diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..12dde44
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,2 @@
+.git* export-ignore
+Source/ export-ignore
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..702ea6c
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,304 @@
+
+# Created by https://www.gitignore.io/api/visualstudio,visualstudiocode
+
+### VisualStudioCode ###
+.vscode/*
+!.vscode/settings.json
+!.vscode/tasks.json
+!.vscode/launch.json
+!.vscode/extensions.json
+
+### VisualStudio ###
+## Ignore Visual Studio temporary files, build results, and
+## files generated by popular Visual Studio add-ons.
+##
+## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
+
+# User-specific files
+*.suo
+*.user
+*.userosscache
+*.sln.docstates
+
+# User-specific files (MonoDevelop/Xamarin Studio)
+*.userprefs
+
+# Build results
+[Dd]ebug/
+[Dd]ebugPublic/
+[Rr]elease/
+[Rr]eleases/
+x64/
+x86/
+bld/
+[Bb]in/
+[Oo]bj/
+[Ll]og/
+
+# Visual Studio 2015 cache/options directory
+.vs/
+# Uncomment if you have tasks that create the project's static files in wwwroot
+#wwwroot/
+
+# MSTest test Results
+[Tt]est[Rr]esult*/
+[Bb]uild[Ll]og.*
+
+# NUNIT
+*.VisualState.xml
+TestResult.xml
+
+# Build Results of an ATL Project
+[Dd]ebugPS/
+[Rr]eleasePS/
+dlldata.c
+
+# .NET Core
+project.lock.json
+project.fragment.lock.json
+artifacts/
+**/Properties/launchSettings.json
+
+*_i.c
+*_p.c
+*_i.h
+*.ilk
+*.meta
+*.obj
+*.pch
+*.pdb
+*.pgc
+*.pgd
+*.rsp
+*.sbr
+*.tlb
+*.tli
+*.tlh
+*.tmp
+*.tmp_proj
+*.log
+*.vspscc
+*.vssscc
+.builds
+*.pidb
+*.svclog
+*.scc
+
+# Chutzpah Test files
+_Chutzpah*
+
+# Visual C++ cache files
+ipch/
+*.aps
+*.ncb
+*.opendb
+*.opensdf
+*.sdf
+*.cachefile
+*.VC.db
+*.VC.VC.opendb
+
+# Visual Studio profiler
+*.psess
+*.vsp
+*.vspx
+*.sap
+
+# TFS 2012 Local Workspace
+$tf/
+
+# Guidance Automation Toolkit
+*.gpState
+
+# ReSharper is a .NET coding add-in
+_ReSharper*/
+*.[Rr]e[Ss]harper
+*.DotSettings.user
+
+# JustCode is a .NET coding add-in
+.JustCode
+
+# TeamCity is a build add-in
+_TeamCity*
+
+# DotCover is a Code Coverage Tool
+*.dotCover
+
+# Visual Studio code coverage results
+*.coverage
+*.coveragexml
+
+# NCrunch
+_NCrunch_*
+.*crunch*.local.xml
+nCrunchTemp_*
+
+# MightyMoose
+*.mm.*
+AutoTest.Net/
+
+# Web workbench (sass)
+.sass-cache/
+
+# Installshield output folder
+[Ee]xpress/
+
+# DocProject is a documentation generator add-in
+DocProject/buildhelp/
+DocProject/Help/*.HxT
+DocProject/Help/*.HxC
+DocProject/Help/*.hhc
+DocProject/Help/*.hhk
+DocProject/Help/*.hhp
+DocProject/Help/Html2
+DocProject/Help/html
+
+# Click-Once directory
+publish/
+
+# Publish Web Output
+*.[Pp]ublish.xml
+*.azurePubxml
+# TODO: Comment the next line if you want to checkin your web deploy settings
+# but database connection strings (with potential passwords) will be unencrypted
+*.pubxml
+*.publishproj
+
+# Microsoft Azure Web App publish settings. Comment the next line if you want to
+# checkin your Azure Web App publish settings, but sensitive information contained
+# in these scripts will be unencrypted
+PublishScripts/
+
+# NuGet Packages
+*.nupkg
+# The packages folder can be ignored because of Package Restore
+**/packages/*
+# except build/, which is used as an MSBuild target.
+!**/packages/build/
+# Uncomment if necessary however generally it will be regenerated when needed
+#!**/packages/repositories.config
+# NuGet v3's project.json files produces more ignorable files
+*.nuget.props
+*.nuget.targets
+
+# Microsoft Azure Build Output
+csx/
+*.build.csdef
+
+# Microsoft Azure Emulator
+ecf/
+rcf/
+
+# Windows Store app package directories and files
+AppPackages/
+BundleArtifacts/
+Package.StoreAssociation.xml
+_pkginfo.txt
+
+# Visual Studio cache files
+# files ending in .cache can be ignored
+*.[Cc]ache
+# but keep track of directories ending in .cache
+!*.[Cc]ache/
+
+# Others
+ClientBin/
+~$*
+*~
+*.dbmdl
+*.dbproj.schemaview
+*.jfm
+*.pfx
+*.publishsettings
+orleans.codegen.cs
+
+# Since there are multiple workflows, uncomment next line to ignore bower_components
+# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
+#bower_components/
+
+# RIA/Silverlight projects
+Generated_Code/
+
+# Backup & report files from converting an old project file
+# to a newer Visual Studio version. Backup files are not needed,
+# because we have git ;-)
+_UpgradeReport_Files/
+Backup*/
+UpgradeLog*.XML
+UpgradeLog*.htm
+
+# SQL Server files
+*.mdf
+*.ldf
+*.ndf
+
+# Business Intelligence projects
+*.rdl.data
+*.bim.layout
+*.bim_*.settings
+
+# Microsoft Fakes
+FakesAssemblies/
+
+# GhostDoc plugin setting file
+*.GhostDoc.xml
+
+# Node.js Tools for Visual Studio
+.ntvs_analysis.dat
+node_modules/
+
+# Typescript v1 declaration files
+typings/
+
+# Visual Studio 6 build log
+*.plg
+
+# Visual Studio 6 workspace options file
+*.opt
+
+# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
+*.vbw
+
+# Visual Studio LightSwitch build output
+**/*.HTMLClient/GeneratedArtifacts
+**/*.DesktopClient/GeneratedArtifacts
+**/*.DesktopClient/ModelManifest.xml
+**/*.Server/GeneratedArtifacts
+**/*.Server/ModelManifest.xml
+_Pvt_Extensions
+
+# Paket dependency manager
+.paket/paket.exe
+paket-files/
+
+# FAKE - F# Make
+.fake/
+
+# JetBrains Rider
+.idea/
+*.sln.iml
+
+# CodeRush
+.cr/
+
+# Python Tools for Visual Studio (PTVS)
+__pycache__/
+*.pyc
+
+# Cake - Uncomment if you are using it
+# tools/**
+# !tools/packages.config
+
+# Telerik's JustMock configuration file
+*.jmconfig
+
+# BizTalk build output
+*.btp.cs
+*.btm.cs
+*.odx.cs
+*.xsd.cs
+
+# End of https://www.gitignore.io/api/visualstudio,visualstudiocode
+
+Source\TODO.md
+Assemblies\0Reloader.dll
diff --git a/About/About.xml b/About/About.xml
new file mode 100644
index 0000000..2ee59c5
--- /dev/null
+++ b/About/About.xml
@@ -0,0 +1,10 @@
+
+
+ ModSwitch
+ DoctorVanGogh
+ 0.17.1557
+ COMING SOON
+ DEVELOPMENT VERSION: alpha1
+
+Allows loading & saving sets of active mods for Rimworld.]]>
+
diff --git a/Assemblies/0Harmony.dll b/Assemblies/0Harmony.dll
new file mode 100644
index 0000000..a95b6df
Binary files /dev/null and b/Assemblies/0Harmony.dll differ
diff --git a/Assemblies/ModSwitch.dll b/Assemblies/ModSwitch.dll
new file mode 100644
index 0000000..be2135d
Binary files /dev/null and b/Assemblies/ModSwitch.dll differ
diff --git a/Assemblies/harmonycheck.dll b/Assemblies/harmonycheck.dll
new file mode 100644
index 0000000..916bd98
Binary files /dev/null and b/Assemblies/harmonycheck.dll differ
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..1852d7f
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,382 @@
+Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
+Public License
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+By exercising the Licensed Rights (defined below), You accept and agree
+to be bound by the terms and conditions of this Creative Commons
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+ 1. Moral rights, such as the right of integrity, are not
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+ 2. Patent and trademark rights are not licensed under this
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+Section 3 -- License Conditions.
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+
+ b. indicate if You modified the Licensed Material and
+ retain an indication of any previous modifications; and
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+ c. indicate the Licensed Material is licensed under this
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+ In addition to the conditions in Section 3(a), if You Share
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+ 2. You must include the text of, or the URI or hyperlink to, the
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+ 3. You may not offer or impose any additional or different terms
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+ 2. upon express reinstatement by the Licensor.
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+
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+Section 7 -- Other Terms and Conditions.
+
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+ terms or conditions communicated by You unless expressly agreed.
+
+ b. Any arrangements, understandings, or agreements regarding the
+ Licensed Material not stated herein are separate from and
+ independent of the terms and conditions of this Public License.
+
+
+Section 8 -- Interpretation.
+
+ a. For the avoidance of doubt, this Public License does not, and
+ shall not be interpreted to, reduce, limit, restrict, or impose
+ conditions on any use of the Licensed Material that could lawfully
+ be made without permission under this Public License.
+
+ b. To the extent possible, if any provision of this Public License is
+ deemed unenforceable, it shall be automatically reformed to the
+ minimum extent necessary to make it enforceable. If the provision
+ cannot be reformed, it shall be severed from this Public License
+ without affecting the enforceability of the remaining terms and
+ conditions.
+
+ c. No term or condition of this Public License will be waived and no
+ failure to comply consented to unless expressly agreed to by the
+ Licensor.
+
+ d. Nothing in this Public License constitutes or may be interpreted
+ as a limitation upon, or waiver of, any privileges and immunities
+ that apply to the Licensor or You, including from the legal
+ processes of any jurisdiction or authority.
+
+=======================================================================
+
+Creative Commons is not a party to its public
+licenses. Notwithstanding, Creative Commons may elect to apply one of
+its public licenses to material it publishes and in those instances
+will be considered the “Licensor.” The text of the Creative Commons
+public licenses is dedicated to the public domain under the CC0 Public
+Domain Dedication. Except for the limited purpose of indicating that
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+otherwise permitted by the Creative Commons policies published at
+creativecommons.org/policies, Creative Commons does not authorize the
+use of the trademark "Creative Commons" or any other trademark or logo
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+
+Creative Commons may be contacted at creativecommons.org.
+
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..a6b4c76
--- /dev/null
+++ b/README.md
@@ -0,0 +1,13 @@
+[![RimWorld Alpha 17](https://img.shields.io/badge/RimWorld-Alpha%2017-brightgreen.svg)](http://rimworldgame.com/) [![License: CC BY-NC-SA 4.0](https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-lightgrey.svg)](https://creativecommons.org/licenses/by-nc-sa/4.0/)
+
+# ModSwitch
+
+_A Rimworld mod manager *(in the making)*_
+
+## Powered by ![Harmony](https://github.com/pardeike/Harmony)
+
+
+
+
+
+Harmony is lisenced under a [MIT license](https://raw.githubusercontent.com/pardeike/Harmony/master/LICENSE).
\ No newline at end of file
diff --git a/Source/DEVELOPMENT-SETUP.md b/Source/DEVELOPMENT-SETUP.md
new file mode 100644
index 0000000..732652c
--- /dev/null
+++ b/Source/DEVELOPMENT-SETUP.md
@@ -0,0 +1,16 @@
+# How to setup local developement
+
+Your local path to the Rimworld game & assemblies is probably not what anybody else is using.
+
+To keep multiple developers from playing ping-pong with the project file(s) and the respective assembly HintPath entries that setting has been externalized.
+
+After cloning the repository just edit `Source\RimworldInstall.props` (it's a plain XML file) and make sure the `RimworldManagedDir`entry resolves to the correct directory for _your_ local Rimworld assemblies. If you're developing on a running Rimworld install, then you can simply edit the `RimworldInstallDir` entry (other variables derive from there by default).
+If you're keeping just a copy of the managed assemblies simply make sure the `RimworldManagedDir` resolves correctly to those assemblies. For relative paths starting with `$(SolutionDir)` is a good idea, as well as making sure you end in a `\`.
+
+If you want to be a particularly conscientious developer, run
+
+```bash
+git update-index --skip-worktree Source\Rimworldinstall.props
+```
+
+after setting up your local version of the file. Then git will never upload your modified version.
diff --git a/Source/ModSwitch.sln b/Source/ModSwitch.sln
new file mode 100644
index 0000000..68b40be
--- /dev/null
+++ b/Source/ModSwitch.sln
@@ -0,0 +1,22 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.25420.1
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ModSwitch", "ModSwitch\ModSwitch.csproj", "{AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/Source/ModSwitch/ModSwitch.cs b/Source/ModSwitch/ModSwitch.cs
new file mode 100644
index 0000000..bd17ea5
--- /dev/null
+++ b/Source/ModSwitch/ModSwitch.cs
@@ -0,0 +1,34 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+using Harmony;
+using UnityEngine;
+using Verse;
+
+namespace DoctorVanGogh.ModSwitch {
+ class ModSwitch : Mod {
+ private Settings _settings;
+
+ public ModSwitch(ModContentPack content) : base(content) {
+ var harmony = HarmonyInstance.Create("DoctorVanGogh.ModSwitch");
+ harmony.PatchAll(typeof(ModSwitch).Assembly);
+
+ Log.Message("Initialized ModSwitch patches...");
+
+ _settings = GetSettings();
+ }
+
+ public override string SettingsCategory() {
+ return "ModSwitch";
+ }
+
+ public override void DoSettingsWindowContents(Rect inRect) {
+ _settings.DoWindowContents(inRect);
+ }
+
+ public void DoModsConfigWindowContents(Rect bottom) {
+ _settings.DoModsConfigWindowContents(bottom);
+ }
+ }
+}
diff --git a/Source/ModSwitch/ModSwitch.csproj b/Source/ModSwitch/ModSwitch.csproj
new file mode 100644
index 0000000..8f2a507
--- /dev/null
+++ b/Source/ModSwitch/ModSwitch.csproj
@@ -0,0 +1,69 @@
+
+
+
+
+
+ Debug
+ AnyCPU
+ {AB2E8E89-3D1D-4E36-A0AE-489B6EBC84A6}
+ Library
+ Properties
+ DoctorVanGogh.ModSwitch
+ ModSwitch
+ v3.5
+ 512
+
+
+
+ false
+ none
+ false
+ ..\..\Assemblies\
+ DEBUG;TRACE
+ prompt
+ 4
+
+
+ none
+ true
+ ..\..\Assemblies\
+
+
+ prompt
+ 4
+
+
+
+ False
+ ..\..\Assemblies\0Harmony.dll
+ False
+
+
+ $(RimworldManagedDir)\Assembly-CSharp.dll
+ False
+
+
+
+
+
+ $(RimworldManagedDir)\UnityEngine.dll
+ False
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Source/ModSwitch/ModSwitch.csproj.DotSettings b/Source/ModSwitch/ModSwitch.csproj.DotSettings
new file mode 100644
index 0000000..d425c61
--- /dev/null
+++ b/Source/ModSwitch/ModSwitch.csproj.DotSettings
@@ -0,0 +1,3 @@
+
+ True
+ True
\ No newline at end of file
diff --git a/Source/ModSwitch/Model/ModSet.cs b/Source/ModSwitch/Model/ModSet.cs
new file mode 100644
index 0000000..cfd6fed
--- /dev/null
+++ b/Source/ModSwitch/Model/ModSet.cs
@@ -0,0 +1,73 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+using Harmony;
+using RimWorld;
+using UnityEngine;
+using Verse;
+
+namespace DoctorVanGogh.ModSwitch {
+ class ModSet : IExposable {
+
+ private static readonly FieldInfo fiModsConfig_data;
+ private static readonly FieldInfo fiModsConfigData_activeMods;
+
+ static ModSet() {
+ var tModsConfig = typeof(ModsConfig);
+ var tModsConfigData = AccessTools.Inner(tModsConfig, "ModsConfigData");
+ fiModsConfigData_activeMods = AccessTools.Field(tModsConfigData, "activeMods");
+ fiModsConfig_data = AccessTools.Field(tModsConfig, "data");
+ }
+
+ public List Mods = new List();
+
+ public string Name = String.Empty;
+ private TipSignal? _tip;
+
+ public void ExposeData() {
+ Scribe_Collections.Look(ref Mods, false, "mods");
+ Scribe_Values.Look(ref Name, "name");
+ }
+
+ private TipSignal Tip {
+ get { return (_tip ?? (_tip = new TipSignal(ToString()))).Value; }
+ }
+
+ public override string ToString() {
+ return Mods.Aggregate(new StringBuilder(), (sb, m) => sb.Length == 0 ? sb.Append(m) : sb.AppendFormat(", {0}", m), sb => sb.ToString());
+ }
+
+ public void DoWindowContents(Rect rect) {
+ GUI.Label(rect, Name);
+ TooltipHandler.TipRegion(rect, Tip);
+ }
+
+ public void Apply() {
+ // TODO: improve performance, dont do multiple joins over same data...
+
+ // join set with installed mods while perserving order from set
+ List installedMods = Mods
+ .Select((m, idx) => new {id = m, Index = idx})
+ .Join(ModLister.AllInstalledMods, t => t.id, md => md.Identifier, (t, md) => new {Id = t.id, Index = t.Index})
+ .OrderBy(t => t.Index)
+ .Select(t => t.Id)
+ .ToList();
+
+ fiModsConfigData_activeMods.SetValue(fiModsConfig_data.GetValue(null), new List(installedMods));
+
+ if (installedMods.Count != Mods.Count) {
+ var missingMods = Mods.Where(m => !installedMods.Contains(m));
+ StringBuilder sb = new StringBuilder($"Some mods from {Name} are not currently installed:");
+ sb.AppendLine();
+ sb.AppendLine();
+ foreach (var item in missingMods) {
+ sb.AppendLine($" - {item}");
+ }
+
+ Find.WindowStack.Add(new Dialog_MessageBox(sb.ToString(), title: "Missing mods"));
+ }
+ }
+ }
+}
diff --git a/Source/ModSwitch/Properties/AssemblyInfo.cs b/Source/ModSwitch/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..cb00015
--- /dev/null
+++ b/Source/ModSwitch/Properties/AssemblyInfo.cs
@@ -0,0 +1,36 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("ModSwitch")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyProduct("ModSwitch")]
+[assembly: AssemblyCopyright("Copyright © DoctorVanGogh 2017")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible
+// to COM components. If you need to access a type in this assembly from
+// COM, set the ComVisible attribute to true on that type.
+[assembly: ComVisible(false)]
+
+// The following GUID is for the ID of the typelib if this project is exposed to COM
+[assembly: Guid("ab2e8e89-3d1d-4e36-a0ae-489b6ebc84a6")]
+
+// Version information for an assembly consists of the following four values:
+//
+// Major Version
+// Minor Version
+// Build Number
+// Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("0.0.1.0")]
+[assembly: AssemblyFileVersion("0.0.1.0")]
diff --git a/Source/ModSwitch/Settings.cs b/Source/ModSwitch/Settings.cs
new file mode 100644
index 0000000..fad2254
--- /dev/null
+++ b/Source/ModSwitch/Settings.cs
@@ -0,0 +1,100 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.IO;
+using System.Linq;
+using System.Text;
+using System.Xml;
+using UnityEngine;
+using Verse;
+
+namespace DoctorVanGogh.ModSwitch {
+ class Settings : ModSettings{
+ private List Sets = new List();
+
+ private Vector2 _scrollPosition = new Vector2();
+
+
+ public override void ExposeData() {
+ Scribe_Collections.Look(ref Sets, false, "sets");
+ }
+
+ public void DoWindowContents(Rect rect) {
+ Listing_Standard list = new Listing_Standard(GameFont.Small) {
+ ColumnWidth = rect.width
+ };
+ list.Begin(rect);
+
+ if (list.ButtonTextLabeled("Import", "ModListBackup")) {
+ Find.WindowStack.Add(Dialog_MessageBox.CreateConfirmation("Importing from ModListBackup will overwrite all existing sets.", ImportModListBackupo, true, "Confirm import"));
+ }
+
+#if DEBUG
+ if (list.ButtonTextLabeled("Debug", "ListExisting")) {
+ foreach (var modSet in Sets) {
+ Log.Message($"ModSet '{modSet.Name}': {modSet}");
+ }
+ }
+#endif
+
+ const float scrollbarSize = 16f;
+ const float sliderHeight = 30f;
+ const float gapSize = 4f;
+
+ var r = list.GetRect(rect.height - list.CurHeight);
+
+ int count = Sets.Count;
+
+ Widgets.BeginScrollView(r, ref _scrollPosition, new Rect(0, 0, r.width - scrollbarSize, count * (sliderHeight + gapSize)));
+ Vector2 position = new Vector2();
+
+ // render each row
+ foreach (var entry in Sets) {
+ position.y = position.y + gapSize;
+
+ Rect line = new Rect(0, position.y, r.width - scrollbarSize, sliderHeight);
+
+ entry.DoWindowContents(line);
+ position.y += sliderHeight;
+ }
+
+ Widgets.EndScrollView();
+
+ list.End();
+ }
+
+ private void ImportModListBackupo() {
+ Sets.Clear();
+
+ string parent = Path.Combine(GenFilePaths.SaveDataFolderPath, "ModListBackup");
+ Util.Trace($"Looking at {parent}");
+ if (Directory.Exists(parent)) {
+ var existing = Directory.GetFiles(parent, "*.rws");
+
+ foreach (var mlbSet in existing) {
+ Util.Trace($"Reading {mlbSet}");
+
+ XmlDocument doc = new XmlDocument();
+ doc.Load(mlbSet);
+
+ var set = new ModSet {
+ Name = $"MLB '{Path.GetFileNameWithoutExtension(mlbSet)}'",
+ Mods = doc.DocumentElement.SelectNodes(@"//activeMods/li/text()").Cast().Select(n => n.Value).ToList()
+ };
+ Util.Trace($"Imported {set.Name}: {set}");
+ Sets.Add(set);
+ }
+ }
+
+ LoadedModManager.GetMod().WriteSettings();
+ }
+
+
+
+ public void DoModsConfigWindowContents(Rect target) {
+ if (Widgets.ButtonText(new Rect(target.x, target.y, 120f, 30f), "[MS] Load set")) {
+ Find.WindowStack.Add(new FloatMenu(Sets.Select(ms => new FloatMenuOption(ms.Name, ms.Apply)).ToList()));
+ }
+ }
+ }
+}
diff --git a/Source/ModSwitch/Util.cs b/Source/ModSwitch/Util.cs
new file mode 100644
index 0000000..fb4634c
--- /dev/null
+++ b/Source/ModSwitch/Util.cs
@@ -0,0 +1,19 @@
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Linq;
+using System.Text;
+using Verse;
+
+namespace DoctorVanGogh.ModSwitch {
+ class Util {
+ [Conditional("TRACE")]
+ public static void Trace(string s) {
+ Log.Message($"[ModSwitch]: {s}");
+ }
+
+ public static void Warning(string s) {
+ Log.Warning($"[ModSwitch]: {s}");
+ }
+ }
+}
diff --git a/Source/ModSwitch/[Patches]/Patches.cs b/Source/ModSwitch/[Patches]/Patches.cs
new file mode 100644
index 0000000..0450738
--- /dev/null
+++ b/Source/ModSwitch/[Patches]/Patches.cs
@@ -0,0 +1,18 @@
+using Harmony;
+using RimWorld;
+using UnityEngine;
+using Verse;
+
+namespace DoctorVanGogh.ModSwitch {
+ class Patches {
+
+ [HarmonyPatch(typeof(Page_ModsConfig), nameof(Page_ModsConfig.DoWindowContents))]
+ public class ModsConfig_DoWindowContents {
+
+ public static void Postfix(Rect rect) {
+ const float bottomHeight = 52f;
+ LoadedModManager.GetMod()?.DoModsConfigWindowContents(new Rect(0, rect.height - bottomHeight + 8f, 350f, bottomHeight - 8f));
+ }
+ }
+ }
+}
diff --git a/Source/RimworldInstall.props b/Source/RimworldInstall.props
new file mode 100644
index 0000000..11af416
--- /dev/null
+++ b/Source/RimworldInstall.props
@@ -0,0 +1,26 @@
+
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\RimWorld\
+
+
+ $(RimworldInstallDir)\RimWorldWin_Data\
+
+
+ $(RimworldDataDir)\Managed\
+
+
+
+
\ No newline at end of file
diff --git a/TODO.md b/TODO.md
new file mode 100644
index 0000000..b7ba722
--- /dev/null
+++ b/TODO.md
@@ -0,0 +1,9 @@
+# Things to do
+
+- Implement saving current mod set
+- Subscribing to items that are 'new'
+- Renaming sets
+- Deleting sets
+- Auto-creating/picking sets at mod load
+- 'copy local' for Steam mods ???
+- fancy UI (colors etc)