Implemented the 'Show Engineer' and 'Control Bar' buttons in the flight menu.
[VesselSimulator.git] / KerbalEngineer.Unity / Flight / FlightEngineerMenu.cs
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// 
//     Kerbal Engineer Redux
// 
//     Copyright (C) 2016 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/>.
//  
 
namespace KerbalEngineer.Unity.Flight
{
    using KerbalEngineer.Flight;
    using UnityEngine;
    using UnityEngine.EventSystems;
    using UnityEngine.UI;
 
    public class FlightEngineerMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler
    {
        [SerializeField]
        private Toggle m_ShowEngineerToggle;
 
        [SerializeField]
        private Toggle m_ControlBarToggle;
 
        [SerializeField]
        private float m_FastFadeDuration = 0.2f;
 
        [SerializeField]
        private float m_SlowFadeDuration = 1.0f;
 
        /// <summary>
        ///     Gets or sets the visibility of the control bar.
        /// </summary>
        public bool controlBar
        {
            get
            {
                if (DisplayStack.Instance != null)
                {
                    return DisplayStack.Instance.ShowControlBar;
                }
 
                return true;
            }
            set
            {
                if (DisplayStack.Instance != null)
                {
                    DisplayStack.Instance.ShowControlBar = value;
                }
            }
        }
 
        /// <summary>
        ///     Gets or sets the visibility of the flight engineer display stack.
        /// </summary>
        public bool showEngineer
        {
            get
            {
                if (DisplayStack.Instance != null)
                {
                    return DisplayStack.Instance.Hidden == false;
                }
 
                return true;
            }
            set
            {
                if (DisplayStack.Instance != null)
                {
                    DisplayStack.Instance.Hidden = !value;
                }
            }
        }
 
        public void OnPointerEnter(PointerEventData eventData)
        {
            FadeIn();
        }
 
        public void OnPointerExit(PointerEventData eventData)
        {
            // slow-fade out if the application launcher button is off
            if (FlightAppLauncher.instance != null && FlightAppLauncher.instance.isOn == false)
            {
                FadeTo(0.0f, m_SlowFadeDuration, Destroy);
            }
        }
 
        protected override void Awake()
        {
            base.Awake();
 
            // subscribe events
            FlightAppLauncher.MenuClosed += MenuClosed;
            FlightAppLauncher.ButtonHover += ButtonHover;
        }
 
        protected virtual void OnDestroy()
        {
            // unsubscribe events
            FlightAppLauncher.MenuClosed -= MenuClosed;
            FlightAppLauncher.ButtonHover -= ButtonHover;
        }
 
        protected virtual void OnEnable()
        {
            // set starting alpha to zero and fade in
            SetAlpha(0.0f);
            FadeIn();
        }
 
        protected virtual void Start()
        {
            DisplayStackToggles();
        }
 
        /// <summary>
        ///     Called when the application launcher button is hovered over.
        /// </summary>
        private void ButtonHover()
        {
            FadeIn();
        }
 
        /// <summary>
        ///     Destroys the game object.
        /// </summary>
        private void Destroy()
        {
            // disable game object first due to an issue within unity 5.2.4f1 that shows a single frame at full opaque alpha just before destruction
            gameObject.SetActive(false);
            Destroy(gameObject);
        }
 
        /// <summary>
        ///     Called when the display stack has loaded its settings.
        /// </summary>
        private void DisplayStackToggles()
        {
            if (DisplayStack.Instance == null)
            {
                return;
            }
 
            SetToggle(m_ShowEngineerToggle, DisplayStack.Instance.Hidden == false);
            SetToggle(m_ControlBarToggle, DisplayStack.Instance.ShowControlBar);
        }
 
        private void FadeIn()
        {
            FadeTo(1.0f, m_FastFadeDuration);
        }
 
        private void MenuClosed()
        {
            FadeTo(0.0f, m_FastFadeDuration, Destroy);
        }
 
        private void SetToggle(Toggle toggle, bool state)
        {
            if (toggle != null)
            {
                toggle.isOn = state;
            }
        }
    }
}