1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 | // VOID // // VOID_CareerStatus.cs // // Copyright © 2014, toadicus // All rights reserved. // // Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // // 1. Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // // 2. Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation and/or other // materials provided with the distribution. // // 3. Neither the name of the copyright holder nor the names of its contributors may be used // to endorse or promote products derived from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. using KSP; using System; using System.Text; using ToadicusTools; using UnityEngine; namespace VOID { [VOID_Scenes(GameScenes.FLIGHT, GameScenes.EDITOR, GameScenes.SPACECENTER)] [VOID_GameModes(Game.Modes.CAREER, Game.Modes.SCIENCE_SANDBOX)] public class VOID_CareerStatus : VOID_SingletonWindow<VOID_CareerStatus> { public static string formatDelta(double delta, string numberFormat) { if (delta > 0) { return string.Format("<color='lime'>{0}↑</color>", delta.ToString(numberFormat, Tools.SIFormatter)); } else if (delta < 0) { return string.Format("<color='red'>{0}↓</color>", delta.ToString(numberFormat, Tools.SIFormatter)); } else { return "0"; } } public static string formatDelta(double delta) { return formatDelta(delta, "#,##0.##"); } public static string formatDelta(float delta) { return formatDelta((double)delta); } private GUIContent fundsContent; private GUIContent repContent; private GUIContent scienceContent; #pragma warning disable 0414 private Texture2D fundsIconGreen; private Texture2D fundsIconRed; private Texture2D reputationIconGreen; private Texture2D reputationIconRed; private Texture2D scienceIcon; #pragma warning restore 0414 public double lastFundsChange { get; private set; } public float lastRepChange { get; private set; } public float lastScienceChange { get; private set; } public double currentFunds { get; private set; } public float currentReputation { get; private set; } public float currentScience { get; private set; } private bool currenciesInitialized { get { Tools.PostDebugMessage( this, "Checking init state:" + "\n\tcurrentFunds={0}" + "\n\tcurrentScience={1}" + "\n\tcurrentReputation={2}", this.currentFunds, this.currentScience, this.currentReputation ); return !( double.IsNaN(this.currentFunds) || float.IsNaN(this.currentScience) || float.IsNaN(this.currentReputation) ); } } public override void DrawGUI() { if (Event.current.type != EventType.Layout && !this.currenciesInitialized) { this.initCurrencies(); } base.DrawGUI(); } public override void ModuleWindow(int id) { GUILayout.BeginVertical(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label(VOID_Data.fundingStatus.Label); GUILayout.FlexibleSpace(); this.fundsContent.text = VOID_Data.fundingStatus.Value; GUILayout.Label(this.fundsContent, GUILayout.ExpandWidth(true)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label(VOID_Data.reputationStatus.Label); GUILayout.FlexibleSpace(); this.repContent.text = VOID_Data.reputationStatus.Value; GUILayout.Label(this.repContent, GUILayout.ExpandWidth(true)); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.Label(VOID_Data.scienceStatus.Label); GUILayout.FlexibleSpace(); this.scienceContent.text = VOID_Data.scienceStatus.Value; GUILayout.Label(this.scienceContent, GUILayout.ExpandWidth(true)); GUILayout.EndHorizontal(); GUILayout.EndVertical(); base.ModuleWindow(id); } // TODO: Update event handlers to do something useful with the new "reasons" parameter. private void onFundsChange(double newValue, TransactionReasons reasons) { this.lastFundsChange = newValue - this.currentFunds; this.currentFunds = newValue; } private void onRepChange(float newValue, TransactionReasons reasons) { this.lastRepChange = newValue - this.currentReputation; this.currentReputation = newValue; } private void onScienceChange(float newValue, TransactionReasons reasons) { this.lastScienceChange = newValue - this.currentScience; this.currentScience = newValue; } private void onGameStateLoad(ConfigNode node) { this.initCurrencies(); } private void initCurrencies() { Tools.PostDebugMessage( this, "Initializing currencies." + "\n\tFunding.Instance={0}" + "ResearchAndDevelopment.Instance={1}" + "Reputation.Instance={2}", Funding.Instance == null ? "NULL" : Funding.Instance.ToString(), ResearchAndDevelopment.Instance == null ? "NULL" : ResearchAndDevelopment.Instance.ToString(), Reputation.Instance == null ? "NULL" : Reputation.Instance.ToString() ); this.currentFunds = Funding.Instance != null ? Funding.Instance.Funds : double.NaN; this.currentReputation = Reputation.Instance != null ? Reputation.Instance.reputation : float.NaN; this.currentScience = ResearchAndDevelopment.Instance != null ? ResearchAndDevelopment.Instance.Science : float.NaN; } /* * MissionRecoveryDialog::fundsIconGreen.name: UiElements_05 * MissionRecoveryDialog::fundsIconRed.name: UiElements_06 * MissionRecoveryDialog::reputationIconGreen.name: UiElements_07 * MissionRecoveryDialog::reputationIconRed.name: UiElements_08 * MissionRecoveryDialog::scienceIcon.name: UiElements_12 * */ public VOID_CareerStatus() : base() { this.Name = "Career Status"; GameEvents.OnFundsChanged.Add(this.onFundsChange); GameEvents.OnReputationChanged.Add(this.onRepChange); GameEvents.OnScienceChanged.Add(this.onScienceChange); GameEvents.onGameStateLoad.Add(this.onGameStateLoad); bool texturesLoaded; texturesLoaded = IOTools.LoadTexture(out this.fundsIconGreen, "VOID/Textures/fundsgreen.png", 10, 18); texturesLoaded &= IOTools.LoadTexture(out this.fundsIconRed, "VOID/Textures/fundsred.png", 10, 18); texturesLoaded &= IOTools.LoadTexture(out this.reputationIconGreen, "VOID/Textures/repgreen.png", 16, 18); texturesLoaded &= IOTools.LoadTexture(out this.reputationIconRed, "VOID/Textures/repred.png", 16, 18); texturesLoaded &= IOTools.LoadTexture(out this.scienceIcon, "VOID/Textures/science.png", 16, 18); this.fundsContent = new GUIContent(); this.repContent = new GUIContent(); this.scienceContent = new GUIContent(); if (texturesLoaded) { this.fundsContent.image = this.fundsIconGreen; this.repContent.image = this.reputationIconGreen; this.scienceContent.image = this.scienceIcon; } this.currentFunds = double.NaN; this.currentScience = float.NaN; this.currentReputation = float.NaN; } public override void Dispose() { GameEvents.OnFundsChanged.Remove(this.onFundsChange); GameEvents.OnReputationChanged.Remove(this.onRepChange); GameEvents.OnScienceChanged.Remove(this.onScienceChange); GameEvents.onGameStateLoad.Remove(this.onGameStateLoad); base.Dispose(); } ~VOID_CareerStatus() { this.Dispose(); } } } |