Merge remote-tracking branch 'upstream/master' into for105
Merge remote-tracking branch 'upstream/master' into for105

 Binary files /dev/null and b/Assets/Plugins/KerbalEngineer.Unity.dll differ
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using UnityEditor; //
  // 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/>.
  //
   
  using UnityEditor;
using UnityEngine; using UnityEngine;
   
public class BuildAssetBundles : MonoBehaviour public class BuildAssetBundles : MonoBehaviour
{ {
[MenuItem("Assets/Build Asset Bundles")] [MenuItem("Assets/Build Asset Bundles")]
public static void Build() public static void Build()
{ {
BuildPipeline.BuildAssetBundles(Application.dataPath + "/../Output/KerbalEngineer", BuildAssetBundleOptions.UncompressedAssetBundle); BuildPipeline.BuildAssetBundles(Application.dataPath + "/../Output/KerbalEngineer", BuildAssetBundleOptions.UncompressedAssetBundle);
} }
} }
 Binary files /dev/null and b/Assets/Testing/background-editor.png differ
 Binary files /dev/null and b/Assets/Testing/background-flight.png differ
  Added: Asset bundle loading and integration.
Changed: Thermal flux is now correctly indicated in kilowatts. Changed: Thermal flux is now correctly indicated in kilowatts.
  Changed: Complete rewrite of code underpinning the stock toolbar icons.
  Changed: Flight Engineer toolbar menu recreated using Unity UI.
  Changed: Replaced occurances of IMGUI using RenderingManager to use OnGUI directly.
  Fixed: Toggling the 'Control Bar' now appropriately resizes the display stack.
   
1.0.19.4, 12-02-16 1.0.19.4, 12-02-16
Fixed: Only 'STAGE_STACK_FLOW' and 'STAGE_STACK_FLOW_BALANCE' resources include surface mounted parts as fuel targets. Fixed: Only 'STAGE_STACK_FLOW' and 'STAGE_STACK_FLOW_BALANCE' resources include surface mounted parts as fuel targets.
Fixed: Fairing mass being doubled in the VAB (removed workaround for a KSP bug which has been fixed). Fixed: Fairing mass being doubled in the VAB (removed workaround for a KSP bug which has been fixed).
   
1.0.19.3, 09-02-16 1.0.19.3, 09-02-16
Fixed: Fuel cross-feed from surface attached parts. Fixed: Fuel cross-feed from surface attached parts.
   
1.0.19.2, 19-11-15 1.0.19.2, 19-11-15
Rebuild for KSP 1.0.5.1028 silent update. Rebuild for KSP 1.0.5.1028 silent update.
1.0.19.1, 09-11-15 1.0.19.1, 09-11-15
Added: Key binding editor accessible under 'Settings' on the Build Engineer. Added: Key binding editor accessible under 'Settings' on the Build Engineer.
Added: Added current vessel name readout. (antplant) Added: Added current vessel name readout. (antplant)
Added: 'Relative Radial Velocity' and 'Time To Rendezvous' readouts. (itwtx) Added: 'Relative Radial Velocity' and 'Time To Rendezvous' readouts. (itwtx)
Added: Readout help strings. (harryyoung) Added: Readout help strings. (harryyoung)
Changed: The 'Torque' value in the editor is now precise to two decimal places. Changed: The 'Torque' value in the editor is now precise to two decimal places.
Changed: Time formatting reference (Kerbin/Earth) is now based on the in-game setting. Changed: Time formatting reference (Kerbin/Earth) is now based on the in-game setting.
Changed: Eccentric Anomaly, Mean Anomaly and Mean Anomaly At Epoc now display in degrees rather than radians. Changed: Eccentric Anomaly, Mean Anomaly and Mean Anomaly At Epoc now display in degrees rather than radians.
Fixed: Optimised time formatting. (itwtx) Fixed: Optimised time formatting. (itwtx)
Fixed: TimeToAtmosphere checks that the Apoapsis is outside atmosphere. (Kerbas-ad-astra) Fixed: TimeToAtmosphere checks that the Apoapsis is outside atmosphere. (Kerbas-ad-astra)
Fixed: Issue with stage priority flow. Caused Rapier calculations to fail if LF and O are drawn from different tanks. (Padishar) Fixed: Issue with stage priority flow. Caused Rapier calculations to fail if LF and O are drawn from different tanks. (Padishar)
Fixed: Issue with angle to prograde/retrograde calculations on highly inclined orbits. Fixed: Issue with angle to prograde/retrograde calculations on highly inclined orbits.
Fixed: Editor input locks not being reset when a scene change is forced (e.g. via Kerbal Construction Time). Fixed: Editor input locks not being reset when a scene change is forced (e.g. via Kerbal Construction Time).
Fixed: Roll axis readout now shows the correct sign. Fixed: Roll axis readout now shows the correct sign.
Removed: Time Formatter readout as it's not required anymore. Removed: Time Formatter readout as it's not required anymore.
   
1.0.18.0 1.0.18.0
Added: Orbital readouts - "Speed at Periapsis" and "Speed at Apoapsis". (Padishar) Added: Orbital readouts - "Speed at Periapsis" and "Speed at Apoapsis". (Padishar)
Added: Manoeuvre readouts - "Post-burn Apoapsis" and "Post-burn Periapsis". (Padishar) Added: Manoeuvre readouts - "Post-burn Apoapsis" and "Post-burn Periapsis". (Padishar)
Added: Orbital readout - "Time to Atmosphere". Added: Orbital readout - "Time to Atmosphere".
Fixed: Synched the minimum simulation time sliders and stopped them from snapping back after 999ms. (saybur) Fixed: Synched the minimum simulation time sliders and stopped them from snapping back after 999ms. (saybur)
Fixed: Added workaround for the bug in Vessel.horizontalSrfSpeed (Padishar) Fixed: Added workaround for the bug in Vessel.horizontalSrfSpeed (Padishar)
Fixed: Physically insignificant part mass was not being correctly cascaded down through multiple parent parts. Fixed: Physically insignificant part mass was not being correctly cascaded down through multiple parent parts.
Fixed: Intake air demand calculation not working. Fixed: Intake air demand calculation not working.
Fixed: Some build engineer settings labels do not scale with UI size. Fixed: Some build engineer settings labels do not scale with UI size.
   
1.0.17.0 1.0.17.0
Added: 'Mach Number' readout under the 'Surface' category and included it on the default surface HUD. Added: 'Mach Number' readout under the 'Surface' category and included it on the default surface HUD.
Added: Stock sections in the Flight Engineer can now become HUDs. Added: Stock sections in the Flight Engineer can now become HUDs.
Added 'Thermal' readouts category including: Added 'Thermal' readouts category including:
Internal Flux Internal Flux
Convection Flux Convection Flux
Radiation Flux Radiation Flux
Critical Part Name Critical Part Name
Critical Part Temperature Critical Part Temperature
Critical Part Skin Temperature Critical Part Skin Temperature
Critical Part Thermal Percentage of Max Temperature Critical Part Thermal Percentage of Max Temperature
Hottest Part Name Hottest Part Name
Hottest Part Temperature Hottest Part Temperature
Hottest Part Skin Temperature Hottest Part Skin Temperature
Coldest Part Name Coldest Part Name
Coldest Part Temperature Coldest Part Temperature
Coldest Part Skin Temperature Coldest Part Skin Temperature
   
Changed: Mach on the Build Engineer now accurate to 2 decimal places. Changed: Mach on the Build Engineer now accurate to 2 decimal places.
Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present. Changed: Max mach in the Build Engineer defaults to 1.00 even when no jet engines are present.
Changed: Increased eccentricity readout to 5 decimal places. Changed: Increased eccentricity readout to 5 decimal places.
Changed: Implemented Sarbian's object pooling. Changed: Implemented Sarbian's object pooling.
Changed: The default selected body is now assigned via 'Planitarium.Home'. Changed: The default selected body is now assigned via 'Planitarium.Home'.
Changed: HUDs to clamp fully inside the screen instead of allowing them to run off the edge by a certain amount. Changed: HUDs to clamp fully inside the screen instead of allowing them to run off the edge by a certain amount.
Fixed: Physically insignificant part mass is now associated with the parent part. Fixed: Physically insignificant part mass is now associated with the parent part.
Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation. Fixed: Longitude and Latitude readouts now use a KER formatter instead of Squad's incorrect implementation.
Fixed: Possible null reference in the Rendezvous Processor. Fixed: Possible null reference in the Rendezvous Processor.
Fixed: Fairing mass issues introduced with regards to simulation changes. Fixed: Fairing mass issues introduced with regards to simulation changes.
Fixed: Use of per-propellant fuel flow mode override. Fixed: Use of per-propellant fuel flow mode override.
Fixed: Burn times calculated for jet engines. Fixed: Burn times calculated for jet engines.
Fixed: Thrust issues introduced with Sarbian's simulation alterations. Fixed: Thrust issues introduced with Sarbian's simulation alterations.
Fixed: Issue where HUDs positioned close to the top/bottom of the screen could be pushed out of position. Fixed: Issue where HUDs positioned close to the top/bottom of the screen could be pushed out of position.
   
1.0.16.6, 02-05-15 1.0.16.6, 02-05-15
Fixed: Separately staged fairing mass jettisons are now calculated in the editor. Fixed: Separately staged fairing mass jettisons are now calculated in the editor.
   
1.0.16.5, 02-05-2015 1.0.16.5, 02-05-2015
Fixed: Delta-V not being correctly calculated. Fixed: Delta-V not being correctly calculated.
Changed: Editor locking now uses the InputLockManager. Changed: Editor locking now uses the InputLockManager.
   
1.0.16.4, 01-05-2015 1.0.16.4, 01-05-2015
Fixed: Physically insignificant part mass is now accounted for. Fixed: Physically insignificant part mass is now accounted for.
Changed: Module mass accounted for as it now makes its way onto the launch pad (e.g. fairings). Changed: Module mass accounted for as it now makes its way onto the launch pad (e.g. fairings).
   
Various optimisations: Various optimisations:
Object pooling. Object pooling.
Removed LINQ expressions. Removed LINQ expressions.
Converted foreach to for loops. Converted foreach to for loops.
   
1.0.16.3, 27-04-2015 1.0.16.3, 27-04-2015
Fixed issue with the toolbar icons not being created. Fixed issue with the toolbar icons not being created.
Removed superfluous 'm/s' on the mach slider in the build engineer. Removed superfluous 'm/s' on the mach slider in the build engineer.
   
1.0.16.2, 27-04-2015 1.0.16.2, 27-04-2015
Changed the atmospheric slider on the build engineer to default to 0km when changing bodies. Changed the atmospheric slider on the build engineer to default to 0km when changing bodies.
   
1.0.16.1, 26-04-2015, KSP Build #828 1.0.16.1, 26-04-2015, KSP Build #828
Merged Sarbian's mach adjustments. Merged Sarbian's mach adjustments.
Fixed bugs relating to thrust and atmosphere/velocity curves. Fixed bugs relating to thrust and atmosphere/velocity curves.
Changed the atmospheric slider on the Build Engineer to work based on altitude. Changed the atmospheric slider on the Build Engineer to work based on altitude.
Changed the atmospheric slider to clamp to the maximum altitude for the selected body. Changed the atmospheric slider to clamp to the maximum altitude for the selected body.
Changed the velocity slider to clamp to the maximum usable mach value for the current vessel. Changed the velocity slider to clamp to the maximum usable mach value for the current vessel.
   
1.0.16.0, 25-04-2015, KSP Build #821 1.0.16.0, 25-04-2015, KSP Build #821
Fixed errors relating to KSP 1.0 update. Fixed errors relating to KSP 1.0 update.
Fixed fuel simulation to account for new thrust system. Fixed fuel simulation to account for new thrust system.
Fixed atmospheric engines to use the new velocity curve. Fixed atmospheric engines to use the new velocity curve.
Fixed atmospheric readouts to work with the new atmospheric model. Fixed atmospheric readouts to work with the new atmospheric model.
   
1.0.15.2, 13-02-2015 1.0.15.2, 13-02-2015
Padishar's Fixes: Padishar's Fixes:
Fixed: Calculation of per-stage resource mass. Fixed: Calculation of per-stage resource mass.
   
1.0.15.1, 13-02-2015 1.0.15.1, 13-02-2015
Rebuild Rebuild
   
1.0.15.0, 08-02-2015 1.0.15.0, 08-02-2015
Padishar's Fixes: Padishar's Fixes:
Added: Support KIDS ISP thrust correction. Added: Support KIDS ISP thrust correction.
Fixed: Log spam for stage priority mode. Fixed: Log spam for stage priority mode.
Fixed: Locked tanks preventing simulation from staging. Fixed: Locked tanks preventing simulation from staging.
Fixed: No flow and all vessel modes to respect flow states. Fixed: No flow and all vessel modes to respect flow states.
   
1.0.14.1, 28-12-2014 1.0.14.1, 28-12-2014
Fixed: Missing texture on the ER-7500 model. Fixed: Missing texture on the ER-7500 model.
   
1.0.14.0, 28-12-2014 1.0.14.0, 28-12-2014
Added: Career mode that limits the Flight Engineer by: Added: Career mode that limits the Flight Engineer by:
- Requiring an Engineer Kerbal of any level, or placement of an Engineer Chip or ER-7500 part. - Requiring an Engineer Kerbal of any level, or placement of an Engineer Chip or ER-7500 part.
- Tracking station level 3 enables Flight Engineer everywhere. - Tracking station level 3 enables Flight Engineer everywhere.
   
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- Mean Anomaly at Epoc - Mean Anomaly at Epoc
   
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- System Time - System Time
   
Added: Editor Overlay Tab's X position is now changable in the BuildOverlay.xml settings file. Added: Editor Overlay Tab's X position is now changable in the BuildOverlay.xml settings file.
Changed: Editor Overlay Tabs start position moved over as to not overlap the parts menu. Changed: Editor Overlay Tabs start position moved over as to not overlap the parts menu.
Fixed: Bug where STAGE_PRIORITY_FLOW resources would not be corrently disabled/enabled. Fixed: Bug where STAGE_PRIORITY_FLOW resources would not be corrently disabled/enabled.
Fixed: Issue with the formatting large Mass and Cost values. Fixed: Issue with the formatting large Mass and Cost values.
Fixed: Error when loading the Engineer7500 part model. Fixed: Error when loading the Engineer7500 part model.
   
1.0.13.1, 16-12-2014 1.0.13.1, 16-12-2014
Fixed: Issue with manoeuvre node readouts and low tier tracking station. Fixed: Issue with manoeuvre node readouts and low tier tracking station.
   
1.0.13.0, 16-12-2014 1.0.13.0, 16-12-2014
Updated for KSP version 0.90 Updated for KSP version 0.90
   
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Heading Rate - Heading Rate
- Pitch Rate - Pitch Rate
- Roll Rate - Roll Rate
   
Changed: Simulation to look for fuel lines that use CModuleFuelLine module. Changed: Simulation to look for fuel lines that use CModuleFuelLine module.
Fixed: Editor Overlay now loads the saved visibility value properly. Fixed: Editor Overlay now loads the saved visibility value properly.
Fixed: Altitude (Terrain) will no longer give a reading below sea level. Fixed: Altitude (Terrain) will no longer give a reading below sea level.
Fixed: Suicide burn now uses radar altitude that clamps to sea level. Fixed: Suicide burn now uses radar altitude that clamps to sea level.
   
1.0.12.0, 01-12-2014 1.0.12.0, 01-12-2014
Added: Setting in Build Engineer to enable/disable vectored thrust calculations. Added: Setting in Build Engineer to enable/disable vectored thrust calculations.
Added: Thrust torque field in Build Engineer (courtesy of mic_e). Added: Thrust torque field in Build Engineer (courtesy of mic_e).
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Thrust Offset Angle (courtesy of mic_e) - Thrust Offset Angle (courtesy of mic_e)
- Thrust Torque (courtesy of mic_e) - Thrust Torque (courtesy of mic_e)
- Part Count: stage/total - Part Count: stage/total
- Heading - Heading
- Pitch - Pitch
- Roll - Roll
   
Added: New readouts to the surface category: Added: New readouts to the surface category:
- Situation - Situation
   
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- Vectored Thrust Toggle - Vectored Thrust Toggle
   
Fixed: The category selection within the section editors now do not always reset back to 'Orbital'. Fixed: The category selection within the section editors now do not always reset back to 'Orbital'.
Fixed: Issue where the vessel simulation can sometimes permanently freeze. Fixed: Issue where the vessel simulation can sometimes permanently freeze.
Fixed: Issue where the vessel simulation would not show updates when the delay was set lower than the frame rate. Fixed: Issue where the vessel simulation would not show updates when the delay was set lower than the frame rate.
   
1.0.11.3, 11-11-2014 1.0.11.3, 11-11-2014
Changed: Gravity measurements for Isp to 9.82. Changed: Gravity measurements for Isp to 9.82.
   
1.0.11.2, 10-11-2014 1.0.11.2, 10-11-2014
Changed: Gravity measurements for Isp calculations from 9.81 to 9.8066 for accuracy. Changed: Gravity measurements for Isp calculations from 9.81 to 9.8066 for accuracy.
Changed: Manoeuvre node burn times are now more accurate. Changed: Manoeuvre node burn times are now more accurate.
Fixed: Bug in the manoeuvre node burn time calculations where it was not averaging acceleration correctly. Fixed: Bug in the manoeuvre node burn time calculations where it was not averaging acceleration correctly.
   
1.0.11.1, 07-11-2014 1.0.11.1, 07-11-2014
Changed: Build Engineer now shows stage part count as well as total. Changed: Build Engineer now shows stage part count as well as total.
Changed: Build Overlay Vessel tab data: Changed: Build Overlay Vessel tab data:
DeltaV: stage / total DeltaV: stage / total
Mass: stage / total Mass: stage / total
TWR: start (max) <- shows for bottom stage only. TWR: start (max) <- shows for bottom stage only.
Parts: stage / total Parts: stage / total
   
Fixed: Issue with the vessel tab vanishing from the editor. Fixed: Issue with the vessel tab vanishing from the editor.
   
1.0.11.0, 06-11-2014 1.0.11.0, 06-11-2014
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- Current SOI - Current SOI
- Manoeuvre Node DeltaV (Prograde) - Manoeuvre Node DeltaV (Prograde)
- Manoeuvre Node DeltaV (Normal) - Manoeuvre Node DeltaV (Normal)
- Manoeuvre Node DeltaV (Radial) - Manoeuvre Node DeltaV (Radial)
- Manoeuvre Node DeltaV (Total) - Manoeuvre Node DeltaV (Total)
- Manoeuvre Node Burn Time - Manoeuvre Node Burn Time
- Manoeuvre Node Half Burn Time - Manoeuvre Node Half Burn Time
- Manoeuvre Node Angle to Prograde - Manoeuvre Node Angle to Prograde
- Manoeuvre Node Angle to Retrograde - Manoeuvre Node Angle to Retrograde
- Time to Manoeuvre Node - Time to Manoeuvre Node
- Time to Manoeuvre Burn - Time to Manoeuvre Burn
   
Added: Readout help strings by ClassyJakey. Added: Readout help strings by ClassyJakey.
   
Fixed: Issue with separators in HUDs. Fixed: Issue with separators in HUDs.
Fixed: Issue with HUDs with backgrounds that have no displayed lines. Fixed: Issue with HUDs with backgrounds that have no displayed lines.
   
Padishar's Fixes: Padishar's Fixes:
Fixed: Issue with multicouplers when attached to parent by bottom node. Fixed: Issue with multicouplers when attached to parent by bottom node.
Fixed: Issue with sepratrons on solid rocket boosters. Fixed: Issue with sepratrons on solid rocket boosters.
   
1.0.10.0, 19-10-2014 1.0.10.0, 19-10-2014
UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please
delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will
reset the Flight Engineer sections to their default values and enable the new HUD functionality. reset the Flight Engineer sections to their default values and enable the new HUD functionality.
   
Added: New reaouts to the vessel category: Added: New reaouts to the vessel category:
- Suicide Burn Altitude (height above terrain to start burn) - Suicide Burn Altitude (height above terrain to start burn)
- Suicide Burn Distance (distance to suicide burn altitude) - Suicide Burn Distance (distance to suicide burn altitude)
- Suicide Burn DeltaV (velocity change required to zero vertical speed) - Suicide Burn DeltaV (velocity change required to zero vertical speed)
*** F5 for safety and use at your own risk! *** *** F5 for safety and use at your own risk! ***
   
Added: HUD type sections to the Flight Engineer. Added: HUD type sections to the Flight Engineer.
Added: HUD sections can have a smoked background for easy visibility. Added: HUD sections can have a smoked background for easy visibility.
Added: 'Switch to Target' button on the Target Selector readout. Added: 'Switch to Target' button on the Target Selector readout.
Changed: The default installed readouts to reduce new user brain melt. Changed: The default installed readouts to reduce new user brain melt.
Fixed: Flight Engineer not saving its hidden state. Fixed: Flight Engineer not saving its hidden state.
Fixed: Bug in the phase angle calculations. Fixed: Bug in the phase angle calculations.
Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key. Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key.
   
1.0.9.3, 08-10-2014 1.0.9.3, 08-10-2014
Added: Title of the build engineer in compact mode now shows if you are using atmospheric data. Added: Title of the build engineer in compact mode now shows if you are using atmospheric data.
Added: New readout to the surface category: Added: New readout to the surface category:
- Vertical Acceleration - Vertical Acceleration
- Horizontal Acceleration - Horizontal Acceleration
   
Changed: Atmospheric efficiency readout now shows as a percentage. Changed: Atmospheric efficiency readout now shows as a percentage.
Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line. Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line.
Fixed: Bug where the overlays in the editor would stay open outside of parts screen. Fixed: Bug where the overlays in the editor would stay open outside of parts screen.
   
1.0.9.2, 07-10-2014 1.0.9.2, 07-10-2014
Updated for KSP v0.25.0 Updated for KSP v0.25.0
Changed: Prettyfied Latitude and Longitude readouts. Changed: Prettyfied Latitude and Longitude readouts.
Changed: ModuleLandingGear now uses the physical significance flag. Changed: ModuleLandingGear now uses the physical significance flag.
Changed: Updated MiniAVC to 1.0.2.4. Changed: Updated MiniAVC to 1.0.2.4.
   
1.0.9.1, 17-09-2014 1.0.9.1, 17-09-2014
Fixed: Part size bug caused by TweakScale's cost calculator. Fixed: Part size bug caused by TweakScale's cost calculator.
   
1.0.9.0, 15-09-2014 1.0.9.0, 15-09-2014
Added: Build Engineer now also implements the '\' backslash show/hide shortcut. Added: Build Engineer now also implements the '\' backslash show/hide shortcut.
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Current Stage DeltaV - Current Stage DeltaV
- Surface Thrust to Weight Ratio - Surface Thrust to Weight Ratio
   
Added: New editor overlay system. Added: New editor overlay system.
- Sleeker design. - Sleeker design.
- Hover over part information options: - Hover over part information options:
- Name only - Name only
- Middle click to show - Middle click to show
- Always show - Always show
- Slide out overlay displays: - Slide out overlay displays:
- Vessel information - Vessel information
- Resources list - Resources list
   
Fixed: Cost calculation now works with mods implementing IPartCostModifier. Fixed: Cost calculation now works with mods implementing IPartCostModifier.
   
1.0.8.1, 06-09-2014 1.0.8.1, 06-09-2014
Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros. Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros.
   
1.0.8.0, 06-09-2014 1.0.8.0, 06-09-2014
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Usage) - Intake Air (Usage)
   
Added: New readouts to the rendezvous category: Added: New readouts to the rendezvous category:
- Relative Velocity - Relative Velocity
- Relative Speed - Relative Speed
   
Fixed: An issue where deltaV would not be calculated whilst flying. Fixed: An issue where deltaV would not be calculated whilst flying.
Fixed: NullRef whilst loading the in flight Action Menu. Fixed: NullRef whilst loading the in flight Action Menu.
   
1.0.7.1, 02-09-2014 1.0.7.1, 02-09-2014
Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading. Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading.
Changed: Increased Intake Air readout precision to 4 decimal places. Changed: Increased Intake Air readout precision to 4 decimal places.
Fixed: Issue where Intake Air supply was not representative of total supply. Fixed: Issue where Intake Air supply was not representative of total supply.
Fixed: Bug where actual thrust does not reset to zero on deactivated engines. Fixed: Bug where actual thrust does not reset to zero on deactivated engines.
Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix) Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix)
   
1.0.7.0, 01-09-2014 1.0.7.0, 01-09-2014
Added: Part count information to the Build Engineer. Added: Part count information to the Build Engineer.
Added: Reset button to the G-Force readout. Added: Reset button to the G-Force readout.
Added: Preset system to the Flight Engineer. Added: Preset system to the Flight Engineer.
Added: New stock presets: Added: New stock presets:
- Orbital - Orbital
- Surface - Surface
- Vessel - Vessel
- Rendezvous - Rendezvous
   
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- True Anomaly - True Anomaly
- Eccentric Anomaly - Eccentric Anomaly
- Mean Anomaly - Mean Anomaly
- Argument of Periapsis - Argument of Periapsis
- Angle to Prograde - Angle to Prograde
- Angle to Retrograde - Angle to Retrograde
   
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Demand) - Intake Air (Demand)
- Intake Air (Supply) - Intake Air (Supply)
- Intake Air (Supply/Demand) - Intake Air (Supply/Demand)
   
Added: New readouts to the rendezvous category. Added: New readouts to the rendezvous category.
- Semi-major Axis - Semi-major Axis
- Semi-minor Axis - Semi-minor Axis
   
Added: Time formatter which can show time as referenced by any celestial body. Added: Time formatter which can show time as referenced by any celestial body.
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- Time Reference Adjuster - Time Reference Adjuster
   
Changed: Moved Sim Delay readout into the Miscellaneous category. Changed: Moved Sim Delay readout into the Miscellaneous category.
Changed: Updated MiniAVC to v1.0.2.3. Changed: Updated MiniAVC to v1.0.2.3.
Fixed: Issues with large value wrap around in the Flight Engineer. Fixed: Issues with large value wrap around in the Flight Engineer.
Fixed: Bug in the phase angle calculation. Fixed: Bug in the phase angle calculation.
   
1.0.6.0, 23-08-2014 1.0.6.0, 23-08-2014
Added: Time and Angle to equatorial ascending/descending nodes in the orbital display. Added: Time and Angle to equatorial ascending/descending nodes in the orbital display.
Added: Time and Angle to relative ascending/descending nodes in the rendezvous display. Added: Time and Angle to relative ascending/descending nodes in the rendezvous display.
Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings. Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings.
Added: Ability to rename the stock displays in the Flight Engineer. Added: Ability to rename the stock displays in the Flight Engineer.
Changed: Build Engineer is now hidden when not in parts view. Changed: Build Engineer is now hidden when not in parts view.
Changed: Custom display panels will only show in the control bar if an abbreviation is set. Changed: Custom display panels will only show in the control bar if an abbreviation is set.
Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules. Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules.
Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs). Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs).
   
1.0.5.0, 13-08-2014 1.0.5.0, 13-08-2014
Added: Acceleration readout to the Vessel category (current / maximum). Added: Acceleration readout to the Vessel category (current / maximum).
Added: Category library system for the Flight Engineer readouts. Added: Category library system for the Flight Engineer readouts.
Added: Drop-down category selection to better support the new system. Added: Drop-down category selection to better support the new system.
Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish). Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish).
Fixed: Bug with the Build Engineer toolbar button. Fixed: Bug with the Build Engineer toolbar button.
Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button. Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button.
Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2. Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2.
Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running. Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running.
   
1.0.4.0, 12-08-2014 1.0.4.0, 12-08-2014
Added: Better stock toolbar support in the flight engineer. Added: Better stock toolbar support in the flight engineer.
Added: Dynamically generated celestial body library for supporting add-ons that modify the star system. Added: Dynamically generated celestial body library for supporting add-ons that modify the star system.
Changed: Reference bodies are now listed with a nestable menu system. Changed: Reference bodies are now listed with a nestable menu system.
Changed: Extended logging system has been improved. Changed: Extended logging system has been improved.
Changed: Swapped out integrated MiniAVC in place of the official bundle version. Changed: Swapped out integrated MiniAVC in place of the official bundle version.
Changed: Increased general distance precision to 1 decimal place. Changed: Increased general distance precision to 1 decimal place.
Changed: Increased Semi-major/minor axis precision to 3 decimal places. Changed: Increased Semi-major/minor axis precision to 3 decimal places.
Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance. Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance.
   
1.0.3.0, 30-07-2014 1.0.3.0, 30-07-2014
Added: Integrated KSP-AVC support with MiniAVC. Added: Integrated KSP-AVC support with MiniAVC.
Added: Setting to change the simulation delay in the Build Engineer. Added: Setting to change the simulation delay in the Build Engineer.
Added: Setting to enable and disable the build overlay system. Added: Setting to enable and disable the build overlay system.
Added: Burn time to Delta-V readouts. Added: Burn time to Delta-V readouts.
Added: Atmospheric readouts fully support FAR. Added: Atmospheric readouts fully support FAR.
Added: Atmospheric readouts are disabled with NEAR. Added: Atmospheric readouts are disabled with NEAR.
Changed: Force formatting inversely scales decimal precision with value. Changed: Force formatting inversely scales decimal precision with value.
Fixed: Flickering in VAB and Vessel display. Fixed: Flickering in VAB and Vessel display.
Fixed: Bug saving the GUI display size. Fixed: Bug saving the GUI display size.
   
1.0.2.0, 27-07-2014 1.0.2.0, 27-07-2014
Added: Separator readout module under Misc in the Flight Engineer. Added: Separator readout module under Misc in the Flight Engineer.
Added: Adjustable GUI display size. Added: Adjustable GUI display size.
Added: Display size can be adjusted in the Build Engineer settings. Added: Display size can be adjusted in the Build Engineer settings.
Added: Misc readout for adjusting display size in the Flight Engineer. Added: Misc readout for adjusting display size in the Flight Engineer.
Changed: The rendezvous readout for the target's Orbital Period has higher precision. Changed: The rendezvous readout for the target's Orbital Period has higher precision.
Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database. Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database.
Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.) Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.)
Fixed: Compact collapse mode is now saved in the Build Engineer. Fixed: Compact collapse mode is now saved in the Build Engineer.
   
1.0.1.0, 26-07-2014 1.0.1.0, 26-07-2014
Added: Part-less Flight Engineer. Added: Part-less Flight Engineer.
Added: Ability to collapse the Build Engineer into compact mode from left or right. Added: Ability to collapse the Build Engineer into compact mode from left or right.
Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer. Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer.
Added: Biome, Impact Biome and Slope readouts. Added: Biome, Impact Biome and Slope readouts.
Added: Extra logging and exception handling. Added: Extra logging and exception handling.
Added: The original Engineer Chip part. Added: The original Engineer Chip part.
Added: "Show Engineer" toggle on the Flight Engineer toolbar. Added: "Show Engineer" toggle on the Flight Engineer toolbar.
Changed: Extended logging system now also writes to the standard KSP logs. Changed: Extended logging system now also writes to the standard KSP logs.
Changed: Extended logging saves next to the .dll file. Changed: Extended logging saves next to the .dll file.
Changed: ER7500 part has no physical significance. Changed: ER7500 part has no physical significance.
Fixed: ActionMenu and DisplayStack destruction bug. Fixed: ActionMenu and DisplayStack destruction bug.
   
1.0.0.1, 24-07-2014 1.0.0.1, 24-07-2014
Added: Stock toolbar support in the Flight Engineer. Added: Stock toolbar support in the Flight Engineer.
Changed: Orbital Period has higher precision. Changed: Orbital Period has higher precision.
Fixed: Various NullRefs in editor window and overlay. Fixed: Various NullRefs in editor window and overlay.
   
1.0.0.0, 24-07-2014 1.0.0.0, 24-07-2014
Initial release for public testing. Initial release for public testing.
   
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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
  {
  using System;
  using System.Collections;
  using UnityEngine;
 
  [RequireComponent(typeof(CanvasGroup))]
  public class CanvasGroupFader : MonoBehaviour
  {
  private CanvasGroup m_CanvasGroup;
  private IEnumerator m_FadeCoroutine;
 
  public bool IsFading
  {
  get
  {
  return m_FadeCoroutine != null;
  }
  }
 
  /// <summary>
  /// Fades the canvas group to a specified alpha using the supplied blocking state during fade with optional callback.
  /// </summary>
  public void FadeTo(float alpha, float duration, Action callback = null)
  {
  if (m_CanvasGroup == null)
  {
  return;
  }
 
  Fade(m_CanvasGroup.alpha, alpha, duration, callback);
  }
 
  /// <summary>
  /// Sets the alpha value of the canvas group.
  /// </summary>
  public void SetAlpha(float alpha)
  {
  if (m_CanvasGroup == null)
  {
  return;
  }
 
  alpha = Mathf.Clamp01(alpha);
  m_CanvasGroup.alpha = alpha;
  }
 
  protected virtual void Awake()
  {
  // cache components
  m_CanvasGroup = GetComponent<CanvasGroup>();
  }
 
  /// <summary>
  /// Starts a fade from one alpha value to another with callback.
  /// </summary>
  private void Fade(float from, float to, float duration, Action callback)
  {
  if (m_FadeCoroutine != null)
  {
  StopCoroutine(m_FadeCoroutine);
  }
 
  m_FadeCoroutine = FadeCoroutine(from, to, duration, callback);
  StartCoroutine(m_FadeCoroutine);
  }
 
  /// <summary>
  /// Coroutine that handles the fading.
  /// </summary>
  private IEnumerator FadeCoroutine(float from, float to, float duration, Action callback)
  {
  // wait for end of frame so that only the last call to fade that frame is honoured.
  yield return new WaitForEndOfFrame();
 
  float progress = 0.0f;
 
  while (progress <= 1.0f)
  {
  progress += Time.deltaTime / duration;
  SetAlpha(Mathf.Lerp(from, to, progress));
  yield return null;
  }
 
  print(m_CanvasGroup.alpha);
  callback?.Invoke();
 
  m_FadeCoroutine = null;
  }
  }
  }
  //
  // 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 System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.EventSystems;
  using UnityEngine.UI;
 
  [RequireComponent(typeof(RectTransform))]
  public class FlightMenu : CanvasGroupFader, IPointerEnterHandler, IPointerExitHandler
  {
  [SerializeField]
  private Toggle m_ShowEngineerToggle = null;
 
  [SerializeField]
  private Toggle m_ControlBarToggle = null;
 
  [SerializeField]
  private GameObject m_MenuSectionPrefab = null;
 
  [SerializeField]
  private Transform m_SectionsTransform = null;
 
  [SerializeField]
  private float m_FastFadeDuration = 0.2f;
 
  [SerializeField]
  private float m_SlowFadeDuration = 1.0f;
 
  private IFlightAppLauncher m_FlightAppLauncher;
  private RectTransform m_RectTransform;
 
  public void OnPointerEnter(PointerEventData eventData)
  {
  FadeIn();
  }
 
  public void OnPointerExit(PointerEventData eventData)
  {
  // slow-fade out if the application launcher button is off
  if (m_FlightAppLauncher != null && m_FlightAppLauncher.IsOn == false)
  {
  FadeTo(0.0f, m_SlowFadeDuration, Destroy);
  }
  }
 
  /// <summary>
  /// Fades out and destroys the menu.
  /// </summary>
  public void Close()
  {
  FadeTo(0.0f, m_FastFadeDuration, Destroy);
  }
 
  /// <summary>
  /// Fades in the menu.
  /// </summary>
  public void FadeIn()
  {
  FadeTo(1.0f, m_FastFadeDuration);
  }
 
  /// <summary>
  /// Creates a new custom section.
  /// </summary>
  public void NewCustomSection()
  {
  if (m_FlightAppLauncher != null)
  {
  CreateSectionControl(m_FlightAppLauncher.NewCustomSection());
  }
  }
 
  /// <summary>
  /// Sets the control bar visiblity.
  /// </summary>
  public void SetControlBarVisible(bool visible)
  {
  if (m_FlightAppLauncher != null)
  {
  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>
  /// Sets a reference to the flight app launcher object.
  /// </summary>
  public void SetFlightAppLauncher(IFlightAppLauncher flightAppLauncher)
  {
  if (flightAppLauncher == null)
  {
  return;
  }
 
  m_FlightAppLauncher = flightAppLauncher;
 
  // create section controls
  CreateSectionControls(m_FlightAppLauncher.GetStockSections());
  CreateSectionControls(m_FlightAppLauncher.GetCustomSections());
  }
 
  protected override void Awake()
  {
  base.Awake();
 
  // cache components
  m_RectTransform = GetComponent<RectTransform>();
  }
 
  protected virtual void Start()
  {
  // set starting alpha to zero and fade in
  SetAlpha(0.0f);
  FadeIn();
  }
 
  protected virtual void Update()
  {
  if (m_FlightAppLauncher == null)
  {
  return;
  }
 
  // set toggle states to match the actual states
  SetToggle(m_ShowEngineerToggle, m_FlightAppLauncher.IsDisplayStackVisible);
  SetToggle(m_ControlBarToggle, m_FlightAppLauncher.IsControlBarVisible);
 
  // update anchor position
  if (m_RectTransform != null)
  {
  m_RectTransform.position = m_FlightAppLauncher.GetAnchor();
  m_FlightAppLauncher.ClampToScreen(m_RectTransform);
  }
  }
 
  /// <summary>
  /// Sets a given toggle to the specified state with null checking.
  /// </summary>
  private static void SetToggle(Toggle toggle, bool state)
  {
  if (toggle != null)
  {
  toggle.isOn = state;
  }
  }
 
  /// <summary>
  /// Creates a menu section control.
  /// </summary>
  private void CreateSectionControl(ISectionModule section)
  {
  GameObject menuSectionObject = Instantiate(m_MenuSectionPrefab);
  if (menuSectionObject != null)
  {
  menuSectionObject.transform.SetParent(m_SectionsTransform, false);
 
  FlightMenuSection menuSection = menuSectionObject.GetComponent<FlightMenuSection>();
  if (menuSection != null)
  {
  menuSection.SetAssignedSection(section);
  }
  }
  }
 
  /// <summary>
  /// Creates a list of section controls from a given list of sections.
  /// </summary>
  private void CreateSectionControls(IList<ISectionModule> sections)
  {
  if (sections == null || m_MenuSectionPrefab == null || m_SectionsTransform == null)
  {
  return;
  }
 
  for (int i = 0; i < sections.Count; i++)
  {
  ISectionModule section = sections[i];
  if (section != null)
  {
  CreateSectionControl(section);
  }
  }
  }
 
  /// <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);
  }
  }
  }
  //
  // 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 UnityEngine;
  using UnityEngine.UI;
 
  public class FlightMenuSection : MonoBehaviour
  {
  [SerializeField]
  private Toggle m_DisplayToggle = null;
 
  [SerializeField]
  private Text m_DisplayText = null;
 
  [SerializeField]
  private Toggle m_EditToggle = null;
 
  private ISectionModule m_Section;
 
  /// <summary>
  /// Gets or sets the section's editor visibility.
  /// </summary>
  public bool IsEditorVisible
  {
  get
  {
  if (m_EditToggle != null)
  {
  return m_EditToggle.isOn;
  }
 
  return true;
  }
  set
  {
  if (m_EditToggle != null)
  {
  m_EditToggle.isOn = value;
  }
  }
  }
 
  /// <summary>
  /// Sets the assigned section to be handled by the menu object.
  /// </summary>
  public void SetAssignedSection(ISectionModule section)
  {
  if (section == null)
  {
  return;
  }
 
  m_Section = section;
  }
 
  /// <summary>
  /// Sets the section's display visibility.
  /// </summary>
  public void SetDisplayVisible(bool visible)
  {
  if (m_Section != null)
  {
  m_Section.IsVisible = visible;
  }
  }
 
  /// <summary>
  /// Sets the section's editor visibility.
  /// </summary>
  public void SetEditorVisible(bool visible)
  {
  if (m_Section != null)
  {
  m_Section.IsEditorVisible = visible;
  }
  }
 
  protected virtual void Update()
  {
  UpdateControls();
  }
 
  /// <summary>
  /// Updates the menu section's controls.
  /// </summary>
  private void UpdateControls()
  {
  if (m_Section == null || m_Section.IsDeleted)
  {
  Destroy(gameObject);
  return;
  }
 
  // display visible
  if (m_DisplayToggle != null)
  {
  m_DisplayToggle.isOn = m_Section.IsVisible;
  }
 
  // display name
  if (m_DisplayText != null)
  {
  m_DisplayText.text = m_Section.Name.ToUpperInvariant();
  }
 
  // editor visible
  if (m_EditToggle != null)
  {
  m_EditToggle.isOn = m_Section.IsEditorVisible;
  }
  }
  }
  }
  //
  // 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 System.Collections.Generic;
  using UnityEngine;
 
  public interface IFlightAppLauncher
  {
  bool IsControlBarVisible { get; set; }
 
  bool IsDisplayStackVisible { get; set; }
 
  bool IsOn { get; }
 
  void ClampToScreen(RectTransform rectTransform);
 
  Vector3 GetAnchor();
 
  IList<ISectionModule> GetCustomSections();
 
  IList<ISectionModule> GetStockSections();
 
  ISectionModule NewCustomSection();
  }
  }
  //
  // 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
  {
  public interface ISectionModule
  {
  bool IsDeleted { get; }
 
  bool IsEditorVisible { get; set; }
 
  bool IsVisible { get; set; }
 
  string Name { get; }
  }
  }
  <?xml version="1.0" encoding="utf-8"?>
  <Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
  <PropertyGroup>
  <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
  <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
  <ProjectGuid>{5387BB1E-32B1-4BAC-B03F-100570B9554C}</ProjectGuid>
  <OutputType>Library</OutputType>
  <AppDesignerFolder>Properties</AppDesignerFolder>
  <RootNamespace>KerbalEngineer.Unity</RootNamespace>
  <AssemblyName>KerbalEngineer.Unity</AssemblyName>
  <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
  <FileAlignment>512</FileAlignment>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
  <DebugSymbols>true</DebugSymbols>
  <DebugType>full</DebugType>
  <Optimize>false</Optimize>
  <OutputPath>bin\Debug\</OutputPath>
  <DefineConstants>DEBUG;TRACE</DefineConstants>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
  <DebugType>none</DebugType>
  <Optimize>true</Optimize>
  <OutputPath>..\Output\KerbalEngineer\</OutputPath>
  <DefineConstants>
  </DefineConstants>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  </PropertyGroup>
  <ItemGroup>
  <Compile Include="CanvasGroupFader.cs" />
  <Compile Include="Flight\FlightMenu.cs" />
  <Compile Include="Flight\FlightMenuSection.cs" />
  <Compile Include="Flight\IFlightAppLauncher.cs" />
  <Compile Include="Flight\ISectionModule.cs" />
  <Compile Include="Properties\AssemblyInfo.cs" />
  </ItemGroup>
  <ItemGroup>
  <Reference Include="System">
  <HintPath>..\..\game\KSP_Data\Managed\System.dll</HintPath>
  <Private>False</Private>
  </Reference>
  <Reference Include="UnityEngine">
  <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.dll</HintPath>
  <Private>False</Private>
  </Reference>
  <Reference Include="UnityEngine.UI">
  <HintPath>..\..\game\KSP_Data\Managed\UnityEngine.UI.dll</HintPath>
  <Private>False</Private>
  </Reference>
  </ItemGroup>
  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
  <PropertyGroup>
  <PostBuildEvent>copy "$(TargetPath)" "$(SolutionDir)Assets\Plugins" /Y</PostBuildEvent>
  </PropertyGroup>
  <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
  Other similar extension points exist, see Microsoft.Common.targets.
  <Target Name="BeforeBuild">
  </Target>
  <Target Name="AfterBuild">
  </Target>
  -->
  </Project>
  using System.Reflection;
  using System.Runtime.InteropServices;
 
  [assembly: AssemblyTitle("KerbalEngineer.Unity")]
  [assembly: AssemblyProduct("KerbalEngineer.Unity")]
  [assembly: AssemblyCopyright("Copyright © CYBUTEK 2016")]
  [assembly: ComVisible(false)]
  [assembly: Guid("5387bb1e-32b1-4bac-b03f-100570b9554c")]
  [assembly: AssemblyVersion("1.0.0.0")]
  [assembly: AssemblyFileVersion("1.0.0.0")]
 
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2015 # Visual Studio 2015
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.CSharp.Editor", "KerbalEngineer.CSharp.Editor.csproj", "{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.CSharp.Editor", "KerbalEngineer.CSharp.Editor.csproj", "{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer", "KerbalEngineer\KerbalEngineer.csproj", "{39806613-E0B7-46E0-89A6-A569EC538CBB}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer", "KerbalEngineer\KerbalEngineer.csproj", "{39806613-E0B7-46E0-89A6-A569EC538CBB}"
  EndProject
  Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.Unity", "KerbalEngineer.Unity\KerbalEngineer.Unity.csproj", "{5387BB1E-32B1-4BAC-B03F-100570B9554C}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.Build.0 = Debug|Any CPU {D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Debug|Any CPU.Build.0 = Debug|Any CPU
{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.ActiveCfg = Release|Any CPU {D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.ActiveCfg = Release|Any CPU
{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.Build.0 = Release|Any CPU {D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}.Release|Any CPU.Build.0 = Release|Any CPU
{39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.Build.0 = Debug|Any CPU {39806613-E0B7-46E0-89A6-A569EC538CBB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.ActiveCfg = Release|Any CPU {39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.Build.0 = Release|Any CPU {39806613-E0B7-46E0-89A6-A569EC538CBB}.Release|Any CPU.Build.0 = Release|Any CPU
  {5387BB1E-32B1-4BAC-B03F-100570B9554C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
  {5387BB1E-32B1-4BAC-B03F-100570B9554C}.Debug|Any CPU.Build.0 = Debug|Any CPU
  {5387BB1E-32B1-4BAC-B03F-100570B9554C}.Release|Any CPU.ActiveCfg = Release|Any CPU
  {5387BB1E-32B1-4BAC-B03F-100570B9554C}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal
   
// //
// 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 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.
  /// </summary>
  public Vector3 GetAnchor()
  {
  if (m_Button == null)
  {
  return Vector3.zero;
  }
   
  Vector3 anchor = m_Button.GetAnchor();
   
  anchor.x -= 3.0f;
   
  return anchor;
  }
   
  /// <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.SetFalse();
  }
  }
   
  /// <summary>
  /// Enables and sets the button to on.
  /// </summary>
  public void SetOn()
  {
  Enable();
   
  if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)
  {
m_Button.SetTrue(); m_Button.SetTrue();
} }
} }
   
/// <summary>  
/// Enables and sets the button to on.  
/// </summary>  
public void SetOn()  
{  
Enable();  
   
if (m_Button != null && m_Button.toggleButton.CurrentState != UIRadioButton.State.True)  
{  
m_Button.SetTrue();  
}  
}  
   
protected virtual void Awake() protected virtual void Awake()
{ {
  // cache icon texture
  if (m_IconTexture == null && AssetBundleLoader.Images != null)
  {
  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)
{ {
Texture iconTexture = GameDatabase.Instance.GetTexture("KerbalEngineer/Textures/ToolbarIcon", false); 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, 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();
} }
} }
} }
namespace KerbalEngineer //
  // 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
{ {
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) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight namespace KerbalEngineer.Flight
{ {
using KSP.UI.Screens; using KSP.UI.Screens;
   
/// <summary> /// <summary>
/// Graphical controller for section interaction in the form of a menu system. /// Graphical controller for section interaction in the form of a menu system.
/// </summary> /// </summary>
[KSPAddon(KSPAddon.Startup.Flight, false)] //[KSPAddon(KSPAddon.Startup.Flight, false)]
public class ActionMenu : MonoBehaviour public class ActionMenu : MonoBehaviour
{ {
#region Fields #region Fields
   
private ActionMenuGui actionMenuGui; private ActionMenuGui actionMenuGui;
private ApplicationLauncherButton button; private ApplicationLauncherButton button;
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
protected void Awake() protected void Awake()
{ {
try try
{ {
GameEvents.onGUIApplicationLauncherReady.Add(this.OnGuiAppLauncherReady); GameEvents.onGUIApplicationLauncherReady.Add(this.OnGuiAppLauncherReady);
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
Logger.Log("ActionMenu was created."); Logger.Log("ActionMenu was created.");
} }
   
protected void Start() protected void Start()
{ {
if (button == null) if (button == null)
{ {
OnGuiAppLauncherReady(); OnGuiAppLauncherReady();
} }
} }
   
protected void OnDestroy() protected void OnDestroy()
{ {
try try
{ {
GameEvents.onGUIApplicationLauncherReady.Remove(this.OnGuiAppLauncherReady); GameEvents.onGUIApplicationLauncherReady.Remove(this.OnGuiAppLauncherReady);
GameEvents.onHideUI.Remove(this.OnHide); GameEvents.onHideUI.Remove(this.OnHide);
GameEvents.onShowUI.Remove(this.OnShow); GameEvents.onShowUI.Remove(this.OnShow);
if (button != null) if (button != null)
{ {
ApplicationLauncher.Instance.RemoveModApplication(this.button); ApplicationLauncher.Instance.RemoveModApplication(this.button);
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
Logger.Log("ActionMenu was destroyed."); Logger.Log("ActionMenu was destroyed.");
} }
   
protected void Update() protected void Update()
{ {
try try
{ {
if (this.button == null) if (this.button == null)
{ {
return; return;
} }
if (FlightEngineerCore.IsDisplayable && this.button.toggleButton.Interactable == false) if (FlightEngineerCore.IsDisplayable && this.button.toggleButton.Interactable == false)
{ {
this.button.Enable(); this.button.Enable();
} }
else if (!FlightEngineerCore.IsDisplayable && this.button.toggleButton.Interactable) else if (!FlightEngineerCore.IsDisplayable && this.button.toggleButton.Interactable)
{ {
this.button.Disable(); this.button.Disable();
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
private void OnFalse() private void OnFalse()
{ {
try try
{ {
this.actionMenuGui.enabled = false; this.actionMenuGui.enabled = false;
this.actionMenuGui.StayOpen = false; this.actionMenuGui.StayOpen = false;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnGuiAppLauncherReady() private void OnGuiAppLauncherReady()
{ {
try try
{ {
this.button = ApplicationLauncher.Instance.AddModApplication( this.button = ApplicationLauncher.Instance.AddModApplication(
this.OnTrue, this.OnTrue,
this.OnFalse, this.OnFalse,
this.OnHover, this.OnHover,
this.OnHoverOut, this.OnHoverOut,
null, null,
null, null,
ApplicationLauncher.AppScenes.ALWAYS, ApplicationLauncher.AppScenes.ALWAYS,
GameDatabase.Instance.GetTexture("KerbalEngineer/Textures/ToolbarIcon", false)); GameDatabase.Instance.GetTexture("KerbalEngineer/Textures/ToolbarIcon", false));
this.actionMenuGui = this.button.gameObject.AddComponent<ActionMenuGui>(); this.actionMenuGui = this.button.gameObject.AddComponent<ActionMenuGui>();
this.actionMenuGui.transform.parent = this.button.transform; this.actionMenuGui.transform.parent = this.button.transform;
ApplicationLauncher.Instance.EnableMutuallyExclusive(this.button); ApplicationLauncher.Instance.EnableMutuallyExclusive(this.button);
GameEvents.onHideUI.Add(this.OnHide); GameEvents.onHideUI.Add(this.OnHide);
GameEvents.onShowUI.Add(this.OnShow); GameEvents.onShowUI.Add(this.OnShow);
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnHide() private void OnHide()
{ {
try try
{ {
this.actionMenuGui.Hidden = true; this.actionMenuGui.Hidden = true;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnHover() private void OnHover()
{ {
try try
{ {
this.actionMenuGui.enabled = true; this.actionMenuGui.enabled = true;
this.actionMenuGui.Hovering = true; this.actionMenuGui.Hovering = true;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnHoverOut() private void OnHoverOut()
{ {
try try
{ {
this.actionMenuGui.Hovering = false; this.actionMenuGui.Hovering = false;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnShow() private void OnShow()
{ {
try try
{ {
this.actionMenuGui.Hidden = false; this.actionMenuGui.Hidden = false;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
private void OnTrue() private void OnTrue()
{ {
try try
{ {
this.actionMenuGui.enabled = true; this.actionMenuGui.enabled = true;
this.actionMenuGui.StayOpen = true; this.actionMenuGui.StayOpen = true;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Flight.Sections; using KerbalEngineer.Flight.Sections;
using KerbalEngineer.Settings; using KerbalEngineer.Settings;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight namespace KerbalEngineer.Flight
{ {
using KeyBinding; using KeyBinding;
using Upgradeables; using Upgradeables;
   
/// <summary> /// <summary>
/// Graphical controller for displaying stacked sections. /// Graphical controller for displaying stacked sections.
/// </summary> /// </summary>
[KSPAddon(KSPAddon.Startup.Flight, false)] [KSPAddon(KSPAddon.Startup.Flight, false)]
public class DisplayStack : MonoBehaviour public class DisplayStack : MonoBehaviour
{ {
#region Fields #region Fields
   
private GUIStyle buttonStyle; private GUIStyle buttonStyle;
private int numberOfStackSections; private int numberOfStackSections;
private bool resizeRequested; private bool resizeRequested;
private bool showControlBar = true; private bool showControlBar = true;
private GUIStyle titleStyle; private GUIStyle titleStyle;
private int windowId; private int windowId;
private Rect windowPosition; private Rect windowPosition;
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets the current instance of the DisplayStack. /// Gets the current instance of the DisplayStack.
/// </summary> /// </summary>
public static DisplayStack Instance { get; private set; } public static DisplayStack Instance { get; private set; }
   
public bool Hidden { get; set; } public bool Hidden { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the visibility of the control bar. /// Gets and sets the visibility of the control bar.
/// </summary> /// </summary>
public bool ShowControlBar public bool ShowControlBar
{ {
get { return this.showControlBar; } get { return this.showControlBar; }
set { this.showControlBar = value; } set
  {
  if (showControlBar != value)
  {
  this.showControlBar = value;
  RequestResize();
  }
  }
} }
   
#endregion #endregion
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Request that the display stack's size is reset in the next draw call. /// Request that the display stack's size is reset in the next draw call.
/// </summary> /// </summary>
public void RequestResize() public void RequestResize()
{ {
this.resizeRequested = true; this.resizeRequested = true;
} }
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
/// <summary> /// <summary>
/// Sets the instance to this object. /// Sets the instance to this object.
/// </summary> /// </summary>
protected void Awake() protected void Awake()
{ {
try try
{ {
if (Instance == null) if (Instance == null)
{ {
Instance = this; Instance = this;
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
Logger.Log("ActionMenu->Awake"); Logger.Log("ActionMenu->Awake");
} }
else else
{ {
Destroy(this); Destroy(this);
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Runs when the object is destroyed. /// Runs when the object is destroyed.
/// </summary> /// </summary>
protected void OnDestroy() protected void OnDestroy()
{ {
try try
{ {
this.Save(); this.Save();
RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);  
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
Logger.Log("ActionMenu->OnDestroy"); Logger.Log("ActionMenu->OnDestroy");
} }
   
/// <summary> /// <summary>
/// Initialises the object's state on creation. /// Initialises the object's state on creation.
/// </summary> /// </summary>
protected void Start() protected void Start()
{ {
try try
{ {
this.windowId = this.GetHashCode(); this.windowId = this.GetHashCode();
this.InitialiseStyles(); this.InitialiseStyles();
this.Load(); this.Load();
RenderingManager.AddToPostDrawQueue(0, this.Draw);  
Logger.Log("ActionMenu->Start"); Logger.Log("ActionMenu->Start");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
protected void Update() protected void Update()
{ {
try try
{ {
if (!FlightEngineerCore.IsDisplayable) if (!FlightEngineerCore.IsDisplayable)
{ {
return; return;
} }
   
if (Input.GetKeyDown(KeyBinder.FlightShowHide)) if (Input.GetKeyDown(KeyBinder.FlightShowHide))
{ {
this.Hidden = !this.Hidden; this.Hidden = !this.Hidden;
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Called to draw the display stack when the UI is enabled. /// Called to draw the display stack when the UI is enabled.
/// </summary> /// </summary>
private void Draw() private void OnGUI()
{ {
try try
{ {
if (!FlightEngineerCore.IsDisplayable) if (!FlightEngineerCore.IsDisplayable)
{ {
return; return;
} }
   
if (this.resizeRequested || this.numberOfStackSections != SectionLibrary.NumberOfStackSections) if (this.resizeRequested || this.numberOfStackSections != SectionLibrary.NumberOfStackSections)
{ {
this.numberOfStackSections = SectionLibrary.NumberOfStackSections; this.numberOfStackSections = SectionLibrary.NumberOfStackSections;
this.windowPosition.width = 0; this.windowPosition.width = 0;
this.windowPosition.height = 0; this.windowPosition.height = 0;
this.resizeRequested = false; this.resizeRequested = false;
} }
   
if (!this.Hidden && (SectionLibrary.NumberOfStackSections > 0 || this.ShowControlBar)) if (!this.Hidden && (SectionLibrary.NumberOfStackSections > 0 || this.ShowControlBar))
{ {
var shouldCentre = this.windowPosition.min == Vector2.zero; var shouldCentre = this.windowPosition.min == Vector2.zero;
GUI.skin = null; GUI.skin = null;
this.windowPosition = GUILayout.Window(this.windowId, this.windowPosition, this.Window, string.Empty, this.windowStyle).ClampToScreen(); this.windowPosition = GUILayout.Window(this.windowId, this.windowPosition, this.Window, string.Empty, this.windowStyle).ClampToScreen();
if (shouldCentre) if (shouldCentre)
{ {
this.windowPosition.center = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f); this.windowPosition.center = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
} }
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Draws the control bar. /// Draws the control bar.
/// </summary> /// </summary>
private void DrawControlBar() private void DrawControlBar()
{ {
GUILayout.Label("FLIGHT ENGINEER " + EngineerGlobals.ASSEMBLY_VERSION, this.titleStyle); GUILayout.Label("FLIGHT ENGINEER " + EngineerGlobals.ASSEMBLY_VERSION, this.titleStyle);
   
this.DrawControlBarButtons(SectionLibrary.StockSections); this.DrawControlBarButtons(SectionLibrary.StockSections);
this.DrawControlBarButtons(SectionLibrary.CustomSections); this.DrawControlBarButtons(SectionLibrary.CustomSections);
} }
   
/// <summary> /// <summary>
/// Draws a button list for a set of sections. /// Draws a button list for a set of sections.
/// </summary> /// </summary>
private void DrawControlBarButtons(IEnumerable<SectionModule> sections) private void DrawControlBarButtons(IEnumerable<SectionModule> sections)
{ {
var index = 0; var index = 0;
foreach (var section in sections.Where(s => !string.IsNullOrEmpty(s.Abbreviation) || !s.IsCustom)) foreach (var section in sections.Where(s => !string.IsNullOrEmpty(s.Abbreviation) || !s.IsCustom))
{ {
if (index % 4 == 0) if (index % 4 == 0)
{ {
if (index > 0) if (index > 0)
{ {
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
} }
section.IsVisible = GUILayout.Toggle(section.IsVisible, section.Abbreviation.ToUpper(), this.buttonStyle); section.IsVisible = GUILayout.Toggle(section.IsVisible, section.Abbreviation.ToUpper(), this.buttonStyle);
index++; index++;
} }
if (index > 0) if (index > 0)
{ {
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
} }
   
/// <summary> /// <summary>
/// Draws a list of sections. /// Draws a list of sections.
/// </summary> /// </summary>
private void DrawSections(IEnumerable<SectionModule> sections) private void DrawSections(IEnumerable<SectionModule> sections)
{ {
foreach (var section in sections) foreach (var section in sections)
{ {
if (!section.IsFloating) if (!section.IsFloating)
{ {
section.Draw(); section.Draw();
} }
} }
} }
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.windowStyle = new GUIStyle(HighLogic.Skin.window) this.windowStyle = new GUIStyle(HighLogic.Skin.window)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 0, 5) padding = new RectOffset(5, 5, 0, 5)
}; };
   
this.titleStyle = new GUIStyle(HighLogic.Skin.label) this.titleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
margin = new RectOffset(0, 0, 5, 3), margin = new RectOffset(0, 0, 5, 3),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(13 * GuiDisplaySize.Offset), fontSize = (int)(13 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true stretchWidth = true
}; };
   
this.buttonStyle = new GUIStyle(HighLogic.Skin.button) this.buttonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedWidth = 60.0f * GuiDisplaySize.Offset, fixedWidth = 60.0f * GuiDisplaySize.Offset,
fixedHeight = 25.0f * GuiDisplaySize.Offset, fixedHeight = 25.0f * GuiDisplaySize.Offset,
}; };
} }
   
/// <summary> /// <summary>
/// Load the stack's state. /// Load the stack's state.
/// </summary> /// </summary>
private void Load() private void Load()
{ {
try try
{ {
var handler = SettingHandler.Load("DisplayStack.xml"); var handler = SettingHandler.Load("DisplayStack.xml");
this.Hidden = handler.Get("hidden", this.Hidden); this.Hidden = handler.Get("hidden", this.Hidden);
this.ShowControlBar = handler.Get("showControlBar", this.ShowControlBar); this.ShowControlBar = handler.Get("showControlBar", this.ShowControlBar);
this.windowPosition.x = handler.Get("windowPositionX", this.windowPosition.x); this.windowPosition.x = handler.Get("windowPositionX", this.windowPosition.x);
this.windowPosition.y = handler.Get("windowPositionY", this.windowPosition.y); this.windowPosition.y = handler.Get("windowPositionY", this.windowPosition.y);
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "DisplayStack->Load"); Logger.Exception(ex, "DisplayStack->Load");
} }
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
this.RequestResize(); this.RequestResize();
} }
   
/// <summary> /// <summary>
/// Saves the stack's state. /// Saves the stack's state.
/// </summary> /// </summary>
private void Save() private void Save()
{ {
try try
{ {
var handler = new SettingHandler(); var handler = new SettingHandler();
handler.Set("hidden", this.Hidden); handler.Set("hidden", this.Hidden);
handler.Set("showControlBar", this.ShowControlBar); handler.Set("showControlBar", this.ShowControlBar);
handler.Set("windowPositionX", this.windowPosition.x); handler.Set("windowPositionX", this.windowPosition.x);
handler.Set("windowPositionY", this.windowPosition.y); handler.Set("windowPositionY", this.windowPosition.y);
handler.Save("DisplayStack.xml"); handler.Save("DisplayStack.xml");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "DisplayStack->Save"); Logger.Exception(ex, "DisplayStack->Save");
} }
} }
   
/// <summary> /// <summary>
/// Draws the display stack window. /// Draws the display stack window.
/// </summary> /// </summary>
private void Window(int windowId) private void Window(int windowId)
{ {
try try
{ {
if (this.ShowControlBar) if (this.ShowControlBar)
{ {
this.DrawControlBar(); this.DrawControlBar();
} }
   
if (SectionLibrary.NumberOfStackSections > 0) if (SectionLibrary.NumberOfStackSections > 0)
{ {
this.DrawSections(SectionLibrary.StockSections); this.DrawSections(SectionLibrary.StockSections);
this.DrawSections(SectionLibrary.CustomSections); this.DrawSections(SectionLibrary.CustomSections);
} }
   
GUI.DragWindow(); GUI.DragWindow();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "DisplayStack->Widnow"); Logger.Exception(ex, "DisplayStack->Widnow");
} }
} }
   
#endregion #endregion
} }
} }
  //
  // 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.Flight
  {
  using System.Collections.Generic;
  using KSP.UI;
  using Sections;
  using Unity.Flight;
  using UnityEngine;
 
  [KSPAddon(KSPAddon.Startup.Flight, false)]
  public class FlightAppLauncher : AppLauncherButton, IFlightAppLauncher
  {
  private static FlightAppLauncher m_Instance;
  private FlightMenu m_FlightMenu;
  private GameObject m_MenuObject;
  private GameObject m_MenuPrefab;
 
  /// <summary>
  /// Gets the current instance of the FlightAppLauncher object.
  /// </summary>
  public static FlightAppLauncher Instance
  {
  get
  {
  return m_Instance;
  }
  }
 
  /// <summary>
  /// Clamps the given rect transform within the screen bounds.
  /// </summary>
  public void ClampToScreen(RectTransform rectTransform)
  {
  UIMasterController.ClampToScreen(rectTransform, Vector2.zero);
  }
 
  /// <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.
  /// </summary>
  public bool IsControlBarVisible
  {
  get
  {
  if (DisplayStack.Instance != null)
  {
  return DisplayStack.Instance.ShowControlBar;
  }
 
  return false;
  }
  set
  {
  if (DisplayStack.Instance != null)
  {
  DisplayStack.Instance.ShowControlBar = value;
  }
  }
  }
 
  /// <summary>
  /// Gets or sets the display stack's visibility.
  /// </summary>
  public bool IsDisplayStackVisible
  {
  get
  {
  if (DisplayStack.Instance != null)
  {
  return DisplayStack.Instance.Hidden == false;
  }
 
  return false;
  }
  set
  {
  if (DisplayStack.Instance != null)
  {
  DisplayStack.Instance.Hidden = !value;
  }
  }
  }
 
  /// <summary>
  /// Creates and initialises a new custom section.
  /// </summary>
  public ISectionModule NewCustomSection()
  {
  SectionModule section = new SectionModule
  {
  Name = "Custom " + (SectionLibrary.CustomSections.Count + 1),
  Abbreviation = "CUST " + (SectionLibrary.CustomSections.Count + 1),
  IsVisible = true,
  IsCustom = true,
  IsEditorVisible = true
  };
 
  SectionLibrary.CustomSections.Add(section);
 
  return section;
  }
 
  protected override void Awake()
  {
  base.Awake();
 
  // set singleton instance
  m_Instance = this;
 
  // cache menu prefab
  if (m_MenuPrefab == null && AssetBundleLoader.Prefabs != null)
  {
  m_MenuPrefab = AssetBundleLoader.Prefabs.LoadAsset<GameObject>("FlightMenu");
  }
  }
 
  protected override void OnFalse()
  {
  Close();
  }
 
  protected override void OnHover()
  {
  Open();
  }
 
  protected override void OnHoverOut()
  {
  if (IsOn == false)
  {
  Close();
  }
  }
 
  protected override void OnTrue()
  {
  Open();
  }
 
  /// <summary>
  /// Closes the menu.
  /// </summary>
  private void Close()
  {
  if (m_FlightMenu != null)
  {
  m_FlightMenu.Close();
  }
  else
  {
  Destroy(m_MenuObject);
  }
  }
 
  /// <summary>
  /// Opens the menu.
  /// </summary>
  private void Open()
  {
  // fade menu in if already open
  if (m_FlightMenu != null)
  {
  m_FlightMenu.FadeIn();
  return;
  }
 
  if (m_MenuPrefab == null || m_MenuObject != null)
  {
  return;
  }
 
  // create object
  m_MenuObject = Instantiate(m_MenuPrefab, GetAnchor(), Quaternion.identity) as GameObject;
  if (m_MenuObject == null)
  {
  return;
  }
 
  // set object as a child of the main canvas
  m_MenuObject.transform.SetParent(MainCanvasUtil.MainCanvas.transform);
 
  // set menu's reference to this object for cross-communication
  m_FlightMenu = m_MenuObject.GetComponent<FlightMenu>();
  if (m_FlightMenu != null)
  {
  m_FlightMenu.SetFlightAppLauncher(this);
  }
  }
  }
  }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
#endregion #endregion
   
namespace KerbalEngineer.Flight namespace KerbalEngineer.Flight
{ {
#region Using Directives #region Using Directives
   
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Extensions; using Extensions;
using Readouts; using Readouts;
using Sections; using Sections;
using Settings; using Settings;
using UnityEngine; using UnityEngine;
using VesselSimulator; using VesselSimulator;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Core management system for the Flight Engineer. /// Core management system for the Flight Engineer.
/// </summary> /// </summary>
[KSPAddon(KSPAddon.Startup.Flight, false)] [KSPAddon(KSPAddon.Startup.Flight, false)]
public sealed class FlightEngineerCore : MonoBehaviour public sealed class FlightEngineerCore : MonoBehaviour
{ {
#region Instance #region Instance
   
/// <summary> /// <summary>
/// Gets the current instance of FlightEngineerCore. /// Gets the current instance of FlightEngineerCore.
/// </summary> /// </summary>
public static FlightEngineerCore Instance { get; private set; } public static FlightEngineerCore Instance { get; private set; }
   
#endregion #endregion
   
#region Fields #region Fields
   
private static bool isCareerMode = true; private static bool isCareerMode = true;
private static bool isKerbalLimited = true; private static bool isKerbalLimited = true;
private static bool isTrackingStationLimited = true; private static bool isTrackingStationLimited = true;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
static FlightEngineerCore() static FlightEngineerCore()
{ {
try try
{ {
var handler = SettingHandler.Load("FlightEngineerCore.xml"); var handler = SettingHandler.Load("FlightEngineerCore.xml");
handler.Get("isCareerMode", ref isCareerMode); handler.Get("isCareerMode", ref isCareerMode);
handler.Get("isKerbalLimited", ref isKerbalLimited); handler.Get("isKerbalLimited", ref isKerbalLimited);
handler.Get("isTrackingStationLimited", ref isTrackingStationLimited); handler.Get("isTrackingStationLimited", ref isTrackingStationLimited);
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets whether to the Flight Engineer should be run using career limitations. /// Gets and sets whether to the Flight Engineer should be run using career limitations.
/// </summary> /// </summary>
public static bool IsCareerMode public static bool IsCareerMode
{ {
get { return isCareerMode; } get { return isCareerMode; }
set set
{ {
try try
{ {
if (isCareerMode != value) if (isCareerMode != value)
{ {
var handler = SettingHandler.Load("FlightEngineerCore.xml"); var handler = SettingHandler.Load("FlightEngineerCore.xml");
handler.Set("isCareerMode", value); handler.Set("isCareerMode", value);
handler.Save("FlightEngineerCore.xml"); handler.Save("FlightEngineerCore.xml");
} }
isCareerMode = value; isCareerMode = value;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets whether the FlightEngineer should be displayed. /// Gets whether the FlightEngineer should be displayed.
/// </summary> /// </summary>
public static bool IsDisplayable public static bool IsDisplayable
{ {
get get
{ {
  if (MainCanvasUtil.MainCanvas.enabled == false)
  {
  return false;
  }
   
if (isCareerMode) if (isCareerMode)
{ {
if (isKerbalLimited && FlightGlobals.ActiveVessel.GetVesselCrew().Exists(c => c.experienceTrait.TypeName == "Engineer")) if (isKerbalLimited && FlightGlobals.ActiveVessel.GetVesselCrew().Exists(c => c.experienceTrait.TypeName == "Engineer"))
{ {
return true; return true;
} }
if (isTrackingStationLimited && ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.TrackingStation) == 1.0f) if (isTrackingStationLimited && ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.TrackingStation) == 1.0f)
{ {
return true; return true;
} }
return FlightGlobals.ActiveVessel.parts.Any(p => p.HasModule<FlightEngineerModule>()); return FlightGlobals.ActiveVessel.parts.Any(p => p.HasModule<FlightEngineerModule>());
} }
   
return true; return true;
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether to the Flight Engineer should be kerbal limited. /// Gets and sets whether to the Flight Engineer should be kerbal limited.
/// </summary> /// </summary>
public static bool IsKerbalLimited public static bool IsKerbalLimited
{ {
get { return isKerbalLimited; } get { return isKerbalLimited; }
set set
{ {
try try
{ {
if (isKerbalLimited != value) if (isKerbalLimited != value)
{ {
var handler = SettingHandler.Load("FlightEngineerCore.xml"); var handler = SettingHandler.Load("FlightEngineerCore.xml");
handler.Set("isKerbalLimited", value); handler.Set("isKerbalLimited", value);
handler.Save("FlightEngineerCore.xml"); handler.Save("FlightEngineerCore.xml");
} }
isKerbalLimited = value; isKerbalLimited = value;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether to the Flight Engineer should be tracking station limited. /// Gets and sets whether to the Flight Engineer should be tracking station limited.
/// </summary> /// </summary>
public static bool IsTrackingStationLimited public static bool IsTrackingStationLimited
{ {
get { return isTrackingStationLimited; } get { return isTrackingStationLimited; }
set set
{ {
try try
{ {
if (isTrackingStationLimited != value) if (isTrackingStationLimited != value)
{ {
var handler = SettingHandler.Load("FlightEngineerCore.xml"); var handler = SettingHandler.Load("FlightEngineerCore.xml");
handler.Set("isTrackingStationLimited", value); handler.Set("isTrackingStationLimited", value);
handler.Save("FlightEngineerCore.xml"); handler.Save("FlightEngineerCore.xml");
} }
isTrackingStationLimited = value; isTrackingStationLimited = value;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets the editor windows for sections with open editors. /// Gets the editor windows for sections with open editors.
/// </summary> /// </summary>
public List<SectionEditor> SectionEditors { get; private set; } public List<SectionEditor> SectionEditors { get; private set; }
   
/// <summary> /// <summary>
/// Gets the section windows for floating sections. /// Gets the section windows for floating sections.
/// </summary> /// </summary>
public List<SectionWindow> SectionWindows { get; private set; } public List<SectionWindow> SectionWindows { get; private set; }
   
/// <summary> /// <summary>
/// Gets the list of currently running updatable modules. /// Gets the list of currently running updatable modules.
/// </summary> /// </summary>
public List<IUpdatable> UpdatableModules { get; private set; } public List<IUpdatable> UpdatableModules { get; private set; }
   
#endregion #endregion
   
#region Methods #region Methods
   
/// <summary> /// <summary>
/// Creates a section editor, adds it to the FlightEngineerCore and returns a reference to it. /// Creates a section editor, adds it to the FlightEngineerCore and returns a reference to it.
/// </summary> /// </summary>
public SectionEditor AddSectionEditor(SectionModule section) public SectionEditor AddSectionEditor(SectionModule section)
{ {
try try
{ {
var editor = this.gameObject.AddComponent<SectionEditor>(); var editor = this.gameObject.AddComponent<SectionEditor>();
editor.ParentSection = section; editor.ParentSection = section;
editor.Position = new Rect(section.EditorPositionX, section.EditorPositionY, SectionEditor.Width, SectionEditor.Height); editor.Position = new Rect(section.EditorPositionX, section.EditorPositionY, SectionEditor.Width, SectionEditor.Height);
this.SectionEditors.Add(editor); this.SectionEditors.Add(editor);
return editor; return editor;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
return null; return null;
} }
} }
   
/// <summary> /// <summary>
/// Creates a section window, adds it to the FlightEngineerCore and returns a reference to it. /// Creates a section window, adds it to the FlightEngineerCore and returns a reference to it.
/// </summary> /// </summary>
public SectionWindow AddSectionWindow(SectionModule section) public SectionWindow AddSectionWindow(SectionModule section)
{ {
try try
{ {
var window = this.gameObject.AddComponent<SectionWindow>(); var window = this.gameObject.AddComponent<SectionWindow>();
window.ParentSection = section; window.ParentSection = section;
window.WindowPosition = new Rect(section.FloatingPositionX, section.FloatingPositionY, 0, 0); window.WindowPosition = new Rect(section.FloatingPositionX, section.FloatingPositionY, 0, 0);
this.SectionWindows.Add(window); this.SectionWindows.Add(window);
return window; return window;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
return null; return null;
} }
} }
   
/// <summary> /// <summary>
/// Adds an updatable object to be automatically updated every frame and will ignore duplicate objects. /// Adds an updatable object to be automatically updated every frame and will ignore duplicate objects.
/// </summary> /// </summary>
public void AddUpdatable(IUpdatable updatable) public void AddUpdatable(IUpdatable updatable)
{ {
try try
{ {
if (!this.UpdatableModules.Contains(updatable)) if (!this.UpdatableModules.Contains(updatable))
{ {
this.UpdatableModules.Add(updatable); this.UpdatableModules.Add(updatable);
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Create base Flight Engineer child objects. /// Create base Flight Engineer child objects.
/// </summary> /// </summary>
private void Awake() private void Awake()
{ {
try try
{ {
Instance = this; Instance = this;
   
this.SectionWindows = new List<SectionWindow>(); this.SectionWindows = new List<SectionWindow>();
this.SectionEditors = new List<SectionEditor>(); this.SectionEditors = new List<SectionEditor>();
this.UpdatableModules = new List<IUpdatable>(); this.UpdatableModules = new List<IUpdatable>();
   
SimManager.UpdateModSettings(); SimManager.UpdateModSettings();
   
Logger.Log("FlightEngineerCore->Awake"); Logger.Log("FlightEngineerCore->Awake");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Fixed update all required Flight Engineer objects. /// Fixed update all required Flight Engineer objects.
/// </summary> /// </summary>
private void FixedUpdate() private void FixedUpdate()
{ {
try try
{ {
SectionLibrary.FixedUpdate(); SectionLibrary.FixedUpdate();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Force the destruction of child objects on core destruction. /// Force the destruction of child objects on core destruction.
/// </summary> /// </summary>
private void OnDestroy() private void OnDestroy()
{ {
try try
{ {
SectionLibrary.Save(); SectionLibrary.Save();
   
foreach (var window in this.SectionWindows) foreach (var window in this.SectionWindows)
{ {
print("[FlightEngineer]: Destroying Floating Window for " + window.ParentSection.Name); print("[FlightEngineer]: Destroying Floating Window for " + window.ParentSection.Name);
Destroy(window); Destroy(window);
} }
   
foreach (var editor in this.SectionEditors) foreach (var editor in this.SectionEditors)
{ {
print("[FlightEngineer]: Destroying Editor Window for " + editor.ParentSection.Name); print("[FlightEngineer]: Destroying Editor Window for " + editor.ParentSection.Name);
Destroy(editor); Destroy(editor);
} }
   
Logger.Log("FlightEngineerCore->OnDestroy"); Logger.Log("FlightEngineerCore->OnDestroy");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Initialises the object's state on creation. /// Initialises the object's state on creation.
/// </summary> /// </summary>
private void Start() private void Start()
{ {
try try
{ {
SectionLibrary.Load(); SectionLibrary.Load();
ReadoutLibrary.Reset(); ReadoutLibrary.Reset();
Logger.Log("FlightEngineerCore->Start"); Logger.Log("FlightEngineerCore->Start");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Update all required Flight Engineer objects. /// Update all required Flight Engineer objects.
/// </summary> /// </summary>
private void Update() private void Update()
{ {
try try
{ {
SectionLibrary.Update(); SectionLibrary.Update();
this.UpdateModules(); this.UpdateModules();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Update all updatable modules. /// Update all updatable modules.
/// </summary> /// </summary>
private void UpdateModules() private void UpdateModules()
{ {
try try
{ {
foreach (var updatable in this.UpdatableModules) foreach (var updatable in this.UpdatableModules)
{ {
if (updatable is IUpdateRequest) if (updatable is IUpdateRequest)
{ {
var request = updatable as IUpdateRequest; var request = updatable as IUpdateRequest;
if (request.UpdateRequested) if (request.UpdateRequested)
{ {
updatable.Update(); updatable.Update();
request.UpdateRequested = false; request.UpdateRequested = false;
} }
} }
else else
{ {
updatable.Update(); updatable.Update();
} }
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
} }
} }
  //
  // 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/>.
  //
 
  namespace KerbalEngineer.Flight.Readouts.Miscellaneous
  {
  #region Using Directives
 
  using Sections;
  using UnityEngine;
  using VesselSimulator;
 
  #endregion
 
  public class LogSimToggle : ReadoutModule
  {
  #region Constructors
 
  public LogSimToggle()
  {
  this.Name = "Log Simulation";
  this.Category = ReadoutCategory.GetCategory("Miscellaneous");
  this.HelpString = "Shows a button that allows you to make the next run of the simulation code dump extra debugging output.";
  this.IsDefault = false;
  }
 
  #endregion
 
  #region Methods
 
  public override void Draw(SectionModule section)
  {
  GUILayout.BeginHorizontal();
  GUILayout.Label("Log Simulation: ", this.NameStyle);
  SimManager.logOutput = GUILayout.Toggle(SimManager.logOutput, "ENABLED", this.ButtonStyle);
  GUILayout.EndHorizontal();
  }
 
  #endregion
  }
  }
// //
// Copyright (C) 2015 CYBUTEK // Copyright (C) 2015 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.Readouts namespace KerbalEngineer.Flight.Readouts
{ {
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Miscellaneous; using Miscellaneous;
using Orbital; using Orbital;
using Orbital.ManoeuvreNode; using Orbital.ManoeuvreNode;
using Rendezvous; using Rendezvous;
using Settings; using Settings;
using Surface; using Surface;
using Thermal; using Thermal;
using Vessel; using Vessel;
using AltitudeSeaLevel = Surface.AltitudeSeaLevel; using AltitudeSeaLevel = Surface.AltitudeSeaLevel;
using ApoapsisHeight = Orbital.ApoapsisHeight; using ApoapsisHeight = Orbital.ApoapsisHeight;
using OrbitalPeriod = Orbital.OrbitalPeriod; using OrbitalPeriod = Orbital.OrbitalPeriod;
using PeriapsisHeight = Orbital.PeriapsisHeight; using PeriapsisHeight = Orbital.PeriapsisHeight;
using SemiMajorAxis = Orbital.SemiMajorAxis; using SemiMajorAxis = Orbital.SemiMajorAxis;
using SemiMinorAxis = Orbital.SemiMinorAxis; using SemiMinorAxis = Orbital.SemiMinorAxis;
using TimeToApoapsis = Orbital.TimeToApoapsis; using TimeToApoapsis = Orbital.TimeToApoapsis;
using TimeToPeriapsis = Orbital.TimeToPeriapsis; using TimeToPeriapsis = Orbital.TimeToPeriapsis;
   
public static class ReadoutLibrary public static class ReadoutLibrary
{ {
private static List<ReadoutModule> readouts = new List<ReadoutModule>(); private static List<ReadoutModule> readouts = new List<ReadoutModule>();
   
/// <summary> /// <summary>
/// Sets up and populates the readout library with the stock readouts. /// Sets up and populates the readout library with the stock readouts.
/// </summary> /// </summary>
static ReadoutLibrary() static ReadoutLibrary()
{ {
try try
{ {
ReadoutCategory.SetCategory("Orbital", "Readout for orbital manovoeures."); ReadoutCategory.SetCategory("Orbital", "Readout for orbital manovoeures.");
ReadoutCategory.SetCategory("Surface", "Surface and atmospheric readouts."); ReadoutCategory.SetCategory("Surface", "Surface and atmospheric readouts.");
ReadoutCategory.SetCategory("Vessel", "Vessel performance statistics."); ReadoutCategory.SetCategory("Vessel", "Vessel performance statistics.");
ReadoutCategory.SetCategory("Rendezvous", "Readouts for rendezvous manovoeures."); ReadoutCategory.SetCategory("Rendezvous", "Readouts for rendezvous manovoeures.");
ReadoutCategory.SetCategory("Thermal", "Thermal characteristics readouts."); ReadoutCategory.SetCategory("Thermal", "Thermal characteristics readouts.");
ReadoutCategory.SetCategory("Miscellaneous", "Miscellaneous readouts."); ReadoutCategory.SetCategory("Miscellaneous", "Miscellaneous readouts.");
ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital"); ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital");
   
// Orbital // Orbital
readouts.Add(new ApoapsisHeight()); readouts.Add(new ApoapsisHeight());
readouts.Add(new PeriapsisHeight()); readouts.Add(new PeriapsisHeight());
readouts.Add(new TimeToApoapsis()); readouts.Add(new TimeToApoapsis());
readouts.Add(new TimeToPeriapsis()); readouts.Add(new TimeToPeriapsis());
readouts.Add(new Inclination()); readouts.Add(new Inclination());
readouts.Add(new TimeToEquatorialAscendingNode()); readouts.Add(new TimeToEquatorialAscendingNode());
readouts.Add(new TimeToEquatorialDescendingNode()); readouts.Add(new TimeToEquatorialDescendingNode());
readouts.Add(new AngleToEquatorialAscendingNode()); readouts.Add(new AngleToEquatorialAscendingNode());
readouts.Add(new AngleToEquatorialDescendingNode()); readouts.Add(new AngleToEquatorialDescendingNode());
readouts.Add(new Eccentricity()); readouts.Add(new Eccentricity());
readouts.Add(new OrbitalSpeed()); readouts.Add(new OrbitalSpeed());
readouts.Add(new OrbitalPeriod()); readouts.Add(new OrbitalPeriod());
readouts.Add(new CurrentSoi()); readouts.Add(new CurrentSoi());
readouts.Add(new LongitudeOfAscendingNode()); readouts.Add(new LongitudeOfAscendingNode());
readouts.Add(new LongitudeOfPeriapsis()); readouts.Add(new LongitudeOfPeriapsis());
readouts.Add(new ArgumentOfPeriapsis()); readouts.Add(new ArgumentOfPeriapsis());
readouts.Add(new TrueAnomaly()); readouts.Add(new TrueAnomaly());
readouts.Add(new MeanAnomaly()); readouts.Add(new MeanAnomaly());
readouts.Add(new MeanAnomalyAtEpoc()); readouts.Add(new MeanAnomalyAtEpoc());
readouts.Add(new EccentricAnomaly()); readouts.Add(new EccentricAnomaly());
readouts.Add(new SemiMajorAxis()); readouts.Add(new SemiMajorAxis());
readouts.Add(new SemiMinorAxis()); readouts.Add(new SemiMinorAxis());
readouts.Add(new AngleToPrograde()); readouts.Add(new AngleToPrograde());
readouts.Add(new AngleToRetrograde()); readouts.Add(new AngleToRetrograde());
readouts.Add(new NodeProgradeDeltaV()); readouts.Add(new NodeProgradeDeltaV());
readouts.Add(new NodeNormalDeltaV()); readouts.Add(new NodeNormalDeltaV());
readouts.Add(new NodeRadialDeltaV()); readouts.Add(new NodeRadialDeltaV());
readouts.Add(new NodeTotalDeltaV()); readouts.Add(new NodeTotalDeltaV());
readouts.Add(new NodeBurnTime()); readouts.Add(new NodeBurnTime());
readouts.Add(new NodeHalfBurnTime()); readouts.Add(new NodeHalfBurnTime());
readouts.Add(new NodeTimeToManoeuvre()); readouts.Add(new NodeTimeToManoeuvre());
readouts.Add(new NodeTimeToHalfBurn()); readouts.Add(new NodeTimeToHalfBurn());
readouts.Add(new NodeAngleToPrograde()); readouts.Add(new NodeAngleToPrograde());
readouts.Add(new NodeAngleToRetrograde()); readouts.Add(new NodeAngleToRetrograde());
readouts.Add(new PostBurnApoapsis()); readouts.Add(new PostBurnApoapsis());
readouts.Add(new PostBurnPeriapsis()); readouts.Add(new PostBurnPeriapsis());
readouts.Add(new SpeedAtApoapsis()); readouts.Add(new SpeedAtApoapsis());
readouts.Add(new SpeedAtPeriapsis()); readouts.Add(new SpeedAtPeriapsis());
readouts.Add(new TimeToAtmosphere()); readouts.Add(new TimeToAtmosphere());
   
// Surface // Surface
readouts.Add(new AltitudeSeaLevel()); readouts.Add(new AltitudeSeaLevel());
readouts.Add(new AltitudeTerrain()); readouts.Add(new AltitudeTerrain());
readouts.Add(new VerticalSpeed()); readouts.Add(new VerticalSpeed());
readouts.Add(new VerticalAcceleration()); readouts.Add(new VerticalAcceleration());
readouts.Add(new HorizontalSpeed()); readouts.Add(new HorizontalSpeed());
readouts.Add(new HorizontalAcceleration()); readouts.Add(new HorizontalAcceleration());
readouts.Add(new MachNumber()); readouts.Add(new MachNumber());
readouts.Add(new Latitude()); readouts.Add(new Latitude());
readouts.Add(new Longitude()); readouts.Add(new Longitude());
readouts.Add(new GeeForce()); readouts.Add(new GeeForce());
readouts.Add(new TerminalVelocity()); readouts.Add(new TerminalVelocity());
readouts.Add(new AtmosphericEfficiency()); readouts.Add(new AtmosphericEfficiency());
readouts.Add(new Biome()); readouts.Add(new Biome());
readouts.Add(new Situation()); readouts.Add(new Situation());
readouts.Add(new Slope()); readouts.Add(new Slope());
readouts.Add(new ImpactTime()); readouts.Add(new ImpactTime());
readouts.Add(new ImpactLongitude()); readouts.Add(new ImpactLongitude());
readouts.Add(new ImpactLatitude()); readouts.Add(new ImpactLatitude());
readouts.Add(new ImpactAltitude()); readouts.Add(new ImpactAltitude());
readouts.Add(new ImpactBiome()); readouts.Add(new ImpactBiome());
   
// Vessel // Vessel
readouts.Add(new Name()); readouts.Add(new Name());
readouts.Add(new DeltaVStaged()); readouts.Add(new DeltaVStaged());
readouts.Add(new DeltaVCurrent()); readouts.Add(new DeltaVCurrent());
readouts.Add(new DeltaVTotal()); readouts.Add(new DeltaVTotal());
readouts.Add(new DeltaVCurrentTotal()); readouts.Add(new DeltaVCurrentTotal());
readouts.Add(new SpecificImpulse()); readouts.Add(new SpecificImpulse());
readouts.Add(new Mass()); readouts.Add(new Mass());
readouts.Add(new Thrust()); readouts.Add(new Thrust());
readouts.Add(new ThrustToWeight()); readouts.Add(new ThrustToWeight());
readouts.Add(new ThrustOffsetAngle()); readouts.Add(new ThrustOffsetAngle());
readouts.Add(new ThrustTorque()); readouts.Add(new ThrustTorque());
readouts.Add(new SurfaceThrustToWeight()); readouts.Add(new SurfaceThrustToWeight());
readouts.Add(new Acceleration()); readouts.Add(new Acceleration());
readouts.Add(new SuicideBurnAltitude()); readouts.Add(new SuicideBurnAltitude());
readouts.Add(new SuicideBurnDistance()); readouts.Add(new SuicideBurnDistance());
readouts.Add(new SuicideBurnDeltaV()); readouts.Add(new SuicideBurnDeltaV());
readouts.Add(new IntakeAirUsage()); readouts.Add(new IntakeAirUsage());
readouts.Add(new IntakeAirDemand()); readouts.Add(new IntakeAirDemand());
readouts.Add(new IntakeAirSupply()); readouts.Add(new IntakeAirSupply());
readouts.Add(new IntakeAirDemandSupply()); readouts.Add(new IntakeAirDemandSupply());
readouts.Add(new PartCount()); readouts.Add(new PartCount());
readouts.Add(new Heading()); readouts.Add(new Heading());
readouts.Add(new Pitch()); readouts.Add(new Pitch());
readouts.Add(new Roll()); readouts.Add(new Roll());
readouts.Add(new HeadingRate()); readouts.Add(new HeadingRate());
readouts.Add(new PitchRate()); readouts.Add(new PitchRate());
readouts.Add(new RollRate()); readouts.Add(new RollRate());
   
// Rendezvous // Rendezvous
readouts.Add(new TargetSelector()); readouts.Add(new TargetSelector());
readouts.Add(new PhaseAngle()); readouts.Add(new PhaseAngle());
readouts.Add(new InterceptAngle()); readouts.Add(new InterceptAngle());
readouts.Add(new RelativeVelocity()); readouts.Add(new RelativeVelocity());
readouts.Add(new RelativeSpeed()); readouts.Add(new RelativeSpeed());
readouts.Add(new RelativeInclination()); readouts.Add(new RelativeInclination());
readouts.Add(new TimeToRelativeAscendingNode()); readouts.Add(new TimeToRelativeAscendingNode());
readouts.Add(new TimeToRelativeDescendingNode()); readouts.Add(new TimeToRelativeDescendingNode());
readouts.Add(new AngleToRelativeAscendingNode()); readouts.Add(new AngleToRelativeAscendingNode());
readouts.Add(new AngleToRelativeDescendingNode()); readouts.Add(new AngleToRelativeDescendingNode());
readouts.Add(new Rendezvous.AltitudeSeaLevel()); readouts.Add(new Rendezvous.AltitudeSeaLevel());
readouts.Add(new Rendezvous.ApoapsisHeight()); readouts.Add(new Rendezvous.ApoapsisHeight());
readouts.Add(new Rendezvous.PeriapsisHeight()); readouts.Add(new Rendezvous.PeriapsisHeight());
readouts.Add(new Rendezvous.TimeToApoapsis()); readouts.Add(new Rendezvous.TimeToApoapsis());
readouts.Add(new Rendezvous.TimeToPeriapsis()); readouts.Add(new Rendezvous.TimeToPeriapsis());
readouts.Add(new Distance()); readouts.Add(new Distance());
readouts.Add(new Rendezvous.OrbitalPeriod()); readouts.Add(new Rendezvous.OrbitalPeriod());
readouts.Add(new Rendezvous.SemiMajorAxis()); readouts.Add(new Rendezvous.SemiMajorAxis());
readouts.Add(new Rendezvous.SemiMinorAxis()); readouts.Add(new Rendezvous.SemiMinorAxis());
readouts.Add(new Rendezvous.RelativeRadialVelocity()); readouts.Add(new Rendezvous.RelativeRadialVelocity());
readouts.Add(new Rendezvous.TimeToRendezvous()); readouts.Add(new Rendezvous.TimeToRendezvous());
   
// Thermal // Thermal
readouts.Add(new InternalFlux()); readouts.Add(new InternalFlux());
readouts.Add(new ConvectionFlux()); readouts.Add(new ConvectionFlux());
readouts.Add(new RadiationFlux()); readouts.Add(new RadiationFlux());
readouts.Add(new CriticalPart()); readouts.Add(new CriticalPart());
readouts.Add(new CriticalTemperature()); readouts.Add(new CriticalTemperature());
readouts.Add(new CriticalSkinTemperature()); readouts.Add(new CriticalSkinTemperature());
readouts.Add(new CriticalThermalPercentage()); readouts.Add(new CriticalThermalPercentage());
readouts.Add(new HottestPart()); readouts.Add(new HottestPart());
readouts.Add(new HottestTemperature()); readouts.Add(new HottestTemperature());
readouts.Add(new HottestSkinTemperature()); readouts.Add(new HottestSkinTemperature());
readouts.Add(new CoolestPart()); readouts.Add(new CoolestPart());
readouts.Add(new CoolestTemperature()); readouts.Add(new CoolestTemperature());
readouts.Add(new CoolestSkinTemperature()); readouts.Add(new CoolestSkinTemperature());
   
// Misc // Misc
readouts.Add(new Separator()); readouts.Add(new Separator());
readouts.Add(new GuiSizeAdjustor()); readouts.Add(new GuiSizeAdjustor());
readouts.Add(new SimulationDelay()); readouts.Add(new SimulationDelay());
readouts.Add(new VectoredThrustToggle()); readouts.Add(new VectoredThrustToggle());
readouts.Add(new SystemTime()); readouts.Add(new SystemTime());
  readouts.Add(new LogSimToggle());
   
LoadHelpStrings(); LoadHelpStrings();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets the available readout modules. /// Gets and sets the available readout modules.
/// </summary> /// </summary>
public static List<ReadoutModule> Readouts public static List<ReadoutModule> Readouts
{ {
get get
{ {
return readouts; return readouts;
} }
set set
{ {
readouts = value; readouts = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets a list of readout modules which are associated with the specified category. /// Gets a list of readout modules which are associated with the specified category.
/// </summary> /// </summary>
public static List<ReadoutModule> GetCategory(ReadoutCategory category) public static List<ReadoutModule> GetCategory(ReadoutCategory category)
{ {
return readouts.Where(r => r.Category == category).ToList(); return readouts.Where(r => r.Category == category).ToList();
} }
   
/// <summary> /// <summary>
/// Gets a readout module with the specified name or class name. (Returns null if not found.) /// Gets a readout module with the specified name or class name. (Returns null if not found.)
/// </summary> /// </summary>
public static ReadoutModule GetReadout(string name) public static ReadoutModule GetReadout(string name)
{ {
return readouts.FirstOrDefault(r => r.Name == name || r.GetType().Name == name || r.Category + "." + r.GetType().Name == name); return readouts.FirstOrDefault(r => r.Name == name || r.GetType().Name == name || r.Category + "." + r.GetType().Name == name);
} }
   
/// <summary> /// <summary>
/// Resets all the readout modules. /// Resets all the readout modules.
/// </summary> /// </summary>
public static void Reset() public static void Reset()
{ {
foreach (ReadoutModule readout in readouts) foreach (ReadoutModule readout in readouts)
{ {
readout.Reset(); readout.Reset();
} }
} }
   
/// <summary> /// <summary>
/// Loads the help strings from file. /// Loads the help strings from file.
/// </summary> /// </summary>
private static void LoadHelpStrings() private static void LoadHelpStrings()
{ {
try try
{ {
SettingHandler handler = SettingHandler.Load("HelpStrings.xml"); SettingHandler handler = SettingHandler.Load("HelpStrings.xml");
foreach (ReadoutModule readout in readouts) foreach (ReadoutModule readout in readouts)
{ {
readout.HelpString = handler.GetSet(readout.Category + "." + readout.GetType().Name, readout.HelpString); readout.HelpString = handler.GetSet(readout.Category + "." + readout.GetType().Name, readout.HelpString);
} }
handler.Save("HelpStrings.xml"); handler.Save("HelpStrings.xml");
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Flight.Sections; using KerbalEngineer.Flight.Sections;
using System; using System;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Readouts.Surface namespace KerbalEngineer.Flight.Readouts.Surface
{ {
public class HorizontalSpeed : ReadoutModule public class HorizontalSpeed : ReadoutModule
{ {
#region Constructors #region Constructors
   
public HorizontalSpeed() public HorizontalSpeed()
{ {
this.Name = "Horizontal Speed"; this.Name = "Horizontal Speed";
this.Category = ReadoutCategory.GetCategory("Surface"); this.Category = ReadoutCategory.GetCategory("Surface");
this.HelpString = "Shows the vessel's horizontal speed across a celestial body's surface."; this.HelpString = "Shows the vessel's horizontal speed across a celestial body's surface.";
this.IsDefault = true; this.IsDefault = true;
} }
   
#endregion #endregion
   
#region Methods: public #region Methods: public
   
public override void Draw(SectionModule section) public override void Draw(SectionModule section)
{ {
// Used to do this but the bug-fix to horizontalSrfSpeed in KSP 1.0.3 actually made it worse so workaround this.DrawLine(FlightGlobals.ActiveVessel.horizontalSrfSpeed.ToSpeed(), section.IsHud);
//this.DrawLine(FlightGlobals.ActiveVessel.horizontalSrfSpeed.ToSpeed(), section.IsHud);  
var ves = FlightGlobals.ActiveVessel; // This workaround was used for KSP 1.0.3 and 1.0.4 where horizontalSrfSpeed was really badly broken
double horizSpeed = Math.Sqrt(ves.srfSpeed * ves.srfSpeed - ves.verticalSpeed * ves.verticalSpeed); //var ves = FlightGlobals.ActiveVessel;
this.DrawLine(horizSpeed.ToSpeed(), section.IsHud); //double horizSpeed = Math.Sqrt(ves.srfSpeed * ves.srfSpeed - ves.verticalSpeed * ves.verticalSpeed);
  //this.DrawLine(horizSpeed.ToSpeed(), section.IsHud);
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Flight.Presets; using KerbalEngineer.Flight.Presets;
using KerbalEngineer.Flight.Readouts; using KerbalEngineer.Flight.Readouts;
using KerbalEngineer.UIControls; using KerbalEngineer.UIControls;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
public class SectionEditor : MonoBehaviour public class SectionEditor : MonoBehaviour
{ {
#region Constants #region Constants
   
public const float Height = 500.0f; public const float Height = 500.0f;
public const float Width = 500.0f; public const float Width = 500.0f;
   
#endregion #endregion
   
#region Fields #region Fields
   
private GUIStyle categoryButtonActiveStyle; private GUIStyle categoryButtonActiveStyle;
private GUIStyle categoryButtonStyle; private GUIStyle categoryButtonStyle;
private DropDown categoryList; private DropDown categoryList;
private GUIStyle categoryTitleButtonStyle; private GUIStyle categoryTitleButtonStyle;
private GUIStyle helpBoxStyle; private GUIStyle helpBoxStyle;
private GUIStyle helpTextStyle; private GUIStyle helpTextStyle;
private GUIStyle panelTitleStyle; private GUIStyle panelTitleStyle;
private Rect position; private Rect position;
private DropDown presetList; private DropDown presetList;
private GUIStyle readoutButtonStyle; private GUIStyle readoutButtonStyle;
private GUIStyle readoutNameStyle; private GUIStyle readoutNameStyle;
private Vector2 scrollPositionAvailable; private Vector2 scrollPositionAvailable;
private Vector2 scrollPositionInstalled; private Vector2 scrollPositionInstalled;
private GUIStyle textStyle; private GUIStyle textStyle;
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the parent section for the section editor. /// Gets and sets the parent section for the section editor.
/// </summary> /// </summary>
public SectionModule ParentSection { get; set; } public SectionModule ParentSection { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the window position. /// Gets and sets the window position.
/// </summary> /// </summary>
public Rect Position public Rect Position
{ {
get { return this.position; } get { return this.position; }
set { this.position = value; } set { this.position = value; }
} }
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
protected void Awake() protected void Awake()
{ {
try try
{ {
this.categoryList = this.gameObject.AddComponent<DropDown>(); this.categoryList = this.gameObject.AddComponent<DropDown>();
this.categoryList.DrawCallback = this.DrawCategories; this.categoryList.DrawCallback = this.DrawCategories;
this.presetList = this.gameObject.AddComponent<DropDown>(); this.presetList = this.gameObject.AddComponent<DropDown>();
this.presetList.DrawCallback = this.DrawPresets; this.presetList.DrawCallback = this.DrawPresets;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Runs when the object is destroyed. /// Runs when the object is destroyed.
/// </summary> /// </summary>
protected void OnDestroy() protected void OnDestroy()
{ {
try try
{ {
RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);  
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
/// <summary> /// <summary>
/// Initialises the object's state on creation. /// Initialises the object's state on creation.
/// </summary> /// </summary>
protected void Start() protected void Start()
{ {
try try
{ {
this.InitialiseStyles(); this.InitialiseStyles();
//ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital"); //ReadoutCategory.Selected = ReadoutCategory.GetCategory("Orbital");
RenderingManager.AddToPostDrawQueue(0, this.Draw);  
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Called to draw the editor when the UI is enabled. /// Called to draw the editor when the UI is enabled.
/// </summary> /// </summary>
private void Draw() private void OnGUI()
{ {
  if (FlightEngineerCore.IsDisplayable == false)
  {
  return;
  }
   
this.position = GUILayout.Window(this.GetInstanceID(), this.position, this.Window, "EDIT SECTION - " + this.ParentSection.Name.ToUpper(), this.windowStyle).ClampToScreen(); this.position = GUILayout.Window(this.GetInstanceID(), this.position, this.Window, "EDIT SECTION - " + this.ParentSection.Name.ToUpper(), this.windowStyle).ClampToScreen();
this.ParentSection.EditorPositionX = this.position.x; this.ParentSection.EditorPositionX = this.position.x;
this.ParentSection.EditorPositionY = this.position.y; this.ParentSection.EditorPositionY = this.position.y;
} }
   
/// <summary> /// <summary>
/// Draws the available readouts panel. /// Draws the available readouts panel.
/// </summary> /// </summary>
private void DrawAvailableReadouts() private void DrawAvailableReadouts()
{ {
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
this.scrollPositionAvailable = GUILayout.BeginScrollView(this.scrollPositionAvailable, false, true, GUILayout.Height(200.0f)); this.scrollPositionAvailable = GUILayout.BeginScrollView(this.scrollPositionAvailable, false, true, GUILayout.Height(200.0f));
GUI.skin = null; GUI.skin = null;
   
GUILayout.Label("AVAILABLE", this.panelTitleStyle); GUILayout.Label("AVAILABLE", this.panelTitleStyle);
   
foreach (var readout in ReadoutLibrary.GetCategory(ReadoutCategory.Selected)) foreach (var readout in ReadoutLibrary.GetCategory(ReadoutCategory.Selected))
{ {
if (!this.ParentSection.ReadoutModules.Contains(readout) || readout.Cloneable) if (!this.ParentSection.ReadoutModules.Contains(readout) || readout.Cloneable)
{ {
GUILayout.BeginHorizontal(GUILayout.Height(30.0f)); GUILayout.BeginHorizontal(GUILayout.Height(30.0f));
GUILayout.Label(readout.Name, this.readoutNameStyle); GUILayout.Label(readout.Name, this.readoutNameStyle);
readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f)); readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f));
if (GUILayout.Button("INSTALL", this.readoutButtonStyle, GUILayout.Width(125.0f))) if (GUILayout.Button("INSTALL", this.readoutButtonStyle, GUILayout.Width(125.0f)))
{ {
this.ParentSection.ReadoutModules.Add(readout); this.ParentSection.ReadoutModules.Add(readout);
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.ShowHelpMessage(readout); this.ShowHelpMessage(readout);
} }
} }
   
GUILayout.EndScrollView(); GUILayout.EndScrollView();
} }
   
/// <summary> /// <summary>
/// Draws the categories list drop down UI. /// Draws the categories list drop down UI.
/// </summary> /// </summary>
private void DrawCategories() private void DrawCategories()
{ {
foreach (var category in ReadoutCategory.Categories) foreach (var category in ReadoutCategory.Categories)
{ {
var description = category.Description; var description = category.Description;
if (description.Length > 50) if (description.Length > 50)
{ {
description = description.Substring(0, 50 - 1) + "..."; description = description.Substring(0, 50 - 1) + "...";
} }
   
if (GUILayout.Button("<b>" + category.Name.ToUpper() + "</b>" + (string.IsNullOrEmpty(category.Description) ? string.Empty : "\n<i>" + description + "</i>"), category == ReadoutCategory.Selected ? this.categoryButtonActiveStyle : this.categoryButtonStyle)) if (GUILayout.Button("<b>" + category.Name.ToUpper() + "</b>" + (string.IsNullOrEmpty(category.Description) ? string.Empty : "\n<i>" + description + "</i>"), category == ReadoutCategory.Selected ? this.categoryButtonActiveStyle : this.categoryButtonStyle))
{ {
ReadoutCategory.Selected = category; ReadoutCategory.Selected = category;
this.categoryList.enabled = false; this.categoryList.enabled = false;
} }
} }
} }
   
/// <summary> /// <summary>
/// Draws the readoutCategories selection list. /// Draws the readoutCategories selection list.
/// </summary> /// </summary>
private void DrawCategorySelector() private void DrawCategorySelector()
{ {
this.categoryList.enabled = GUILayout.Toggle(this.categoryList.enabled, "▼ SELECTED CATEGORY: " + ReadoutCategory.Selected.ToString().ToUpper() + " ▼", this.categoryTitleButtonStyle); this.categoryList.enabled = GUILayout.Toggle(this.categoryList.enabled, "▼ SELECTED CATEGORY: " + ReadoutCategory.Selected.ToString().ToUpper() + " ▼", this.categoryTitleButtonStyle);
if (Event.current.type == EventType.repaint) if (Event.current.type == EventType.repaint)
{ {
this.categoryList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position)); this.categoryList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position));
} }
} }
   
/// <summary> /// <summary>
/// Draws the options for editing custom sections. /// Draws the options for editing custom sections.
/// </summary> /// </summary>
private void DrawCustomOptions() private void DrawCustomOptions()
{ {
GUILayout.BeginHorizontal(GUILayout.Height(25.0f)); GUILayout.BeginHorizontal(GUILayout.Height(25.0f));
this.ParentSection.Name = GUILayout.TextField(this.ParentSection.Name, this.textStyle); this.ParentSection.Name = GUILayout.TextField(this.ParentSection.Name, this.textStyle);
var isShowingInControlBar = !string.IsNullOrEmpty(this.ParentSection.Abbreviation); var isShowingInControlBar = !string.IsNullOrEmpty(this.ParentSection.Abbreviation);
this.ParentSection.Abbreviation = GUILayout.TextField(this.ParentSection.Abbreviation, this.textStyle, GUILayout.Width(75.0f)); this.ParentSection.Abbreviation = GUILayout.TextField(this.ParentSection.Abbreviation, this.textStyle, GUILayout.Width(75.0f));
   
ParentSection.IsHud = GUILayout.Toggle(this.ParentSection.IsHud, "HUD", this.readoutButtonStyle, GUILayout.Width(50.0f)); ParentSection.IsHud = GUILayout.Toggle(this.ParentSection.IsHud, "HUD", this.readoutButtonStyle, GUILayout.Width(50.0f));
if (ParentSection.IsHud) if (ParentSection.IsHud)
{ {
this.ParentSection.IsHudBackground = GUILayout.Toggle(this.ParentSection.IsHudBackground, "BG", this.readoutButtonStyle, GUILayout.Width(50.0f)); this.ParentSection.IsHudBackground = GUILayout.Toggle(this.ParentSection.IsHudBackground, "BG", this.readoutButtonStyle, GUILayout.Width(50.0f));
} }
   
if (this.ParentSection.IsCustom) if (this.ParentSection.IsCustom)
{ {
if (isShowingInControlBar && string.IsNullOrEmpty(this.ParentSection.Abbreviation)) if (isShowingInControlBar && string.IsNullOrEmpty(this.ParentSection.Abbreviation))
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
   
if (GUILayout.Button("DELETE SECTION", this.readoutButtonStyle, GUILayout.Width(150.0f))) if (GUILayout.Button("DELETE SECTION", this.readoutButtonStyle, GUILayout.Width(150.0f)))
{ {
this.ParentSection.IsFloating = false; this.ParentSection.IsFloating = false;
this.ParentSection.IsEditorVisible = false; this.ParentSection.IsEditorVisible = false;
  this.ParentSection.IsDeleted = true;
SectionLibrary.CustomSections.Remove(this.ParentSection); SectionLibrary.CustomSections.Remove(this.ParentSection);
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
/// <summary> /// <summary>
/// Draws the installed readouts panel. /// Draws the installed readouts panel.
/// </summary> /// </summary>
private void DrawInstalledReadouts() private void DrawInstalledReadouts()
{ {
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
this.scrollPositionInstalled = GUILayout.BeginScrollView(this.scrollPositionInstalled, false, true); this.scrollPositionInstalled = GUILayout.BeginScrollView(this.scrollPositionInstalled, false, true);
GUI.skin = null; GUI.skin = null;
   
GUILayout.Label("INSTALLED", this.panelTitleStyle); GUILayout.Label("INSTALLED", this.panelTitleStyle);
var removeReadout = false; var removeReadout = false;
var removeReadoutIndex = 0; var removeReadoutIndex = 0;
   
for (var i = 0; i < this.ParentSection.ReadoutModules.Count; i++) for (var i = 0; i < this.ParentSection.ReadoutModules.Count; i++)
{ {
var readout = this.ParentSection.ReadoutModules[i]; var readout = this.ParentSection.ReadoutModules[i];
   
GUILayout.BeginHorizontal(GUILayout.Height(30.0f)); GUILayout.BeginHorizontal(GUILayout.Height(30.0f));
GUILayout.Label(readout.Name, this.readoutNameStyle); GUILayout.Label(readout.Name, this.readoutNameStyle);
if (GUILayout.Button("▲", this.readoutButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("▲", this.readoutButtonStyle, GUILayout.Width(30.0f)))
{ {
if (i > 0) if (i > 0)
{ {
this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i - 1]; this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i - 1];
this.ParentSection.ReadoutModules[i - 1] = readout; this.ParentSection.ReadoutModules[i - 1] = readout;
} }
} }
if (GUILayout.Button("▼", this.readoutButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("▼", this.readoutButtonStyle, GUILayout.Width(30.0f)))
{ {
if (i < this.ParentSection.ReadoutModules.Count - 1) if (i < this.ParentSection.ReadoutModules.Count - 1)
{ {
this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i + 1]; this.ParentSection.ReadoutModules[i] = this.ParentSection.ReadoutModules[i + 1];
this.ParentSection.ReadoutModules[i + 1] = readout; this.ParentSection.ReadoutModules[i + 1] = readout;
} }
} }
readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f)); readout.ShowHelp = GUILayout.Toggle(readout.ShowHelp, "?", this.readoutButtonStyle, GUILayout.Width(30.0f));
if (GUILayout.Button("REMOVE", this.readoutButtonStyle, GUILayout.Width(125.0f))) if (GUILayout.Button("REMOVE", this.readoutButtonStyle, GUILayout.Width(125.0f)))
{ {
removeReadout = true; removeReadout = true;
removeReadoutIndex = i; removeReadoutIndex = i;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.ShowHelpMessage(readout); this.ShowHelpMessage(readout);
} }
   
GUILayout.EndScrollView(); GUILayout.EndScrollView();
   
if (removeReadout) if (removeReadout)
{ {
this.ParentSection.ReadoutModules.RemoveAt(removeReadoutIndex); this.ParentSection.ReadoutModules.RemoveAt(removeReadoutIndex);
} }
} }
   
private void DrawPresetButton(Preset preset) private void DrawPresetButton(Preset preset)
{ {
if (!GUILayout.Button("<b>" + preset.Name.ToUpper() + "</b>", this.categoryButtonStyle)) if (!GUILayout.Button("<b>" + preset.Name.ToUpper() + "</b>", this.categoryButtonStyle))
{ {
return; return;
} }
   
this.ParentSection.Name = preset.Name; this.ParentSection.Name = preset.Name;
this.ParentSection.Abbreviation = preset.Abbreviation; this.ParentSection.Abbreviation = preset.Abbreviation;
this.ParentSection.ReadoutModuleNames = preset.ReadoutNames; this.ParentSection.ReadoutModuleNames = preset.ReadoutNames;
this.ParentSection.IsHud = preset.IsHud; this.ParentSection.IsHud = preset.IsHud;
this.ParentSection.IsHudBackground = preset.IsHudBackground; this.ParentSection.IsHudBackground = preset.IsHudBackground;
this.presetList.enabled = false; this.presetList.enabled = false;
} }
   
private void DrawPresetSaveButton() private void DrawPresetSaveButton()
{ {
if (!GUILayout.Button("<b>SAVE PRESET</b>", this.categoryButtonStyle)) if (!GUILayout.Button("<b>SAVE PRESET</b>", this.categoryButtonStyle))
{ {
return; return;
} }
   
this.SavePreset(PresetLibrary.Presets.Find(p => String.Equals(p.Name, this.ParentSection.Name, StringComparison.CurrentCultureIgnoreCase))); this.SavePreset(PresetLibrary.Presets.Find(p => String.Equals(p.Name, this.ParentSection.Name, StringComparison.CurrentCultureIgnoreCase)));
} }
   
/// <summary> /// <summary>
/// Draws the presetsList selection list. /// Draws the presetsList selection list.
/// </summary> /// </summary>
private void DrawPresetSelector() private void DrawPresetSelector()
{ {
this.presetList.enabled = GUILayout.Toggle(this.presetList.enabled, "▼ PRESETS ▼", this.categoryTitleButtonStyle, GUILayout.Width(150.0f)); this.presetList.enabled = GUILayout.Toggle(this.presetList.enabled, "▼ PRESETS ▼", this.categoryTitleButtonStyle, GUILayout.Width(150.0f));
if (Event.current.type == EventType.repaint) if (Event.current.type == EventType.repaint)
{ {
this.presetList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position)); this.presetList.SetPosition(GUILayoutUtility.GetLastRect().Translate(this.position));
} }
} }
   
/// <summary> /// <summary>
/// Draws the preset list drop down UI. /// Draws the preset list drop down UI.
/// </summary> /// </summary>
private void DrawPresets() private void DrawPresets()
{ {
Preset removePreset = null; Preset removePreset = null;
foreach (var preset in PresetLibrary.Presets) foreach (var preset in PresetLibrary.Presets)
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
this.DrawPresetButton(preset); this.DrawPresetButton(preset);
if (GUILayout.Button("<b>X</b>", this.categoryButtonStyle, GUILayout.Width(30.0f))) if (GUILayout.Button("<b>X</b>", this.categoryButtonStyle, GUILayout.Width(30.0f)))
{ {
removePreset = preset; removePreset = preset;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
if (removePreset != null && PresetLibrary.Remove(removePreset)) if (removePreset != null && PresetLibrary.Remove(removePreset))
{ {
this.presetList.Resize = true; this.presetList.Resize = true;
} }
   
this.DrawPresetSaveButton(); this.DrawPresetSaveButton();
} }
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.windowStyle = new GUIStyle(HighLogic.Skin.window); this.windowStyle = new GUIStyle(HighLogic.Skin.window);
   
this.categoryButtonStyle = new GUIStyle(HighLogic.Skin.button) this.categoryButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 2, 0), margin = new RectOffset(0, 0, 2, 0),
padding = new RectOffset(5, 5, 5, 5), padding = new RectOffset(5, 5, 5, 5),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
richText = true richText = true
}; };
   
this.categoryButtonActiveStyle = new GUIStyle(this.categoryButtonStyle) this.categoryButtonActiveStyle = new GUIStyle(this.categoryButtonStyle)
{ {
normal = this.categoryButtonStyle.onNormal, normal = this.categoryButtonStyle.onNormal,
hover = this.categoryButtonStyle.onHover hover = this.categoryButtonStyle.onHover
}; };
   
this.panelTitleStyle = new GUIStyle(HighLogic.Skin.label) this.panelTitleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedHeight = 30.0f, fixedHeight = 30.0f,
stretchWidth = true stretchWidth = true
}; };
   
this.textStyle = new GUIStyle(HighLogic.Skin.textField) this.textStyle = new GUIStyle(HighLogic.Skin.textField)
{ {
margin = new RectOffset(3, 3, 3, 3), margin = new RectOffset(3, 3, 3, 3),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
stretchWidth = true, stretchWidth = true,
stretchHeight = true stretchHeight = true
}; };
   
this.readoutNameStyle = new GUIStyle(HighLogic.Skin.label) this.readoutNameStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(10, 0, 0, 0), padding = new RectOffset(10, 0, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true, stretchWidth = true,
stretchHeight = true stretchHeight = true
}; };
   
this.readoutButtonStyle = new GUIStyle(HighLogic.Skin.button) this.readoutButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(2, 2, 2, 2), margin = new RectOffset(2, 2, 2, 2),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = 12, fontSize = 12,
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchHeight = true stretchHeight = true
}; };
   
this.helpBoxStyle = new GUIStyle(HighLogic.Skin.box) this.helpBoxStyle = new GUIStyle(HighLogic.Skin.box)
{ {
margin = new RectOffset(2, 2, 2, 10), margin = new RectOffset(2, 2, 2, 10),
padding = new RectOffset(10, 10, 10, 10) padding = new RectOffset(10, 10, 10, 10)
}; };
   
this.helpTextStyle = new GUIStyle(HighLogic.Skin.label) this.helpTextStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.yellow textColor = Color.yellow
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = 13, fontSize = 13,
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
stretchWidth = true, stretchWidth = true,
richText = true richText = true
}; };
   
this.categoryTitleButtonStyle = new GUIStyle(this.readoutButtonStyle) this.categoryTitleButtonStyle = new GUIStyle(this.readoutButtonStyle)
{ {
fixedHeight = 30.0f, fixedHeight = 30.0f,
stretchHeight = false stretchHeight = false
}; };
} }
   
private void SavePreset(Preset preset) private void SavePreset(Preset preset)
{ {
if (preset == null) if (preset == null)
{ {
preset = new Preset(); preset = new Preset();
} }
   
preset.Name = this.ParentSection.Name; preset.Name = this.ParentSection.Name;
preset.Abbreviation = this.ParentSection.Abbreviation; preset.Abbreviation = this.ParentSection.Abbreviation;
preset.ReadoutNames = this.ParentSection.ReadoutModuleNames; preset.ReadoutNames = this.ParentSection.ReadoutModuleNames;
preset.IsHud = this.ParentSection.IsHud; preset.IsHud = this.ParentSection.IsHud;
preset.IsHudBackground = this.ParentSection.IsHudBackground; preset.IsHudBackground = this.ParentSection.IsHudBackground;
   
PresetLibrary.Save(preset); PresetLibrary.Save(preset);
} }
   
private void ShowHelpMessage(ReadoutModule readout) private void ShowHelpMessage(ReadoutModule readout)
{ {
if (!readout.ShowHelp) if (!readout.ShowHelp)
{ {
return; return;
} }
   
GUILayout.BeginVertical(this.helpBoxStyle); GUILayout.BeginVertical(this.helpBoxStyle);
GUILayout.Label(!String.IsNullOrEmpty(readout.HelpString) ? readout.HelpString : "Sorry, no help information has been provided for this readout module.", this.helpTextStyle); GUILayout.Label(!String.IsNullOrEmpty(readout.HelpString) ? readout.HelpString : "Sorry, no help information has been provided for this readout module.", this.helpTextStyle);
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the editor window. /// Draws the editor window.
/// </summary> /// </summary>
private void Window(int windowId) private void Window(int windowId)
{ {
try try
{ {
this.DrawCustomOptions(); this.DrawCustomOptions();
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
this.DrawCategorySelector(); this.DrawCategorySelector();
this.DrawPresetSelector(); this.DrawPresetSelector();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.DrawAvailableReadouts(); this.DrawAvailableReadouts();
GUILayout.Space(5.0f); GUILayout.Space(5.0f);
this.DrawInstalledReadouts(); this.DrawInstalledReadouts();
   
if (GUILayout.Button("CLOSE EDITOR", this.categoryTitleButtonStyle)) if (GUILayout.Button("CLOSE EDITOR", this.categoryTitleButtonStyle))
{ {
this.ParentSection.IsEditorVisible = false; this.ParentSection.IsEditorVisible = false;
} }
   
GUI.DragWindow(); GUI.DragWindow();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex); Logger.Exception(ex);
} }
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml.Serialization; using System.Xml.Serialization;
   
using KerbalEngineer.Flight.Readouts; using KerbalEngineer.Flight.Readouts;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
  using Unity.Flight;
/// <summary> /// <summary>
/// Object for management and display of readout modules. /// Object for management and display of readout modules.
/// </summary> /// </summary>
public class SectionModule public class SectionModule : ISectionModule
{ {
#region Fields #region Fields
   
private SectionEditor editor; private SectionEditor editor;
private bool isHud; private bool isHud;
private int numberOfReadouts; private int numberOfReadouts;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
/// <summary> /// <summary>
/// Creates a new section module. /// Creates a new section module.
/// </summary> /// </summary>
public SectionModule() public SectionModule()
{ {
this.FloatingPositionX = Screen.width * 0.5f - 125.0f; this.FloatingPositionX = Screen.width * 0.5f - 125.0f;
this.FloatingPositionY = 100.0f; this.FloatingPositionY = 100.0f;
this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f; this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f;
this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f; this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f;
this.ReadoutModules = new List<ReadoutModule>(); this.ReadoutModules = new List<ReadoutModule>();
this.InitialiseStyles(); this.InitialiseStyles();
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the abbreviation of the section. /// Gets and sets the abbreviation of the section.
/// </summary> /// </summary>
public string Abbreviation { get; set; } public string Abbreviation { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the editor window. (Only used for serialisation.) /// Gets and sets the X position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionX { get; set; } public float EditorPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the editor window. (Only used for serialisation.) /// Gets and sets the Y position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionY { get; set; } public float EditorPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the floating window. (Only used for serialisation.) /// Gets and sets the X position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionX { get; set; } public float FloatingPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the floating window. (Only used for serialisation.) /// Gets and sets the Y position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionY { get; set; } public float FloatingPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is custom. /// Gets and sets whether the section is custom.
/// </summary> /// </summary>
public bool IsCustom { get; set; } public bool IsCustom { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section editor is visible. /// Gets and sets whether the section editor is visible.
/// </summary> /// </summary>
public bool IsEditorVisible public bool IsEditorVisible
{ {
get { return this.editor != null; } get { return this.editor != null; }
set set
{ {
if (value && this.editor == null) if (value && this.editor == null)
{ {
this.editor = FlightEngineerCore.Instance.AddSectionEditor(this); this.editor = FlightEngineerCore.Instance.AddSectionEditor(this);
} }
else if (!value && this.editor != null) else if (!value && this.editor != null)
{ {
Object.Destroy(this.editor); Object.Destroy(this.editor);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is in a floating state. /// Gets and sets whether the section is in a floating state.
/// </summary> /// </summary>
public bool IsFloating public bool IsFloating
{ {
get { return this.Window != null; } get { return this.Window != null; }
set set
{ {
if (value && this.Window == null) if (value && this.Window == null)
{ {
this.Window = FlightEngineerCore.Instance.AddSectionWindow(this); this.Window = FlightEngineerCore.Instance.AddSectionWindow(this);
} }
else if (!value && this.Window != null) else if (!value && this.Window != null)
{ {
Object.Destroy(this.Window); Object.Destroy(this.Window);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module is a HUD. /// Gets and sets whether the section module is a HUD.
/// </summary> /// </summary>
public bool IsHud public bool IsHud
{ {
get { return this.isHud; } get { return this.isHud; }
set set
{ {
if (this.isHud == value) if (this.isHud == value)
{ {
return; return;
} }
   
this.isHud = value; this.isHud = value;
if (this.isHud) if (this.isHud)
{ {
this.IsFloating = true; this.IsFloating = true;
} }
if (this.Window != null) if (this.Window != null)
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
  /// <summary>
  /// Gets and sets whether the section module has been deleted.
  /// </summary>
  public bool IsDeleted { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module has a background as a HUD. /// Gets and sets whether the section module has a background as a HUD.
/// </summary> /// </summary>
public bool IsHudBackground { get; set; } public bool IsHudBackground { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the visibility of the section. /// Gets and sets the visibility of the section.
/// </summary> /// </summary>
public bool IsVisible { get; set; } public bool IsVisible { get; set; }
   
/// <summary> /// <summary>
/// Gets the number of drawn readout lines. /// Gets the number of drawn readout lines.
/// </summary> /// </summary>
public int LineCount { get; private set; } public int LineCount { get; private set; }
   
/// <summary> /// <summary>
/// Gets and sets the name of the section. /// Gets and sets the name of the section.
/// </summary> /// </summary>
public string Name { get; set; } public string Name { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the names of the installed readout modules. (Only used with serialisation.) /// Gets and sets the names of the installed readout modules. (Only used with serialisation.)
/// </summary> /// </summary>
public string[] ReadoutModuleNames public string[] ReadoutModuleNames
{ {
get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); } get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); }
set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); } set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); }
} }
   
/// <summary> /// <summary>
/// Gets and sets the list of readout modules. /// Gets and sets the list of readout modules.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public List<ReadoutModule> ReadoutModules { get; set; } public List<ReadoutModule> ReadoutModules { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the floating window. /// Gets and sets the floating window.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public SectionWindow Window { get; set; } public SectionWindow Window { get; set; }
   
#endregion #endregion
   
#region GUIStyles #region GUIStyles
   
#region Fields #region Fields
   
private GUIStyle boxStyle; private GUIStyle boxStyle;
private GUIStyle buttonStyle; private GUIStyle buttonStyle;
private GUIStyle messageStyle; private GUIStyle messageStyle;
private GUIStyle titleStyle; private GUIStyle titleStyle;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.boxStyle = new GUIStyle(HighLogic.Skin.box) this.boxStyle = new GUIStyle(HighLogic.Skin.box)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 5, 5) padding = new RectOffset(5, 5, 5, 5)
}; };
   
this.titleStyle = new GUIStyle(HighLogic.Skin.label) this.titleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(2, 0, 5, 2), padding = new RectOffset(2, 0, 5, 2),
fontSize = (int)(13 * GuiDisplaySize.Offset), fontSize = (int)(13 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true stretchWidth = true
}; };
   
this.buttonStyle = new GUIStyle(HighLogic.Skin.button) this.buttonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 5, 3), margin = new RectOffset(0, 0, 5, 3),
padding = new RectOffset(), padding = new RectOffset(),
fontSize = (int)(10 * GuiDisplaySize.Offset), fontSize = (int)(10 * GuiDisplaySize.Offset),
stretchHeight = true, stretchHeight = true,
fixedWidth = 60.0f * GuiDisplaySize.Offset fixedWidth = 60.0f * GuiDisplaySize.Offset
}; };
   
this.messageStyle = new GUIStyle(HighLogic.Skin.label) this.messageStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(12 * GuiDisplaySize.Offset), fontSize = (int)(12 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedWidth = 220.0f * GuiDisplaySize.Offset, fixedWidth = 220.0f * GuiDisplaySize.Offset,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
} }
   
#endregion #endregion
   
#region Updating #region Updating
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules at fixed time intervals. /// Updates all of the internal readout modules at fixed time intervals.
/// </summary> /// </summary>
public void FixedUpdate() public void FixedUpdate()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.FixedUpdate(); readout.FixedUpdate();
} }
} }
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules. /// Updates all of the internal readout modules.
/// </summary> /// </summary>
public void Update() public void Update()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.Update(); readout.Update();
} }
   
if (this.numberOfReadouts != this.ReadoutModules.Count) if (this.numberOfReadouts != this.ReadoutModules.Count)
{ {
this.numberOfReadouts = this.ReadoutModules.Count; this.numberOfReadouts = this.ReadoutModules.Count;
if (!this.IsFloating) if (!this.IsFloating)
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
else else
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
#endregion #endregion
   
#region Drawing #region Drawing
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Draws the section and all of the internal readout modules. /// Draws the section and all of the internal readout modules.
/// </summary> /// </summary>
public void Draw() public void Draw()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
this.DrawSectionTitleBar(); this.DrawSectionTitleBar();
} }
   
this.DrawReadoutModules(); this.DrawReadoutModules();
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Draws all the readout modules. /// Draws all the readout modules.
/// </summary> /// </summary>
private void DrawReadoutModules() private void DrawReadoutModules()
{ {
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.BeginVertical(this.boxStyle); GUILayout.BeginVertical(this.boxStyle);
} }
   
this.LineCount = 0; this.LineCount = 0;
if (this.ReadoutModules.Count > 0) if (this.ReadoutModules.Count > 0)
{ {
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.LineCountStart(); readout.LineCountStart();
readout.Draw(this); readout.Draw(this);
readout.LineCountEnd(); readout.LineCountEnd();
this.LineCount += readout.LineCount; this.LineCount += readout.LineCount;
} }
} }
else else
{ {
GUILayout.Label("No readouts are installed.", this.messageStyle); GUILayout.Label("No readouts are installed.", this.messageStyle);
this.LineCount = 1; this.LineCount = 1;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
} }
   
/// <summary> /// <summary>
/// Draws the section title and action buttons. /// Draws the section title and action buttons.
/// </summary> /// </summary>
private void DrawSectionTitleBar() private void DrawSectionTitleBar()
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label(this.Name.ToUpper(), this.titleStyle); GUILayout.Label(this.Name.ToUpper(), this.titleStyle);
this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle); this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle);
this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle); this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle);
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
#endregion #endregion
   
#endregion #endregion
   
#region Public Methods #region Public Methods
   
public void ClearNullReadouts() public void ClearNullReadouts()
{ {
this.ReadoutModules.RemoveAll(r => r == null); this.ReadoutModules.RemoveAll(r => r == null);
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 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/>.
// //
   
#region Using Directives #region Using Directives
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Helpers; using KerbalEngineer.Helpers;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
public class SectionWindow : MonoBehaviour public class SectionWindow : MonoBehaviour
{ {
#region Fields #region Fields
   
private bool resizeRequested; private bool resizeRequested;
private int windowId; private int windowId;
private Rect windowPosition; private Rect windowPosition;
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the parent section for the floating section window. /// Gets and sets the parent section for the floating section window.
/// </summary> /// </summary>
public SectionModule ParentSection { get; set; } public SectionModule ParentSection { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the window position. /// Gets and sets the window position.
/// </summary> /// </summary>
public Rect WindowPosition public Rect WindowPosition
{ {
get { return this.windowPosition; } get { return this.windowPosition; }
set { this.windowPosition = value; } set { this.windowPosition = value; }
} }
   
#endregion #endregion
   
#region GUIStyles #region GUIStyles
   
#region Fields #region Fields
   
private GUIStyle hudWindowBgStyle; private GUIStyle hudWindowBgStyle;
private GUIStyle hudWindowStyle; private GUIStyle hudWindowStyle;
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.windowStyle = new GUIStyle(HighLogic.Skin.window) this.windowStyle = new GUIStyle(HighLogic.Skin.window)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 0, 5), padding = new RectOffset(5, 5, 0, 5),
}; };
   
this.hudWindowStyle = new GUIStyle(this.windowStyle) this.hudWindowStyle = new GUIStyle(this.windowStyle)
{ {
normal = normal =
{ {
background = null background = null
}, },
onNormal = onNormal =
{ {
background = null background = null
}, },
padding = new RectOffset(5, 5, 0, 8), padding = new RectOffset(5, 5, 0, 8),
}; };
   
this.hudWindowBgStyle = new GUIStyle(this.hudWindowStyle) this.hudWindowBgStyle = new GUIStyle(this.hudWindowStyle)
{ {
normal = normal =
{ {
background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f)) background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f))
}, },
onNormal = onNormal =