railroader-setons-special-s.../src/Modules/Popout/MapWindowButton.cs
seton a1fcf01125 Initial commit: S3 - Seton's Special Sauce v0.2.0
Consolidates two standalone Railroader mods into one UMM "everything mod"
with an optional-module framework. Modules are disabled by default and
toggled per-module from the S3 settings page.

Core framework:
- IModule contract plus ModuleRegistry, with each module owning a Harmony
  instance scoped by its id so only enabled modules patch the game
- Per-module flat JSON settings (SettingsStore). On this Mono runtime
  JsonUtility silently drops nested custom-class fields, so settings stay flat
- Foldout-per-module settings panel plus a detector that offers to disable the
  old standalone mods if they are still installed

Modules (moved over to parity, verified in-game):
- Physics Optimizer (was RailroaderPhysicsOverhaul): LOD fast-path and
  auto-freeze, profiler overlay, debug car tinting, /rpf console commands
- Map Popout (was RRPopout): native map detach window. Pure-UMM install that
  drops the winhttp proxy and LoadLibrary's RRPopout.dll from the mod folder.
  Native Win32 + D3D11 + Dear ImGui engine included. Fixes a latent break where
  the now-private MapBuilder.UpdateForZoom() is reached via Traverse.

Build: dotnet for the managed assembly (netstandard2.1) and CMake for the
native DLL. build-local.ps1 installs into the game, build-release.ps1 packages
the UMM drag-install zip.
2026-06-17 14:17:41 -04:00

54 lines
2.1 KiB
C#

using UI;
using UI.Builder;
using UI.Map;
using UnityEngine;
using UnityEngine.UI;
namespace S3.Modules.Popout {
// Adds a "Pop Out / Re-attach" button to the in-game map window title bar
// using the game's own UIPanel / UIPanelBuilder system so it matches the
// factory UI styling exactly.
internal static class MapWindowButton {
private static Button? s_button;
internal static void TryInstall() {
if (s_button != null) return;
var win = PanelFinder.GetMapWindowUI();
// Don't install until the map has been opened at least once.
if (win == null || !win.IsShown) return;
// Already added — recover reference after a hot-reload
var existing = win.transform.Find("RRPopout_Btn");
if (existing != null) {
s_button = existing.GetComponentInChildren<Button>();
return;
}
var pwc = UnityEngine.Object.FindObjectOfType<ProgrammaticWindowCreator>();
if (pwc == null) return;
// Container rect in the title bar — same y-level as the close button.
var container = new GameObject("RRPopout_Btn").AddComponent<RectTransform>();
container.SetParent(win.transform, false);
container.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 3f, 22f);
container.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, 40f, 70f);
// Let the game's UIPanel system create a native-styled button.
UIPanel.Create(container, pwc.builderAssets, builder => {
var el = builder.AddButtonCompact("Pop Out", PopoutModule.Toggle);
s_button = el?.RectTransform?.GetComponentInChildren<Button>();
});
}
internal static void UpdateLabel(bool isPopped) {
if (s_button == null) return;
// UIPanelBuilder puts the label in a TMP_Text child of the button.
var label = s_button.GetComponentInChildren<TMPro.TMP_Text>();
if (label != null)
label.text = isPopped ? "Re-attach" : "Pop Out";
}
}
}