Scenery
public List<Trainset> Trainsets;
public List<SceneryAttachment> Attachments = new();
public List<SceneryInclude> Includes = new();
/// <summary>
/// Names of <c>node … dynamic</c> entries outside trainsets (kept in the
/// template on export; collected so the depot can avoid name clashes).
/// </summary>
public List<string> LooseVehicleNames = new();
/// <summary>Parsed loose dynamics (Pascal <c>SCN.Vehicles</c>).</summary>
public List<Dynamic> LooseVehicles = new();
/// <summary>Parse / vehicle faults for the Info tab (Pascal FaultList).</summary>
public List<string> Faults = new();
public string Group;
public string Path;
// Starter directives (comment-syntax metadata, see wiki "Plik scenerii").
// They do not affect the simulation, only how a starter presents the scenery.
public string Name; // //$n - scenery name
public string Description; // //$d - scenery description
public string ImageName; // //$i - main-window image (scenery thumbnail)
public string Name;
public string Description;
public string ImageName;
/// <summary>True when the scenery declares the //$a "archival" flag.</summary>
public bool Archival;
// Weather / environment. Like the original Starter, these are editable and are
// written into the scenery's "config" block on launch (see RewriteWeather).
//
// Two clocks, matching Pascal TConfig.StartTime / TConfig.Time:
// Time -> classic "time … endtime" (from the SCN; UI does not edit it)
// ScenarioTimeOverride -> "scenario.time.override" (what the Weather picker edits)
// Defaults: classic start 10:30; override falls back to "now" when the SCN has neither.
public string Time = "10:30"; // h:mm -> "time … endtime"
public string ScenarioTimeOverride = "10:30"; // h:mm -> "scenario.time.override"
public int Day = 0; // "movelight <day>" (day of year / season)
public double Temperature = 15; // "scenario.weather.temperature"
public int FogStart = 10; // atmo fog start (metres)
public int FogEnd = 2000; // visibility in metres (atmo fog range)
public double Overcast = 0; // atmo overcast factor (-1.5 .. 1.5)
public string Time = "10:30";
public string ScenarioTimeOverride = "10:30";
public int Day = 0;
public double Temperature = 15;
public int FogStart = 10;
public int FogEnd = 2000;
public double Overcast = 0;
/// <summary>True when the scenery actually declared any weather command.</summary>
public bool HasWeather;
/// <summary>Set once the user edits the weather, so export rewrites the config.</summary>
public bool WeatherDirty;
// Snapshot of weather as loaded from the SCN (Pascal actRestoreWeather).
private string _origTime = "10:30";
private string _origOverride = "10:30";
private int _origDay;
@@ -79,11 +62,8 @@ public class Scenery
private int _origFogEnd = 2000;
private double _origOvercast;
// The file content with each trainset block replaced by a {{i}} placeholder,
// used to rebuild the .scn on export.
private readonly string _template;
/// <summary>Display label: //$n when set (with @token i18n), otherwise the file name.</summary>
public string DisplayName
{
get
@@ -94,12 +74,10 @@ public class Scenery
}
}
/// <summary>//$d lines with @token translation applied.</summary>
public string LocalizedDescription =>
string.IsNullOrEmpty(Description) ? "" :
string.Join("\n", Description.Split('\n').Select(SceneryI18n.T));
// Lazily resolved, cached path to the //$i image on disk (null if not found).
private string _imagePath;
private bool _imagePathResolved;
@@ -109,29 +87,23 @@ public class Scenery
Trainsets = new List<Trainset>();
if (!File.Exists(path))
throw new FileNotFoundException(path);
var encoding = Encoding.GetEncoding(1250); // Windows-1250
var encoding = Encoding.GetEncoding(1250);
string content = File.ReadAllText(path, encoding);
// property scanning - starter directives written as // comments.
// \b after the letter keeps //$d from matching //$decor, //$i from
// matching //$it, etc.
this.Group = MatchDirective(content, "l");
this.Name = MatchDirective(content, "n");
// //$d may appear on several lines; each is one line of the description.
this.Description = MatchAllDirectives(content, "d");
this.ImageName = MatchDirective(content, "i");
// //$a marks an archival scenery (present = archival, regardless of value).
this.Archival = MatchDirective(content, "a") != null;
// weather/environment is read from the raw text before trainset blocks
// are stripped out below (the atmosphere commands live outside trainsets)
ParseWeather(content);
SnapshotWeather();
ParseAttachments(content);
content = ParseAndStripOptionalIncludes(content);
// parsing trainsets
List<string> trainsetEntries = new List<string>();
Regex regex = new Regex(
@"trainset\b[\s\S]*?\bendtrainset\b",
@@ -146,8 +118,6 @@ public class Scenery
content = ExtractLooseVehicles(content);
_template = content;
// 1:1 with placeholders - the Trainset ctor never throws (unparsable
// blocks are kept verbatim), so indices stay aligned for export.
foreach (string trainsetEntry in trainsetEntries)
{
var ts = new Trainset(trainsetEntry);
@@ -157,8 +127,6 @@ public class Scenery
}
}
// Pull standalone node…dynamic blocks out of the template (Pascal SCN.Vehicles)
// so export can re-emit them via PrepareNode(false) and names stay editable.
private string ExtractLooseVehicles(string content)
{
LooseVehicles.Clear();
@@ -212,10 +180,6 @@ public class Scenery
});
}
/// <summary>
/// Rebuilds the full .scn content with the (possibly modified) trainsets
/// substituted back into their original positions.
/// </summary>
public string BuildExportContent(bool skipDecorTrainsets = false)
{
string result = _template;
@@ -260,7 +224,7 @@ public class Scenery
string rest = m.Groups[1].Value.Trim();
if (rest.Length == 0) continue;
string[] parts = rest.Split((char[]?)null, StringSplitOptions.RemoveEmptyEntries);
// "$f XX path label…" (Pascal) or "$f path label"
if (parts.Length >= 3 && parts[0].Length <= 2)
Attachments.Add(new SceneryAttachment
{
@@ -282,8 +246,6 @@ public class Scenery
}
}
// Pulls include … end //$optional… … endoptional out of the template so Start
// can re-inject only the checked ones (Pascal ParseInc / actStartExecute).
private string ParseAndStripOptionalIncludes(string content)
{
Includes.Clear();
@@ -346,16 +308,9 @@ public class Scenery
return sb + text;
}
/// <summary>
/// Reads the scenery's environment commands into the editable weather fields.
/// Mirrors the original Starter (config: movelight / scenario.weather.temperature
/// / scenario.time.override, plus top-level time and the atmo fog/overcast block).
/// </summary>
private void ParseWeather(string content)
{
// Classic "time h:mm" seeds both clocks (Pascal: Config.Time + Config.StartTime).
// "scenario.time.override" seeds only the UI clock (Pascal ignored it on load;
// we honour it so a previously exported $scn round-trips correctly).
var time = Regex.Match(content, @"(?im)^\s*time\s+(\d{1,2})[:.](\d{2})\b");
if (time.Success)
{
@@ -371,12 +326,11 @@ public class Scenery
}
else if (!time.Success)
{
// No clock in the SCN → UI shows "now", classic export stays 10:30 (Pascal).
var now = System.DateTime.Now;
ScenarioTimeOverride = $"{now.Hour:D2}:{now.Minute:D2}";
}
// "movelight <day>" - day of the year (sun elevation / season)
var move = Regex.Match(content, @"(?im)\bmovelight\s+(-?\d+)");
if (move.Success && int.TryParse(move.Groups[1].Value, out int day))
{
@@ -384,7 +338,6 @@ public class Scenery
HasWeather = true;
}
// "scenario.weather.temperature <°C>"
var temp = Regex.Match(content, @"(?i)scenario\.weather\.temperature\s+(-?\d+(?:\.\d+)?)");
if (temp.Success &&
double.TryParse(temp.Groups[1].Value, System.Globalization.NumberStyles.Float,
@@ -394,8 +347,6 @@ public class Scenery
HasWeather = true;
}
// "atmo R G B fogStart fogEnd R G B overcast endatmo"
// Pascal ParseAtmo: FogEnd := RandomRange(FogStart, FogEnd).
var atmo = Regex.Match(content, @"(?is)\batmo\b(.*?)\bendatmo\b");
if (atmo.Success)
{
@@ -429,7 +380,6 @@ public class Scenery
_origOvercast = Overcast;
}
/// <summary>Restores weather fields to the values parsed from the SCN file.</summary>
public void RestoreWeather()
{
Time = _origTime;
@@ -441,17 +391,11 @@ public class Scenery
WeatherDirty = true;
}
/// <summary>
/// Replaces the scenery's environment commands with a fresh config block built
/// from the current weather fields (the C# equivalent of the original Starter's
/// TLexParser.ChangeConfig). On any failure the original text is returned
/// unchanged so a launch is never blocked by a bad rewrite.
/// </summary>
private string RewriteWeather(string text)
{
try
{
// strip the existing weather commands
string s = text;
s = Regex.Replace(s, @"(?is)\bconfig\b.*?\bendconfig\b", " ");
s = Regex.Replace(s, @"(?is)\btime\b\s+\d[^\r\n]*?\bendtime\b", " ");
@@ -461,7 +405,7 @@ public class Scenery
s = Regex.Replace(s, @"(?i)scenario\.time\.override\s+\S+", " ");
var inv = System.Globalization.CultureInfo.InvariantCulture;
// Override = picker value; classic time = original SCN start (unchanged by UI).
string config =
"config\r\n" +
$"movelight {Day}\r\n" +
@@ -479,10 +423,6 @@ public class Scenery
}
}
/// <summary>
/// Collects every //$&lt;letter&gt; line (e.g. all //$d lines) and joins them
/// into one multi-line string. Returns null when none are present.
/// </summary>
private static string MatchAllDirectives(string content, string letter)
{
var matches = Regex.Matches(
@@ -495,11 +435,6 @@ public class Scenery
return string.Join("\n", matches.Select(m => m.Groups[1].Value.TrimEnd()));
}
/// <summary>
/// Reads a single starter directive value (the text after //$&lt;letter&gt;).
/// Returns null when the directive is absent. The trailing whitespace
/// requirement separates e.g. //$d from //$decor and //$i from //$it.
/// </summary>
private static string MatchDirective(string content, string letter)
{
var match = Regex.Match(
@@ -510,11 +445,6 @@ public class Scenery
return match.Success ? match.Groups[1].Value.Trim() : null;
}
/// <summary>
/// Resolved on-disk path of the //$i scenery image, or null if none is
/// declared or the file cannot be found. The value of //$i may be a bare
/// file name or a path; common locations are probed and the result cached.
/// </summary>
public string ImagePath
{
get
@@ -532,19 +462,17 @@ public class Scenery
if (string.IsNullOrWhiteSpace(ImageName))
return null;
// normalise legacy back-slashes so paths work cross-platform
string name = ImageName.Replace('\\', '/').Trim();
string scnDir = System.IO.Path.GetDirectoryName(Path) ?? "."; // e.g. scenery/
string root = System.IO.Path.GetDirectoryName(scnDir) ?? "."; // MaSzyna root
string scnDir = System.IO.Path.GetDirectoryName(Path) ?? ".";
string root = System.IO.Path.GetDirectoryName(scnDir) ?? ".";
// probe the usual places, first hit wins
var candidates = new List<string>
{
name, // as given (cwd / absolute)
System.IO.Path.Combine(root, name), // relative to MaSzyna root
System.IO.Path.Combine(scnDir, name), // next to the .scn
System.IO.Path.Combine(scnDir, "images", name), // scenery/images/
System.IO.Path.Combine(root, "scenery", "images", name), // scenery/images/ from root
name,
System.IO.Path.Combine(root, name),
System.IO.Path.Combine(scnDir, name),
System.IO.Path.Combine(scnDir, "images", name),
System.IO.Path.Combine(root, "scenery", "images", name),
};
foreach (string candidate in candidates)

View File

@@ -9,163 +9,126 @@ namespace StarterNG.Classes;
public enum BatteryDefault { Default = 0, AlwaysOff = 1, AlwaysOn = 2 }
/// <summary>
/// Application settings backing the Settings view, persisted to the simulator's
/// <c>eu07.ini</c>.
///
/// <para><b>Where it loads/saves.</b> The active file lives next to the
/// simulator's own config: <c>%APPDATA%\MaSzyna\eu07.ini</c> on Windows or
/// <c>~/.config/MaSzyna/eu07.ini</c> elsewhere. If that file does not exist yet,
/// defaults are read from an <c>eu07.ini</c> in the launcher's working directory
/// (the same fallback the simulator uses). Saving always writes to the per-user
/// path.</para>
///
/// <para><b>Unknown keys are kept.</b> The whole file is round-tripped through
/// <see cref="ConfigFile"/>; only the keys the UI actually edits are rewritten,
/// so any extra settings the launcher does not model survive a save.</para>
///
/// <para>Some mappings are best-effort where the wiki does not document an exact
/// key; those are marked with NOTE and can be adjusted against the running exe.</para>
/// </summary>
public sealed class Settings
{
public static Settings Instance { get; } = new();
/// <summary>
/// Pulls the current values out of the Settings view into this instance.
/// The view assigns this when it is constructed; null if the view was never
/// opened (in which case Save just re-writes the loaded values).
/// </summary>
public Action? CaptureFromUi { get; set; }
/// <summary>True if the loaded config explicitly contained a <c>lang</c> entry.</summary>
public bool LanguageWasSet { get; private set; }
// ── General ───────────────────────────────────────────────────────────
public string Language = "English"; // lang (pl/en)
public bool Fullscreen; // fullscreen
public bool PauseWhenInactive = true; // inactivepause
public bool PauseOnStart; // pause
public int CursorSensitivity = 2; // |mousescale x|
public bool InvertMouseHorizontal; // mousescale x < 0
public bool InvertMouseVertical; // mousescale y < 0
public string Language = "English";
public bool Fullscreen;
public bool PauseWhenInactive = true;
public bool PauseOnStart;
public int CursorSensitivity = 2;
public bool InvertMouseHorizontal;
public bool InvertMouseVertical;
// ── Communication ─────────────────────────────────────────────────────
public bool IgnoreGamepad; // input.gamepad (inverted)
public int FeedbackMode = 1; // feedbackmode (0-5)
public int FeedbackPort = 888; // feedbackport
public bool UartEnabled; // uart presence
public string UartPort = ""; // uart
public string UartTune = ""; // uarttune
public bool UartDebug; // uartdebug
public bool UartMain, UartScnd, UartTrain, UartLocal, UartRadioVolume, UartRadioChannel; // uartfeature tokens
public bool IgnoreGamepad;
public int FeedbackMode = 1;
public int FeedbackPort = 888;
public bool UartEnabled;
public string UartPort = "";
public string UartTune = "";
public bool UartDebug;
public bool UartMain, UartScnd, UartTrain, UartLocal, UartRadioVolume, UartRadioChannel;
// ── Other ─────────────────────────────────────────────────────────────
public bool SelectExeAutomatically = true; // starter.exe.auto (launcher-only)
public string ExecutablePath = "eu07.exe"; // starter.exe.path (launcher-only)
public bool DebugMode; // debugmode
public bool VirtualShunting = true; // ai.trainman
public bool LogMissingVehicleFiles; // starter.logmissingvehicles → bledy.txt dump
public bool SelectExeAutomatically = true;
public string ExecutablePath = "eu07.exe";
public bool DebugMode;
public bool VirtualShunting = true;
public bool LogMissingVehicleFiles;
// ── Graphics ──────────────────────────────────────────────────────────
public int RenderEngine; // gfxrenderer (index, see RenderEngines)
public int Width = 1280; // width
public int Height = 720; // height
public int BufferScalePercent = 100; // starter.bufferscale → gfx.framebuffer.fidelity
public int MaxTextureSize = 4096; // maxtexturesize
public int MaxCabTextureSize = 4096; // maxcabtexturesize
public int TextureFiltering = 8; // anisotropicfiltering (1/2/4/8/16)
public int Multisampling = 2; // multisampling (0-3)
public int DynamicLights = 7; // dynamiclights (0-7)
public double DrawRangeFactor = 3.0; // gfx.drawrange.factor.max
public bool VSync; // vsync
public bool Smoke = true; // gfx.smoke
public int SmokeFidelity = 1; // gfx.smoke.fidelity (1-4)
public bool ChromaticAberration = true; // gfx.postfx.chromaticaberration.enabled
public bool MotionBlur = true; // gfx.postfx.motionblur.enabled
public bool ExtraEffects = true; // gfx.extraeffects
public bool EnvMap = true; // gfx.envmap.enabled
public bool UseVbo = true; // usevbo
public bool RenderShadows = true; // shadows + gfx.shadowmap.enabled
public int ReflectionsFramerate = 60; // gfx.reflections.framerate
public int ShadowMapResolution = 2048; // shadowtune[0]
public int ShadowProjectionRange = 250; // shadowtune[1]
public int CabShadowsRange; // gfx.shadows.cab.range
public int ShadowRankCutoff = 3; // gfx.shadow.rank.cutoff (NOTE)
public int ReflectionsFidelity; // gfx.reflections.fidelity (0-2)
public int FieldOfView = 45; // fieldofview (15-75) NOTE: 'fovSlider' in XAML
public bool PythonScreens = true; // python.enabled
public bool PythonThreadedUpload = true; // python.threadedupload
public bool FpsLimitEnabled; // fpslimit (presence)
public int FpsLimit = 30; // fpslimit (1-100)
public double ShadowAngleLimit = 0.2; // gfx.shadow.angle.min (0.2-1.0)
public bool FullscreenWindowed; // fullscreenwindowed
public bool RenderAngleVulkan; // gfx.angleplatform ("vulkan")
public int RenderEngine;
public int Width = 1280;
public int Height = 720;
public int BufferScalePercent = 100;
public int MaxTextureSize = 4096;
public int MaxCabTextureSize = 4096;
public int TextureFiltering = 8;
public int Multisampling = 2;
public int DynamicLights = 7;
public double DrawRangeFactor = 3.0;
public bool VSync;
public bool Smoke = true;
public int SmokeFidelity = 1;
public bool ChromaticAberration = true;
public bool MotionBlur = true;
public bool ExtraEffects = true;
public bool EnvMap = true;
public bool UseVbo = true;
public bool RenderShadows = true;
public int ReflectionsFramerate = 60;
public int ShadowMapResolution = 2048;
public int ShadowProjectionRange = 250;
public int CabShadowsRange;
public int ShadowRankCutoff = 3;
public int ReflectionsFidelity;
public int FieldOfView = 45;
public bool PythonScreens = true;
public bool PythonThreadedUpload = true;
public bool FpsLimitEnabled;
public int FpsLimit = 30;
public double ShadowAngleLimit = 0.2;
public bool FullscreenWindowed;
public bool RenderAngleVulkan;
// ── Physics ───────────────────────────────────────────────────────────
public int SplineFidelity = 1; // splinefidelity (1-4)
public bool FullPhysics = true; // fullphysics
public bool EnableTraction = true; // enabletraction (pantograph can break)
public bool LiveTraction = true; // livetraction
public bool PhysicsLog; // physicslog (speedometer tapes)
public bool DebugLog = true; // debuglog (3 / 0)
public bool MultipleLogs; // multiplelogs
public bool DisplaySimulation = true; // gfx.skiprendering (inverted)
public bool CrashDamage = true; // crashdamage
public double Friction = 1.0; // friction (0.1-3.0)
public double BrakeStep = 1.0; // brakestep (0.4-3.0)
public double BrakeSpeed = 3.0; // brakespeed (0.4-3.0)
public int SplineFidelity = 1;
public bool FullPhysics = true;
public bool EnableTraction = true;
public bool LiveTraction = true;
public bool PhysicsLog;
public bool DebugLog = true;
public bool MultipleLogs;
public bool DisplaySimulation = true;
public bool CrashDamage = true;
public double Friction = 1.0;
public double BrakeStep = 1.0;
public double BrakeSpeed = 3.0;
// ── Sound ─────────────────────────────────────────────────────────────
public bool SoundEnabled = true; // soundenabled
public int Volume = 50; // sound.volume (0-2 → 0-100)
public int RadioVolume = 75; // sound.volume.radio (0-1 → 0-100)
public int VehiclesVolume = 100; // sound.volume.vehicle
public int PositionalVolume = 100; // sound.volume.positional
public int AmbientVolume = 100; // sound.volume.ambient
public bool SoundEnabled = true;
public int Volume = 50;
public int RadioVolume = 75;
public int VehiclesVolume = 100;
public int PositionalVolume = 100;
public int AmbientVolume = 100;
// ── Advanced ──────────────────────────────────────────────────────────
public bool CompressTextures = true; // compresstex
public bool ScaleSpeculars = true; // scalespeculars
public bool UseGLES; // gfx.usegles
public bool ShaderGamma; // gfx.shadergamma
public bool ScreenMipmaps = true; // python.mipmaps
public bool ExtendedModelConversion; // convertmodels ("143"/"0")
public bool GfxResourceMove; // gfx.resource.move
public bool GfxResourceSweep = true; // gfx.resource.sweep
public int TrainPhysicsThreads; // async.trainThreads
public bool IgnoreIrrelevantTrains; // starter.ignoreirrelevant (launcher-only)
public bool CompressTextures = true;
public bool ScaleSpeculars = true;
public bool UseGLES;
public bool ShaderGamma;
public bool ScreenMipmaps = true;
public bool ExtendedModelConversion;
public bool GfxResourceMove;
public bool GfxResourceSweep = true;
public int TrainPhysicsThreads;
public bool IgnoreIrrelevantTrains;
// ── Starter (launcher-only, stored under starter.* keys) ───────────────
public bool AutoCloseStarter; // starter.autoclose
public bool LargeThumbnails; // starter.largethumbnails
public bool AutoExpandSceneryTree; // starter.expandtree
public BatteryDefault BatteryDefault = BatteryDefault.Default; // starter.batterydefault (launcher-only)
public bool AutoCloseStarter;
public bool LargeThumbnails;
public bool AutoExpandSceneryTree;
public BatteryDefault BatteryDefault = BatteryDefault.Default;
// List filters (launcher-only). Default on.
public bool ShowAiVehicles = true; // starter.show.ai (show //$o "-" consists)
public bool DrivableOnly = true; // starter.drivableonly (hide //$decor consists)
public bool ShowArchivalSceneries = true; // starter.show.archival
public bool HideArchivalVehicles = true; // starter.hide.archivalvehicles
/// <summary>Last selected scenery file name (without path), restored on next launch.</summary>
public string LastScenery = ""; // starter.last.scenery
public bool ShowAiVehicles = true;
public bool DrivableOnly = true;
public bool ShowArchivalSceneries = true;
public bool HideArchivalVehicles = true;
public string LastScenery = "";
/// <summary>gfxrenderer tokens in the order shown by the render-engine combo.</summary>
public static readonly string[] RenderEngines =
{ "full", "legacy", "simpleshader", "simple", "off", "experimental" };
/// <summary>Anisotropic-filtering steps for the texture-quality slider (1-5).</summary>
public static readonly int[] AnisotropySteps = { 1, 2, 4, 8, 16 };
// Tokens of mousescale / shadowtune that the UI does not edit but must keep.
private double _mouseScaleYMagnitude = 0.2;
private string[] _shadowTuneExtra = { "400", "300" }; // tokens [2], [3]
private string[] _shadowTuneExtra = { "400", "300" };
private ConfigFile _config = new();
private string _savePath = string.Empty;
private DateTime _configAgeUtc = DateTime.MinValue;
/// <summary>Resolves the per-user eu07.ini path for the current OS.</summary>
public static string UserConfigPath()
{
if (OperatingSystem.IsWindows())
@@ -186,24 +149,16 @@ public sealed class Settings
if (!string.IsNullOrEmpty(home))
return Path.Combine(home, ".config", "MaSzyna", "eu07.ini");
}
// Last resort: alongside the launcher.
return Path.Combine(AppContext.BaseDirectory, "eu07.ini");
}
/// <summary>Default config shipped in the launcher's working directory.</summary>
private static string DefaultConfigPath() =>
Path.Combine(Directory.GetCurrentDirectory(), "eu07.ini");
/// <summary>Directory holding the per-user eu07.ini, for locating launcher-only data alongside it.</summary>
public static string UserConfigDirectory() =>
Path.GetDirectoryName(UserConfigPath()) ?? AppContext.BaseDirectory;
/// <summary>
/// The simulator executable to launch. With auto-selection on, the working
/// directory is scanned for an <c>eu07*</c> binary - <c>eu07</c> on Linux/macOS,
/// <c>eu07.exe</c> on Windows - so the same procedure works on every OS. With it
/// off, the explicitly chosen path is used.
/// </summary>
public string ResolveExecutable()
{
if (!SelectExeAutomatically && !string.IsNullOrWhiteSpace(ExecutablePath))
@@ -219,23 +174,18 @@ public sealed class Settings
continue;
string file = Path.GetFileName(path);
if (string.Equals(file, canonical, StringComparison.OrdinalIgnoreCase))
return path; // exact canonical name wins
return path;
if (best == null || file.Length < Path.GetFileName(best).Length)
best = path; // otherwise prefer the shortest eu07* name
best = path;
}
if (best != null)
return best;
}
catch { /* fall through to the canonical name */ }
catch { }
return canonical;
}
/// <summary>
/// Scans <paramref name="directory"/> (defaults to the working directory) for
/// plausible <c>eu07*</c> launcher binaries, newest first, for populating the
/// manual-selection dropdown. Does not affect <see cref="ResolveExecutable"/>.
/// </summary>
public static List<string> ListCandidateExecutables(string? directory = null)
{
directory ??= Directory.GetCurrentDirectory();
@@ -250,8 +200,6 @@ public sealed class Settings
catch { return new List<string>(); }
}
// Filters the eu07* matches down to plausible launcher binaries, skipping data
// and config files (eu07.ini, eu07.log, libraries, …).
private static bool IsExecutableCandidate(string path)
{
string ext = Path.GetExtension(path).ToLowerInvariant();
@@ -260,9 +208,7 @@ public sealed class Settings
return false;
if (OperatingSystem.IsWindows())
return ext == ".exe";
// Linux / macOS: no extension (eu07), a known binary suffix, or .exe
// (some builds - notably this project's own build-macos.sh - ship the
// macOS binary under the historical "eu07.exe" name).
return ext.Length == 0 || ext is ".exe" or ".x86_64" or ".run" or ".appimage";
}
@@ -270,7 +216,7 @@ public sealed class Settings
private static Encoding ResolveEncoding()
{
// eu07.ini comments use Polish diacritics in Windows-1250; preserve them.
try
{
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
@@ -282,7 +228,6 @@ public sealed class Settings
}
}
/// <summary>Loads settings from the per-user file, or the working-dir default.</summary>
public void Load()
{
_savePath = UserConfigPath();
@@ -290,14 +235,12 @@ public sealed class Settings
LoadFrom(source);
}
/// <summary>Captures the latest UI values (if the view is open) and saves.</summary>
public void CaptureAndSave()
{
CaptureFromUi?.Invoke();
Save();
}
/// <summary>Loads settings from an arbitrary path without changing where <see cref="Save"/> writes.</summary>
public void LoadFrom(string path)
{
try
@@ -315,7 +258,6 @@ public sealed class Settings
TouchConfigAge();
}
/// <summary>Persists settings to the per-user eu07.ini, keeping unknown keys.</summary>
public void Save()
{
if (string.IsNullOrEmpty(_savePath))
@@ -324,7 +266,6 @@ public sealed class Settings
SaveTo(_savePath);
}
/// <summary>Writes settings to an arbitrary path without changing where <see cref="Save"/> writes.</summary>
public void SaveTo(string path)
{
WriteToConfig();
@@ -341,7 +282,7 @@ public sealed class Settings
}
catch
{
// Could not write (permissions / path). Leave values in memory.
}
}
@@ -360,7 +301,6 @@ public sealed class Settings
}
}
/// <summary>Pascal CheckSettingsFile: true when eu07.ini is newer than last load/save.</summary>
public bool IsConfigNewerOnDisk()
{
string path = string.IsNullOrEmpty(_savePath) ? UserConfigPath() : _savePath;
@@ -376,7 +316,6 @@ public sealed class Settings
}
}
// Map BufferScalePercent → gfx.framebuffer.fidelity like Pascal's 720/1080/1440/Custom.
private void ApplyFramebufferFidelity()
{
int fidelity = BufferScalePercent switch
@@ -392,10 +331,9 @@ public sealed class Settings
_config.Remove("gfx.framebuffer.fidelity");
}
/// <summary>Copy the Reinhard GLSL into shaders/tonemapping.glsl when present.</summary>
public void ApplyHdrShader()
{
// Only meaningful for full / legacy / experimental renderers (Pascal).
if (RenderEngine is not (0 or 1 or 5))
return;
@@ -408,7 +346,7 @@ public sealed class Settings
Directory.CreateDirectory(destDir);
File.Copy(src, Path.Combine(destDir, "tonemapping.glsl"), overwrite: true);
}
catch { /* missing shaders dir / permissions */ }
catch { }
}
private static string? FindBundled(string fileName)
@@ -426,7 +364,6 @@ public sealed class Settings
return null;
}
/// <summary>Pascal chLogExt on exit: dump missing vehicle assets to starter/bledy.txt.</summary>
public void DumpMissingVehicleLog()
{
if (!LogMissingVehicleFiles) return;
@@ -441,12 +378,10 @@ public sealed class Settings
catch { }
}
// ── config → fields ───────────────────────────────────────────────────
private void ReadFromConfig()
{
var c = _config;
// General
LanguageWasSet = c.Has("lang");
Language = c.GetString("lang", "en").ToLowerInvariant() == "pl" ? "Polski" : "English";
Fullscreen = c.GetBool("fullscreen", false);
@@ -465,7 +400,6 @@ public sealed class Settings
_mouseScaleYMagnitude = Math.Abs(my);
}
// Communication
IgnoreGamepad = !c.GetBool("input.gamepad", true);
FeedbackMode = Clamp(c.GetInt("feedbackmode", 1), 0, 5);
FeedbackPort = c.GetInt("feedbackport", 888);
@@ -486,14 +420,12 @@ public sealed class Settings
UartRadioVolume = UartRadioChannel = false;
}
// Other
SelectExeAutomatically = c.GetBool("starter.exe.auto", true);
ExecutablePath = c.GetString("starter.exe.path", "eu07.exe");
DebugMode = c.GetBool("debugmode", false);
VirtualShunting = c.GetBool("ai.trainman", true);
LogMissingVehicleFiles = c.GetBool("starter.logmissingvehicles", false);
// Graphics
RenderEngine = IndexOf(RenderEngines, c.GetString("gfxrenderer", "full"), 0);
Width = c.GetInt("width", 1280);
Height = c.GetInt("height", 720);
@@ -532,7 +464,6 @@ public sealed class Settings
FullscreenWindowed = c.GetBool("fullscreenwindowed", false);
RenderAngleVulkan = string.Equals(c.GetString("gfx.angleplatform", ""), "vulkan", StringComparison.OrdinalIgnoreCase);
// Physics
SplineFidelity = Clamp(c.GetInt("splinefidelity", 1), 1, 4);
FullPhysics = c.GetBool("fullphysics", true);
EnableTraction = c.GetBool("enabletraction", true);
@@ -546,7 +477,6 @@ public sealed class Settings
BrakeStep = c.GetDouble("brakestep", 1.0);
BrakeSpeed = c.GetDouble("brakespeed", 3.0);
// Sound
SoundEnabled = c.GetBool("soundenabled", true);
Volume = Clamp((int)Math.Round(c.GetDouble("sound.volume", 1.0) * 50), 1, 100);
RadioVolume = Clamp((int)Math.Round(c.GetDouble("sound.volume.radio", 0.75) * 100), 1, 100);
@@ -554,7 +484,6 @@ public sealed class Settings
PositionalVolume = Clamp((int)Math.Round(c.GetDouble("sound.volume.positional", 1.0) * 100), 1, 100);
AmbientVolume = Clamp((int)Math.Round(c.GetDouble("sound.volume.ambient", 1.0) * 100), 1, 100);
// Advanced
CompressTextures = c.GetBool("compresstex", true);
ScaleSpeculars = c.GetBool("scalespeculars", true);
UseGLES = c.GetBool("gfx.usegles", false);
@@ -566,7 +495,6 @@ public sealed class Settings
TrainPhysicsThreads = Clamp(c.GetInt("async.trainThreads", 0), 0, Environment.ProcessorCount);
IgnoreIrrelevantTrains = c.GetBool("starter.ignoreirrelevant", false);
// Starter
AutoCloseStarter = c.GetBool("starter.autoclose", false);
LargeThumbnails = c.GetBool("starter.largethumbnails", false);
AutoExpandSceneryTree = c.GetBool("starter.expandtree", false);
@@ -578,12 +506,10 @@ public sealed class Settings
LastScenery = c.GetString("starter.last.scenery", "");
}
// ── fields → config ───────────────────────────────────────────────────
private void WriteToConfig()
{
var c = _config;
// General
c.Set("lang", Language == "Polski" ? "pl" : "en");
c.SetBool("fullscreen", Fullscreen);
c.SetBool("inactivepause", PauseWhenInactive);
@@ -595,7 +521,6 @@ public sealed class Settings
$"{mx.ToString("0.###", CultureInfo.InvariantCulture)} " +
$"{my.ToString("0.###", CultureInfo.InvariantCulture)}");
// Communication
c.SetBool("input.gamepad", !IgnoreGamepad);
c.SetInt("feedbackmode", FeedbackMode);
c.SetInt("feedbackport", FeedbackPort);
@@ -611,14 +536,12 @@ public sealed class Settings
if (UartRadioChannel) sb.Append("radiochannel|");
c.Set("uartfeature", sb.ToString());
// Other
c.SetBool("starter.exe.auto", SelectExeAutomatically);
c.Set("starter.exe.path", ExecutablePath);
c.SetBool("debugmode", DebugMode);
c.SetBool("ai.trainman", VirtualShunting);
c.SetBool("starter.logmissingvehicles", LogMissingVehicleFiles);
// Graphics
c.Set("gfxrenderer", RenderEngines[Clamp(RenderEngine, 0, RenderEngines.Length - 1)]);
c.SetInt("width", Width);
c.SetInt("height", Height);
@@ -654,7 +577,6 @@ public sealed class Settings
c.SetBool("fullscreenwindowed", FullscreenWindowed);
if (RenderAngleVulkan) c.Set("gfx.angleplatform", "vulkan"); else c.Remove("gfx.angleplatform");
// Physics
c.SetInt("splinefidelity", SplineFidelity);
c.SetBool("fullphysics", FullPhysics);
c.SetBool("enabletraction", EnableTraction);
@@ -668,7 +590,6 @@ public sealed class Settings
c.SetDouble("brakestep", BrakeStep);
c.SetDouble("brakespeed", BrakeSpeed);
// Sound
c.SetBool("soundenabled", SoundEnabled);
c.SetDouble("sound.volume", Volume / 50.0);
c.SetDouble("sound.volume.radio", RadioVolume / 100.0);
@@ -676,7 +597,6 @@ public sealed class Settings
c.SetDouble("sound.volume.positional", PositionalVolume / 100.0);
c.SetDouble("sound.volume.ambient", AmbientVolume / 100.0);
// Advanced
c.SetBool("compresstex", CompressTextures);
c.SetBool("scalespeculars", ScaleSpeculars);
c.SetBool("gfx.usegles", UseGLES);
@@ -688,7 +608,6 @@ public sealed class Settings
c.SetInt("async.trainThreads", TrainPhysicsThreads);
c.SetBool("starter.ignoreirrelevant", IgnoreIrrelevantTrains);
// Starter
c.SetBool("starter.autoclose", AutoCloseStarter);
c.SetBool("starter.largethumbnails", LargeThumbnails);
c.SetBool("starter.expandtree", AutoExpandSceneryTree);
@@ -703,7 +622,6 @@ public sealed class Settings
c.Remove("starter.last.scenery");
}
// ── small helpers ──────────────────────────────────────────────────────
private static int Clamp(int v, int lo, int hi) => v < lo ? lo : (v > hi ? hi : v);
private static int ParseInt(string s, int fallback) =>

View File

@@ -10,7 +10,7 @@ namespace StarterNG.Classes;
public enum eDriverType
{
Headdriver,
Reardriver,
Reardriver,
Passenger,
Nobody
}
@@ -25,19 +25,14 @@ public class Trainset
public string Description;
public List<Dynamic> Vehicles;
/// <summary>Original .scn text of this trainset block (incl. endtrainset).</summary>
public string RawEntry;
/// <summary>True if the block parsed cleanly; false blocks are exported verbatim.</summary>
public bool Parsed;
/// <summary>True when the block carries the //$decor flag (decoration, not drivable).</summary>
public bool Decor;
/// <summary>Loading-screen logo key from <c>//$il</c>.</summary>
public string? Logo;
/// <summary>Optional trainset mini from <c>//$it</c>.</summary>
public string? Mini;
public Trainset(string trainsetEntry)
@@ -65,8 +60,6 @@ public class Trainset
.Where(t => !t.StartsWith("//") && !t.StartsWith("/*"))
.ToList();
// handle specific descriptions
// //$o
var match = Regex.Match(
trainsetEntry,
@"^\s*//\$o\s*(.*)$",
@@ -82,15 +75,12 @@ public class Trainset
var mini = Regex.Match(trainsetEntry, @"^\s*//\$it\b[ \t]*([^\r\n]*)", RegexOptions.Multiline);
if (mini.Success)
Mini = mini.Groups[1].Value.Trim();
// parse trainset
for (int i = 0; i < tokens.Count; i++)
{
if (tokens[i] == "endtrainset")
break;
// trainset properties
if (tokens[i] == "trainset")
{
this.Name = tokens[++i];
@@ -100,24 +90,22 @@ public class Trainset
this.OriginalVelocity = this.Velocity;
continue;
}
// skip entire assignments block
if (tokens[i] == "assignments")
{
while (i < tokens.Count && tokens[i] != "endassignment")
i++;
i++; // jump over endassignment
i++;
continue;
}
// load vehicles
if (tokens[i] == "node")
{
Dynamic nodeDynamic = new Dynamic();
nodeDynamic.RangeMax = float.Parse(tokens[++i], CultureInfo.InvariantCulture);
nodeDynamic.RangeMin = float.Parse(tokens[++i], CultureInfo.InvariantCulture);
nodeDynamic.Name = tokens[++i];
i++; // dynamic keyword
i++;
nodeDynamic.DataFolder = tokens[++i];
nodeDynamic.SkinFile = tokens[++i];
nodeDynamic.MmdFile = tokens[++i];
@@ -131,37 +119,26 @@ public class Trainset
_ => eDriverType.Nobody
};
// couplingdata: numeric bit-mask plus optional ".B/.W/.T" parameter
// codes (brake / wheel / thermo settings) kept verbatim.
nodeDynamic.Coupling = Coupling.Parse(tokens[++i]);
// Everything before enddynamic is the optional, positional tail
// documented for node::dynamic:
// [Lx] velocity [loadcount [loadtype]] [destination [destination]]
var trailing = new List<string>();
while (i + 1 < tokens.Count && tokens[i + 1] != "enddynamic")
trailing.Add(tokens[++i]);
nodeDynamic.ReadTrailing(trailing);
i++; // jump over enddynamic
i++;
Vehicles.Add(nodeDynamic);
}
}
}
/// <summary>
/// The .scn text for this trainset for export. Unparsed blocks are written
/// back verbatim; parsed blocks are regenerated from the current vehicles.
/// </summary>
public string ToSceneryEntry() =>
Parsed ? GetTrainsetEntry() + "endtrainset\n" : RawEntry;
public string GetTrainsetEntry()
{
// Starter metadata comments (parsed for filters/UI). Pascal's launch rewrite
// omits them from $scn; we keep them so a regenerated block stays filterable
// if the template is re-opened or compared.
var sb = new StringBuilder();
if (Decor)
sb.Append("//$decor\n");
@@ -205,8 +182,7 @@ public class Trainset
$"{vehicle.Offset.ToString(CultureInfo.InvariantCulture)} " +
$"{driverType} {vehicle.Coupling}{vehicle.WriteTrailing()} enddynamic\n";
}
return entry;
}
}
@@ -223,65 +199,38 @@ public class Dynamic
public float Offset;
public eDriverType DriverType;
/// <summary>
/// Coupling with the next vehicle (the <c>couplingdata</c> field): the bit-mask
/// plus any ".B/.W/.T" parameter codes (brake / wheel / thermo settings).
/// </summary>
public Coupling Coupling = new();
/// <summary>
/// Low byte of the coupling mask, exposed for the depot's per-bit editor.
/// Backed by <see cref="Coupling"/> so the two never diverge.
/// </summary>
public byte couplingData
{
get => (byte)(Coupling.AbsFlags & 0xFF);
set => Coupling.Flags = value;
}
// --- optional node::dynamic trailing parameters (all positional, all optional) ---
/// <summary>"Lx" MaxLoad override token (e.g. "L0"), or null when absent.</summary>
public string? MaxLoad;
/// <summary>Whether a per-vehicle velocity token is present / should be written.</summary>
public bool HasVelocity;
/// <summary>Per-vehicle starting velocity.</summary>
public float Velocity;
/// <summary>Cargo amount (loadcount).</summary>
public int LoadCount;
/// <summary>Cargo type (loadtype) — only meaningful when <see cref="LoadCount"/> &gt; 0.</summary>
public string? LoadType;
/// <summary>Optional cargo destination tokens (rarely used; preserved verbatim).</summary>
public List<string> Destinations = new();
// --- depot / consist-builder extras (not part of the .scn syntax) ---
/// <summary>Explicit miniature name (from the vehicle database). Falls back to SkinFile.</summary>
public string? MiniName;
/// <summary>Whether the vehicle is visually reversed in the consist.</summary>
public bool Flipped;
/// <summary>
/// Parses the optional positional parameters that follow couplingdata:
/// <c>[Lx] velocity [loadcount [loadtype]] [destination [destination]]</c>.
/// See https://wiki.eu07.pl/index.php?title=Obiekt_node::dynamic
/// </summary>
internal void ReadTrailing(List<string> t)
{
int p = 0;
// Lx — MaxLoad override (e.g. "L0"); only when it genuinely looks like one.
if (p < t.Count && (t[p][0] == 'L' || t[p][0] == 'l')
&& t[p].Length > 1 && char.IsDigit(t[p][1]))
MaxLoad = t[p++];
// velocity — the first plain number after the coupling
if (p < t.Count && float.TryParse(t[p], NumberStyles.Float,
CultureInfo.InvariantCulture, out float v))
{
@@ -290,7 +239,6 @@ public class Dynamic
p++;
}
// loadcount [loadtype] — loadtype is present only when loadcount > 0
if (p < t.Count && int.TryParse(t[p], NumberStyles.Integer,
CultureInfo.InvariantCulture, out int lc))
{
@@ -300,16 +248,10 @@ public class Dynamic
LoadType = t[p++];
}
// remaining tokens: optional destinations, kept verbatim
while (p < t.Count)
Destinations.Add(t[p++]);
}
/// <summary>
/// Regenerates the trailing parameter string (each present token prefixed with
/// a space), the inverse of <see cref="ReadTrailing"/>. A loadcount of 0 is
/// omitted, matching the canonical trainset entries the simulator expects.
/// </summary>
internal string WriteTrailing()
{
var sb = new StringBuilder();
@@ -328,7 +270,6 @@ public class Dynamic
return sb.ToString();
}
/// <summary>Deep copy, used when importing a trainset into the editable consist.</summary>
public Dynamic Clone() => new Dynamic
{
RangeMax = RangeMax,
@@ -351,7 +292,6 @@ public class Dynamic
Flipped = Flipped
};
/// <summary>Pascal <c>PrepareNode(..., TrainSet=False)</c>.</summary>
public string ToLooseNode()
{
string driver = DriverType switch
@@ -372,7 +312,6 @@ public class Dynamic
}
}
/// <summary>One entry in the depot consist: a single vehicle or a locked multi-car unit.</summary>
public sealed class ConsistItem
{
public List<Dynamic> Cars { get; set; } = new();
@@ -381,39 +320,24 @@ public sealed class ConsistItem
public eDriverType Driver { get; set; } = eDriverType.Nobody;
}
/// <summary>
/// The <c>couplingdata</c> value joining a vehicle to the next one: a bit-mask of
/// the active coupling types, optionally followed by ".B/.W/.T" parameter codes.
/// A negative mask means the coupling is locked (cannot be uncoupled in-sim); the
/// simulator takes its absolute value before testing the individual bits.
/// See https://wiki.eu07.pl/index.php?title=Wpisy_hamulca_dla_pojazdow
/// </summary>
public sealed class Coupling
{
// Mask bit values, per the wiki.
public const int Mechanical = 1; // mechanical link
public const int BrakePipe = 2; // pneumatic 5 atm (brakes)
public const int ControlMU = 4; // multiple-unit control
public const int HighVoltage = 8; // high voltage
public const int Gangway = 16; // passage between vehicles
public const int AuxPneumatic = 32; // auxiliary pneumatic 8 atm
public const int Heating = 64; // heating
public const int WorkshopLock = 128; // workshop coupling (uncouple lock)
/// <summary>Signed mask exactly as written; negative = locked.</summary>
public const int Mechanical = 1;
public const int BrakePipe = 2;
public const int ControlMU = 4;
public const int HighVoltage = 8;
public const int Gangway = 16;
public const int AuxPneumatic = 32;
public const int Heating = 64;
public const int WorkshopLock = 128;
public int Flags;
/// <summary>
/// Textual parameter codes that follow the mask after a '.', in order
/// (e.g. "BR", "WH25F5"). Preserved verbatim so brake / wheel / thermo
/// settings survive a round-trip even when the launcher does not edit them.
/// </summary>
public List<string> Parameters = new();
/// <summary>Mask with the lock sign removed (what the simulator tests bits on).</summary>
public int AbsFlags => Flags < 0 ? -Flags : Flags;
/// <summary>True when the coupling is marked permanent (negative mask).</summary>
public bool Locked
{
get => Flags < 0;
@@ -422,7 +346,6 @@ public sealed class Coupling
public bool Has(int bit) => (AbsFlags & bit) != 0;
/// <summary>Sets or clears a mask bit, preserving the lock sign.</summary>
public void Set(int bit, bool on)
{
int abs = on ? (AbsFlags | bit) : (AbsFlags & ~bit);
@@ -444,12 +367,10 @@ public sealed class Coupling
return c;
}
/// <summary>The brake-rack setting carried in the "B" parameter, or null.</summary>
public BrakeSetting? GetBrake() =>
BrakeSetting.FromParameter(
Parameters.FirstOrDefault(p => p.StartsWith("B", StringComparison.Ordinal)));
/// <summary>Replaces (or clears, when null) the "B" brake parameter.</summary>
public void SetBrake(BrakeSetting? brake)
{
Parameters.RemoveAll(p => p.StartsWith("B", StringComparison.Ordinal));
@@ -457,12 +378,10 @@ public sealed class Coupling
Parameters.Insert(0, brake.ToParameter());
}
/// <summary>The wheel/damage setting carried in the "W" parameter, or null.</summary>
public WheelSettings? GetWheels() =>
WheelSettings.FromParameter(
Parameters.FirstOrDefault(p => p.StartsWith("W", StringComparison.Ordinal)));
/// <summary>Replaces (or clears, when empty/null) the "W" wheel parameter.</summary>
public void SetWheels(WheelSettings? wheels)
{
Parameters.RemoveAll(p => p.StartsWith("W", StringComparison.Ordinal));
@@ -470,7 +389,6 @@ public sealed class Coupling
Parameters.Add(wheels.ToParameter());
}
/// <summary>Coolant at ambient temperature (<c>.TA</c>), like Pascal ThermoDynamic.</summary>
public bool ThermoDynamic
{
get => Parameters.Exists(p => p.Equals("TA", StringComparison.OrdinalIgnoreCase));
@@ -487,7 +405,6 @@ public sealed class Coupling
Parameters = new List<string>(Parameters)
};
/// <summary>Serialises back to "&lt;flags&gt;[.param[.param…]]".</summary>
public override string ToString()
{
var sb = new StringBuilder();
@@ -498,23 +415,14 @@ public sealed class Coupling
}
}
/// <summary>
/// A vehicle's brake-rack setting, carried in the "B" parameter of its coupling
/// field: <c>B&lt;mode&gt;[&lt;load&gt;][&lt;switch&gt;]</c> (e.g. "BP", "BRA", "BG1").
/// See https://wiki.eu07.pl/index.php?title=Wpisy_hamulca_dla_pojazdow
/// </summary>
public sealed class BrakeSetting
{
/// <summary>Brake modes, longest first so "R+Mg" wins over "R" while parsing.</summary>
public static readonly string[] Modes = { "R+Mg", "G", "P", "R", "Q", "O", "A" };
/// <summary>Brake mode: G (freight), P (passenger), R (express), R+Mg, Q, O (off), A (auto).</summary>
public string Mode = "P";
/// <summary>Load adaptation: T (empty), H (medium), F (loaded), A (auto), or null.</summary>
public string? Load;
/// <summary>Brake on/off switch: 0 (off), 1 (off ~10%), A (on), or null.</summary>
public string? Switch;
public static BrakeSetting? FromParameter(string? param)
@@ -539,23 +447,14 @@ public sealed class BrakeSetting
public string ToParameter() => "B" + Mode + (Load ?? "") + (Switch ?? "");
}
/// <summary>
/// Wheel-damage settings carried in the "W" parameter of a vehicle's coupling
/// field: <c>W[H&lt;sway%&gt;][F&lt;flat mm&gt;][R&lt;random flat mm&gt;][P&lt;flat prob%&gt;]</c>
/// (e.g. "WH25F5R10P8"). See https://wiki.eu07.pl/index.php?title=Wpisy_hamulca_dla_pojazdow
/// </summary>
public sealed class WheelSettings
{
/// <summary>H — sway ("wężykowanie") probability, %.</summary>
public int Sway;
/// <summary>F — flat spot ("podkucie") of this size, mm.</summary>
public int Flatness;
/// <summary>R — additional random flat spot, 0..x mm.</summary>
public int FlatnessRand;
/// <summary>P — flat-spot probability, % (guaranteed when omitted).</summary>
public int FlatnessProb;
public bool IsEmpty => Sway <= 0 && Flatness <= 0 && FlatnessRand <= 0 && FlatnessProb <= 0;
@@ -594,4 +493,4 @@ public sealed class WheelSettings
if (FlatnessProb > 0) sb.Append('P').Append(FlatnessProb);
return sb.ToString();
}
}
}

View File

@@ -8,12 +8,6 @@ using System.Text.Json.Serialization.Metadata;
namespace StarterNG.Classes;
// =====================================================================
// Vehicle JSON database (databases/vehicles/*.json)
// Format documented in vehicleEntryDoc.md (schema_version 1).
// =====================================================================
/// <summary>Root object of a single vehicle JSON file.</summary>
public class VehicleEntry
{
[JsonPropertyName("uuid")] public string? Uuid { get; set; }
@@ -24,13 +18,11 @@ public class VehicleEntry
[JsonPropertyName("unknown")] public List<string> Unknown { get; set; } = new();
}
/// <summary>Merged database root (databases/vehicles/vehicles.json).</summary>
public class VehicleEntryCollection
{
[JsonPropertyName("vehicles")] public List<VehicleEntry> Vehicles { get; set; } = new();
}
/// <summary>Legacy header / vehicle category group.</summary>
public class VehicleGroup
{
[JsonPropertyName("id")] public string Id { get; set; } = "";
@@ -40,7 +32,6 @@ public class VehicleGroup
[JsonPropertyName("implicit")] public bool Implicit { get; set; }
}
/// <summary>A single .mat skin entry.</summary>
public class VehicleTexture
{
[JsonPropertyName("uuid")] public string? Uuid { get; set; }
@@ -54,24 +45,15 @@ public class VehicleTexture
[JsonPropertyName("aliases")] public List<VehicleAlias> Aliases { get; set; } = new();
[JsonPropertyName("meta")] public VehicleMeta? Meta { get; set; }
/// <summary>Full skin path = directory + skinfile.</summary>
[JsonIgnore] public string FullPath => Directory + Skinfile;
// ── cached lookups, populated once after load (VehicleDatabase.BuildTextureIndex) ──
// These mirror the depot's ClassOf / CategoryOf so the search/filter hot path
// never recomputes them (no per-keystroke dictionary lookups over every texture).
/// <summary>Group's "mini" (or this texture's mini_ref) — the vehicle class. Never null.</summary>
[JsonIgnore] public string ResolvedClass { get; internal set; } = "";
/// <summary>Group's "category" letter, or null when the group is unknown.</summary>
[JsonIgnore] public string? ResolvedCategory { get; internal set; }
/// <summary>True when the texture's group is marked archival (<c>archived</c> in JSON).</summary>
[JsonIgnore] public bool ResolvedArchived { get; internal set; }
}
/// <summary>Alternate mapping from a malformed multi-= legacy line.</summary>
public class VehicleAlias
{
[JsonPropertyName("model")] public string? Model { get; set; }
@@ -80,7 +62,6 @@ public class VehicleAlias
[JsonPropertyName("texture_mini")] public string? TextureMini { get; set; }
}
/// <summary>Parsed metadata from the legacy // comment section.</summary>
public class VehicleMeta
{
[JsonPropertyName("raw")] public string? Raw { get; set; }
@@ -95,29 +76,18 @@ public class VehicleMeta
[JsonPropertyName("extra")] public List<string> Extra { get; set; } = new();
}
/// <summary>
/// Aggregated, in-memory view over every vehicle JSON file found in
/// databases/vehicles/. Provides lookup helpers for the depot UI.
/// </summary>
public class VehicleDatabase
{
public List<VehicleTexture> Textures { get; } = new();
public Dictionary<string, VehicleGroup> GroupsById { get; } = new();
public List<VehicleSet> Sets { get; } = new();
/// <summary>Texture-uuid -> automatic-consist set that contains it.</summary>
public Dictionary<string, VehicleSet> SetByTextureUuid { get; } = new();
/// <summary>Texture-uuid -> texture (includes wrecks, so set refs resolve).</summary>
public Dictionary<string, VehicleTexture> TextureByUuid { get; } = new();
/// <summary>skinfile (without extension, lower-case) -> texture.</summary>
public Dictionary<string, VehicleTexture> TextureBySkin { get; } = new();
// System.Text.Json options matching the previous Newtonsoft leniency: property
// names matched case-insensitively, // and /* */ comments skipped, and trailing
// commas allowed. Unknown members are ignored by default. The source-generated
// VehicleJsonContext resolver keeps deserialization AOT/trim-safe (no reflection).
private static readonly JsonSerializerOptions JsonOpts = new()
{
PropertyNameCaseInsensitive = true,
@@ -126,11 +96,6 @@ public class VehicleDatabase
TypeInfoResolver = VehicleJsonContext.Default,
};
/// <summary>
/// Loads the database in one call. When a merged vehicles.json is present
/// it is used, otherwise every per-vehicle *.json file is read.
/// Never throws: unreadable files are skipped.
/// </summary>
public void Load(string directory = "databases/vehicles/")
{
BeginLoad();
@@ -139,7 +104,6 @@ public class VehicleDatabase
EndLoad();
}
/// <summary>Resets the aggregate before an incremental load.</summary>
public void BeginLoad()
{
Textures.Clear();
@@ -150,17 +114,12 @@ public class VehicleDatabase
TextureBySkin.Clear();
}
/// <summary>Finalises an incremental load (builds lookup indexes).</summary>
public void EndLoad()
{
BuildSetIndex();
BuildTextureIndex();
}
/// <summary>
/// Files that make up the database: the merged vehicles.json if present,
/// otherwise every per-vehicle *.json. Used to drive load progress.
/// </summary>
public static List<string> EnumerateFiles(string directory = "databases/vehicles/")
{
if (!Directory.Exists(directory))
@@ -173,7 +132,6 @@ public class VehicleDatabase
return Directory.GetFiles(directory, "*.json").ToList();
}
/// <summary>Ingests a single database file (merged or per-vehicle).</summary>
public void LoadFile(string file)
{
if (string.Equals(Path.GetFileName(file), "vehicles.json", StringComparison.OrdinalIgnoreCase))
@@ -195,7 +153,7 @@ public class VehicleDatabase
}
catch
{
// ignore malformed merged database
}
}
@@ -211,7 +169,7 @@ public class VehicleDatabase
}
catch
{
// ignore malformed single-vehicle file
}
}
@@ -225,13 +183,12 @@ public class VehicleDatabase
foreach (var texture in entry.Textures)
{
// index every texture (wrecks too) so set / skin references resolve
if (!string.IsNullOrEmpty(texture.Uuid))
TextureByUuid[texture.Uuid!] = texture;
if (!string.IsNullOrEmpty(texture.Skinfile))
TextureBySkin.TryAdd(Path.GetFileNameWithoutExtension(texture.Skinfile).ToLowerInvariant(), texture);
// skip wrecks from the standard browser list
if (texture.Wreck) continue;
Textures.Add(texture);
}
@@ -239,10 +196,6 @@ public class VehicleDatabase
Sets.AddRange(entry.Sets);
}
/// <summary>
/// If the texture belongs to an automatic-consist set, returns all of that
/// set's textures in their defined order; otherwise null.
/// </summary>
public List<VehicleTexture>? ResolveSet(VehicleTexture texture)
{
if (string.IsNullOrEmpty(texture.Uuid)) return null;
@@ -271,9 +224,6 @@ public class VehicleDatabase
}
}
// Resolves each texture's class (group mini / mini_ref) and category letter
// once, after all groups are loaded, so the depot reads cached fields instead
// of doing a GroupsById lookup per texture on every search keystroke.
private void BuildTextureIndex()
{
foreach (var t in Textures)
@@ -288,9 +238,6 @@ public class VehicleDatabase
string? category = g?.Category;
// A "*" category is a wildcard: the actual category is the first letter
// of the mini (upper-cased, like the original Starter's UpCase(mini[1])
// wagon-typing), e.g. a "Bdhpumn" mini -> category "B".
if (category == "*")
{
string source = !string.IsNullOrEmpty(mini) ? mini : (t.TextureMini ?? "");
@@ -304,10 +251,6 @@ public class VehicleDatabase
}
}
/// <summary>
/// True when the texture is a non-leading member of an auto-consist set
/// (subsequent multi-unit cars that the depot browser should hide).
/// </summary>
public bool IsSetFollower(VehicleTexture texture)
{
if (string.IsNullOrEmpty(texture.Uuid)) return false;
@@ -320,10 +263,6 @@ public class VehicleDatabase
!string.Equals(lead, texture.Uuid, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Miniature name for a texture: the texture_mini property, but if no .bmp
/// for it exists, falls back to the mini of the group it belongs to.
/// </summary>
public string? ResolveMiniName(VehicleTexture texture)
{
if (!string.IsNullOrEmpty(texture.TextureMini) && MiniPath(texture.TextureMini) != null)
@@ -336,7 +275,6 @@ public class VehicleDatabase
return texture.TextureMini;
}
/// <summary>Resolved mini for a skin file (matched case-insensitively), or null.</summary>
public string? MiniForSkin(string? skinFile)
{
if (string.IsNullOrEmpty(skinFile)) return null;
@@ -344,7 +282,6 @@ public class VehicleDatabase
return TextureBySkin.TryGetValue(key, out var tex) ? ResolveMiniName(tex) : null;
}
/// <summary>The texture for a skin file (matched case-insensitively), or null.</summary>
public VehicleTexture? TextureForSkin(string? skinFile)
{
if (string.IsNullOrEmpty(skinFile)) return null;
@@ -352,7 +289,6 @@ public class VehicleDatabase
return TextureBySkin.TryGetValue(key, out var tex) ? tex : null;
}
/// <summary>Lines for starter/bledy.txt (Pascal chLogExt / missing assets).</summary>
public List<string> CollectMissingAssetLines()
{
var lines = new List<string>();
@@ -377,7 +313,6 @@ public class VehicleDatabase
return lines;
}
/// <summary>Header label for the group a texture belongs to.</summary>
public string GroupHeader(string? groupId)
{
if (!string.IsNullOrEmpty(groupId) && GroupsById.TryGetValue(groupId, out var grp))
@@ -388,21 +323,11 @@ public class VehicleDatabase
return groupId ?? "";
}
// Case-insensitive index of mini .bmp files (built once).
private static Dictionary<string, string>? _miniIndex;
/// <summary>
/// Builds the miniature .bmp index up front (called from the startup load,
/// behind the splash) so the first thumbnail render never stalls the UI
/// thread scanning textures/mini/. No-op if it was already built.
/// </summary>
public static void PreloadMiniIndex(string miniDir = "textures/mini/") =>
_miniIndex ??= BuildMiniIndex(miniDir);
/// <summary>
/// Resolves a miniature .bmp path under textures/mini/ case-insensitively,
/// or null if missing. The directory is indexed once and reused.
/// </summary>
public static string? MiniPath(string? miniName, string miniDir = "textures/mini/")
{
if (string.IsNullOrEmpty(miniName)) return null;
@@ -423,7 +348,6 @@ public class VehicleDatabase
}
}
/// <summary>Automatic consist definition (legacy ^x grouping).</summary>
public class VehicleSet
{
[JsonPropertyName("uuid")] public string? Uuid { get; set; }
@@ -432,9 +356,6 @@ public class VehicleSet
[JsonPropertyName("texture_refs")] public List<string> TextureRefs { get; set; } = new();
}
// Source-generated JSON metadata — makes deserialization AOT/trim-safe by avoiding
// runtime reflection over the model types. Nested types (VehicleGroup, VehicleTexture,
// VehicleSet, VehicleAlias, VehicleMeta) are pulled in automatically by the generator.
[JsonSerializable(typeof(VehicleEntry))]
[JsonSerializable(typeof(VehicleEntryCollection))]
internal partial class VehicleJsonContext : JsonSerializerContext

View File

@@ -6,10 +6,6 @@ using StarterNG.Classes;
namespace StarterNG.Domain;
/// <summary>
/// Pascal <c>TI18n</c> / <c>TrToken</c>: scenery strings starting with <c>@</c>
/// resolve against <c>scenery/i18n/{id}_{lang}.json</c>.
/// </summary>
public static class SceneryI18n
{
private static readonly Dictionary<string, string> Map =
@@ -17,7 +13,6 @@ public static class SceneryI18n
public static void Clear() => Map.Clear();
/// <param name="langCode">Short UI language code (pl/en/cz/hu/ru).</param>
public static void LoadFor(Scenery scenery, string langCode = "en")
{
Map.Clear();
@@ -26,13 +21,11 @@ public static class SceneryI18n
string lang = NormalizeLang(langCode);
string i18nDir = Path.Combine(scnDir, "i18n");
// Fallback first (en), then active language overlays — same as Pascal.
TryLoad(Path.Combine(i18nDir, $"{id}_en.json"));
if (!string.Equals(lang, "en", StringComparison.OrdinalIgnoreCase))
TryLoad(Path.Combine(i18nDir, $"{id}_{lang}.json"));
}
/// <summary>Translate <c>@token</c> / <c>@nested.key</c>; plain text passes through.</summary>
public static string T(string? text)
{
if (string.IsNullOrWhiteSpace(text)) return text ?? "";
@@ -51,7 +44,7 @@ public static class SceneryI18n
if (doc.RootElement.ValueKind == JsonValueKind.Object)
Flatten("", doc.RootElement);
}
catch { /* ignore bad i18n files */ }
catch { }
}
private static void Flatten(string prefix, JsonElement obj)

View File

@@ -6,11 +6,6 @@ using StarterNG.Classes;
namespace StarterNG.Domain;
/// <summary>
/// Skin shuffle for the depot consist — same idea as Pascal <c>TTexRandomizer</c>:
/// pick another texture of a similar mini/class (expanded by <c>starter/reguly.txt</c>),
/// optionally clamped by operator and revision year.
/// </summary>
public sealed class TexRandomizer
{
private readonly VehicleDatabase _db;
@@ -60,13 +55,10 @@ public sealed class TexRandomizer
}
catch
{
// bad rules file — keep going with an empty stock
}
}
/// <summary>
/// Reassigns skins on <paramref name="consist"/> in place. Returns how many units changed.
/// </summary>
public int Apply(IList<ConsistItem> consist, Func<VehicleTexture, Dynamic> makeCar)
{
int changed = 0;
@@ -82,7 +74,6 @@ public sealed class TexRandomizer
string? mini = ResolveFilterMini(item, i, consist, current);
if (string.IsNullOrEmpty(mini)) continue;
// Pascal skips units that have a revision filter on but no parseable year.
int? revYear = null;
if (RevisionTolerance > 0)
{
@@ -92,7 +83,7 @@ public sealed class TexRandomizer
string? owner = null;
string? cat = current?.ResolvedCategory;
// Keep operator match for non-EMU / non-railbus (Pascal skips EZT/SZYNOBUS).
if (current != null && cat is not ("z" or "a"))
owner = current.Meta?.Operator;
@@ -134,7 +125,6 @@ public sealed class TexRandomizer
return string.IsNullOrEmpty(mini) ? null : mini;
}
// No texture in DB — borrow from a neighbour like Pascal does for loose dynamics.
if (index > 0)
{
var prev = _db.TextureForSkin(consist[index - 1].Cars[0].SkinFile);
@@ -208,20 +198,16 @@ public sealed class TexRandomizer
result.Add(t);
}
// Always keep the current skin as a possible "no change" so Count < 2 means
// there is nothing else to pick from.
if (current != null && !result.Contains(current))
result.Add(current);
return result;
}
/// <summary>Pulls a 4-digit year from dates like <c>12.05.2018</c> or <c>2018-05-12</c>.</summary>
public static int? ParseRevisionYear(string? revision)
{
if (string.IsNullOrWhiteSpace(revision)) return null;
// Pascal: Copy(Revision, 7, 4) on dd.mm.yyyy
if (revision.Length >= 10 && revision[2] == '.' && revision[5] == '.' &&
int.TryParse(revision.AsSpan(6, 4), out int yDot) && yDot is >= 1900 and <= 2100)
return yDot;

View File

@@ -8,17 +8,12 @@ using StarterNG.Classes;
namespace StarterNG.Domain;
/// <summary>Shared trainset list labels and status-bar formatting for Scenarios / Depot.</summary>
public static class TrainsetDisplay
{
public static bool IsEmpty(Trainset trainset) =>
trainset.Vehicles.Count == 0 ||
trainset.Vehicles.All(v => string.IsNullOrWhiteSpace(v.Name) && string.IsNullOrWhiteSpace(v.SkinFile));
/// <summary>
/// Composition caption like Pascal <c>PrepareTrainsetDesc</c>: first loco/EZT by
/// name, then collapse consecutive same-class wagons as <c>Mini(N)</c>.
/// </summary>
public static string? CompositionText(Trainset trainset)
{
if (IsEmpty(trainset))
@@ -78,10 +73,6 @@ public static class TrainsetDisplay
string.IsNullOrWhiteSpace(v.SkinFile) ? "?" :
System.IO.Path.GetFileNameWithoutExtension(v.SkinFile);
/// <summary>
/// Like Pascal <c>SelectTrain</c>: prefer the last car if it has cab crew
/// (push-pull), else the first staffed/passenger car, else the first car.
/// </summary>
public static string? DefaultStartingVehicle(Trainset trainset)
{
if (trainset.Vehicles.Count == 0)
@@ -96,10 +87,6 @@ public static class TrainsetDisplay
return staffed?.Name ?? trainset.Vehicles[0].Name;
}
/// <summary>
/// Length / mass / vehicle count / track (+ speed), with Pascal mass rules
/// (<c>IncludeVehicleToMass</c> + 200 t AllVehicles retry).
/// </summary>
public static string FormatStats(Trainset? trainset, Func<Dynamic, Physics?> physicsFor,
string lengthLabel, string massLabel, string vehiclesLabel, string trackLabel,
Func<Dynamic, string?>? categoryOf = null,
@@ -171,11 +158,6 @@ public static class TrainsetDisplay
return p.LoadAccepted.Contains(loadType, StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// Pascal <c>UniqueVehicleName</c> / <c>UniqueVehiclesName</c> at launch:
/// EZT/szynobus → rename every car; otherwise only the start vehicle.
/// Returns the (possibly new) name of the start vehicle.
/// </summary>
public static string? UniquifyForLaunch(Trainset trainset, Scenery scenery, string? startName)
{
var used = CollectNames(scenery);
@@ -220,7 +202,7 @@ public static class TrainsetDisplay
var tex = GameData.Instance.Vehicles.TextureForSkin(v.SkinFile);
if (tex != null)
{
// Prefer texture_mini when it is more specific than the class mini (≈ MiniD).
if (!string.IsNullOrEmpty(tex.TextureMini) &&
!string.Equals(tex.TextureMini, tex.ResolvedClass, StringComparison.OrdinalIgnoreCase))
return SanitizeName(tex.TextureMini!);

View File

@@ -8,10 +8,6 @@ using Avalonia.Platform;
namespace StarterNG.Infrastructure;
/// <summary>
/// Pascal <c>PrepareLoadingScreen</c>: pick a logo and write <c>textures/logo.bmp</c>
/// for the simulator splash.
/// </summary>
public static class LoadingScreen
{
public static void Prepare(string? logoKey, string? sceneryName = null)
@@ -35,7 +31,7 @@ public static class LoadingScreen
}
catch
{
// never block launch on a bad logo
}
}

View File

@@ -5,23 +5,14 @@ using Avalonia.Media;
namespace StarterNG.Infrastructure;
/// <summary>
/// A fixed-width font family that actually exists on this machine.
/// Avalonia treats the extra names in "Consolas, monospace" as glyph fallbacks,
/// not as family alternatives, and "monospace" is a fontconfig alias it never
/// resolves — so that stack silently renders in the proportional UI font
/// everywhere except Windows. The timetable and the fault/preview boxes align
/// their columns with spaces, so they need a real monospace family: probe the
/// installed ones once and keep the first match.
/// </summary>
public static class MonoFont
{
private static readonly string[] Preferred =
{
"Consolas", // Windows
"Menlo", // macOS
"Consolas",
"Menlo",
"SF Mono",
"DejaVu Sans Mono", // most Linux distros
"DejaVu Sans Mono",
"Liberation Mono",
"Noto Sans Mono",
"Ubuntu Mono",
@@ -42,13 +33,12 @@ public static class MonoFont
if (installed.Contains(name))
return new FontFamily(name);
// None of the usual suspects: take any family that calls itself Mono.
string? anyMono = installed.FirstOrDefault(
n => n.Contains("Mono", StringComparison.OrdinalIgnoreCase));
if (anyMono is not null)
return new FontFamily(anyMono);
}
catch { /* no font manager yet - fall back to the default family */ }
catch { }
return FontFamily.Default;
}

View File

@@ -20,7 +20,7 @@ namespace StarterNG;
public partial class MainWindow : Window
{
// Height of the caption strip the OS buttons live in.
private const int TitleBarHeight = 32;
private DateTime _openedUtc = DateTime.UtcNow;
@@ -30,24 +30,15 @@ public partial class MainWindow : Window
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
InitializeComponent();
// Extend the client area over the title bar so the logo + navigation sit
// on the top bar, while the OS caption buttons (min / max / close) stay in
// the top-right corner. The default chrome hints already keep the system
// caption buttons, so only the two supported hints are set here (this
// Avalonia build no longer exposes ExtendClientAreaChromeHints).
ExtendClientAreaToDecorationsHint = true;
ExtendClientAreaTitleBarHeightHint = TitleBarHeight;
// Windows draws the min / max / close buttons over the top of the extended
// client area, on top of the toolbar row. Push the bar down by the caption
// height so they get a strip of their own.
if (OperatingSystem.IsWindows())
TopBar.Padding = new Thickness(0, TitleBarHeight, 0, 0);
PopulateLangCombo();
App.Loc.LanguageChanged += OnLanguageChanged;
// Keep Start enabled/caption in sync with selection (Pascal actStartUpdate).
AppState.Instance.Changed += UpdateStartButton;
Opened += (_, _) =>
{
@@ -57,20 +48,17 @@ public partial class MainWindow : Window
Activated += (_, _) => CheckExternalSettings();
}
// Lets the user drag the window by the top caption strip.
private void TitleBar_OnPointerPressed(object? sender, PointerPressedEventArgs e)
{
if (e.GetCurrentPoint(this).Properties.IsLeftButtonPressed)
BeginMoveDrag(e);
}
// ── Navigation: show the page whose RadioButton was just checked ──────────
private void Nav_OnCheckedChanged(object? sender, RoutedEventArgs e)
{
if (sender is not RadioButton { IsChecked: true } rb)
return;
// Guard against the controls not being created yet during initial load.
if (ScenariosView is null || DepotView is null || SettingsView is null)
return;
@@ -80,9 +68,6 @@ public partial class MainWindow : Window
SettingsView.IsVisible = page == "settings";
}
// One entry per file in lang/. The entries are language names, which are not
// translated, so this runs once - never from OnLanguageChanged, where it
// would clear the combo from inside its own SelectionChanged and throw.
private void PopulateLangCombo()
{
LangCombo.Items.Clear();
@@ -94,8 +79,6 @@ public partial class MainWindow : Window
SelectActiveLanguage();
}
// Points the combo at the loaded language; a no-op when it already shows it,
// which is the case for a pick made here.
private void SelectActiveLanguage()
{
var item = LangCombo.Items.OfType<ComboBoxItem>()
@@ -112,18 +95,12 @@ public partial class MainWindow : Window
if ((LangCombo.SelectedItem as ComboBoxItem)?.Tag is not string code)
return;
// Filling the combo in selects the language that is already loaded, which
// lands here as well - comparing against the loaded one is what tells the
// two apart, and it keeps the handler idempotent.
if (string.Equals(code, App.Loc.CurrentLangCode, StringComparison.OrdinalIgnoreCase))
return;
App.ApplyLanguage(code);
}
// Captions built in code (train stats, panel headers, combo items) are read
// from App.Loc once, so they have to be built again. Runs for a pick made
// here or in the settings tab, hence hanging off Loc rather off the combo.
private void OnLanguageChanged()
{
SelectActiveLanguage();
@@ -204,8 +181,6 @@ public partial class MainWindow : Window
}
}
// Pascal actStartUpdate: Start needs a scenery and a trainset. A consist with
// nobody aboard still starts, after the confirmation in StartButton_OnClick.
private void UpdateStartButton()
{
if (startButton is null) return;
@@ -225,8 +200,7 @@ public partial class MainWindow : Window
startButton.IsEnabled = false;
return;
}
// No driver and no passenger: still startable, but say so on the button
// and ask before launching.
bool staffed = HasStartableVehicle(trainset);
startButton.Content = staffed ? App.Loc["Start"] : App.Loc["StartNoStaff"];
ToolTip.SetTip(startButton, staffed ? null : App.Loc["StartNoStaffConfirm"]);
@@ -249,8 +223,6 @@ public partial class MainWindow : Window
return trainset.Vehicles.Any(CanStart);
}
// ── START: export the (possibly depot-modified) scenery and launch the sim.
// Global on the main window, like the original Starter's bottom START button.
private async void StartButton_OnClick(object? sender, RoutedEventArgs e)
{
var scenery = AppState.Instance.CurrentScenery;
@@ -260,8 +232,6 @@ public partial class MainWindow : Window
if (trainset is null)
return;
// Launching a consist with no driver and no passenger is legal (a scenery
// can be watched from the outside), so confirm instead of blocking it.
if (!HasStartableVehicle(trainset) &&
!await MessageBox.Show(this, App.Loc["StartNoStaffConfirm"],
App.Loc["StartNoStaffTitle"], MessageBoxButtons.YesNo))
@@ -277,7 +247,6 @@ public partial class MainWindow : Window
};
}
// Pascal UniqueVehicleName / UniqueVehiclesName before writing $scn.
string? vehicle = TrainsetDisplay.UniquifyForLaunch(
trainset, scenery, AppState.Instance.StartingVehicleName);
if (string.IsNullOrEmpty(vehicle))
@@ -286,11 +255,8 @@ public partial class MainWindow : Window
LoadingScreen.Prepare(trainset.Logo, Path.GetFileNameWithoutExtension(scenery.Path));
// Always inject the Weather-tab values (incl. start-time override), like the
// Pascal starter's ChangeConfig on every launch — not only after an edit.
scenery.WeatherDirty = true;
// write scenery/$<name>.scn with the replaced trainsets
string dir = Path.GetDirectoryName(scenery.Path) ?? "scenery";
string exportName = "$" + Path.GetFileName(scenery.Path);
string exportPath = Path.Combine(dir, exportName);
@@ -300,16 +266,11 @@ public partial class MainWindow : Window
}
catch
{
return; // couldn't write the scenery file
return;
}
// make sure the latest settings are on disk before the sim reads them
SettingsModel.Instance.CaptureAndSave();
// launch the game: -s $<name>.scn -v <vehicle>. Keep the handle so we can
// watch for the simulator exiting. UseShellExecute = false runs the binary
// directly with its arguments, which works the same on Windows and Linux
// (the executable is resolved to eu07.exe / eu07 via ResolveExecutable).
Process? sim;
try
{
@@ -324,29 +285,23 @@ public partial class MainWindow : Window
}
catch
{
return; // executable not found / not configured yet
return;
}
// honour the "close starter automatically" preference
if (SettingsModel.Instance.AutoCloseStarter)
{
Close();
return;
}
// Otherwise keep the starter running but hidden while the sim is in the
// foreground, and bring it back once the simulator process exits.
Hide();
// reduce ram usage while the sim runs
GC.Collect();
GC.WaitForPendingFinalizers();
WatchSimulator(sim);
}
// Pascal: RunInfo.Vehicle := Train.Vehicles[SelVehicle].Name after actStartUpdate
// requires headdriver/reardriver/passenger on that car.
private static string? ResolveStartVehicle(Trainset? trainset)
{
if (trainset is null || trainset.Vehicles.Count == 0)
@@ -368,9 +323,6 @@ public partial class MainWindow : Window
?? trainset.Vehicles.FirstOrDefault()?.Name;
}
// Waits (off the UI thread) for the simulator to exit, then restores the
// starter window. Uses the launch handle when available, otherwise locates the
// process by name, and never leaves the UI hidden if it cannot be tracked.
private void WatchSimulator(Process? sim)
{
if (sim is null)
@@ -381,7 +333,7 @@ public partial class MainWindow : Window
if (sim is null)
{
// no handle to wait on - restore immediately rather than hide forever
Dispatcher.UIThread.Post(RestoreFromSimulator);
return;
}
@@ -389,7 +341,7 @@ public partial class MainWindow : Window
var watcher = new Thread(() =>
{
try { sim.WaitForExit(); }
catch { /* already exited / access denied */ }
catch { }
Dispatcher.UIThread.Post(RestoreFromSimulator);
})
{
@@ -399,7 +351,6 @@ public partial class MainWindow : Window
watcher.Start();
}
// Pascal CheckSettingsFile on AppActivate (skip the first few seconds).
private async void CheckExternalSettings()
{
if ((DateTime.UtcNow - _openedUtc).TotalSeconds < 3)
@@ -421,7 +372,6 @@ public partial class MainWindow : Window
SettingsModel.Instance.TouchConfigAge();
}
// Brings the starter back to the foreground after the simulator closes.
private void RestoreFromSimulator()
{
Show();

View File

@@ -5,17 +5,14 @@ namespace StarterNG;
class Program
{
// Initialization code. Don't use any Avalonia, third-party APIs or any
// SynchronizationContext-reliant code before AppMain is called: things aren't initialized
// yet and stuff might break.
[STAThread]
public static void Main(string[] args) => BuildAvaloniaApp()
.StartWithClassicDesktopLifetime(args);
// Avalonia configuration, don't remove; also used by visual designer.
public static AppBuilder BuildAvaloniaApp()
=> AppBuilder.Configure<App>()
.UsePlatformDetect()
.WithInterFont()
.LogToTrace();
}
}

View File

@@ -6,22 +6,8 @@ using System.Xml;
namespace StarterNG.Services;
/// <summary>
/// Loads UI translations from plain XML files shipped in a <c>lang/</c> folder next
/// to the executable (instead of dictionaries compiled into the assembly). The files
/// are parsed with <see cref="XmlReader"/>, which works under Native AOT — unlike the
/// Avalonia XAML loader, which has no runtime parser in AOT builds.
///
/// File format (lang/en.xml):
/// <code>
/// &lt;Language code="en" name="English"&gt;
/// &lt;String key="NavScenarios"&gt;Scenarios&lt;/String&gt;
/// &lt;/Language&gt;
/// </code>
/// </summary>
public class LocalizationService : INotifyPropertyChanged
{
/// <summary>Folder holding the language files, resolved as starter/lang next to the executable.</summary>
public static string LangDirectory =>
Path.Combine(AppContext.BaseDirectory, "startercfg", "lang");
@@ -29,32 +15,17 @@ public class LocalizationService : INotifyPropertyChanged
public event PropertyChangedEventHandler? PropertyChanged;
/// <summary>
/// Raised after a language file is loaded. XAML bindings refresh themselves
/// through <see cref="PropertyChanged"/>; this is for captions that code
/// builds once and has to build again.
/// </summary>
public event Action? LanguageChanged;
/// <summary>Display name of the active language (e.g. "English", "Polski").</summary>
public string CurrentLanguage { get; private set; } = "English";
/// <summary>Short ISO code of the active language (e.g. "en", "pl").</summary>
public string CurrentLangCode { get; private set; } = "en";
/// <summary>Indexer used by the XAML bindings: returns the key itself when missing.</summary>
public string this[string key] =>
_strings.TryGetValue(key, out var value) ? value : key;
/// <summary>
/// Metadata for one discovered language file.
/// </summary>
public readonly record struct LanguageInfo(string Code, string Name, string Path);
/// <summary>
/// Scans the lang/ folder and returns the header metadata of every *.xml file
/// without loading all of its strings. Used to populate the language selector.
/// </summary>
public static IReadOnlyList<LanguageInfo> AvailableLanguages()
{
var list = new List<LanguageInfo>();
@@ -71,17 +42,12 @@ public class LocalizationService : INotifyPropertyChanged
}
catch
{
// Skip malformed files rather than crashing the launcher.
}
}
return list;
}
/// <summary>
/// Loads the language whose code or display name matches <paramref name="codeOrName"/>.
/// Falls back to English ("en") when no match is found. Returns the resolved
/// display name so callers can keep their stored setting consistent.
/// </summary>
public string Load(string codeOrName)
{
var languages = AvailableLanguages();
@@ -97,7 +63,6 @@ public class LocalizationService : INotifyPropertyChanged
}
}
// Fall back to English, then to whatever is available first.
if (match is null)
{
foreach (var lang in languages)
@@ -114,14 +79,12 @@ public class LocalizationService : INotifyPropertyChanged
LoadFile(info.Path, info.Code, info.Name);
else
{
// No files at all: keep keys visible instead of blank UI.
_strings = new Dictionary<string, string>();
CurrentLangCode = "en";
CurrentLanguage = "English";
}
// "Item[]" is the indexer name bindings listen for; the empty name asks
// every binding on this object to re-read.
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs("Item[]"));
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(string.Empty));
LanguageChanged?.Invoke();
@@ -135,16 +98,12 @@ public class LocalizationService : INotifyPropertyChanged
var settings = new XmlReaderSettings { IgnoreComments = true, IgnoreWhitespace = true };
using var reader = XmlReader.Create(path, settings);
// NOTE: ReadElementContentAsString() already advances the reader past the
// element's end tag onto the *next* node, so we must NOT call Read() again
// in that case - doing so would skip every second <String> entry. We only
// advance explicitly for nodes we don't consume here.
while (!reader.EOF)
{
if (reader.NodeType == XmlNodeType.Element && reader.Name == "String")
{
var key = reader.GetAttribute("key");
var value = reader.ReadElementContentAsString(); // advances the reader
var value = reader.ReadElementContentAsString();
if (!string.IsNullOrEmpty(key))
dict[key] = value;
}

View File

@@ -10,7 +10,6 @@ public partial class SplashWindow : Window
InitializeComponent();
}
/// <summary>Updates the bar and status line. Must be called on the UI thread.</summary>
public void Report(LoadStatus status)
{
progressBar.Value = status.Fraction;

View File

@@ -11,18 +11,9 @@ using StarterNG.Classes;
namespace StarterNG.Views;
/// <summary>
/// Right-click menu shared by the consist lists (the "Vehicles" list in Scenarios
/// and the "Map consists" list in the depot). Offers: save to warehouse, load from
/// warehouse (each entry deletable via an "✕"), copy/paste via the clipboard, and -
/// when <c>removeAll</c> is supplied - clearing the consist (Shift+Delete).
/// </summary>
public static class ConsistContextMenu
{
/// <param name="owner">Control the menu/flyouts anchor to (for clipboard + popups).</param>
/// <param name="getTarget">Supplies the trainset to act on when the menu opens.</param>
/// <param name="applyVehicles">Replaces the target's vehicles and refreshes the view.</param>
/// <param name="removeAll">When non-null, adds a "remove all vehicles" entry.</param>
public static ContextMenu Build(
Control owner,
Func<Trainset?> getTarget,
@@ -30,7 +21,7 @@ public static class ConsistContextMenu
Action? removeAll = null)
{
var menu = new ContextMenu();
// Rebuild the entries each time it opens so the warehouse list stays fresh.
menu.Opening += (_, _) => Populate(menu, owner, getTarget, applyVehicles, removeAll);
return menu;
}
@@ -42,12 +33,10 @@ public static class ConsistContextMenu
var target = getTarget();
bool hasVehicles = target is { Vehicles.Count: > 0 };
// ── Save current consist to the warehouse ──────────────────────────────
var save = new MenuItem { Header = App.Loc["PresetSave"], IsEnabled = hasVehicles };
save.Click += (_, _) => ShowSaveFlyout(owner, target);
menu.Items.Add(save);
// ── Load from the warehouse (submenu; each entry deletable) ────────────
var load = new MenuItem { Header = App.Loc["PresetLoad"] };
var presets = PresetStore.All();
if (presets.Count == 0)
@@ -82,7 +71,6 @@ public static class ConsistContextMenu
menu.Items.Add(new Separator());
// ── Clipboard (full trainset text) ─────────────────────────────────────
var copy = new MenuItem { Header = App.Loc["ConsistCopy"], IsEnabled = hasVehicles };
copy.Click += async (_, _) =>
{
@@ -103,7 +91,6 @@ public static class ConsistContextMenu
};
menu.Items.Add(paste);
// ── Remove all vehicles (depot only) ───────────────────────────────────
if (removeAll != null)
{
menu.Items.Add(new Separator());
@@ -118,8 +105,6 @@ public static class ConsistContextMenu
}
}
// A warehouse entry: the name loads the preset on click, the trailing "✕"
// deletes it from the warehouse.
private static MenuItem BuildPresetItem(ContextMenu menu, TrainsetPreset preset,
Action<List<Dynamic>> applyVehicles)
{
@@ -134,9 +119,9 @@ public static class ConsistContextMenu
ToolTip.SetTip(del, App.Loc["PresetDelete"]);
del.Click += (_, e) =>
{
e.Handled = true; // don't let the click also load the preset
e.Handled = true;
PresetStore.Delete(preset.Name);
menu.Close(); // reopen to see the updated warehouse
menu.Close();
};
var label = new TextBlock { Text = preset.Name, VerticalAlignment = VerticalAlignment.Center };
@@ -156,7 +141,6 @@ public static class ConsistContextMenu
return item;
}
// Small popup to name the preset before saving it to the warehouse.
private static void ShowSaveFlyout(Control owner, Trainset? target)
{
if (target is null || target.Vehicles.Count == 0)

View File

@@ -21,25 +21,19 @@ namespace StarterNG.Views;
public partial class Depot : UserControl
{
// Data is parsed once at startup (behind the splash) and shared here.
private readonly VehicleDatabase _db = GameData.Instance.Vehicles;
private readonly List<Scenery> _sceneries = GameData.Instance.Sceneries;
// The consist being edited: a list of units (each unit = one or more cars).
private readonly List<ConsistItem> _consist = new();
private ConsistItem? _selected;
// The scenery trainset this consist is bound to; edits are written back to it
// so the scenery is modified. Null when building an unattached consist.
private Trainset? _editingTrainset;
// Shared, size-limited thumbnail cache (decoded down to display height).
private readonly Dictionary<string, Bitmap?> _miniCache = new();
private int ConsistThumbHeight =>
StarterNG.Classes.Settings.Instance.LargeThumbnails ? 68 : 34;
// Display height of the mini under the vehicle list; the class combo uses
// the same size.
private const int MiniPreviewHeight = 54;
private const int CompactThumbHeight = 24;
@@ -47,35 +41,25 @@ public partial class Depot : UserControl
private readonly Cursor _hand = new(StandardCursorType.Hand);
private int _nameCounter;
// shared RNG for the "random load / random amount" consist tools
private static readonly Random _rng = new();
// suppresses combo SelectionChanged handlers while we populate them
private bool _suppress;
private bool _syncingCombos; // set while the combos mirror a pick
private bool _syncingCombos;
// debounces search input so we don't rebuild on every keystroke
private DispatcherTimer? _searchTimer;
// the scenery whose consists are listed on the right (from the Scenarios tab)
private Scenery? _listScenery;
// active database filters
private Func<string?, bool>? _categoryFilter; // matches a category letter, null = none chosen
private string? _classFilter; // group mini (e.g. EU07), null = all in category
private Func<string?, bool>? _categoryFilter;
private string? _classFilter;
// the vehicle currently highlighted in the flat list (drives the mini preview
// and the single Add button)
private VehicleTexture? _browserSelected;
// drag-drop payload while a pointer drag is in progress
private VehicleTexture? _dragTexture;
private int _dragConsistIndex = -1;
private const string DragVehicleFormat = "starterng/vehicle";
private const string DragConsistFormat = "starterng/consist-index";
// Armed on press, started only after the pointer moves past DragThreshold.
// Starting DoDragDropAsync on every click freezes Avalonia (pointer capture).
private PointerPressedEventArgs? _pendingDragPress;
private Point _pendingDragOrigin;
private VehicleTexture? _pendingDragTexture;
@@ -84,17 +68,13 @@ public partial class Depot : UserControl
private bool _dragSessionActive;
private const double DragThreshold = 6;
// hard cap on how many entries the flat list shows at once
private const int MaxListRows = 2000;
// card highlight brushes (theme-neutral overlays)
private static readonly IBrush CardBorder = new SolidColorBrush(Color.Parse("#33888888"));
private static readonly IBrush CardBorderSel = new SolidColorBrush(Color.Parse("#AA41C400"));
private static readonly IBrush CardBgSel = new SolidColorBrush(Color.Parse("#2241C400"));
private static readonly IBrush Placeholder = new SolidColorBrush(Color.Parse("#22808080"));
// Vehicle types, keyed by the JSON "category" letter. Powered/technical
// vehicles use lowercase letters; wagons use uppercase letters.
private static readonly (string LocKey, Func<string?, bool> Match)[] CategoryDefs =
{
("CatElectricLoco", c => c == "e"),
@@ -136,22 +116,18 @@ public partial class Depot : UserControl
("CatWagonsX", c => c == "X"),
("CatWagonsY", c => c == "Y"),
("CatWagonsZ", c => c == "Z"),
("CatOther", IsOtherCat),
};
// lowercase letters that already have a named type (so they aren't "other")
private static readonly HashSet<string> NamedLowerCats =
new(StringComparer.Ordinal) { "a", "b", "c", "d", "e", "f", "h", "n", "o", "p", "r", "s", "t", "x", "z" };
private static bool IsOtherCat(string? c) =>
c is { Length: 1 } && char.IsLower(c[0]) && !NamedLowerCats.Contains(c);
// Car-type suffixes (longest first) used only for the consist unit label.
private static readonly string[] CarSuffixes = { "sa", "sb", "ra", "rb", "s" };
// Coupling-bit localisation keys in mask-bit order (bit i = value 1<<i), per
// the wiki: https://wiki.eu07.pl/index.php?title=Wpisy_hamulca_dla_pojazdow
private static readonly string[] CouplingBitKeys =
{ "CplMechanical", "CplBrake", "CplControl", "CplHighVoltage",
"CplGangway", "CplAuxPneumatic", "CplHeating", "CplWorkshop" };
@@ -170,17 +146,15 @@ public partial class Depot : UserControl
BuildList();
};
// Defer population so the tab renders immediately, then fills in.
Dispatcher.UIThread.Post(() =>
{
hideArchivalCheck.IsChecked = StarterNG.Classes.Settings.Instance.HideArchivalVehicles;
InitClassComboTemplates();
PopulateCategoryCombo(); // -> populates class combo -> builds browser
PopulateSceneryConsists(); // -> lists the current scenery's consists
PopulateCategoryCombo();
PopulateSceneryConsists();
RebuildConsist();
}, DispatcherPriority.Background);
// Consist strip accepts drops from the browser and reorders via card drag.
DragDrop.SetAllowDrop(consistDropTarget, true);
consistDropTarget.AddHandler(DragDrop.DragOverEvent, Consist_OnDragOver);
consistDropTarget.AddHandler(DragDrop.DropEvent, Consist_OnDrop);
@@ -190,9 +164,6 @@ public partial class Depot : UserControl
miniPreviewPanel.AddHandler(InputElement.PointerMovedEvent, PendingDrag_OnPointerMoved, handledEventsToo: true);
miniPreviewPanel.AddHandler(InputElement.PointerReleasedEvent, PendingDrag_OnPointerReleased, handledEventsToo: true);
// Switching tabs only toggles IsVisible (the view stays in the visual
// tree), so refresh whenever the depot becomes visible - this picks up a
// scenery changed in the Scenarios tab in the meantime.
AttachedToVisualTree += (_, _) => SyncFromSelection();
PropertyChanged += (_, e) =>
{
@@ -203,7 +174,7 @@ public partial class Depot : UserControl
private void SyncFromSelection()
{
// pick up Settings-tab changes to the archival-vehicle filter
bool hideArchival = StarterNG.Classes.Settings.Instance.HideArchivalVehicles;
if (hideArchivalCheck.IsChecked != hideArchival)
{
@@ -213,19 +184,15 @@ public partial class Depot : UserControl
BuildList();
}
// refresh the on-map consists list to the scenery picked in the Scenarios tab
PopulateSceneryConsists();
var trainset = AppState.Instance.CurrentTrainset;
if (trainset != null && !ReferenceEquals(trainset, _editingTrainset))
LoadTrainset(trainset);
else if (_editingTrainset != null)
RebuildConsist(); // pick up LargeThumbnails / filter-driven list changes
RebuildConsist();
}
// Loads a scenery trainset into the editor and binds edits back to it.
// Consecutive cars that belong to the same auto-consist set are regrouped
// into one locked unit so a scenery EN57 shows as a single vehicle.
private void LoadTrainset(Trainset trainset)
{
_editingTrainset = trainset;
@@ -234,7 +201,7 @@ public partial class Depot : UserControl
var cars = trainset.Vehicles.Select(v =>
{
var c = v.Clone();
c.MiniName = _db.MiniForSkin(c.SkinFile) ?? c.MiniName; // mini from texture_mini
c.MiniName = _db.MiniForSkin(c.SkinFile) ?? c.MiniName;
return c;
}).ToList();
@@ -267,8 +234,7 @@ public partial class Depot : UserControl
{
Cars = group,
Grouped = true,
// FirstOrDefault(predicate) defaults the enum to Headdriver(0) when
// every car is Nobody — that re-staffed decorative consists (#12).
Driver = UnitDriver(group)
});
i = j;
@@ -276,7 +242,6 @@ public partial class Depot : UserControl
}
}
// fallback: group consecutive cars sharing a unit number (e.g. EN57-001ra/s/rb)
if (IsUnitCar(cars[i]))
{
string key = UnitKey(cars[i]);
@@ -312,7 +277,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// First staffed occupancy on the unit, or Nobody when the whole unit is unstaffed.
private static eDriverType UnitDriver(IReadOnlyList<Dynamic> group) =>
group.Select(c => c.DriverType)
.Where(d => d != eDriverType.Nobody)
@@ -325,10 +289,6 @@ public partial class Depot : UserControl
AppState.Instance.StartingVehicleName = _selected.Cars[0].Name;
}
// ----------------------------------------------------- series / unit helpers
// Removes a trailing car-type suffix that directly follows a digit
// ("EN57-001ra" -> "EN57-001", "EN57ra" -> "EN57", "EP07-332" -> unchanged).
private static string StripCarSuffix(string name)
{
foreach (string suf in CarSuffixes)
@@ -345,23 +305,15 @@ public partial class Depot : UserControl
private static string UnitKey(Dynamic d) => StripCarSuffix(Base(d.SkinFile));
// True when the skin has a car-type suffix (so it is part of a multi-car unit).
private static bool IsUnitCar(Dynamic d) => UnitKey(d) != Base(d.SkinFile);
// Vehicle class = the "mini" of the group the texture belongs to (e.g. EU07).
// Resolved once at load (see VehicleDatabase.BuildTextureIndex); read the cache
// here so search/filter never repeats the group lookup per keystroke.
private static string ClassOf(VehicleTexture t) => t.ResolvedClass;
// Vehicle type = the group's "category" letter (also resolved once at load).
private static string? CategoryOf(VehicleTexture t) => t.ResolvedCategory;
// ------------------------------------------------------------ category combo
private void PopulateCategoryCombo()
{
// No "All" entry: nothing is selected by default, so the list starts empty
// (matching the original Starter's depot).
_suppress = true;
categoryCombo.Items.Clear();
foreach (var (locKey, match) in CategoryDefs)
@@ -384,9 +336,6 @@ public partial class Depot : UserControl
BuildList();
}
// The dropdown shows the big stacked miniature, the closed combo a one-line
// row. Plain "=": SelectionBoxItemTemplate coerces to ItemTemplate while
// unset, so "??=" would never assign.
private void InitClassComboTemplates()
{
classCombo.ItemTemplate = new FuncDataTemplate<string>(
@@ -395,9 +344,6 @@ public partial class Depot : UserControl
(cls, _) => ClassComboContent(cls, large: false), false);
}
// Fills the class combo for the current category filter; the caller owns the
// selection and _classFilter. Runs under _suppress.
// No "All" entry: an unselected class means "every class in the category".
private void FillClassCombo()
{
classCombo.Items.Clear();
@@ -405,8 +351,6 @@ public partial class Depot : UserControl
classCombo.Items.Add(cls);
}
// Points both combos at the given category/class pair without firing their
// handlers. Returns false when they already matched.
private bool ApplyFilters(string? category, string? cls)
{
var catItem = categoryCombo.Items.OfType<ComboBoxItem>()
@@ -433,7 +377,6 @@ public partial class Depot : UserControl
return true;
}
// Every texture of a class shares its category.
private string? CategoryOfClass(string cls) =>
_db.Textures.FirstOrDefault(t => string.Equals(ClassOf(t), cls, StringComparison.OrdinalIgnoreCase))
is { } t ? CategoryOf(t) : null;
@@ -491,7 +434,6 @@ public partial class Depot : UserControl
string? cls = classCombo.SelectedItem as string;
_classFilter = cls;
// ApplyFilters refills this very combo, so it cannot run from here.
if (cls != null && _categoryFilter == null &&
PostSyncing(() => { ApplyFilters(CategoryOfClass(cls), cls); BuildList(); }))
return;
@@ -499,9 +441,6 @@ public partial class Depot : UserControl
BuildList();
}
// Hovering over the Type/Class combos and scrolling cycles the selection
// without having to open the dropdown (scroll up = previous, down = next).
// When the dropdown is open the wheel scrolls the list as usual.
private void Combo_OnPointerWheel(object? sender, PointerWheelEventArgs e)
{
if (sender is not ComboBox combo || combo.IsDropDownOpen)
@@ -512,9 +451,9 @@ public partial class Depot : UserControl
return;
int index = combo.SelectedIndex;
if (e.Delta.Y > 0) // scroll up -> previous
if (e.Delta.Y > 0)
index = index <= 0 ? 0 : index - 1;
else if (e.Delta.Y < 0) // scroll down -> next
else if (e.Delta.Y < 0)
index = index < 0 ? 0 : Math.Min(index + 1, count - 1);
else
return;
@@ -523,15 +462,9 @@ public partial class Depot : UserControl
e.Handled = true;
}
// ----------------------------------------------------------- vehicle browser
// Flat list of plain-text vehicle entries (no expanders, like the original
// Starter). Empty by default: an entry only appears once a category or class
// is chosen or a search is typed. Picking one drives the mini preview and the
// Add button.
private void BuildList()
{
// reset selection-dependent UI
_browserSelected = null;
miniPreview.Source = null;
addVehicleButton.IsEnabled = false;
@@ -542,8 +475,6 @@ public partial class Depot : UserControl
string search = searchBox.Text?.Trim() ?? "";
bool hasSearch = search.Length > 0;
// no filter and nothing searched -> keep the list empty (a class counts
// as a filter: it can be picked without a category)
if (_categoryFilter == null && _classFilter == null && !hasSearch)
return;
@@ -572,7 +503,6 @@ public partial class Depot : UserControl
});
}
// Selecting an entry shows its mini preview and enables the Add button.
private void VehicleListBox_OnSelectionChanged(object? sender, SelectionChangedEventArgs e)
{
if (vehicleListBox.SelectedItem is ListBoxItem { Tag: VehicleTexture texture })
@@ -630,7 +560,7 @@ public partial class Depot : UserControl
private void ShowTextureInfo(VehicleTexture texture)
{
textureInfoPanel.Children.Clear();
// The rows are trimmed, so the tooltip carries the full text.
var full = new List<string>();
void Row(string label, string? value)
{
@@ -659,29 +589,24 @@ public partial class Depot : UserControl
ToolTip.SetTip(textureInfoPanel, string.Join("\n", full));
}
// Double-click an entry to replace the selected consist vehicle.
private void VehicleListBox_OnDoubleTapped(object? sender, Avalonia.Input.TappedEventArgs e)
{
if (_browserSelected != null)
ReplaceSelected(_browserSelected);
}
// The single Add button inserts the highlighted vehicle after the selected
// consist vehicle (or at the end when nothing is selected).
private void AddVehicleButton_OnClick(object? sender, Avalonia.Interactivity.RoutedEventArgs e)
{
if (_browserSelected != null)
AddTexture(_browserSelected);
}
// Pascal actAddVehiclesCategory — every skin currently listed in the browser.
private void AddAllCategoryButton_OnClick(object? sender, Avalonia.Interactivity.RoutedEventArgs e)
{
foreach (var t in CurrentBrowserTextures())
InsertTextureAt(t, _consist.Count);
}
// Pascal actAddVehiclesMMD — first skin per distinct model/MMD.
private void AddUniqueMmdButton_OnClick(object? sender, Avalonia.Interactivity.RoutedEventArgs e)
{
var seen = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
@@ -713,7 +638,6 @@ public partial class Depot : UserControl
!string.Equals(ClassOf(t), _classFilter, StringComparison.OrdinalIgnoreCase))
return false;
// Hide subsequent multi-unit cars; adding the lead expands the whole set.
if (_db.IsSetFollower(t))
return false;
@@ -734,8 +658,6 @@ public partial class Depot : UserControl
|| C(t.Meta?.Vehicle) || C(t.Meta?.Operator) || C(ClassOf(t));
}
// Replaces the selected consist unit with this vehicle/unit (keeping its
// slot, crew and orientation). Falls back to appending if nothing is selected.
private void ReplaceSelected(VehicleTexture texture)
{
if (_selected is null)
@@ -767,8 +689,7 @@ public partial class Depot : UserControl
private string BrowserLabel(VehicleTexture texture, IReadOnlyList<VehicleTexture>? set)
{
// When texture_mini is missing or only the class/category mini, use the
// skin basename so the list doesn't show the category name as the vehicle.
string name;
if (!string.IsNullOrEmpty(texture.TextureMini) &&
!string.Equals(texture.TextureMini, texture.ResolvedClass, StringComparison.OrdinalIgnoreCase))
@@ -783,8 +704,6 @@ public partial class Depot : UserControl
return name;
}
// Clicking "Add" inserts after the selected vehicle (or appends). If the
// texture belongs to an auto-consist set, the whole set is one locked unit.
private void AddTexture(VehicleTexture texture)
{
int at = _consist.Count;
@@ -817,8 +736,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Like the Pascal MatchOccupancy: only powered units get a driver, and only
// when the consist has no crew yet (or the unit is placed at the front).
private void MatchOccupancy(ConsistItem item, int position)
{
item.Driver = eDriverType.Nobody;
@@ -839,20 +756,14 @@ public partial class Depot : UserControl
private static bool IsPoweredCategory(string? c) =>
c is "e" or "s" or "p" or "z" or "a";
// Every caption here is read from App.Loc when it is built, so a language
// switch has to build them again.
public void RebuildAfterLanguageChange()
{
PopulateCategoryCombo(); // -> class combo -> browser list
PopulateCategoryCombo();
PopulateSceneryConsists();
RebuildConsist(); // -> train stats
RebuildConsist();
UpdateDetails();
}
// ------------------------------------------------------------- scenery combos
// Lists the consists of the scenery currently selected in the Scenarios tab,
// so they can be picked and edited here.
private void PopulateSceneryConsists()
{
_suppress = true;
@@ -878,7 +789,7 @@ public partial class Depot : UserControl
Content = ConsistListContent(trainset),
Tag = trainset
};
// right-click: warehouse save/load, clipboard copy/paste, clear-all
var ts = trainset;
entry.ContextMenu = ConsistContextMenu.Build(
entry,
@@ -894,7 +805,6 @@ public partial class Depot : UserControl
_suppress = false;
}
// Selecting a consist on the map loads it into the editor below.
private void SceneryConsistList_OnSelectionChanged(object? sender, SelectionChangedEventArgs e)
{
if (_suppress) return;
@@ -911,8 +821,6 @@ public partial class Depot : UserControl
!string.IsNullOrEmpty(trainset.Description) &&
trainset.Description.TrimStart().StartsWith("-", StringComparison.Ordinal);
// Shift+Delete clears the selected scenery consist (same as the context-menu
// "remove all vehicles" entry).
private void SceneryConsistList_OnKeyDown(object? sender, KeyEventArgs e)
{
if (e.Key == Key.Delete && e.KeyModifiers.HasFlag(KeyModifiers.Shift) &&
@@ -924,9 +832,6 @@ public partial class Depot : UserControl
}
}
// Replaces a scenery consist's vehicles (from a warehouse preset or a pasted
// clipboard consist), keeping the consist's map slot (name/track/offset), then
// loads it into the editor and refreshes the list.
private void ApplyConsist(Trainset target, List<Dynamic> vehicles)
{
target.Vehicles = vehicles;
@@ -936,7 +841,6 @@ public partial class Depot : UserControl
PopulateSceneryConsists();
}
// Clears every vehicle from a scenery consist.
private void RemoveAllVehicles(Trainset target)
{
target.Vehicles = new List<Dynamic>();
@@ -946,7 +850,6 @@ public partial class Depot : UserControl
PopulateSceneryConsists();
}
// List caption for a scenery consist — grows with the list width (ellipsis).
private static Control ConsistListContent(Trainset trainset) =>
new TextBlock
{
@@ -972,8 +875,6 @@ public partial class Depot : UserControl
}
}
// ------------------------------------------------------------ consist edits
private Dynamic MakeDynamic(VehicleTexture texture)
{
string skin = Base(texture.Skinfile);
@@ -987,8 +888,8 @@ public partial class Depot : UserControl
MmdFile = string.IsNullOrEmpty(texture.Model) ? skin : texture.Model!,
Offset = 0f,
DriverType = eDriverType.Nobody,
Coupling = new Coupling { Flags = Coupling.Mechanical | Coupling.BrakePipe }, // 3
HasVelocity = true, // emit a canonical "0" velocity in the trainset entry
Coupling = new Coupling { Flags = Coupling.Mechanical | Coupling.BrakePipe },
HasVelocity = true,
MiniName = _db.ResolveMiniName(texture)
};
}
@@ -1079,10 +980,9 @@ public partial class Depot : UserControl
if (ReferenceEquals(_selected, item))
SyncStartingVehicle();
RebuildConsist();
AppState.Instance.NotifyChanged(); // crew change may enable/disable Start
AppState.Instance.NotifyChanged();
}
// Breaks a grouped unit into individual single-car items.
private void SplitItem(ConsistItem item)
{
int i = _consist.IndexOf(item);
@@ -1103,8 +1003,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// ----------------------------------------------------------- consist render
private void RebuildConsist()
{
consistStack.Children.Clear();
@@ -1112,8 +1010,7 @@ public partial class Depot : UserControl
{
var item = _consist[i];
consistStack.Children.Add(BuildCard(item, i));
// Coupler between units, plus a trailing coupler after the last unit
// so end-of-train coupling / lights can be set (#10).
if (i < _consist.Count - 1)
consistStack.Children.Add(BuildCoupler(item));
else
@@ -1126,9 +1023,6 @@ public partial class Depot : UserControl
WriteBackToScenery();
}
// Flattens the edited consist back onto the bound scenery trainset so the
// change is reflected on the scenery. Driver goes on each unit's lead car;
// a flipped unit writes its cars in reverse order.
private void WriteBackToScenery()
{
if (_editingTrainset is null)
@@ -1148,9 +1042,6 @@ public partial class Depot : UserControl
RefreshConsistListLabels();
}
// Resolves the .fiz physics for a consist car: the .fiz is named after the
// model, so try the database model first, then the scenery mmd token, then the
// skin file name.
private Physics? PhysicsFor(Dynamic car)
{
string? dbModel = _db.TextureForSkin(car.SkinFile)?.Model;
@@ -1159,10 +1050,6 @@ public partial class Depot : UserControl
?? Physics.For(car.DataFolder, car.SkinFile);
}
// Recomputes every coupling from the vehicles' .fiz AllowedFlag, like the
// original Starter's AutoCoupler: the coupling is the bits common to the
// facing ends, minus the multiple-unit (control) bit when the control types
// differ. Called when a vehicle is added or replaced.
private void AutoConnectAll()
{
var flat = new List<(Dynamic car, bool flipped)>();
@@ -1181,10 +1068,9 @@ public partial class Depot : UserControl
var lp = PhysicsFor(left);
var rp = PhysicsFor(right);
// GetMaxCoupler: the end facing the neighbour (swapped when flipped)
int leftMax = lp == null ? 3 : (lf ? lp.AllowedFlagA : lp.AllowedFlagB);
int rightMax = rp == null ? 3 : (rf ? rp.AllowedFlagB : rp.AllowedFlagA);
int common = leftMax & rightMax; // CommonCoupler = shared flag bits
int common = leftMax & rightMax;
string lct = lp == null ? "" : (lf ? lp.ControlTypeA : lp.ControlTypeB);
string rct = rp == null ? "" : (rf ? rp.ControlTypeB : rp.ControlTypeA);
@@ -1196,7 +1082,6 @@ public partial class Depot : UserControl
}
}
// Train totals — same Pascal mass rules as Scenarios (IncludeVehicleToMass + 200 t retry).
private void UpdateTrainStats()
{
if (_editingTrainset is null)
@@ -1315,16 +1200,13 @@ public partial class Depot : UserControl
};
card.PointerPressed += (_, e) =>
{
// left button only - right-click is reserved for the context popup
if (!e.GetCurrentPoint(card).Properties.IsLeftButtonPressed)
return;
// Buttons on the card (split / remove) handle their own clicks.
if (e.Source is Control src && src.GetVisualAncestors().OfType<Button>().Any())
return;
// Update selection without RebuildConsist so the pressed card stays
// alive for a possible drag. Browser sync waits until click/release
// so BuildList does not run under an active drag capture.
_selected = item;
SyncStartingVehicle();
RefreshCardSelectionChrome();
@@ -1337,8 +1219,7 @@ public partial class Depot : UserControl
DragDrop.SetAllowDrop(card, true);
card.AddHandler(DragDrop.DragOverEvent, Consist_OnDragOver);
card.AddHandler(DragDrop.DropEvent, (s, e) => ConsistCard_OnDrop(e, index, card));
// right-click a vehicle: wagon number + load actions (copy load from the
// previous vehicle, fill to the maximum possible load)
card.ContextMenu = BuildCardMenu(card, item);
return card;
}
@@ -1356,16 +1237,12 @@ public partial class Depot : UserControl
}
}
// Selects, in the left database browser, the category, class and list entry of
// the given vehicle - so clicking a consist car reveals it in the database.
private void SelectInBrowser(Dynamic car)
{
var texture = _db.TextureForSkin(car.SkinFile);
if (texture is null)
return;
// Prefer the set lead so multi-unit followers (hidden in the browser) still
// select their lead texture / class.
var set = _db.ResolveSet(texture);
var browserTex = set is { Count: > 0 } ? set[0] : texture;
@@ -1377,8 +1254,6 @@ public partial class Depot : UserControl
});
}
// Mirrors a list pick in the combos, then restores the selection that the
// rebuilt list dropped.
private void SyncCombosTo(VehicleTexture texture)
{
if (_syncingCombos || !ApplyFilters(CategoryOf(texture), ClassOf(texture)))
@@ -1387,8 +1262,6 @@ public partial class Depot : UserControl
PostSyncing(() => { BuildList(); SelectListEntry(texture); });
}
// Runs work with the sync flag up, so the selections it makes do not come
// back as another sync.
private void WhileSyncing(Action work)
{
_syncingCombos = true;
@@ -1396,8 +1269,6 @@ public partial class Depot : UserControl
finally { _syncingCombos = false; }
}
// Same, on the next dispatcher pass: clearing Items from inside a
// SelectionChanged throws. False when a sync is already pending.
private bool PostSyncing(Action work)
{
if (_syncingCombos)
@@ -1421,7 +1292,6 @@ public partial class Depot : UserControl
}
}
// The "#<n>" number written into the node name (e.g. EU07-005#11). 0 = none.
private static int GetWagonNumber(Dynamic car)
{
string name = car.Name ?? "";
@@ -1443,7 +1313,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Small right-click popup to type a wagon number for the vehicle.
private void ShowWagonNumberFlyout(Control anchor, Dynamic car)
{
var num = new NumericUpDown
@@ -1475,8 +1344,6 @@ public partial class Depot : UserControl
return item.Cars.Count > 1 ? $"{key} [{item.Cars.Count}]" : key;
}
// Coupling indicator between two units (or trailing after the last unit).
// Click it to open a flyout with the 8-bit coupling editor for the unit's last car.
private Control BuildCoupler(ConsistItem item, bool trailing = false)
{
var glyph = new TextBlock
@@ -1599,7 +1466,6 @@ public partial class Depot : UserControl
return btn;
}
// Brakes / Loads editors for the selected unit (applied to all of its cars).
private void UpdateDetails()
{
brakesPanel.Children.Clear();
@@ -1611,7 +1477,6 @@ public partial class Depot : UserControl
: $"{App.Loc["SelectedVehicle"]}: " +
(_selected.Grouped ? UnitLabel(_selected) : _selected.Cars[0].Name);
// whole-consist load tools sit at the top of the Loads tab, always available
loadsPanel.Children.Add(BuildConsistLoadTools());
if (_selected is null)
@@ -1627,9 +1492,6 @@ public partial class Depot : UserControl
BuildDamageEditor(_selected);
}
// ---------------------------------------------------------------- load tools
// The per-vehicle right-click menu: wagon number plus the two load shortcuts.
private ContextMenu BuildCardMenu(Control anchor, ConsistItem item)
{
var menu = new ContextMenu();
@@ -1662,7 +1524,6 @@ public partial class Depot : UserControl
return menu;
}
// Button bar that applies a load operation to every vehicle in the consist.
private Control BuildConsistLoadTools()
{
var panel = new StackPanel { Spacing = 4, Margin = new Thickness(0, 0, 0, 4) };
@@ -1687,15 +1548,12 @@ public partial class Depot : UserControl
return b;
}
// True when the unit's lead car can actually carry cargo.
private bool IsLoadable(ConsistItem item)
{
var p = PhysicsFor(item.Cars[0]);
return p != null && (p.MaxLoad > 0 || !string.IsNullOrWhiteSpace(p.LoadAccepted));
}
// The largest cargo this car accepts (.fiz MaxLoad), 1000 as a fallback for a
// car that lists accepted cargo but no explicit maximum, 0 when it can't load.
private int MaxLoadFor(Dynamic car)
{
var p = PhysicsFor(car);
@@ -1704,7 +1562,6 @@ public partial class Depot : UserControl
return string.IsNullOrWhiteSpace(p.LoadAccepted) ? 0 : 1000;
}
// Cargo types this car accepts (.fiz LoadAccepted), else the global list.
private List<string> AcceptedTypesFor(Dynamic car)
{
var p = PhysicsFor(car);
@@ -1713,8 +1570,6 @@ public partial class Depot : UserControl
return LoadTypes().ToList();
}
// Copies the previous unit's load (type + amount) onto this unit, clamped to
// each car's own maximum.
private void CopyLoadFromPrevious(ConsistItem item)
{
int idx = _consist.IndexOf(item);
@@ -1731,8 +1586,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Fills one unit's cars to their maximum load (keeping the cargo type, or
// assigning the first accepted one when none is set yet).
private void SetUnitMaxLoad(ConsistItem item)
{
foreach (var c in item.Cars)
@@ -1740,7 +1593,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Random cargo type for every loadable car in the consist, filled to the max.
private void RandomLoadTypeForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
@@ -1756,7 +1608,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Every loadable car in the consist filled to its maximum.
private void MaxAmountForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
@@ -1764,9 +1615,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Random amount (per car) for every loadable car in the consist, keeping the
// cargo type (assigning the first accepted one when none is set). Lets you roll
// a different tonnage for each wagon with one click.
private void RandomAmountForConsist()
{
foreach (var c in _consist.SelectMany(u => u.Cars))
@@ -1783,7 +1631,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Fills a single car to its maximum load (no-op for non-loadable cars).
private void FillToMax(Dynamic car)
{
int max = MaxLoadFor(car);
@@ -1800,7 +1647,6 @@ public partial class Depot : UserControl
Text = text, Opacity = 0.6, FontSize = 12, TextWrapping = TextWrapping.Wrap
};
// Row of "<label> <control>".
private static Control LabeledRow(string label, Control control)
{
var sp = new StackPanel { Orientation = Orientation.Horizontal, Spacing = 8 };
@@ -1816,7 +1662,6 @@ public partial class Depot : UserControl
private static void AddOption(ComboBox combo, string content, string? tag)
=> combo.Items.Add(new ComboBoxItem { Content = content, Tag = tag });
// Brake mode / load adaptation / switch, written into each car's coupling "B" param.
private void BuildBrakesEditor(ConsistItem item)
{
var brake = item.Cars[0].Coupling.GetBrake();
@@ -1863,7 +1708,6 @@ public partial class Depot : UserControl
brakesPanel.Children.Add(LabeledRow(App.Loc["BrakeSwitch"], switchCombo));
}
// Descriptive labels (what the option does), per the wiki - not the raw code.
private static string BrakeModeLabel(string code) => code switch
{
"G" => App.Loc["BrakeFreight"],
@@ -1893,7 +1737,6 @@ public partial class Depot : UserControl
_ => App.Loc["None"]
};
// Wheel-damage editor: sway / flat-spot parameters (the "W" coupling prefix).
private void BuildDamageEditor(ConsistItem item)
{
var w = item.Cars[0].Coupling.GetWheels() ?? new WheelSettings();
@@ -1962,31 +1805,24 @@ public partial class Depot : UserControl
damagePanel.Children.Add(grid);
}
// Cargo type + amount, written into each car's node::dynamic trailing params.
private void BuildLoadsEditor(ConsistItem item)
{
var lead = item.Cars[0];
var phys = PhysicsFor(lead);
// Prefer the cargo this vehicle actually accepts (.fiz LoadAccepted);
// otherwise offer everything from data/load_weights.txt.
var available = phys != null && !string.IsNullOrWhiteSpace(phys.LoadAccepted)
? phys.LoadAccepted.Split(',', ';').Select(s => s.Trim()).Where(s => s.Length > 0).ToList()
: LoadTypes().ToList();
// Keep a load already set on the vehicle selectable even when it is not in
// the accepted/known list (e.g. a custom load read from the scenery).
if (!string.IsNullOrEmpty(lead.LoadType) &&
!available.Contains(lead.LoadType!, StringComparer.OrdinalIgnoreCase))
available.Insert(0, lead.LoadType!);
// Dropdown of available cargo: the leading "(none)" entry clears the load.
var typeCombo = new ComboBox { FontSize = 12, MinWidth = 200 };
typeCombo.Items.Add(new ComboBoxItem { Content = App.Loc["None"], Tag = null });
foreach (var name in available)
typeCombo.Items.Add(new ComboBoxItem { Content = name, Tag = name });
// Pre-select the vehicle's current load (or "(none)").
typeCombo.SelectedIndex = 0;
if (!string.IsNullOrEmpty(lead.LoadType))
foreach (var obj in typeCombo.Items)
@@ -1997,7 +1833,6 @@ public partial class Depot : UserControl
break;
}
// Cap the amount at the .fiz MaxLoad when it is defined.
int maxLoad = phys != null && phys.MaxLoad > 0 ? phys.MaxLoad : 1000;
var countBox = new NumericUpDown
{
@@ -2011,16 +1846,14 @@ public partial class Depot : UserControl
int count = (int)(countBox.Value ?? 0);
foreach (var c in item.Cars)
{
// "(none)" -> no cargo at all; otherwise store the chosen type/amount.
c.LoadType = string.IsNullOrEmpty(type) ? null : type;
c.LoadCount = string.IsNullOrEmpty(type) ? 0 : count;
if (c.LoadCount > 0)
c.HasVelocity = true; // velocity token must precede loadcount
c.HasVelocity = true;
}
}
// Wire the handlers only after the initial selection so we don't apply
// (and mark the consist dirty) while merely populating the editor.
typeCombo.SelectionChanged += (_, _) => Apply();
countBox.ValueChanged += (_, _) => Apply();
@@ -2028,9 +1861,6 @@ public partial class Depot : UserControl
loadsPanel.Children.Add(LabeledRow(App.Loc["LoadCount"], countBox));
}
// Cargo names + per-unit weights parsed once from data/load_weights.txt (the
// file the simulator and the original Starter use). Each line is
// "<name>: <weight>".
private static List<string>? _loadTypes;
private static Dictionary<string, int>? _loadWeights;
@@ -2060,7 +1890,7 @@ public partial class Depot : UserControl
}
}
}
catch { /* missing / unreadable - just no suggestions */ }
catch { }
_loadTypes = names.Distinct(StringComparer.OrdinalIgnoreCase)
.OrderBy(s => s, StringComparer.OrdinalIgnoreCase)
@@ -2074,18 +1904,12 @@ public partial class Depot : UserControl
return _loadTypes!;
}
// Per-unit weight (kg) of a cargo, defaulting to 1000 like the original Starter.
private static int LoadWeight(string? name)
{
EnsureLoads();
return !string.IsNullOrEmpty(name) && _loadWeights!.TryGetValue(name!, out int w) ? w : 1000;
}
// ------------------------------------------------------------------- minis
// Decodes the miniature down to the requested display height and caches it,
// so the same skin is never decoded twice and full-resolution bitmaps never
// stay resident in memory.
private Bitmap? GetMiniBitmap(string? name, int height)
{
if (string.IsNullOrEmpty(name))
@@ -2110,8 +1934,6 @@ public partial class Depot : UserControl
return bmp;
}
// ------------------------------------------------------------------ events
private void SearchBox_OnTextChanged(object? sender, TextChangedEventArgs e)
{
if (_suppress || _searchTimer is null) return;
@@ -2268,8 +2090,7 @@ public partial class Depot : UserControl
FontWeight = FontWeight.Bold,
HorizontalAlignment = HorizontalAlignment.Center
},
// DockPanel: in a horizontal StackPanel the caption gets infinite
// width, never wraps and shoves the spinner off the edge.
new DockPanel
{
LastChildFill = true,
@@ -2402,7 +2223,6 @@ public partial class Depot : UserControl
private void RandomOrientButton_OnClick(object? sender, Avalonia.Interactivity.RoutedEventArgs e) =>
RandomizeOrientation();
// Shuffle wagon order from the selected unit to the end (multi-unit groups stay put).
private void RandomizeOrder()
{
int start = _selected != null ? _consist.IndexOf(_selected) : 0;
@@ -2433,7 +2253,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// Randomly flip units from the selected one to the end of the consist.
private void RandomizeOrientation()
{
int start = _selected != null ? _consist.IndexOf(_selected) : 0;
@@ -2448,8 +2267,6 @@ public partial class Depot : UserControl
RebuildConsist();
}
// ── drag / drop (browser → consist, reorder inside consist) ────────────
private void MiniPreview_OnPointerPressed(object? sender, PointerPressedEventArgs e)
{
if (_browserSelected is null || !e.GetCurrentPoint(miniPreviewPanel).Properties.IsLeftButtonPressed)
@@ -2461,7 +2278,7 @@ public partial class Depot : UserControl
{
if (!e.GetCurrentPoint(vehicleListBox).Properties.IsLeftButtonPressed)
return;
// Resolve the row under the pointer so a drag can start before selection settles.
var hit = e.Source as Control;
while (hit != null && hit is not ListBoxItem)
hit = hit.Parent as Control;
@@ -2514,7 +2331,7 @@ public partial class Depot : UserControl
var press = _pendingDragPress;
var texture = _pendingDragTexture;
int consistIndex = _pendingDragConsistIndex;
// Keep browser sync cancelled for the drag session; click path uses it.
_pendingBrowserSync = null;
_pendingDragPress = null;
_dragSessionActive = true;
@@ -2565,14 +2382,14 @@ public partial class Depot : UserControl
{
var sync = _pendingBrowserSync;
ClearPendingDrag();
// Plain click on a consist card: reveal it in the vehicle browser.
if (sync is { Cars.Count: > 0 })
SelectInBrowser(sync.Cars[0]);
}
private void Consist_OnDragOver(object? sender, DragEventArgs e)
{
// Payload is kept in fields set before DoDragDropAsync; formats are markers.
if (_dragTexture != null || _dragConsistIndex >= 0)
{
e.DragEffects = _dragConsistIndex >= 0 ? DragDropEffects.Move : DragDropEffects.Copy;
@@ -2621,7 +2438,7 @@ public partial class Depot : UserControl
private void MoveConsistUnit(int from, int to)
{
if (from < 0 || from >= _consist.Count) return;
if (to > from) to--; // account for removal shifting indices
if (to > from) to--;
to = Math.Clamp(to, 0, _consist.Count - 1);
if (from == to) return;

View File

@@ -12,7 +12,7 @@ public enum MessageBoxButtons
public static class MessageBox
{
/// <summary>Simple Yes/No dialog. Returns true for Yes.</summary>
public static async Task<bool> Show(Window owner, string message, string title, MessageBoxButtons _)
{
var win = new Window

View File

@@ -22,26 +22,20 @@ public partial class Scenarios : UserControl
{
public List<Scenery> Sceneries;
// scenery whose weather the form is currently editing
private Scenery? _currentScenery;
// suppresses weather change handlers while the form is being populated
private bool _loadingWeather;
// "Today" season: the day field only previews the current day-of-year; the
// stored Day stays 0 so the scenery keeps using the live date.
private bool _todaySeason;
// suppresses the list-filter handlers while their state is restored at startup
private bool _loadingFilters;
public Scenarios()
{
InitializeComponent();
// Sceneries are parsed once at startup (behind the splash).
Sceneries = GameData.Instance.Sceneries;
// Restore the persisted list filters before building the tree/list. Guarded
// so assigning IsChecked here doesn't run the rebuild handlers prematurely.
_loadingFilters = true;
showAiCheck.IsChecked = StarterNG.Classes.Settings.Instance.ShowAiVehicles;
drivableOnlyCheck.IsChecked = StarterNG.Classes.Settings.Instance.DrivableOnly;
@@ -51,9 +45,6 @@ public partial class Scenarios : UserControl
BuildSceneryTree();
RestoreLastScenery();
// refresh the consist preview when the view is shown again (e.g. after
// editing the consist in the depot). Switching tabs only toggles IsVisible
// (the view stays in the tree), so listen for that too.
AttachedToVisualTree += (_, _) => OnReentered();
PropertyChanged += (_, e) =>
{
@@ -62,20 +53,12 @@ public partial class Scenarios : UserControl
};
}
// Called whenever this view is shown again (tab switch / re-attach). Edits made
// in the depot mutate the same Trainset objects, so refresh both the consist
// preview and the vehicle-list captions that depend on them.
private void OnReentered()
{
RefreshVehicleLabels();
RefreshSelectedConsist();
}
// (Re)builds the scenery tree, honouring the "show archival" switch. Archival
// sceneries (those declaring //$a) are skipped when the switch is off; group
// folders that end up empty are omitted. The Tag keeps each node's original
// scenery index, so the vehicles list stays aligned. Top-level nodes and group
// children are sorted alphabetically.
private void BuildSceneryTree()
{
sceneryList.Items.Clear();
@@ -136,8 +119,6 @@ public partial class Scenarios : UserControl
sceneryList.Items.Add(item);
}
// Restores the scenery selected last session (starter.last.scenery).
// Like Pascal ScenariosList: fall back to the first leaf when nothing matches.
private void RestoreLastScenery()
{
string last = StarterNG.Classes.Settings.Instance.LastScenery;
@@ -208,7 +189,7 @@ public partial class Scenarios : UserControl
private void PersistLastScenery(Scenery scenery)
{
// Pascal InitSCN stores the tree node text (//$n or file name).
string name = scenery.DisplayName;
if (string.Equals(StarterNG.Classes.Settings.Instance.LastScenery, name, StringComparison.OrdinalIgnoreCase))
return;
@@ -228,10 +209,6 @@ public partial class Scenarios : UserControl
TextWrapping = Avalonia.Media.TextWrapping.NoWrap
};
// Fills the Vehicles list for a scenery, honouring the two filters:
// - "AI vehicles" off hides consists whose //$o description starts with '-';
// - "Drivable only" on hides decoration consists (the //$decor flag).
// Empty trainsets stay visible (label shows track), matching the Pascal starter.
private void PopulateVehicleList(Scenery scn)
{
vehicleList.Items.Clear();
@@ -251,7 +228,7 @@ public partial class Scenarios : UserControl
Content = TrainsetListContent(trainset),
Tag = i
};
// right-click: save/load to the warehouse + clipboard copy/paste
listItem.ContextMenu = ConsistContextMenu.Build(
listItem,
() => trainset,
@@ -263,13 +240,10 @@ public partial class Scenarios : UserControl
vehicleList.SelectedIndex = 0;
}
// A computer-driven consist marks its //$o description with a leading '-'.
private static bool IsAiTrainset(Trainset trainset) =>
!string.IsNullOrEmpty(trainset.Description) &&
trainset.Description.TrimStart().StartsWith("-", StringComparison.Ordinal);
// AI/player vehicle filter toggled: persist the choice and rebuild the list
// for the currently selected scenery.
private void VehicleFilter_OnChanged(object? sender, RoutedEventArgs e)
{
if (_loadingFilters) return;
@@ -282,7 +256,6 @@ public partial class Scenarios : UserControl
PopulateVehicleList(Sceneries[tag]);
}
// Archival-scenery switch toggled: persist the choice and rebuild the tree.
private void ArchivalSwitch_OnChanged(object? sender, RoutedEventArgs e)
{
if (_loadingFilters) return;
@@ -294,8 +267,6 @@ public partial class Scenarios : UserControl
RestoreLastScenery();
}
// Replaces a consist's vehicles (from a loaded warehouse preset or a pasted
// clipboard consist) and refreshes the row caption / consist preview.
private void ApplyConsist(ListBoxItem item, Trainset trainset, List<Dynamic> vehicles)
{
trainset.Vehicles = vehicles;
@@ -304,9 +275,6 @@ public partial class Scenarios : UserControl
ShowConsist(trainset);
}
// Rebuilds the caption of each entry in the Vehicles list from its trainset's
// current vehicles, so a consist edited in the depot is reflected here too.
// Selection and order are preserved (only the text is updated).
private void RefreshVehicleLabels()
{
if (sceneryList.SelectedItem is not TreeViewItem { Tag: int tag } || tag >= Sceneries.Count)
@@ -327,11 +295,11 @@ public partial class Scenarios : UserControl
{
foreach (TreeViewItem? toCollapse in sceneryList.Items)
{
if (toCollapse != null)
if (toCollapse != null)
toCollapse.IsExpanded = false;
}
if (item != null)
if (item != null)
item.IsExpanded = true;
if (item is { Items.Count: > 0 })
sceneryList.SelectedItem = item.Items[0];
@@ -339,20 +307,16 @@ public partial class Scenarios : UserControl
}
Scenery selectedScn = Sceneries[tag];
// scenery-level info (distinct from the per-consist scenario description)
ShowSceneryInfo(selectedScn);
ShowWeather(selectedScn);
PersistLastScenery(selectedScn);
// no consist chosen yet for this scenery
missionDescription.Text = "";
timetableContent.Text = App.Loc["NoTimetable"];
// add the (filtered) trainsets to the Vehicles list
PopulateVehicleList(selectedScn);
}
// Shows the selected scenery's description (//$d) and 1:1 image (//$i).
private void ShowSceneryInfo(Scenery scenery)
{
SceneryI18n.LoadFor(scenery, App.Loc.CurrentLangCode);
@@ -471,10 +435,9 @@ public partial class Scenarios : UserControl
{
Process.Start(new ProcessStartInfo(full) { UseShellExecute = true });
}
catch { /* no handler */ }
catch { }
}
/// <summary>Rebuild tree labels after UI / scenery i18n language change.</summary>
public void RebuildAfterLanguageChange()
{
string? selected = AppState.Instance.CurrentScenery?.Path;
@@ -487,7 +450,7 @@ public partial class Scenarios : UserControl
}
if (AppState.Instance.CurrentScenery != null)
ShowSceneryInfo(AppState.Instance.CurrentScenery);
RefreshSelectedConsist(); // stats labels (length / mass / track)
RefreshSelectedConsist();
}
private async void ReloadSceneries_OnClick(object? sender, RoutedEventArgs e)
@@ -528,19 +491,17 @@ public partial class Scenarios : UserControl
private void VehicleList_OnSelectionChanged(object? sender, SelectionChangedEventArgs e)
{
// get selected scenery
var tItem = sceneryList.SelectedItem as TreeViewItem;
if (tItem?.Tag is not int tTag)
return;
Scenery selectedScn = Sceneries[tTag];
// get selected trainset
ListBoxItem? vItem = vehicleList.SelectedItem as ListBoxItem;
if (vItem?.Tag is not int vTag)
return;
Trainset selectedTrainset = selectedScn.Trainsets[vTag];
// share the selection so the depot edits this consist in place
AppState.Instance.CurrentScenery = selectedScn;
AppState.Instance.CurrentTrainset = selectedTrainset;
AppState.Instance.StartingVehicleName = TrainsetDisplay.DefaultStartingVehicle(selectedTrainset);
@@ -549,9 +510,6 @@ public partial class Scenarios : UserControl
ShowTimetable(selectedScn, selectedTrainset);
}
// Loads the scenery's weather into the editable form (Weather tab). Editing a
// control writes the value back onto the scenery and marks it dirty, so the
// change is injected into the exported .scn's config block on launch.
private void ShowWeather(Scenery scenery)
{
_currentScenery = scenery;
@@ -565,7 +523,7 @@ public partial class Scenarios : UserControl
weatherFog.Value = System.Math.Clamp(scenery.FogEnd, 0, 10000);
SelectByTag(weatherSeason, scenery.Day.ToString());
SelectByTag(weatherOvercast, scenery.Overcast.ToString(CultureInfo.InvariantCulture));
// Day 0 maps to the "Today" season entry: preview the live day-of-year.
ApplyTodayPreview(scenery.Day == 0);
UpdateWeatherLabels();
}
@@ -575,7 +533,6 @@ public partial class Scenarios : UserControl
}
}
// Reads the form back into the current scenery and flags it for export rewrite.
private void CaptureWeather()
{
if (_loadingWeather || _currentScenery is null)
@@ -584,8 +541,7 @@ public partial class Scenarios : UserControl
var scn = _currentScenery;
if (weatherTime.SelectedTime is { } t)
scn.ScenarioTimeOverride = $"{t.Hours:D2}:{t.Minutes:D2}";
// In "Today" mode the day field is only a preview, so keep the stored day
// at 0 (the scenery then follows the live date).
scn.Day = _todaySeason ? 0 : (int)(weatherDay.Value ?? 0);
scn.Temperature = weatherTemp.Value;
scn.FogEnd = (int)weatherFog.Value;
@@ -614,18 +570,14 @@ public partial class Scenarios : UserControl
combo.SelectedItem = null;
}
// --- weather form event handlers ---
private void WeatherTime_OnChanged(object? sender, TimePickerSelectedValueChangedEventArgs e) => CaptureWeather();
// "Current time" button: drop the live wall-clock time into the picker (the
// SelectedTimeChanged handler then captures it onto the scenery).
private void WeatherTimeNow_OnClick(object? sender, RoutedEventArgs e)
{
var now = DateTime.Now;
weatherTime.SelectedTime = new TimeSpan(now.Hour, now.Minute, 0);
}
// Pascal actRestoreWeather — reload weather fields from the SCN snapshot.
private void WeatherRestore_OnClick(object? sender, RoutedEventArgs e)
{
if (_currentScenery is null) return;
@@ -633,8 +585,6 @@ public partial class Scenarios : UserControl
ShowWeather(_currentScenery);
}
// Parses a stored "hh:mm" string into a TimeSpan, or null when it is missing
// or malformed (so the picker simply shows no selection).
private static TimeSpan? ParseTime(string? text)
{
if (string.IsNullOrWhiteSpace(text))
@@ -647,8 +597,6 @@ public partial class Scenarios : UserControl
return null;
}
// Toggles "Today" preview: the day field shows the live day-of-year (read-only)
// and CaptureWeather keeps the stored Day at 0; any other season re-enables it.
private void ApplyTodayPreview(bool today)
{
_todaySeason = today;
@@ -668,7 +616,6 @@ public partial class Scenarios : UserControl
private void WeatherDay_OnChanged(object? sender, NumericUpDownValueChangedEventArgs e) => CaptureWeather();
// Picking a season presets the day-of-year, then captures the form.
private void WeatherSeason_OnChanged(object? sender, SelectionChangedEventArgs e)
{
if (_loadingWeather)
@@ -676,7 +623,7 @@ public partial class Scenarios : UserControl
if ((weatherSeason.SelectedItem as ComboBoxItem)?.Tag is string tag &&
int.TryParse(tag, out int day))
{
if (day == 0) // "Today" - preview the live day-of-year, keep stored day at 0
if (day == 0)
{
ApplyTodayPreview(true);
}
@@ -691,9 +638,6 @@ public partial class Scenarios : UserControl
CaptureWeather();
}
// Reads and shows the timetable file referenced by the trainset (its first
// "trainset" token is the timetable name). Shows a note when none is set or
// the file cannot be found.
private void ShowTimetable(Scenery scenery, Trainset trainset)
{
string? path = ResolveTimetablePath(scenery, trainset.Name);
@@ -713,15 +657,14 @@ public partial class Scenarios : UserControl
}
}
// Probes the usual locations for a timetable file named after the trainset.
private static string? ResolveTimetablePath(Scenery scenery, string? name)
{
if (string.IsNullOrWhiteSpace(name) ||
name.Equals("none", System.StringComparison.OrdinalIgnoreCase))
return null;
string scnDir = Path.GetDirectoryName(scenery.Path) ?? "."; // scenery/
string root = Path.GetDirectoryName(scnDir) ?? "."; // MaSzyna root
string scnDir = Path.GetDirectoryName(scenery.Path) ?? ".";
string root = Path.GetDirectoryName(scnDir) ?? ".";
var candidates = new[]
{
@@ -734,8 +677,6 @@ public partial class Scenarios : UserControl
return candidates.FirstOrDefault(File.Exists);
}
// Renders the consist preview for a trainset (re-reads its current vehicles
// so depot edits are reflected).
private void ShowConsist(Trainset trainset)
{
consistStack.Children.Clear();
@@ -743,11 +684,11 @@ public partial class Scenarios : UserControl
var db = GameData.Instance.Vehicles;
foreach (var train in trainset.Vehicles)
{
// thumbnail name comes from the matching texture's texture_mini
string miniName = db.MiniForSkin(train.SkinFile) ?? train.SkinFile;
string? path = VehicleDatabase.MiniPath(miniName);
if (path is null)
continue; // fallback: no mini
continue;
int thumbH = StarterNG.Classes.Settings.Instance.LargeThumbnails ? 64 : 32;
consistStack.Children.Add(new Image
@@ -783,8 +724,6 @@ public partial class Scenarios : UserControl
car => db.TextureForSkin(car.SkinFile)?.ResolvedCategory);
}
// When returning to this view, refresh the preview of the selected consist
// in case it was modified in the depot.
private void RefreshSelectedConsist()
{
if (AppState.Instance.CurrentTrainset is { } trainset)

View File

@@ -13,7 +13,7 @@ using Avalonia.Markup.Xaml.Styling;
using Avalonia.Media;
using StarterNG.Classes;
using StarterNG.Services;
// Disambiguate from Avalonia.Input.KeyBinding (a command-input binding) imported above.
using KeyBinding = StarterNG.Classes.KeyBinding;
namespace StarterNG.Views;
@@ -36,23 +36,17 @@ public partial class Settings : UserControl
};
FillLanguageCombo();
// The other picker is in the main window's top bar; both follow whatever
// language ends up loaded.
App.Loc.LanguageChanged += SelectActiveLanguage;
FeedbackCb.SelectionChanged += FeedbackCb_OnSelectionChanged;
FpsLimitEnableCb.IsCheckedChanged += (_, _) => FpsLimitSlider.IsEnabled = IsChecked(FpsLimitEnableCb);
// The settings instance pulls live values from here whenever the app
// closes or the game is launched.
StarterNG.Classes.Settings.Instance.CaptureFromUi = ReadFromUi;
PopulateProfileCombo();
ApplyToUi();
// Controls tab: load the key bindings and build the editor + on-screen
// keyboard. The tunnelling handler lets us capture a key press before the
// focused button consumes it (Space/Enter would otherwise click it).
KeyboardConfig.Instance.Load();
BuildControlsTab();
AddHandler(KeyDownEvent, OnControlsKeyDown, RoutingStrategies.Tunnel);
@@ -130,7 +124,6 @@ public partial class Settings : UserControl
}
}
// ── Settings instance → controls ──────────────────────────────────────
public void ReloadFromSettings() => ApplyToUi();
private void ApplyToUi()
@@ -142,7 +135,6 @@ public partial class Settings : UserControl
PopulateProfileCombo();
PopulateExeCombo();
// General
SelectActiveLanguage();
FullscreenCb.IsChecked = s.Fullscreen;
PauseInactiveCb.IsChecked = s.PauseWhenInactive;
@@ -151,7 +143,6 @@ public partial class Settings : UserControl
MouseHorInvertCb.IsChecked = s.InvertMouseHorizontal;
MouseVertInvertCb.IsChecked = s.InvertMouseVertical;
// Communication
GamepadIgnoreCb.IsChecked = s.IgnoreGamepad;
FeedbackCb.SelectedIndex = s.FeedbackMode;
FeedbackPortNud.Value = (decimal)s.FeedbackPort;
@@ -167,7 +158,6 @@ public partial class Settings : UserControl
UartRadioChannelCb.IsChecked = s.UartRadioChannel;
UpdateFeedbackDetailVisibility();
// Other
SelectExeCb.SelectedIndex = s.SelectExeAutomatically
? 0
: Math.Max(0, FindComboIndexByContent(SelectExeCb, s.ExecutablePath));
@@ -175,7 +165,6 @@ public partial class Settings : UserControl
VirtualShuntingCb.IsChecked = s.VirtualShunting;
LogMissingVehicleFilesCb.IsChecked = s.LogMissingVehicleFiles;
// Graphics
RenderEngineCb.SelectedIndex = s.RenderEngine;
SelectResolution(s.Width, s.Height);
bufferScale.Value = s.BufferScalePercent;
@@ -210,7 +199,6 @@ public partial class Settings : UserControl
FullscreenWindowedCb.IsChecked = s.FullscreenWindowed;
RenderAngleVulkanCb.IsChecked = s.RenderAngleVulkan;
// Physics
TrackCurvesSlider.Value = s.SplineFidelity;
PhysicsAccuracyCb.IsChecked = s.FullPhysics;
PantographBreakCb.IsChecked = s.EnableTraction;
@@ -224,7 +212,6 @@ public partial class Settings : UserControl
BrakeStepSlider.Value = s.BrakeStep;
BrakeSpeedSlider.Value = s.BrakeSpeed;
// Sound
EnableSoundsCb.IsChecked = s.SoundEnabled;
VolumeSlider.Value = s.Volume;
RadioVolumeSlider.Value = s.RadioVolume;
@@ -232,7 +219,6 @@ public partial class Settings : UserControl
PositionalVolumeSlider.Value = s.PositionalVolume;
AmbientVolumeSlider.Value = s.AmbientVolume;
// Advanced
CompressTexturesCb.IsChecked = s.CompressTextures;
ScaleSpecularsCb.IsChecked = s.ScaleSpeculars;
UseGLESCb.IsChecked = s.UseGLES;
@@ -244,7 +230,6 @@ public partial class Settings : UserControl
TrainPhysicsThreadsSlider.Value = s.TrainPhysicsThreads;
IgnoreIrrelevantTrainsCb.IsChecked = s.IgnoreIrrelevantTrains;
// Starter
AutoCloseStarterCb.IsChecked = s.AutoCloseStarter;
LargeThumbnailsCb.IsChecked = s.LargeThumbnails;
AutoExpandTreeCb.IsChecked = s.AutoExpandSceneryTree;
@@ -257,14 +242,10 @@ public partial class Settings : UserControl
}
}
// ── controls → Settings instance ──────────────────────────────────────
private void ReadFromUi()
{
var s = StarterNG.Classes.Settings.Instance;
// General
// Keep the loaded language rather than writing a wrong one over it when
// the combo has no valid pick.
s.Language = (ChangeLanguageCb.SelectedItem as ComboBoxItem)?.Content?.ToString()
?? App.Loc.CurrentLanguage;
s.Fullscreen = IsChecked(FullscreenCb);
@@ -274,7 +255,6 @@ public partial class Settings : UserControl
s.InvertMouseHorizontal = IsChecked(MouseHorInvertCb);
s.InvertMouseVertical = IsChecked(MouseVertInvertCb);
// Communication
s.IgnoreGamepad = IsChecked(GamepadIgnoreCb);
s.FeedbackMode = Math.Max(0, FeedbackCb.SelectedIndex);
s.FeedbackPort = (int)(FeedbackPortNud.Value ?? 888);
@@ -289,7 +269,6 @@ public partial class Settings : UserControl
s.UartRadioVolume = IsChecked(UartRadioVolumeCb);
s.UartRadioChannel = IsChecked(UartRadioChannelCb);
// Other
s.SelectExeAutomatically = SelectExeCb.SelectedIndex == 0;
s.ExecutablePath = s.SelectExeAutomatically ? "eu07.exe"
: (SelectExeCb.SelectedItem as ComboBoxItem)?.Content?.ToString() ?? "eu07.exe";
@@ -297,7 +276,6 @@ public partial class Settings : UserControl
s.VirtualShunting = IsChecked(VirtualShuntingCb);
s.LogMissingVehicleFiles = IsChecked(LogMissingVehicleFilesCb);
// Graphics
s.RenderEngine = Math.Max(0, RenderEngineCb.SelectedIndex);
ReadResolution(s);
s.BufferScalePercent = (int)bufferScale.Value;
@@ -332,7 +310,6 @@ public partial class Settings : UserControl
s.FullscreenWindowed = IsChecked(FullscreenWindowedCb);
s.RenderAngleVulkan = IsChecked(RenderAngleVulkanCb);
// Physics
s.SplineFidelity = (int)TrackCurvesSlider.Value;
s.FullPhysics = IsChecked(PhysicsAccuracyCb);
s.EnableTraction = IsChecked(PantographBreakCb);
@@ -346,7 +323,6 @@ public partial class Settings : UserControl
s.BrakeStep = BrakeStepSlider.Value;
s.BrakeSpeed = BrakeSpeedSlider.Value;
// Sound
s.SoundEnabled = IsChecked(EnableSoundsCb);
s.Volume = (int)VolumeSlider.Value;
s.RadioVolume = (int)RadioVolumeSlider.Value;
@@ -354,7 +330,6 @@ public partial class Settings : UserControl
s.PositionalVolume = (int)PositionalVolumeSlider.Value;
s.AmbientVolume = (int)AmbientVolumeSlider.Value;
// Advanced
s.CompressTextures = IsChecked(CompressTexturesCb);
s.ScaleSpeculars = IsChecked(ScaleSpecularsCb);
s.UseGLES = IsChecked(UseGLESCb);
@@ -366,7 +341,6 @@ public partial class Settings : UserControl
s.TrainPhysicsThreads = (int)TrainPhysicsThreadsSlider.Value;
s.IgnoreIrrelevantTrains = IsChecked(IgnoreIrrelevantTrainsCb);
// Starter
s.AutoCloseStarter = IsChecked(AutoCloseStarterCb);
s.LargeThumbnails = IsChecked(LargeThumbnailsCb);
s.AutoExpandSceneryTree = IsChecked(AutoExpandTreeCb);
@@ -395,7 +369,6 @@ public partial class Settings : UserControl
SaveStatus.Text = string.Empty;
}
// ── resolution combo helpers ──────────────────────────────────────────
private void SelectResolution(int width, int height)
{
string target = $"{width}x{height}";
@@ -407,7 +380,7 @@ public partial class Settings : UserControl
return;
}
}
// Not in the predefined list: add and select it.
var added = new ComboBoxItem { Content = target };
ResolutionCb.Items.Add(added);
ResolutionCb.SelectedItem = added;
@@ -427,7 +400,6 @@ public partial class Settings : UserControl
}
}
// ── existing slider readouts ──────────────────────────────────────────
private void TextureResolutionSlider_OnValueChanged(object? sender, RangeBaseValueChangedEventArgs e)
{
if (texResolution is null || textureResolutionSlider is null)
@@ -455,8 +427,6 @@ public partial class Settings : UserControl
shaderResolution.Text = $"{resolution} px";
}
// One entry per file in the lang/ folder, so every translation is reachable
// (the list used to be a hard-coded Polski / English pair).
private void FillLanguageCombo()
{
ChangeLanguageCb.Items.Clear();
@@ -467,8 +437,6 @@ public partial class Settings : UserControl
SelectActiveLanguage();
}
// Points the combo at the language currently loaded. The selection change
// lands in the handler below, which sees it is already loaded and stops.
private void SelectActiveLanguage()
{
var item = ChangeLanguageCb.Items.OfType<ComboBoxItem>()
@@ -499,7 +467,6 @@ public partial class Settings : UserControl
UartExpander.IsVisible = FeedbackCb.SelectedIndex == 5;
}
// ── tiny helpers ──────────────────────────────────────────────────────
private static bool IsChecked(CheckBox cb) => cb.IsChecked == true;
private static int Clamp(int v, int lo, int hi) => v < lo ? lo : (v > hi ? hi : v);
@@ -517,29 +484,20 @@ public partial class Settings : UserControl
for (int i = 0; i < steps.Length; i++)
if (steps[i] == anisotropy)
return i + 1;
return 4; // default → 8x
return 4;
}
// ══════════════════════════════════════════════════════════════════════
// Controls tab — key-binding editor and on-screen keyboard
// ══════════════════════════════════════════════════════════════════════
private TextBox? _controlsSearch;
private StackPanel? _bindingListPanel;
private StackPanel? _keyboardPanel;
// Binding currently waiting for a key press, and the button that launched it.
private KeyBinding? _capturing;
private Button? _capturingButton;
// On-screen key cells, keyed by token, so colours can be refreshed in place
// (rebuilding the whole keyboard would detach an open assignment flyout).
private readonly Dictionary<string, Grid> _keyCells = new(StringComparer.OrdinalIgnoreCase);
// Guards the assignment flyout's combo boxes against feedback during programmatic updates.
private bool _flyoutLoading;
// State colours (match the legend): unassigned/filler, plain, +shift, +ctrl.
private static readonly IBrush KeyUnassignedBrush = new SolidColorBrush(Color.Parse("#2A3036"));
private static readonly IBrush KeyFillerBrush = new SolidColorBrush(Color.Parse("#21262B"));
private static readonly IBrush KeyPlainBrush = new SolidColorBrush(Color.Parse("#2E9E1F"));
@@ -550,7 +508,7 @@ public partial class Settings : UserControl
private static readonly IBrush FgDimBrush = new SolidColorBrush(Color.Parse("#9098A0"));
private static readonly IBrush ConflictBrush = new SolidColorBrush(Color.Parse("#E06C5A"));
private const double KeyUnit = 30; // px per relative width unit
private const double KeyUnit = 30;
private const double KeyHeight = 34;
private const double KeyGap = 4;
@@ -559,7 +517,6 @@ public partial class Settings : UserControl
if (ControlsHost is null)
return;
// Row 0 — search / restore bar.
var topBar = new StackPanel { Orientation = Orientation.Horizontal, Spacing = 8, Margin = new Thickness(0, 0, 0, 8) };
topBar.Children.Add(new TextBlock
{
@@ -585,7 +542,6 @@ public partial class Settings : UserControl
Grid.SetRow(topBar, 0);
ControlsHost.Children.Add(topBar);
// Row 1 — scrollable binding list.
_bindingListPanel = new StackPanel { Spacing = 3 };
var listScroll = new ScrollViewer
{
@@ -595,7 +551,6 @@ public partial class Settings : UserControl
Grid.SetRow(listScroll, 1);
ControlsHost.Children.Add(listScroll);
// Row 2 — legend + on-screen keyboard.
var bottom = new StackPanel { Spacing = 8, Margin = new Thickness(0, 10, 0, 0) };
bottom.Children.Add(BuildLegend());
_keyboardPanel = new StackPanel();
@@ -612,7 +567,6 @@ public partial class Settings : UserControl
RebuildKeyboard();
}
// ── binding list ───────────────────────────────────────────────────────
private void RebuildBindingList()
{
if (_bindingListPanel is null)
@@ -707,17 +661,16 @@ public partial class Settings : UserControl
};
}
// ── key capture ──────────────────────────────────────────────────────--
private void StartCapture(KeyBinding b, Button button)
{
// Restore the previously listening button, if any, before switching.
if (_capturing is not null && _capturingButton is not null)
_capturingButton.Content = ComboText(_capturing);
_capturing = b;
_capturingButton = button;
button.Content = App.Loc["PressKey"];
button.Focus(); // keep focus inside the view so the tunnel handler sees keys
button.Focus();
}
private void CancelCapture()
@@ -740,14 +693,13 @@ public partial class Settings : UserControl
return;
}
// Wait for a real key while only modifiers are held.
if (KeyMap.IsModifierKey(e.Key))
return;
string? token = KeyMap.FromInput(e.Key, e.PhysicalKey);
if (token is null)
{
e.Handled = true; // swallow unsupported keys instead of clicking the button
e.Handled = true;
return;
}
@@ -763,7 +715,6 @@ public partial class Settings : UserControl
RebuildKeyboard();
}
// ── on-screen keyboard ───────────────────────────────────────────────--
private void RebuildKeyboard()
{
if (_keyboardPanel is null)
@@ -780,15 +731,13 @@ public partial class Settings : UserControl
_keyboardPanel.Children.Add(row);
}
// Recolours every key in place without rebuilding the tree, so an open
// assignment flyout keeps its anchor.
private void UpdateKeyboardColors()
{
var states = ComputeKeyStates();
foreach (var (token, content) in _keyCells)
{
if (content.Children.Count > 0)
content.Children.RemoveAt(0); // drop the old background, keep the label
content.Children.RemoveAt(0);
content.Children.Insert(0, BuildKeyBackground(token, states));
states.TryGetValue(token, out var state);
ToolTip.SetTip(content, BuildKeyTooltip(token, state));
@@ -824,7 +773,7 @@ public partial class Settings : UserControl
if (cap.Token is null)
{
// Reserved key (Esc, F1-F12, modifiers …): greyed out and not editable.
content.Children.Add(new Border { Background = KeyFillerBrush });
content.Children.Add(new TextBlock
{
@@ -885,7 +834,6 @@ public partial class Settings : UserControl
return head + "\n" + string.Join("\n", state.Tips);
}
// ── key assignment flyout (one combo per modifier combination) ──────────
private void ShowKeyFlyout(string token, Control anchor)
{
CancelCapture();
@@ -987,7 +935,6 @@ public partial class Settings : UserControl
{
KeyBinding? chosen = selectedIndex <= 0 ? null : commands[selectedIndex - 1];
// Free the slot: unbind any other command currently sitting on it.
foreach (var b in KeyboardConfig.Instance.Bindings)
{
if (!ReferenceEquals(b, chosen) && b.IsAssigned &&
@@ -1048,7 +995,6 @@ public partial class Settings : UserControl
return sp;
}
// ── shared helpers ─────────────────────────────────────────────────────
private sealed class KeyState
{
public bool Plain;
@@ -1106,8 +1052,6 @@ public partial class Settings : UserControl
return string.Join(" + ", parts);
}
// Display label for a command: its (capitalised) description, or the raw
// command token when the file has no comment for it.
private static string CommandLabel(KeyBinding b) =>
string.IsNullOrEmpty(b.Description) ? b.Command : Capitalize(b.Description);

View File

@@ -16,7 +16,6 @@ public partial class TextureBaseWindow : Window
private readonly VehicleDatabase _db = GameData.Instance.Vehicles;
private readonly List<Row> _all = new();
/// <summary>Texture chosen by double-click (null if the window was just closed).</summary>
public VehicleTexture? Picked { get; private set; }
public TextureBaseWindow()