Altered naming convention from Unity Standard to Microsoft with regards to properties for consistency.
Altered naming convention from Unity Standard to Microsoft with regards to properties for consistency.

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// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Unity.Flight namespace KerbalEngineer.Unity.Flight
{ {
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.UI; using UnityEngine.UI;
   
[RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(RectTransform))]
public class FlightMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler public class FlightMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler
{ {
[SerializeField] [SerializeField]
private Toggle m_ShowEngineerToggle = null; private Toggle m_ShowEngineerToggle = null;
   
[SerializeField] [SerializeField]
private Toggle m_ControlBarToggle = null; private Toggle m_ControlBarToggle = null;
   
[SerializeField] [SerializeField]
private GameObject m_MenuSectionPrefab = null; private GameObject m_MenuSectionPrefab = null;
   
[SerializeField] [SerializeField]
private Transform m_SectionsTransform = null; private Transform m_SectionsTransform = null;
   
[SerializeField] [SerializeField]
private float m_FastFadeDuration = 0.2f; private float m_FastFadeDuration = 0.2f;
   
[SerializeField] [SerializeField]
private float m_SlowFadeDuration = 1.0f; private float m_SlowFadeDuration = 1.0f;
   
private IFlightAppLauncher m_FlightAppLauncher; private IFlightAppLauncher m_FlightAppLauncher;
   
private RectTransform m_RectTransform; private RectTransform m_RectTransform;
   
public void OnPointerEnter(PointerEventData eventData) public void OnPointerEnter(PointerEventData eventData)
{ {
FadeIn(); FadeIn();
} }
   
public void OnPointerExit(PointerEventData eventData) public void OnPointerExit(PointerEventData eventData)
{ {
// slow-fade out if the application launcher button is off // slow-fade out if the application launcher button is off
if (m_FlightAppLauncher != null && m_FlightAppLauncher.isOn == false) if (m_FlightAppLauncher != null && m_FlightAppLauncher.IsOn == false)
{ {
FadeTo(0.0f, m_SlowFadeDuration, Destroy); FadeTo(0.0f, m_SlowFadeDuration, Destroy);
} }
} }
   
/// <summary> /// <summary>
/// Fades out and destroys the menu. /// Fades out and destroys the menu.
/// </summary> /// </summary>
public void Close() public void Close()
{ {
FadeTo(0.0f, m_FastFadeDuration, Destroy); FadeTo(0.0f, m_FastFadeDuration, Destroy);
} }
   
/// <summary> /// <summary>
/// Fades in the menu. /// Fades in the menu.
/// </summary> /// </summary>
public void FadeIn() public void FadeIn()
{ {
FadeTo(1.0f, m_FastFadeDuration); FadeTo(1.0f, m_FastFadeDuration);
} }
   
/// <summary> /// <summary>
/// Creates a new custom section. /// Creates a new custom section.
/// </summary> /// </summary>
public void NewCustomSection() public void NewCustomSection()
{ {
if (m_FlightAppLauncher != null) if (m_FlightAppLauncher != null)
{ {
CreateSectionControl(m_FlightAppLauncher.NewCustomSection()); CreateSectionControl(m_FlightAppLauncher.NewCustomSection());
} }
} }
   
/// <summary> /// <summary>
/// Sets the control bar visiblity. /// Sets the control bar visiblity.
/// </summary> /// </summary>
public void SetControlBar(bool visible) public void SetControlBarVisible(bool visible)
{ {
if (m_FlightAppLauncher != null) if (m_FlightAppLauncher != null)
{ {
m_FlightAppLauncher.controlBar = visible; m_FlightAppLauncher.IsControlBarVisible = visible;
  }
  }
   
  /// <summary>
  /// Sets the display stack visibility.
  /// </summary>
  public void SetDisplayStackVisible(bool visible)
  {
  if (m_FlightAppLauncher != null)
  {
  m_FlightAppLauncher.IsDisplayStackVisible = visible;
} }
} }
   
/// <summary> /// <summary>
/// Sets a reference to the flight app launcher object. /// Sets a reference to the flight app launcher object.
/// </summary> /// </summary>
public void SetFlightAppLauncher(IFlightAppLauncher flightAppLauncher) public void SetFlightAppLauncher(IFlightAppLauncher flightAppLauncher)
{ {
if (flightAppLauncher == null) if (flightAppLauncher == null)
{ {
return; return;
} }
   
m_FlightAppLauncher = flightAppLauncher; m_FlightAppLauncher = flightAppLauncher;
   
// create section controls // create section controls
CreateSectionControls(m_FlightAppLauncher.GetStockSections()); CreateSectionControls(m_FlightAppLauncher.GetStockSections());
CreateSectionControls(m_FlightAppLauncher.GetCustomSections()); CreateSectionControls(m_FlightAppLauncher.GetCustomSections());
} }
   
/// <summary>  
/// Sets the display stack visibility.  
/// </summary>  
public void SetShowEngineer(bool visible)  
{  
if (m_FlightAppLauncher != null)  
{  
m_FlightAppLauncher.showEngineer = visible;  
}  
}  
   
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
   
// cache components // cache components
m_RectTransform = GetComponent<RectTransform>(); m_RectTransform = GetComponent<RectTransform>();
} }
   
protected virtual void Start() protected virtual void Start()
{ {
// set starting alpha to zero and fade in // set starting alpha to zero and fade in
SetAlpha(0.0f); SetAlpha(0.0f);
FadeIn(); FadeIn();
} }
   
protected virtual void Update() protected virtual void Update()
{ {
if (m_FlightAppLauncher == null) if (m_FlightAppLauncher == null)
{ {
return; return;
} }
   
// set toggle states to match the actual states // set toggle states to match the actual states
SetToggle(m_ShowEngineerToggle, m_FlightAppLauncher.showEngineer); SetToggle(m_ShowEngineerToggle, m_FlightAppLauncher.IsDisplayStackVisible);
SetToggle(m_ControlBarToggle, m_FlightAppLauncher.controlBar); SetToggle(m_ControlBarToggle, m_FlightAppLauncher.IsControlBarVisible);
   
// update anchor position // update anchor position
if (m_RectTransform != null) if (m_RectTransform != null)
{ {
m_RectTransform.position = m_FlightAppLauncher.GetAnchor(); m_RectTransform.position = m_FlightAppLauncher.GetAnchor();
m_FlightAppLauncher.ClampToScreen(m_RectTransform); m_FlightAppLauncher.ClampToScreen(m_RectTransform);
} }
} }
   
/// <summary> /// <summary>
/// Sets a given toggle to the specified state with null checking. /// Sets a given toggle to the specified state with null checking.
/// </summary> /// </summary>
private static void SetToggle(Toggle toggle, bool state) private static void SetToggle(Toggle toggle, bool state)
{ {
if (toggle != null) if (toggle != null)
{ {
toggle.isOn = state; toggle.isOn = state;
} }
} }
   
/// <summary> /// <summary>
/// Creates a menu section control. /// Creates a menu section control.
/// </summary> /// </summary>
private void CreateSectionControl(ISectionModule section) private void CreateSectionControl(ISectionModule section)
{ {
GameObject menuSectionObject = Instantiate(m_MenuSectionPrefab); GameObject menuSectionObject = Instantiate(m_MenuSectionPrefab);
if (menuSectionObject != null) if (menuSectionObject != null)
{ {
menuSectionObject.transform.SetParent(m_SectionsTransform, false); menuSectionObject.transform.SetParent(m_SectionsTransform, false);
   
FlightMenuSection menuSection = menuSectionObject.GetComponent<FlightMenuSection>(); FlightMenuSection menuSection = menuSectionObject.GetComponent<FlightMenuSection>();
if (menuSection != null) if (menuSection != null)
{ {
menuSection.SetAssignedSection(section); menuSection.SetAssignedSection(section);
} }
} }
} }
   
/// <summary> /// <summary>
/// Creates a list of section controls from a given list of sections. /// Creates a list of section controls from a given list of sections.
/// </summary> /// </summary>
private void CreateSectionControls(IList<ISectionModule> sections) private void CreateSectionControls(IList<ISectionModule> sections)
{ {
if (sections == null || m_MenuSectionPrefab == null || m_SectionsTransform == null) if (sections == null || m_MenuSectionPrefab == null || m_SectionsTransform == null)
{ {
return; return;
} }
   
for (int i = 0; i < sections.Count; i++) for (int i = 0; i < sections.Count; i++)
{ {
ISectionModule section = sections[i]; ISectionModule section = sections[i];
if (section != null) if (section != null)
{ {
CreateSectionControl(section); CreateSectionControl(section);
} }
} }
} }
   
/// <summary> /// <summary>
/// Destroys the game object. /// Destroys the game object.
/// </summary> /// </summary>
private void Destroy() 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 // 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); gameObject.SetActive(false);
Destroy(gameObject); Destroy(gameObject);
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Unity.Flight namespace KerbalEngineer.Unity.Flight
{ {
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
   
public class FlightMenuSection : MonoBehaviour public class FlightMenuSection : MonoBehaviour
{ {
[SerializeField] [SerializeField]
private Toggle m_DisplayToggle = null; private Toggle m_DisplayToggle = null;
   
[SerializeField] [SerializeField]
private Text m_DisplayText = null; private Text m_DisplayText = null;
   
[SerializeField] [SerializeField]
private Toggle m_EditToggle = null; private Toggle m_EditToggle = null;
   
private ISectionModule m_Section; private ISectionModule m_Section;
   
/// <summary> /// <summary>
/// Gets or sets the section's editor visibility. /// Gets or sets the section's editor visibility.
/// </summary> /// </summary>
public bool editorVisible public bool IsEditorVisible
{ {
get get
{ {
if (m_EditToggle != null) if (m_EditToggle != null)
{ {
return m_EditToggle.isOn; return m_EditToggle.isOn;
} }
   
return true; return true;
} }
set set
{ {
if (m_EditToggle != null) if (m_EditToggle != null)
{ {
m_EditToggle.isOn = value; m_EditToggle.isOn = value;
} }
} }
} }
   
/// <summary> /// <summary>
/// Sets the assigned section to be handled by the menu object. /// Sets the assigned section to be handled by the menu object.
/// </summary> /// </summary>
public void SetAssignedSection(ISectionModule section) public void SetAssignedSection(ISectionModule section)
{ {
if (section == null) if (section == null)
{ {
return; return;
} }
   
m_Section = section; m_Section = section;
} }
   
/// <summary> /// <summary>
/// Sets the section's display visibility. /// Sets the section's display visibility.
/// </summary> /// </summary>
public void SetDisplayVisible(bool visible) public void SetDisplayVisible(bool visible)
{ {
if (m_Section != null) if (m_Section != null)
{ {
m_Section.IsVisible = visible; m_Section.IsVisible = visible;
} }
} }
   
/// <summary> /// <summary>
/// Sets the section's editor visibility. /// Sets the section's editor visibility.
/// </summary> /// </summary>
public void SetEditorVisible(bool visible) public void SetEditorVisible(bool visible)
{ {
if (m_Section != null) if (m_Section != null)
{ {
m_Section.IsEditorVisible = visible; m_Section.IsEditorVisible = visible;
} }
} }
   
protected virtual void Update() protected virtual void Update()
{ {
UpdateControls(); UpdateControls();
} }
   
/// <summary> /// <summary>
/// Updates the menu section's controls. /// Updates the menu section's controls.
/// </summary> /// </summary>
private void UpdateControls() private void UpdateControls()
{ {
if (m_Section == null || m_Section.IsDeleted) if (m_Section == null || m_Section.IsDeleted)
{ {
Destroy(gameObject); Destroy(gameObject);
return; return;
} }
   
// display visible // display visible
if (m_DisplayToggle != null) if (m_DisplayToggle != null)
{ {
m_DisplayToggle.isOn = m_Section.IsVisible; m_DisplayToggle.isOn = m_Section.IsVisible;
} }
   
// display name // display name
if (m_DisplayText != null) if (m_DisplayText != null)
{ {
m_DisplayText.text = m_Section.Name.ToUpperInvariant(); m_DisplayText.text = m_Section.Name.ToUpperInvariant();
} }
   
// editor visible // editor visible
if (m_EditToggle != null) if (m_EditToggle != null)
{ {
m_EditToggle.isOn = m_Section.IsEditorVisible; m_EditToggle.isOn = m_Section.IsEditorVisible;
} }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Unity.Flight namespace KerbalEngineer.Unity.Flight
{ {
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
   
public interface IFlightAppLauncher public interface IFlightAppLauncher
{ {
bool controlBar { get; set; } bool IsControlBarVisible { get; set; }
   
bool isOn { get; } bool IsDisplayStackVisible { get; set; }
   
bool showEngineer { get; set; } bool IsOn { get; }
   
void ClampToScreen(RectTransform rectTransform); void ClampToScreen(RectTransform rectTransform);
   
Vector3 GetAnchor(); Vector3 GetAnchor();
   
IList<ISectionModule> GetCustomSections(); IList<ISectionModule> GetCustomSections();
   
IList<ISectionModule> GetStockSections(); IList<ISectionModule> GetStockSections();
   
ISectionModule NewCustomSection(); ISectionModule NewCustomSection();
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer namespace KerbalEngineer
{ {
using KSP.UI; using KSP.UI;
using KSP.UI.Screens; using KSP.UI.Screens;
using UnityEngine; using UnityEngine;
   
public class AppLauncherButton : MonoBehaviour public class AppLauncherButton : MonoBehaviour
{ {
private static Texture m_IconTexture; private static Texture m_IconTexture;
private ApplicationLauncherButton m_Button; private ApplicationLauncherButton m_Button;
   
/// <summary> /// <summary>
/// Gets or sets the toggle button state. /// Gets or sets the toggle button state.
/// </summary> /// </summary>
public bool isOn public bool IsOn
{ {
get get
{ {
return m_Button != null && return m_Button != null &&
m_Button.toggleButton.Button.interactable && m_Button.toggleButton.Button.interactable &&
m_Button.toggleButton.CurrentState == UIRadioButton.State.True; m_Button.toggleButton.CurrentState == UIRadioButton.State.True;
} }
set set
{ {
if (m_Button == null) if (m_Button == null)
{ {
return; return;
} }
   
if (value) if (value)
{ {
SetOn(); SetOn();
} }
else else
{ {
SetOff(); SetOff();
} }
} }
} }
   
/// <summary> /// <summary>
/// Disables the button if not already disabled. /// Disables the button if not already disabled.
/// </summary> /// </summary>
public void Disable() public void Disable()
{ {
if (m_Button != null && m_Button.toggleButton.Button.interactable) if (m_Button != null && m_Button.toggleButton.Button.interactable)
{ {
m_Button.Disable(); m_Button.Disable();
} }
} }
   
/// <summary> /// <summary>
/// Enables the button if not already enabled. /// Enables the button if not already enabled.
/// </summary> /// </summary>
public void Enable() public void Enable()
{ {
if (m_Button != null && m_Button.toggleButton.Button.interactable == false) if (m_Button != null && m_Button.toggleButton.Button.interactable == false)
{ {
m_Button.Enable(); m_Button.Enable();
} }
} }
   
/// <summary> /// <summary>
/// Gets the anchor position for pop-up content. /// Gets the anchor position for pop-up content.
/// </summary> /// </summary>
public Vector3 GetAnchor() public Vector3 GetAnchor()
{ {
if (m_Button == null) if (m_Button == null)
{ {
return Vector3.zero; return Vector3.zero;
} }
   
Vector3 anchor = m_Button.GetAnchor(); Vector3 anchor = m_Button.GetAnchor();
   
anchor.x -= 3.0f; anchor.x -= 3.0f;
   
return anchor; return anchor;
} }
   
/// <summary> /// <summary>
/// Enables and sets the button to off. /// Enables and sets the button to off.
/// </summary> /// </summary>
public void SetOff() public void SetOff()
{ {
Enable(); Enable();
   
if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.False) if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.False)
{ {
m_Button.SetTrue(); m_Button.SetTrue();
} }
} }
   
/// <summary> /// <summary>
/// Enables and sets the button to on. /// Enables and sets the button to on.
/// </summary> /// </summary>
public void SetOn() public void SetOn()
{ {
Enable(); Enable();
   
if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True) if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)
{ {
m_Button.SetTrue(); m_Button.SetTrue();
} }
} }
   
protected virtual void Awake() protected virtual void Awake()
{ {
// cache icon texture // cache icon texture
if (m_IconTexture == null && AssetBundleLoader.images != null) if (m_IconTexture == null && AssetBundleLoader.Images != null)
{ {
m_IconTexture = AssetBundleLoader.images.LoadAsset<Texture2D>("app-launcher-icon"); m_IconTexture = AssetBundleLoader.Images.LoadAsset<Texture2D>("app-launcher-icon");
} }
   
// subscribe event listeners // subscribe event listeners
GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady); GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady);
GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying); GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying);
} }
   
protected virtual void OnDestroy() protected virtual void OnDestroy()
{ {
// unsubscribe event listeners // unsubscribe event listeners
GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIApplicationLauncherReady); GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIApplicationLauncherReady);
GameEvents.onGUIApplicationLauncherUnreadifying.Remove(OnGUIApplicationLauncherUnreadifying); GameEvents.onGUIApplicationLauncherUnreadifying.Remove(OnGUIApplicationLauncherUnreadifying);
} }
   
/// <summary> /// <summary>
/// Called on button being disabled. /// Called on button being disabled.
/// </summary> /// </summary>
protected virtual void OnDisable() { } protected virtual void OnDisable() { }
   
/// <summary> /// <summary>
/// Called on button being enabled. /// Called on button being enabled.
/// </summary> /// </summary>
protected virtual void OnEnable() { } protected virtual void OnEnable() { }
   
/// <summary> /// <summary>
/// Called on button being toggled off. /// Called on button being toggled off.
/// </summary> /// </summary>
protected virtual void OnFalse() { } protected virtual void OnFalse() { }
   
/// <summary> /// <summary>
/// Called on mouse hovering. /// Called on mouse hovering.
/// </summary> /// </summary>
protected virtual void OnHover() { } protected virtual void OnHover() { }
   
/// <summary> /// <summary>
/// Called on mouse exiting hover. /// Called on mouse exiting hover.
/// </summary> /// </summary>
protected virtual void OnHoverOut() { } protected virtual void OnHoverOut() { }
   
/// <summary> /// <summary>
/// Called on button being ready. /// Called on button being ready.
/// </summary> /// </summary>
protected virtual void OnReady() { } protected virtual void OnReady() { }
   
/// <summary> /// <summary>
/// Called after the application launcher is ready and the button created. /// Called after the application launcher is ready and the button created.
/// </summary> /// </summary>
protected virtual void OnTrue() { } protected virtual void OnTrue() { }
   
/// <summary> /// <summary>
/// Called after the application launcher is unreadified and the button removed. /// Called after the application launcher is unreadified and the button removed.
/// </summary> /// </summary>
protected virtual void OnUnreadifying() { } protected virtual void OnUnreadifying() { }
   
private void OnGUIApplicationLauncherReady() private void OnGUIApplicationLauncherReady()
{ {
// create button // create button
if (ApplicationLauncher.Instance != null) if (ApplicationLauncher.Instance != null)
{ {
m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, m_IconTexture); m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, m_IconTexture);
} }
   
OnReady(); OnReady();
} }
   
private void OnGUIApplicationLauncherUnreadifying(GameScenes scene) private void OnGUIApplicationLauncherUnreadifying(GameScenes scene)
{ {
// remove button // remove button
if (ApplicationLauncher.Instance != null && m_Button != null) if (ApplicationLauncher.Instance != null && m_Button != null)
{ {
ApplicationLauncher.Instance.RemoveModApplication(m_Button); ApplicationLauncher.Instance.RemoveModApplication(m_Button);
} }
   
OnUnreadifying(); OnUnreadifying();
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer namespace KerbalEngineer
{ {
using UnityEngine; using UnityEngine;
   
[KSPAddon(KSPAddon.Startup.Instantly, false)] [KSPAddon(KSPAddon.Startup.Instantly, false)]
public class AssetBundleLoader : MonoBehaviour public class AssetBundleLoader : MonoBehaviour
{ {
private static AssetBundle m_Images; private static AssetBundle m_Images;
private static AssetBundle m_Prefabs; private static AssetBundle m_Prefabs;
   
/// <summary> /// <summary>
/// Gets the loaded images asset bundle. /// Gets the loaded images asset bundle.
/// </summary> /// </summary>
public static AssetBundle images public static AssetBundle Images
{ {
get get
{ {
return m_Images; return m_Images;
} }
} }
   
/// <summary> /// <summary>
/// Gets the loaded prefabs asset bundle. /// Gets the loaded prefabs asset bundle.
/// </summary> /// </summary>
public static AssetBundle prefabs public static AssetBundle Prefabs
{ {
get get
{ {
return m_Prefabs; return m_Prefabs;
} }
} }
   
protected virtual void Awake() protected virtual void Awake()
{ {
string bundlePath = EngineerGlobals.AssemblyPath; string bundlePath = EngineerGlobals.AssemblyPath;
   
m_Images = AssetBundle.CreateFromFile(bundlePath + "/images"); m_Images = AssetBundle.CreateFromFile(bundlePath + "/images");
m_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs"); m_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs");
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Editor namespace KerbalEngineer.Editor
{ {
[KSPAddon(KSPAddon.Startup.EditorAny, false)] [KSPAddon(KSPAddon.Startup.EditorAny, false)]
public class BuildAppLauncher : AppLauncherButton public class BuildAppLauncher : AppLauncherButton
{ {
protected override void OnFalse() protected override void OnFalse()
{ {
if (BuildAdvanced.Instance != null) if (BuildAdvanced.Instance != null)
{ {
BuildAdvanced.Instance.Visible = false; BuildAdvanced.Instance.Visible = false;
} }
} }
   
protected override void OnTrue() protected override void OnTrue()
{ {
if (BuildAdvanced.Instance != null) if (BuildAdvanced.Instance != null)
{ {
BuildAdvanced.Instance.Visible = true; BuildAdvanced.Instance.Visible = true;
} }
} }
   
protected virtual void Update() protected virtual void Update()
{ {
if (BuildAdvanced.Instance == null) if (BuildAdvanced.Instance == null)
{ {
return; return;
} }
   
// check if vessel is currently under construction with the presence of a root part // check if vessel is currently under construction with the presence of a root part
if (EditorLogic.RootPart != null) if (EditorLogic.RootPart != null)
{ {
// set button state based on existing visibility // set button state based on existing visibility
isOn = BuildAdvanced.Instance.Visible; IsOn = BuildAdvanced.Instance.Visible;
} }
else else
{ {
Disable(); Disable();
} }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2016 CYBUTEK // Copyright (C) 2016 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // 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 // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
namespace KerbalEngineer.Flight namespace KerbalEngineer.Flight
{ {
using System.Collections.Generic; using System.Collections.Generic;
using KSP.UI; using KSP.UI;
using Sections; using Sections;
using Unity.Flight; using Unity.Flight;
using UnityEngine; using UnityEngine;
   
[KSPAddon(KSPAddon.Startup.Flight, false)] [KSPAddon(KSPAddon.Startup.Flight, false)]
public class FlightAppLauncher : AppLauncherButton, IFlightAppLauncher public class FlightAppLauncher : AppLauncherButton, IFlightAppLauncher
{ {
private static FlightAppLauncher m_Instance; private static FlightAppLauncher m_Instance;
private FlightMenu m_FlightMenu; private FlightMenu m_FlightMenu;
private GameObject m_MenuObject; private GameObject m_MenuObject;
private GameObject m_MenuPrefab; private GameObject m_MenuPrefab;
   
/// <summary> /// <summary>
/// Gets the current instance of the FlightAppLauncher object. /// Gets the current instance of the FlightAppLauncher object.
/// </summary> /// </summary>
public static FlightAppLauncher instance public static FlightAppLauncher Instance
{ {
get get
{ {
return m_Instance; return m_Instance;
} }
} }
   
/// <summary> /// <summary>
/// Clamps the given rect transform within the screen bounds. /// Clamps the given rect transform within the screen bounds.
/// </summary> /// </summary>
public void ClampToScreen(RectTransform rectTransform) public void ClampToScreen(RectTransform rectTransform)
{ {
UIMasterController.ClampToScreen(rectTransform, Vector2.zero); UIMasterController.ClampToScreen(rectTransform, Vector2.zero);
} }
   
/// <summary> /// <summary>
  /// Gets a list of custom sections.
  /// </summary>
  IList<ISectionModule> IFlightAppLauncher.GetCustomSections()
  {
  return new List<ISectionModule>(SectionLibrary.CustomSections.ToArray());
  }
   
  /// <summary>
  /// Gets a list of stock sections.
  /// </summary>
  public IList<ISectionModule> GetStockSections()
  {
  return new List<ISectionModule>(SectionLibrary.StockSections.ToArray());
  }
   
  /// <summary>
/// Gets or sets the control bar's visibility. /// Gets or sets the control bar's visibility.
/// </summary> /// </summary>
public bool controlBar public bool IsControlBarVisible
{ {
get get
{ {
if (DisplayStack.Instance != null) if (DisplayStack.Instance != null)
{ {
return DisplayStack.Instance.ShowControlBar; return DisplayStack.Instance.ShowControlBar;
} }
   
return false; return false;
} }
set set
{ {
if (DisplayStack.Instance != null) if (DisplayStack.Instance != null)
{ {
DisplayStack.Instance.ShowControlBar = value; DisplayStack.Instance.ShowControlBar = value;
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets a list of custom sections.  
/// </summary>  
IList<ISectionModule> IFlightAppLauncher.GetCustomSections()  
{  
return new List<ISectionModule>(SectionLibrary.CustomSections.ToArray());  
}  
   
/// <summary>  
/// Gets a list of stock sections.  
/// </summary>  
public IList<ISectionModule> GetStockSections()  
{  
return new List<ISectionModule>(SectionLibrary.StockSections.ToArray());  
}  
   
/// <summary>  
/// Gets or sets the display stack's visibility. /// Gets or sets the display stack's visibility.
/// </summary> /// </summary>
public bool showEngineer public bool IsDisplayStackVisible
{ {
get get
{ {
if (DisplayStack.Instance != null) if (DisplayStack.Instance != null)
{ {
return DisplayStack.Instance.Hidden == false; return DisplayStack.Instance.Hidden == false;
} }
   
return false; return false;
} }
set set
{ {
if (DisplayStack.Instance != null) if (DisplayStack.Instance != null)
{ {
DisplayStack.Instance.Hidden = !value; DisplayStack.Instance.Hidden = !value;
} }
} }
} }
   
/// <summary> /// <summary>
/// Creates and initialises a new custom section. /// Creates and initialises a new custom section.
/// </summary> /// </summary>
public ISectionModule NewCustomSection() public ISectionModule NewCustomSection()
{ {
SectionModule section = new SectionModule SectionModule section = new SectionModule
{ {
Name = "Custom " + (SectionLibrary.CustomSections.Count + 1), Name = "Custom " + (SectionLibrary.CustomSections.Count + 1),
Abbreviation = "CUST " + (SectionLibrary.CustomSections.Count + 1), Abbreviation = "CUST " + (SectionLibrary.CustomSections.Count + 1),
IsVisible = true, IsVisible = true,
IsCustom = true, IsCustom = true,
IsEditorVisible = true IsEditorVisible = true
}; };
   
SectionLibrary.CustomSections.Add(section); SectionLibrary.CustomSections.Add(section);
   
return section; return section;
} }
   
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
   
// set singleton instance // set singleton instance
m_Instance = this; m_Instance = this;
   
// cache menu prefab // cache menu prefab
if (m_MenuPrefab == null && AssetBundleLoader.prefabs != null) if (m_MenuPrefab == null && AssetBundleLoader.Prefabs != null)
{ {
m_MenuPrefab = AssetBundleLoader.prefabs.LoadAsset<GameObject>("FlightMenu"); m_MenuPrefab = AssetBundleLoader.Prefabs.LoadAsset<GameObject>("FlightMenu");
} }
} }
   
protected override void OnFalse() protected override void OnFalse()
{ {
Close(); Close();
} }
   
protected override void OnHover() protected override void OnHover()
{ {
Open(); Open();
} }
   
protected override void OnHoverOut() protected override void OnHoverOut()
{ {
if (isOn == false) if (IsOn == false)
{ {
Close(); Close();
} }
} }
   
protected override void OnTrue() protected override void OnTrue()
{ {
Open(); Open();
} }
   
/// <summary> /// <summary>
/// Closes the menu. /// Closes the menu.
/// </summary> /// </summary>
private void Close() private void Close()
{ {
if (m_FlightMenu != null) if (m_FlightMenu != null)
{ {
m_FlightMenu.Close(); m_FlightMenu.Close();
} }
else else
{ {
Destroy(m_MenuObject); Destroy(m_MenuObject);
} }
} }
   
/// <summary> /// <summary>
/// Opens the menu. /// Opens the menu.
/// </summary> /// </summary>
private void Open() private void Open()
{ {
// fade menu in if already open // fade menu in if already open
if (m_FlightMenu != null) if (m_FlightMenu != null)
{ {
m_FlightMenu.FadeIn(); m_FlightMenu.FadeIn();
return; return;
} }
   
if (m_MenuPrefab == null || m_MenuObject != null) if (m_MenuPrefab == null || m_MenuObject != null)
{ {
return; return;
} }
   
// create object // create object
m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject; m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject;
if (m_MenuObject == null) if (m_MenuObject == null)
{ {
return; return;
} }
   
// set object as a child of the main canvas // set object as a child of the main canvas
m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform); m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform);
   
// set menu's reference to this object for cross-communication // set menu's reference to this object for cross-communication
m_FlightMenu = m_MenuObject.GetComponent<FlightMenu>(); m_FlightMenu = m_MenuObject.GetComponent<FlightMenu>();
if (m_FlightMenu != null) if (m_FlightMenu != null)
{ {
m_FlightMenu.SetFlightAppLauncher(this); m_FlightMenu.SetFlightAppLauncher(this);
} }
} }
} }
} }
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Assets: Assets:
- Assets/Prefabs/FlightMenuSection.prefab - Assets/Prefabs/FlightMenuSection.prefab
- Assets/Prefabs/FlightMenu.prefab - Assets/Prefabs/FlightMenu.prefab
Dependencies: [] Dependencies: []