Merge branch 'master' into flowmodeoverride
[VesselSimulator.git] / KerbalEngineer / Flight / FlightEngineerCore.cs
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
// 
//     Kerbal Engineer Redux
// 
//     Copyright (C) 2014 CYBUTEK
// 
//     This program is free software: you can redistribute it and/or modify
//     it under the terms of the GNU General Public License as published by
//     the Free Software Foundation, either version 3 of the License, or
//     (at your option) any later version.
// 
//     This program is distributed in the hope that it will be useful,
//     but WITHOUT ANY WARRANTY; without even the implied warranty of
//     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//     GNU General Public License for more details.
// 
//     You should have received a copy of the GNU General Public License
//     along with this program.  If not, see <http://www.gnu.org/licenses/>.
// 
 
#region Using Directives
 
using System;
using System.Collections.Generic;
 
using KerbalEngineer.Flight.Readouts;
using KerbalEngineer.Flight.Sections;
 
using UnityEngine;
 
#endregion
 
namespace KerbalEngineer.Flight
{
    /// <summary>
    ///     Core management system for the Flight Engineer.
    /// </summary>
    public sealed class FlightEngineerCore : MonoBehaviour
    {
        #region Instance
 
        /// <summary>
        ///     Gets the current instance of FlightEngineerCore.
        /// </summary>
        public static FlightEngineerCore Instance { get; private set; }
 
        #endregion
 
        #region Constructors
 
        /// <summary>
        ///     Create base Flight Engineer child objects.
        /// </summary>
        private void Awake()
        {
            try
            {
                Instance = this;
 
                this.SectionWindows = new List<SectionWindow>();
                this.SectionEditors = new List<SectionEditor>();
                this.UpdatableModules = new List<IUpdatable>();
                Logger.Log("FlightEngineerCore->Awake");
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->Awake");
            }
        }
 
        /// <summary>
        ///     Initialises the object's state on creation.
        /// </summary>
        private void Start()
        {
            try
            {
                SectionLibrary.Load();
                ReadoutLibrary.Reset();
                Logger.Log("FlightEngineerCore->Start");
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->Start");
            }
        }
 
        #endregion
 
        #region Properties
 
        /// <summary>
        ///     Gets the section windows for floating sections.
        /// </summary>
        public List<SectionWindow> SectionWindows { get; private set; }
 
        /// <summary>
        ///     Gets the editor windows for sections with open editors.
        /// </summary>
        public List<SectionEditor> SectionEditors { get; private set; }
 
        /// <summary>
        ///     Gets the list of currently running updatable modules.
        /// </summary>
        public List<IUpdatable> UpdatableModules { get; private set; }
 
        #endregion
 
        #region Updating
 
        /// <summary>
        ///     Fixed update all required Flight Engineer objects.
        /// </summary>
        private void FixedUpdate()
        {
            try
            {
                SectionLibrary.FixedUpdate();
            }
            catch (Exception ex)
            {
                Logger.Exception(ex);
            }
        }
 
        /// <summary>
        ///     Update all required Flight Engineer objects.
        /// </summary>
        private void Update()
        {
            try
            {
                SectionLibrary.Update();
                this.UpdateModules();
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->Update");
            }
        }
 
        /// <summary>
        ///     Update all updatable modules.
        /// </summary>
        private void UpdateModules()
        {
            try
            {
                foreach (var updatable in this.UpdatableModules)
                {
                    if (updatable is IUpdateRequest)
                    {
                        var request = updatable as IUpdateRequest;
                        if (request.UpdateRequested)
                        {
                            updatable.Update();
                            request.UpdateRequested = false;
                        }
                    }
                    else
                    {
                        updatable.Update();
                    }
                }
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->UpdateModules");
            }
        }
 
        #endregion
 
        #region Destruction
 
        /// <summary>
        ///     Force the destruction of child objects on core destruction.
        /// </summary>
        private void OnDestroy()
        {
            try
            {
                SectionLibrary.Save();
 
                foreach (var window in this.SectionWindows)
                {
                    print("[FlightEngineer]: Destroying Floating Window for " + window.ParentSection.Name);
                    Destroy(window);
                }
 
                foreach (var editor in this.SectionEditors)
                {
                    print("[FlightEngineer]: Destroying Editor Window for " + editor.ParentSection.Name);
                    Destroy(editor);
                }
 
                Logger.Log("FlightEngineerCore->OnDestroy");
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->OnDestroy");
            }
        }
 
        #endregion
 
        #region Methods
 
        /// <summary>
        ///     Creates a section window, adds it to the FlightEngineerCore and returns a reference to it.
        /// </summary>
        public SectionWindow AddSectionWindow(SectionModule section)
        {
            try
            {
                var window = this.gameObject.AddComponent<SectionWindow>();
                window.ParentSection = section;
                window.WindowPosition = new Rect(section.FloatingPositionX, section.FloatingPositionY, 0, 0);
                this.SectionWindows.Add(window);
                return window;
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->AddSectionWindow");
                return null;
            }
        }
 
        /// <summary>
        ///     Creates a section editor, adds it to the FlightEngineerCore and returns a reference to it.
        /// </summary>
        public SectionEditor AddSectionEditor(SectionModule section)
        {
            try
            {
                var editor = this.gameObject.AddComponent<SectionEditor>();
                editor.ParentSection = section;
                editor.Position = new Rect(section.EditorPositionX, section.EditorPositionY, SectionEditor.Width, SectionEditor.Height);
                this.SectionEditors.Add(editor);
                return editor;
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->AddSectionEditor");
                return null;
            }
        }
 
        /// <summary>
        ///     Adds an updatable object to be automatically updated every frame and will ignore duplicate objects.
        /// </summary>
        public void AddUpdatable(IUpdatable updatable)
        {
            try
            {
                if (!this.UpdatableModules.Contains(updatable))
                {
                    this.UpdatableModules.Add(updatable);
                }
            }
            catch (Exception ex)
            {
                Logger.Exception(ex, "FlightEngineerCore->AddUpdatable");
            }
        }
 
        #endregion
    }
}