Update version file.
Update version file.

file:a/.gitignore -> file:b/.gitignore
# Build Folders (you can keep bin if you'd like, to store dlls and pdbs) # Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
[Bb]in/ [Bb]in/
[Oo]bj/ [Oo]bj/
   
  # Unity specific
  [Ll]ibrary/
  [Tt]emp/
  *.unityproj
   
# mstest test results # mstest test results
TestResults TestResults
   
## Ignore Visual Studio temporary files, build results, and ## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons. ## files generated by popular Visual Studio add-ons.
   
# User-specific files # User-specific files
*.suo *.suo
*.user *.user
*.sln.docstates *.sln.docstates
   
# Build results # Build results
[Dd]ebug/ [Dd]ebug/
x64/ x64/
*_i.c *_i.c
*_p.c *_p.c
*.ilk *.ilk
*.meta *.meta
*.obj *.obj
*.pch *.pch
*.pdb *.pdb
*.pgc *.pgc
*.pgd *.pgd
*.rsp *.rsp
*.sbr *.sbr
*.tlb *.tlb
*.tli *.tli
*.tlh *.tlh
*.tmp *.tmp
*.log *.log
*.vspscc *.vspscc
*.vssscc *.vssscc
.builds .builds
   
# Visual C++ cache files # Visual C++ cache files
ipch/ ipch/
*.aps *.aps
*.ncb *.ncb
*.opensdf *.opensdf
*.sdf *.sdf
   
# Visual Studio profiler # Visual Studio profiler
*.psess *.psess
*.vsp *.vsp
*.vspx *.vspx
   
# Guidance Automation Toolkit # Guidance Automation Toolkit
*.gpState *.gpState
   
# ReSharper is a .NET coding add-in # ReSharper is a .NET coding add-in
_ReSharper* _ReSharper*
   
# Mindbench SASS cache # Mindbench SASS cache
.sass-cache/ .sass-cache/
   
# NCrunch # NCrunch
*.ncrunch* *.ncrunch*
.*crunch*.local.xml .*crunch*.local.xml
   
# Installshield output folder # Installshield output folder
[Ee]xpress [Ee]xpress
   
# DocProject is a documentation generator add-in # DocProject is a documentation generator add-in
DocProject/buildhelp/ DocProject/buildhelp/
DocProject/Help/*.HxT DocProject/Help/*.HxT
DocProject/Help/*.HxC DocProject/Help/*.HxC
DocProject/Help/*.hhc DocProject/Help/*.hhc
DocProject/Help/*.hhk DocProject/Help/*.hhk
DocProject/Help/*.hhp DocProject/Help/*.hhp
DocProject/Help/Html2 DocProject/Help/Html2
DocProject/Help/html DocProject/Help/html
   
# Click-Once directory # Click-Once directory
publish publish
   
# Publish Web Output # Publish Web Output
*.Publish.xml *.Publish.xml
   
# NuGet Packages Directory # NuGet Packages Directory
packages packages
   
# Windows Azure Build Output # Windows Azure Build Output
csx csx
*.build.csdef *.build.csdef
   
# Windows Store app package directory # Windows Store app package directory
AppPackages/ AppPackages/
   
# Others # Others
sql sql
TestResults TestResults
[Tt]est[Rr]esult* [Tt]est[Rr]esult*
*.Cache *.Cache
ClientBin ClientBin
[Ss]tyle[Cc]op.* [Ss]tyle[Cc]op.*
~$* ~$*
*.dbmdl *.dbmdl
Generated_Code #added for RIA/Silverlight projects Generated_Code #added for RIA/Silverlight projects
   
# Backup & report files from converting an old project file to a newer # Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-) # Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/ _UpgradeReport_Files/
Backup*/ Backup*/
UpgradeLog*.XML UpgradeLog*.XML
   
# SQL Server files # SQL Server files
App_Data/*.mdf App_Data/*.mdf
App_Data/*.ldf App_Data/*.ldf
   
[Gg]ame/ [Gg]ame/
[Rr]elease/ [Rr]elease/
file:a/Assets/CurseLogo.png (deleted)
 Binary files a/Assets/CurseLogo.png and /dev/null differ
file:a/Assets/CurseLogo.psd (deleted)
 Binary files a/Assets/CurseLogo.psd and /dev/null differ
 Binary files a/Assets/DropDownBackground.psd and /dev/null differ
 Binary files /dev/null and b/Assets/Images/app-launcher-icon.psd differ
 Binary files /dev/null and b/Assets/Images/flight-menu-background.psd differ
 Binary files /dev/null and b/Assets/Images/ui-drop-down.psd differ
 Binary files /dev/null and b/Assets/Plugins/KerbalEngineer.Unity.dll differ
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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/>.
  //
 
  using UnityEditor;
  using UnityEngine;
 
  public class BuildAssetBundles : MonoBehaviour
  {
  [MenuItem("Build/Asset Bundles")]
  public static void Build()
  {
  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
 Binary files a/Assets/ToolbarBackground.psd and /dev/null differ
file:a/Assets/ToolbarIcon.psd (deleted)
 Binary files a/Assets/ToolbarIcon.psd and /dev/null differ
  1.1.0.1, 2016-04-01, KSP Build #1179
  Fixed: Heat shields acting as staged decouplers when not set to be staged.
  Fixed: Enabling and disabling of decouplers in staging is now correctly handled.
  Fixed: Issue in simulation staging that caused no deltaV above a fairing whilst landed.
  Fixed: Fairing mass calculations to work using module mass only (Changed from 1.0.5).
   
  1.1.0.0, 2016-03-30, KSP Build #1171
  Added: Asset bundle loading and integration.
  Added: Styling system so that Unity UI objects can use KSP stock styles.
  Added: Unity UI window system.
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.
1.0.19.4, 12-02-16 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.
  Fixed: Part info tooltips in the editor remaining open when no part is selected.
   
  1.0.19.4, 2016-02-12
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, 2016-02-09
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, 2016-11-19
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, 2016-11-09
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, 2015-05-02
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, 2015-05-02
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, 2015-04-27
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, 2015-04-27
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, 2015-04-26, 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, 2015-04-25, 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, 2015-02-13
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, 2015-02-13
Rebuild Rebuild
   
1.0.15.0, 08-02-2015 1.0.15.0, 2015-02-08
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, 2014-12-28
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, 2014-12-28
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, 2014-12-16
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, 2014-12-16
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, 2014-12-01
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, 2014-11-11
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, 2014-11-10
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, 2014-11-07
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, 201-11-06
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, 2014-10-19
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, 2014-10-08
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, 2014-10-07
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, 2014-09-17
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, 2014-09-15
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, 2014-09-06
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, 2014-09-06
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, 2014-09-02
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, 2014-09-01
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, 2014-08-23
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, 2014-08-13
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, 2014-08-12
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, 2014-07-30
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, 2014-07-27
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, 2014-07-26
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, 2014-06-24
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, 2014-07-24
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;
  }
 
  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)
  {
  // apply ksp theme to the created menu section object
  m_FlightAppLauncher.ApplyTheme(menuSectionObject);
 
  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 ApplyTheme(GameObject gameObject);
 
  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" />
  <Compile Include="Setting.cs" />
  <Compile Include="UI\TextStyle.cs" />
  <Compile Include="UI\StyleApplicator.cs" />
  <Compile Include="UI\Window.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")]
  namespace KerbalEngineer.Unity
  {
  using System;
  using UnityEngine;
  using UnityEngine.Events;
  using UnityEngine.UI;
 
  public class Setting : MonoBehaviour
  {
  [SerializeField]
  private Text m_Label = null;
 
  [SerializeField]
  private Transform m_ButtonsTransform = null;
 
  [SerializeField]
  private GameObject m_SettingButtonPrefab = null;
 
  [SerializeField]
  private GameObject m_SettingTogglePrefab = null;
 
  private Action m_OnUpdate;
 
  public Button AddButton(string text, float width, UnityAction onClick)
  {
  Button button = null;
 
  if (m_SettingButtonPrefab != null)
  {
  GameObject buttonObject = Instantiate(m_SettingButtonPrefab);
  if (buttonObject != null)
  {
  button = buttonObject.GetComponent<Button>();
 
  SetParentTransform(buttonObject, m_ButtonsTransform);
  SetWidth(buttonObject, width);
  SetText(buttonObject, text);
  SetButton(buttonObject, onClick);
  }
  }
 
  return button;
  }
 
  public Toggle AddToggle(string text, float width, UnityAction<bool> onValueChanged)
  {
  Toggle toggle = null;
 
  if (m_SettingTogglePrefab != null)
  {
  GameObject toggleObject = Instantiate(m_SettingTogglePrefab);
  if (toggleObject != null)
  {
  toggle = toggleObject.GetComponent<Toggle>();
 
  SetParentTransform(toggleObject, m_ButtonsTransform);
  SetWidth(toggleObject, width);
  SetText(toggleObject, text);
  SetToggle(toggleObject, onValueChanged);
  }
  }
 
  return toggle;
  }
 
  public void AddUpdateHandler(Action onUpdate)
  {
  m_OnUpdate = onUpdate;
  }
 
  public void SetLabel(string text)
  {
  if (m_Label != null)
  {
  m_Label.text = text;
  }
  }
 
  protected virtual void Update()
  {
  m_OnUpdate?.Invoke();
  }
 
  private static void SetButton(GameObject buttonObject, UnityAction onClick)
  {
  if (buttonObject != null)
  {
  Button button = buttonObject.GetComponent<Button>();
  if (button != null)
  {
  button.onClick.AddListener(onClick);
  }
  }
  }
 
  private static void SetParentTransform(GameObject childObject, Transform parentTransform)
  {
  if (childObject != null && parentTransform != null)
  {
  childObject.transform.SetParent(parentTransform, false);
  }
  }
 
  private static void SetText(GameObject parentObject, string text)
  {
  if (parentObject != null)
  {
  Text textComponent = parentObject.GetComponentInChildren<Text>();
  if (textComponent != null)
  {
  textComponent.text = text;
  }
  }
  }
 
  private static void SetToggle(GameObject toggleObject, UnityAction<bool> onValueChanged)
  {
  if (toggleObject != null)
  {
  Toggle toggle = toggleObject.GetComponent<Toggle>();
  if (toggle != null)
  {
  toggle.onValueChanged.AddListener(onValueChanged);
  }
  }
  }
 
  private static void SetWidth(GameObject parentObject, float width)
  {
  if (parentObject != null)
  {
  LayoutElement layout = parentObject.GetComponent<LayoutElement>();
  if (layout != null)
  {
  if (width > 0.0f)
  {
  layout.preferredWidth = width;
  }
  else
  {
  layout.flexibleWidth = 1.0f;
  }
  }
  }
  }
  }
  }
  //
  // 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.UI
  {
  using UnityEngine;
  using UnityEngine.UI;
 
  public class StyleApplicator : MonoBehaviour
  {
  public enum ElementTypes
  {
  None,
  Window,
  Box,
  Button,
  ButtonToggle,
  Label
  }
 
  [SerializeField]
  private ElementTypes m_ElementType = ElementTypes.None;
 
  /// <summary>
  /// Gets the UI element type used by the ThemeManager for selecting how to apply the theme.
  /// </summary>
  public ElementTypes ElementType
  {
  get
  {
  return m_ElementType;
  }
  }
 
  /// <summary>
  /// Sets a the applicator to apply the selected sprite to an attached image component.
  /// </summary>
  public void SetImage(Sprite sprite, Image.Type type)
  {
  Image image = GetComponent<Image>();
  if (image == null)
  {
  return;
  }
 
  image.sprite = sprite;
  image.type = type;
  }
 
  /// <summary>
  /// Sets the applicator to apply the specified values to an attached selectable component.
  /// </summary>
  public void SetSelectable(TextStyle textStyle, Sprite normal, Sprite highlight, Sprite pressed, Sprite disabled)
  {
  SetText(textStyle, GetComponentInChildren<Text>());
 
  Selectable selectable = GetComponent<Selectable>();
  if (selectable != null)
  {
  selectable.image.sprite = normal;
  selectable.image.type = Image.Type.Sliced;
 
  selectable.transition = Selectable.Transition.SpriteSwap;
 
  SpriteState spriteState = selectable.spriteState;
  spriteState.highlightedSprite = highlight;
  spriteState.pressedSprite = pressed;
  spriteState.disabledSprite = disabled;
  selectable.spriteState = spriteState;
  }
  }
 
  /// <summary>
  /// Sets the applicator to apply a style to an attached text component.
  /// </summary>
  public void SetText(TextStyle textStyle)
  {
  SetText(textStyle, GetComponent<Text>());
  }
 
  /// <summary>
  /// Sets the applicator to apply the specified values to an attached toggle component.
  /// </summary>
  public void SetToggle(TextStyle textStyle, Sprite normal, Sprite highlight, Sprite pressed, Sprite disabled)
  {
  SetSelectable(textStyle, normal, highlight, pressed, disabled);
 
  Image toggleImage = GetComponent<Toggle>()?.graphic as Image;
  if (toggleImage != null)
  {
  toggleImage.sprite = pressed;
  toggleImage.type = Image.Type.Sliced;
  }
  }
 
  /// <summary>
  /// Sets the applicator to apply a style to the supplied text component.
  /// </summary>
  private static void SetText(TextStyle textStyle, Text textComponent)
  {
  if (textStyle == null || textComponent == null)
  {
  return;
  }
 
  if (textStyle.Font != null)
  {
  textComponent.font = textStyle.Font;
  }
  textComponent.fontSize = textStyle.Size;
  textComponent.fontStyle = textStyle.Style;
  textComponent.color = textStyle.Colour;
  }
  }
  }
  namespace KerbalEngineer.Unity.UI
  {
  using UnityEngine;
 
  public class TextStyle
  {
  private Color m_Colour;
  private Font m_Font;
  private int m_Size;
  private FontStyle m_Style;
 
  public Color Colour
  {
  get
  {
  return m_Colour;
  }
  set
  {
  m_Colour = value;
  }
  }
 
  public Font Font
  {
  get
  {
  return m_Font;
  }
  set
  {
  m_Font = value;
  }
  }
 
  public int Size
  {
  get
  {
  return m_Size;
  }
  set
  {
  m_Size = value;
  }
  }
 
  public FontStyle Style
  {
  get
  {
  return m_Style;
  }
  set
  {
  m_Style = value;
  }
  }
  }
  }
  namespace KerbalEngineer.Unity.UI
  {
  using System;
  using System.Collections;
  using UnityEngine;
  using UnityEngine.EventSystems;
  using UnityEngine.UI;
 
  [RequireComponent(typeof(RectTransform), typeof(CanvasGroup))]
  public class Window : MonoBehaviour, IBeginDragHandler, IDragHandler
  {
  [SerializeField]
  private Text m_Title = null;
 
  [SerializeField]
  private Transform m_Content = null;
 
  private Vector2 m_BeginMousePosition;
  private Vector3 m_BeginWindowPosition;
  private CanvasGroup m_CanvasGroup;
  private RectTransform m_RectTransform;
  private IEnumerator m_ScaleFadeCoroutine;
 
  /// <summary>
  /// Gets the content transform.
  /// </summary>
  public Transform Content
  {
  get
  {
  return m_Content;
  }
  }
 
  /// <summary>
  /// Gets the rect transform component.
  /// </summary>
  public RectTransform RectTransform
  {
  get
  {
  return m_RectTransform;
  }
  }
 
  public void OnBeginDrag(PointerEventData eventData)
  {
  if (m_RectTransform == null)
  {
  return;
  }
 
  // cache starting positions
  m_BeginMousePosition = eventData.position;
  m_BeginWindowPosition = m_RectTransform.position;
  }
 
  public void OnDrag(PointerEventData eventData)
  {
  if (m_RectTransform != null)
  {
  // new position is the starting window position plus the delta of the current and starting mouse positions
  m_RectTransform.position = m_BeginWindowPosition + (Vector3)(eventData.position - m_BeginMousePosition);
  }
  }
 
  /// <summary>
  /// Adds a game object as a child of the window content.
  /// </summary>
  public void AddToContent(GameObject childObject)
  {
  if (m_Content != null && childObject != null)
  {
  childObject.transform.SetParent(m_Content, false);
  }
  }
 
  /// <summary>
  /// Closes the window.
  /// </summary>
  public void Close()
  {
  ScaleFade(1.0f, 0.0f, () => Destroy(gameObject));
  }
 
  /// <summary>
  /// Sets the window title.
  /// </summary>
  public void SetTitle(string title)
  {
  if (m_Title != null)
  {
  m_Title.text = title;
  }
  }
 
  /// <summary>
  /// Sets the window size.
  /// </summary>
  public void SetWidth(float width)
  {
  if (m_RectTransform != null)
  {
  Vector2 size = m_RectTransform.sizeDelta;
  size.x = width;
  m_RectTransform.sizeDelta = size;
  }
  }
 
  protected virtual void Awake()
  {
  // component caching
  m_RectTransform = GetComponent<RectTransform>();
  m_CanvasGroup = GetComponent<CanvasGroup>();
  }
 
  protected virtual void OnEnable()
  {
  // scales and fades the window into view
  ScaleFade(0.0f, 1.0f, null);
  }
 
  /// <summary>
  /// Scales and fades from a value to another with callback.
  /// </summary>
  private void ScaleFade(float from, float to, Action callback)
  {
  if (m_ScaleFadeCoroutine != null)
  {
  StopCoroutine(m_ScaleFadeCoroutine);
  }
 
  m_ScaleFadeCoroutine = ScaleFadeCoroutine(from, to, callback);
  StartCoroutine(m_ScaleFadeCoroutine);
  }
 
  /// <summary>
  /// Coroutine to handle the scale and fading of the window.
  /// </summary>
  private IEnumerator ScaleFadeCoroutine(float from, float to, Action callback)
  {
  float progress = 0.0f;
  float value;
 
  while (progress <= 1.0f)
  {
  progress += (Time.deltaTime / 0.2f);
  value = Mathf.Lerp(from, to, progress);
 
  // scale
  transform.localScale = Vector3.one * value;
 
  // fade if a canvas group is attached
  if (m_CanvasGroup != null)
  {
  m_CanvasGroup.alpha = Mathf.Clamp01(value);
  }
 
  yield return null;
  }
 
  callback?.Invoke();
 
  m_ScaleFadeCoroutine = null;
  }
  }
  }
 
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013 # Visual Studio 2015
VisualStudioVersion = 12.0.30110.0 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "KerbalEngineer.CSharp.Editor", "KerbalEngineer.CSharp.Editor.csproj", "{D7B7C6CE-6B5A-CE40-5B7C-9D0E6583E469}"
MinimumVisualStudioVersion = 10.0.40219.1 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.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.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
  //
  // 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 KSP.UI;
  using KSP.UI.Screens;
  using UnityEngine;
 
  public class AppLauncherButton : MonoBehaviour
  {
  private static Texture s_IconTexture;
  private ApplicationLauncherButton m_Button;
 
  /// <summary>
  /// Gets or sets the toggle button state.
  /// </summary>
  public bool IsOn
  {
  get
  {
  return m_Button != null &&
  m_Button.toggleButton.Button.interactable &&
  m_Button.toggleButton.CurrentState == UIRadioButton.State.True;
  }
  set
  {
  if (m_Button == null)
  {
  return;
  }
 
  if (value)
  {
  SetOn();
  }
  else
  {
  SetOff();
  }
  }
  }
 
  /// <summary>
  /// Disables the button if not already disabled.
  /// </summary>
  public void Disable()
  {
  if (m_Button != null && m_Button.toggleButton.Button.interactable)
  {
  m_Button.Disable();
  }
  }
 
  /// <summary>
  /// Enables the button if not already enabled.
  /// </summary>
  public void Enable()
  {
  if (m_Button != null && m_Button.toggleButton.Button.interactable == false)
  {
  m_Button.Enable();
  }
  }
 
  /// <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.
  /// </summary>
  public void SetOff()
  {
  Enable();
 
  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();
  }
  }
 
  protected virtual void Awake()
  {
  // cache icon texture
  if (s_IconTexture == null && AssetBundleLoader.Images != null)
  {
  s_IconTexture = AssetBundleLoader.Images.LoadAsset<Texture2D>("app-launcher-icon");
  }
 
  // subscribe event listeners
  GameEvents.onGUIApplicationLauncherReady.Add(OnGUIApplicationLauncherReady);
  GameEvents.onGUIApplicationLauncherUnreadifying.Add(OnGUIApplicationLauncherUnreadifying);
  }
 
  protected virtual void OnDestroy()
  {
  // unsubscribe event listeners
  GameEvents.onGUIApplicationLauncherReady.Remove(OnGUIApplicationLauncherReady);
  GameEvents.onGUIApplicationLauncherUnreadifying.Remove(OnGUIApplicationLauncherUnreadifying);
  }
 
  /// <summary>
  /// Called on button being disabled.
  /// </summary>
  protected virtual void OnDisable() { }
 
  /// <summary>
  /// Called on button being enabled.
  /// </summary>
  protected virtual void OnEnable() { }
 
  /// <summary>
  /// Called on button being toggled off.
  /// </summary>
  protected virtual void OnFalse() { }
 
  /// <summary>
  /// Called on mouse hovering.
  /// </summary>
  protected virtual void OnHover() { }
 
  /// <summary>
  /// Called on mouse exiting hover.
  /// </summary>
  protected virtual void OnHoverOut() { }
 
  /// <summary>
  /// Called on button being ready.
  /// </summary>
  protected virtual void OnReady() { }
 
  /// <summary>
  /// Called after the application launcher is ready and the button created.
  /// </summary>
  protected virtual void OnTrue() { }
 
  /// <summary>
  /// Called after the application launcher is unreadified and the button removed.
  /// </summary>
  protected virtual void OnUnreadifying() { }
 
  private void OnGUIApplicationLauncherReady()
  {
  // create button
  if (ApplicationLauncher.Instance != null)
  {
  m_Button = ApplicationLauncher.Instance.AddModApplication(OnTrue, OnFalse, OnHover, OnHoverOut, OnEnable, OnDisable, ApplicationLauncher.AppScenes.ALWAYS, s_IconTexture);
  }
 
  OnReady();
  }
 
  private void OnGUIApplicationLauncherUnreadifying(GameScenes scene)
  {
  // remove button
  if (ApplicationLauncher.Instance != null && m_Button != null)
  {
  ApplicationLauncher.Instance.RemoveModApplication(m_Button);
  }
 
  OnUnreadifying();
  }
  }
  }
  //
  // 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;
 
  [KSPAddon(KSPAddon.Startup.Instantly, false)]
  public class AssetBundleLoader : MonoBehaviour
  {
  private static AssetBundle s_Images;
  private static AssetBundle s_Prefabs;
 
  /// <summary>
  /// Gets the loaded images asset bundle.
  /// </summary>
  public static AssetBundle Images
  {
  get
  {
  return s_Images;
  }
  }
 
  /// <summary>
  /// Gets the loaded prefabs asset bundle.
  /// </summary>
  public static AssetBundle Prefabs
  {
  get
  {
  return s_Prefabs;
  }
  }
 
  protected virtual void Awake()
  {
  string bundlePath = EngineerGlobals.AssemblyPath;
 
  s_Images = AssetBundle.CreateFromFile(bundlePath + "/images");
  s_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs");
  }
  }
  }
// //
// 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.Editor namespace KerbalEngineer.Editor
{ {
using System; using System;
using Extensions; using Extensions;
using Flight; using Flight;
using Helpers; using Helpers;
using KeyBinding; using KeyBinding;
using Settings; using Settings;
using UIControls; using UIControls;
  using Unity;
using UnityEngine; using UnityEngine;
using VesselSimulator; using VesselSimulator;
   
[KSPAddon(KSPAddon.Startup.EditorAny, false)] [KSPAddon(KSPAddon.Startup.EditorAny, false)]
public class BuildAdvanced : MonoBehaviour public class BuildAdvanced : MonoBehaviour
{ {
public static float Altitude; public static float Altitude;
   
private static Rect compactModeRect = new Rect(0.0f, 5.0f, 0.0f, 20.0f); private static Rect compactModeRect = new Rect(0.0f, 5.0f, 0.0f, 20.0f);
private static Stage stage; private static Stage stage;
private static int stagesCount; private static int stagesCount;
private static int stagesLength; private static int stagesLength;
private static string title; private static string title;
   
private GUIStyle areaSettingStyle; private GUIStyle areaSettingStyle;
private GUIStyle areaStyle; private GUIStyle areaStyle;
private float atmosphericMach; private float atmosphericMach;
private GUIStyle bodiesButtonActiveStyle; private GUIStyle bodiesButtonActiveStyle;
private GUIStyle bodiesButtonStyle; private GUIStyle bodiesButtonStyle;
private DropDown bodiesList; private DropDown bodiesList;
private Rect bodiesListPosition; private Rect bodiesListPosition;
private GUIStyle buttonStyle; private GUIStyle buttonStyle;
private int compactCheck; private int compactCheck;
private bool compactCollapseRight; private bool compactCollapseRight;
private bool compactMode; private bool compactMode;
private float compactRight; private float compactRight;
private bool hasChanged; private bool hasChanged;
private GUIStyle infoStyle; private GUIStyle infoStyle;
private bool isEditorLocked; private bool isEditorLocked;
private float maxMach; private float maxMach;
private int numberOfStages; private int numberOfStages;
private Rect position = new Rect(265.0f, 45.0f, 0, 0); private Rect position = new Rect(265.0f, 45.0f, 0, 0);
private GUIStyle settingAtmoStyle; private GUIStyle settingAtmoStyle;
private GUIStyle settingStyle; private GUIStyle settingStyle;
private bool showAllStages; private bool showAllStages;
private bool showAtmosphericDetails; private bool showAtmosphericDetails;
private bool showSettings; private bool showSettings;
private Stage[] stages; private Stage[] stages;
private GUIStyle titleStyle; private GUIStyle titleStyle;
private bool visible = true; private bool visible = true;
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
/// <summary> /// <summary>
/// Gets the current instance if started or returns null. /// Gets the current instance if started or returns null.
/// </summary> /// </summary>
public static BuildAdvanced Instance { get; private set; } public static BuildAdvanced Instance { get; private set; }
   
/// <summary> /// <summary>
/// Gets and sets whether to show in compact mode. /// Gets and sets whether to show in compact mode.
/// </summary> /// </summary>
public bool CompactMode public bool CompactMode
{ {
get get
{ {
return compactMode; return compactMode;
} }
set set
{ {
compactMode = value; compactMode = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether to show all stages. /// Gets and sets whether to show all stages.
/// </summary> /// </summary>
public bool ShowAllStages public bool ShowAllStages
{ {
get get
{ {
return showAllStages; return showAllStages;
} }
set set
{ {
showAllStages = value; showAllStages = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether to use atmospheric details. /// Gets and sets whether to use atmospheric details.
/// </summary> /// </summary>
public bool ShowAtmosphericDetails public bool ShowAtmosphericDetails
{ {
get get
{ {
return showAtmosphericDetails; return showAtmosphericDetails;
} }
set set
{ {
showAtmosphericDetails = value; showAtmosphericDetails = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether to show the settings display. /// Gets and sets whether to show the settings display.
/// </summary> /// </summary>
public bool ShowSettings public bool ShowSettings
{ {
get get
{ {
return showSettings; return showSettings;
} }
set set
{ {
showSettings = value; showSettings = value;
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the display is enabled. /// Gets and sets whether the display is enabled.
/// </summary> /// </summary>
public bool Visible public bool Visible
{ {
get get
{ {
return visible; return visible;
} }
set set
{ {
visible = value; visible = value;
} }
} }
   
protected void Awake() protected void Awake()
{ {
try try
{ {
Instance = this; Instance = this;
bodiesList = gameObject.AddComponent<DropDown>(); bodiesList = gameObject.AddComponent<DropDown>();
bodiesList.DrawCallback = DrawBodiesList; bodiesList.DrawCallback = DrawBodiesList;
Load(); Load();
   
SimManager.UpdateModSettings(); SimManager.UpdateModSettings();
SimManager.OnReady -= GetStageInfo; SimManager.OnReady -= GetStageInfo;
SimManager.OnReady += GetStageInfo; SimManager.OnReady += GetStageInfo;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.Awake()"); Logger.Exception(ex, "BuildAdvanced.Awake()");
} }
} }
   
/// <summary> /// <summary>
/// Saves the settings when this object is destroyed. /// Saves the settings when this object is destroyed.
/// </summary> /// </summary>
protected void OnDestroy() protected void OnDestroy()
{ {
Logger.Log("BuildAdvanced->OnDestroy"); Logger.Log("BuildAdvanced->OnDestroy");
   
try try
{ {
SettingHandler handler = new SettingHandler(); SettingHandler handler = new SettingHandler();
handler.Set("visible", visible); handler.Set("visible", visible);
handler.Set("windowPositionX", position.x); handler.Set("windowPositionX", position.x);
handler.Set("windowPositionY", position.y); handler.Set("windowPositionY", position.y);
handler.Set("compactMode", compactMode); handler.Set("compactMode", compactMode);
handler.Set("compactCollapseRight", compactCollapseRight); handler.Set("compactCollapseRight", compactCollapseRight);
handler.Set("showAllStages", showAllStages); handler.Set("showAllStages", showAllStages);
handler.Set("showAtmosphericDetails", showAtmosphericDetails); handler.Set("showAtmosphericDetails", showAtmosphericDetails);
handler.Set("showSettings", showSettings); handler.Set("showSettings", showSettings);
handler.Set("selectedBodyName", CelestialBodies.SelectedBody.Name); handler.Set("selectedBodyName", CelestialBodies.SelectedBody.Name);
handler.Save("BuildAdvanced.xml"); handler.Save("BuildAdvanced.xml");
GuiDisplaySize.OnSizeChanged -= OnSizeChanged; GuiDisplaySize.OnSizeChanged -= OnSizeChanged;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.OnDestroy()"); Logger.Exception(ex, "BuildAdvanced.OnDestroy()");
} }
   
EditorLock(false); EditorLock(false);
} }
   
protected void OnGUI() protected void OnGUI()
{ {
try try
{ {
if (!visible || EditorLogic.fetch == null || EditorLogic.fetch.ship.parts.Count == 0 || EditorLogic.fetch.editorScreen != EditorScreen.Parts) if (!visible || EditorLogic.fetch == null || EditorLogic.fetch.ship.parts.Count == 0 || EditorLogic.fetch.editorScreen != EditorScreen.Parts)
{ {
return; return;
} }
   
if (stages == null) if (stages == null)
{ {
return; return;
} }
   
// Change the window title based on whether in compact mode or not. // Change the window title based on whether in compact mode or not.
title = !compactMode ? "KERBAL ENGINEER REDUX " + EngineerGlobals.ASSEMBLY_VERSION : "K.E.R. " + EngineerGlobals.ASSEMBLY_VERSION; title = !compactMode ? "KERBAL ENGINEER REDUX " + EngineerGlobals.ASSEMBLY_VERSION : "K.E.R. " + EngineerGlobals.ASSEMBLY_VERSION;
   
// Reset the window size when the staging or something else has changed. // Reset the window size when the staging or something else has changed.
stagesLength = stages.Length; stagesLength = stages.Length;
if (showAllStages) if (showAllStages)
{ {
stagesCount = stagesLength; stagesCount = stagesLength;
} }
if (showAllStages == false) if (showAllStages == false)
{ {
stagesCount = 0; stagesCount = 0;
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
if (stages[i].deltaV > 0.0f) if (stages[i].deltaV > 0.0f)
{ {
stagesCount = stagesCount + 1; stagesCount = stagesCount + 1;
} }
} }
} }
   
if (hasChanged || stagesCount != numberOfStages) if (hasChanged || stagesCount != numberOfStages)
{ {
hasChanged = false; hasChanged = false;
numberOfStages = stagesCount; numberOfStages = stagesCount;
   
position.width = 0; position.width = 0;
position.height = 0; position.height = 0;
} }
   
GUI.skin = null; GUI.skin = null;
position = GUILayout.Window(GetInstanceID(), position, Window, title, windowStyle).ClampToScreen(); position = GUILayout.Window(GetInstanceID(), position, Window, title, windowStyle).ClampToScreen();
   
if (compactCheck > 0 && compactCollapseRight) if (compactCheck > 0 && compactCollapseRight)
{ {
position.x = compactRight - position.width; position.x = compactRight - position.width;
compactCheck--; compactCheck--;
} }
else if (compactCheck > 0) else if (compactCheck > 0)
{ {
compactCheck = 0; compactCheck = 0;
} }
   
// Check editor lock to manage click-through. // Check editor lock to manage click-through.
CheckEditorLock(); CheckEditorLock();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.OnGUI()"); Logger.Exception(ex, "BuildAdvanced.OnGUI()");
} }
} }
   
protected void Start() protected void Start()
{ {
try try
{ {
InitialiseStyles(); InitialiseStyles();
GuiDisplaySize.OnSizeChanged += OnSizeChanged; GuiDisplaySize.OnSizeChanged += OnSizeChanged;
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.Start()"); Logger.Exception(ex, "BuildAdvanced.Start()");
} }
} }
   
protected void Update() protected void Update()
{ {
try try
{ {
if (Input.GetKeyDown(KeyBinder.EditorShowHide)) if (Input.GetKeyDown(KeyBinder.EditorShowHide))
{ {
visible = !visible; visible = !visible;
if (!visible) if (!visible)
{ {
EditorLock(false); EditorLock(false);
} }
} }
   
if (!visible || EditorLogic.fetch == null || EditorLogic.fetch.ship.parts.Count == 0) if (!visible || EditorLogic.fetch == null || EditorLogic.fetch.ship.parts.Count == 0)
{ {
bodiesList.enabled = false; bodiesList.enabled = false;
return; return;
} }
   
// Configure the simulation parameters based on the selected reference body. // Configure the simulation parameters based on the selected reference body.
SimManager.Gravity = CelestialBodies.SelectedBody.Gravity; SimManager.Gravity = CelestialBodies.SelectedBody.Gravity;
   
if (showAtmosphericDetails) if (showAtmosphericDetails)
{ {
SimManager.Atmosphere = CelestialBodies.SelectedBody.GetAtmospheres(Altitude); SimManager.Atmosphere = CelestialBodies.SelectedBody.GetAtmospheres(Altitude);
} }
else else
{ {
SimManager.Atmosphere = 0; SimManager.Atmosphere = 0;
} }
   
SimManager.Mach = atmosphericMach; SimManager.Mach = atmosphericMach;
   
SimManager.RequestSimulation(); SimManager.RequestSimulation();
SimManager.TryStartSimulation(); SimManager.TryStartSimulation();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.Update()"); Logger.Exception(ex, "BuildAdvanced.Update()");
} }
} }
   
/// <summary> /// <summary>
/// Checks whether the editor should be locked to stop click-through. /// Checks whether the editor should be locked to stop click-through.
/// </summary> /// </summary>
private void CheckEditorLock() private void CheckEditorLock()
{ {
if ((position.MouseIsOver() || bodiesList.Position.MouseIsOver()) && !isEditorLocked) if ((position.MouseIsOver() || bodiesList.Position.MouseIsOver()) && !isEditorLocked)
{ {
EditorLock(true); EditorLock(true);
} }
else if (!position.MouseIsOver() && !bodiesList.Position.MouseIsOver() && isEditorLocked) else if (!position.MouseIsOver() && !bodiesList.Position.MouseIsOver() && isEditorLocked)
{ {
EditorLock(false); EditorLock(false);
} }
} }
   
/// <summary> /// <summary>
/// Draws the atmospheric settings. /// Draws the atmospheric settings.
/// </summary> /// </summary>
private void DrawAtmosphericDetails() private void DrawAtmosphericDetails()
{ {
try try
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label("Altitude: " + (Altitude * 0.001f).ToString("F1") + "km", settingAtmoStyle, GUILayout.Width(125.0f * GuiDisplaySize.Offset)); GUILayout.Label("Altitude: " + (Altitude * 0.001f).ToString("F1") + "km", settingAtmoStyle, GUILayout.Width(125.0f * GuiDisplaySize.Offset));
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
Altitude = GUILayout.HorizontalSlider(Altitude, 0.0f, (float)(CelestialBodies.SelectedBody.CelestialBody.atmosphereDepth)); Altitude = GUILayout.HorizontalSlider(Altitude, 0.0f, (float)(CelestialBodies.SelectedBody.CelestialBody.atmosphereDepth));
GUI.skin = null; GUI.skin = null;
GUILayout.EndVertical(); GUILayout.EndVertical();
   
GUILayout.Space(5.0f); GUILayout.Space(5.0f);
   
GUILayout.BeginVertical(); GUILayout.BeginVertical();
GUILayout.Label("Mach: " + atmosphericMach.ToString("F2"), settingAtmoStyle, GUILayout.Width(125.0f * GuiDisplaySize.Offset)); GUILayout.Label("Mach: " + atmosphericMach.ToString("F2"), settingAtmoStyle, GUILayout.Width(125.0f * GuiDisplaySize.Offset));
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
atmosphericMach = GUILayout.HorizontalSlider(Mathf.Clamp(atmosphericMach, 0.0f, maxMach), 0.0f, maxMach); atmosphericMach = GUILayout.HorizontalSlider(Mathf.Clamp(atmosphericMach, 0.0f, maxMach), 0.0f, maxMach);
GUI.skin = null; GUI.skin = null;
GUILayout.EndVertical(); GUILayout.EndVertical();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.DrawAtmosphericDetails()"); Logger.Exception(ex, "BuildAdvanced.DrawAtmosphericDetails()");
} }
} }
   
private void DrawBodiesList() private void DrawBodiesList()
{ {
if (CelestialBodies.SystemBody == CelestialBodies.SelectedBody) if (CelestialBodies.SystemBody == CelestialBodies.SelectedBody)
{ {
DrawBody(CelestialBodies.SystemBody); DrawBody(CelestialBodies.SystemBody);
} }
else else
{ {
foreach (CelestialBodies.BodyInfo body in CelestialBodies.SystemBody.Children) foreach (CelestialBodies.BodyInfo body in CelestialBodies.SystemBody.Children)
{ {
DrawBody(body); DrawBody(body);
} }
} }
} }
   
private void DrawBody(CelestialBodies.BodyInfo bodyInfo, int depth = 0) private void DrawBody(CelestialBodies.BodyInfo bodyInfo, int depth = 0)
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Space(20.0f * depth); GUILayout.Space(20.0f * depth);
if (GUILayout.Button(bodyInfo.Children.Count > 0 ? bodyInfo.Name + " [" + bodyInfo.Children.Count + "]" : bodyInfo.Name, bodyInfo.Selected && bodyInfo.SelectedDepth == 0 ? bodiesButtonActiveStyle : bodiesButtonStyle)) if (GUILayout.Button(bodyInfo.Children.Count > 0 ? bodyInfo.Name + " [" + bodyInfo.Children.Count + "]" : bodyInfo.Name, bodyInfo.Selected && bodyInfo.SelectedDepth == 0 ? bodiesButtonActiveStyle : bodiesButtonStyle))
{ {
CelestialBodies.SetSelectedBody(bodyInfo.Name); CelestialBodies.SetSelectedBody(bodyInfo.Name);
Altitude = 0.0f; Altitude = 0.0f;
bodiesList.Resize = true; bodiesList.Resize = true;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
if (bodyInfo.Selected) if (bodyInfo.Selected)
{ {
for (int i = 0; i < bodyInfo.Children.Count; ++i) for (int i = 0; i < bodyInfo.Children.Count; ++i)
{ {
DrawBody(bodyInfo.Children[i], depth + 1); DrawBody(bodyInfo.Children[i], depth + 1);
} }
} }
} }
   
/// <summary> /// <summary>
/// Draws the burn time column. /// Draws the burn time column.
/// </summary> /// </summary>
private void DrawBurnTime() private void DrawBurnTime()
{ {
GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset));
GUILayout.Label("BURN", titleStyle); GUILayout.Label("BURN", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(TimeFormatter.ConvertToString(stage.time), infoStyle); GUILayout.Label(TimeFormatter.ConvertToString(stage.time), infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the cost column. /// Draws the cost column.
/// </summary> /// </summary>
private void DrawCost() private void DrawCost()
{ {
GUILayout.BeginVertical(GUILayout.Width(110.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(110.0f * GuiDisplaySize.Offset));
GUILayout.Label("COST", titleStyle); GUILayout.Label("COST", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(Units.Cost(stage.cost, stage.totalCost), infoStyle); GUILayout.Label(Units.Cost(stage.cost, stage.totalCost), infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the deltaV column. /// Draws the deltaV column.
/// </summary> /// </summary>
private void DrawDeltaV() private void DrawDeltaV()
{ {
GUILayout.BeginVertical(GUILayout.Width(100.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.Label("DELTA-V", titleStyle); GUILayout.Label("DELTA-V", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.deltaV.ToString("N0") + " / " + stage.inverseTotalDeltaV.ToString("N0") + "m/s", infoStyle); GUILayout.Label(stage.deltaV.ToString("N0") + " / " + stage.inverseTotalDeltaV.ToString("N0") + "m/s", infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the specific impluse column. /// Draws the specific impluse column.
/// </summary> /// </summary>
private void DrawIsp() private void DrawIsp()
{ {
GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset));
GUILayout.Label("ISP", titleStyle); GUILayout.Label("ISP", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.isp.ToString("F1") + "s", infoStyle); GUILayout.Label(stage.isp.ToString("F1") + "s", infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the mass column. /// Draws the mass column.
/// </summary> /// </summary>
private void DrawMass() private void DrawMass()
{ {
GUILayout.BeginVertical(GUILayout.Width(110.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(110.0f * GuiDisplaySize.Offset));
GUILayout.Label("MASS", titleStyle); GUILayout.Label("MASS", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(Units.ToMass(stage.mass, stage.totalMass), infoStyle); GUILayout.Label(Units.ToMass(stage.mass, stage.totalMass), infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the part count column. /// Draws the part count column.
/// </summary> /// </summary>
private void DrawPartCount() private void DrawPartCount()
{ {
GUILayout.BeginVertical(GUILayout.Width(50.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(50.0f * GuiDisplaySize.Offset));
GUILayout.Label("PARTS", titleStyle); GUILayout.Label("PARTS", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.partCount + " / " + stage.totalPartCount, infoStyle); GUILayout.Label(stage.partCount + " / " + stage.totalPartCount, infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the settings panel. /// Draws the settings panel.
/// </summary> /// </summary>
private void DrawSettings() private void DrawSettings()
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Compact mode collapses to the:", settingStyle); GUILayout.Label("Compact mode collapses to the:", settingStyle);
compactCollapseRight = !GUILayout.Toggle(!compactCollapseRight, "LEFT", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); compactCollapseRight = !GUILayout.Toggle(!compactCollapseRight, "LEFT", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
compactCollapseRight = GUILayout.Toggle(compactCollapseRight, "RIGHT", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); compactCollapseRight = GUILayout.Toggle(compactCollapseRight, "RIGHT", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Simulate using vectored thrust values:", settingStyle); GUILayout.Label("Simulate using vectored thrust values:", settingStyle);
SimManager.vectoredThrust = GUILayout.Toggle(SimManager.vectoredThrust, "ENABLED", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); SimManager.vectoredThrust = GUILayout.Toggle(SimManager.vectoredThrust, "ENABLED", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Verbose Simulation Log:", settingStyle); GUILayout.Label("Verbose Simulation Log:", settingStyle);
SimManager.logOutput = GUILayout.Toggle(SimManager.logOutput, "ENABLED", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); SimManager.logOutput = GUILayout.Toggle(SimManager.logOutput, "ENABLED", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Build Engineer Overlay:", settingStyle); GUILayout.Label("Build Engineer Overlay:", settingStyle);
BuildOverlay.Visible = GUILayout.Toggle(BuildOverlay.Visible, "VISIBLE", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); BuildOverlay.Visible = GUILayout.Toggle(BuildOverlay.Visible, "VISIBLE", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
BuildOverlayPartInfo.NamesOnly = GUILayout.Toggle(BuildOverlayPartInfo.NamesOnly, "NAMES ONLY", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); BuildOverlayPartInfo.NamesOnly = GUILayout.Toggle(BuildOverlayPartInfo.NamesOnly, "NAMES ONLY", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
BuildOverlayPartInfo.ClickToOpen = GUILayout.Toggle(BuildOverlayPartInfo.ClickToOpen, "CLICK TO OPEN", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); BuildOverlayPartInfo.ClickToOpen = GUILayout.Toggle(BuildOverlayPartInfo.ClickToOpen, "CLICK TO OPEN", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Flight Engineer activation mode:", settingStyle); GUILayout.Label("Flight Engineer activation mode:", settingStyle);
FlightEngineerCore.IsCareerMode = GUILayout.Toggle(FlightEngineerCore.IsCareerMode, "CAREER", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); FlightEngineerCore.IsCareerMode = GUILayout.Toggle(FlightEngineerCore.IsCareerMode, "CAREER", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
FlightEngineerCore.IsCareerMode = !GUILayout.Toggle(!FlightEngineerCore.IsCareerMode, "PARTLESS", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); FlightEngineerCore.IsCareerMode = !GUILayout.Toggle(!FlightEngineerCore.IsCareerMode, "PARTLESS", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Flight Engineer Career Limitations:", settingStyle); GUILayout.Label("Flight Engineer Career Limitations:", settingStyle);
FlightEngineerCore.IsKerbalLimited = GUILayout.Toggle(FlightEngineerCore.IsKerbalLimited, "KERBAL", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); FlightEngineerCore.IsKerbalLimited = GUILayout.Toggle(FlightEngineerCore.IsKerbalLimited, "KERBAL", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
FlightEngineerCore.IsTrackingStationLimited = GUILayout.Toggle(FlightEngineerCore.IsTrackingStationLimited, "TRACKING", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)); FlightEngineerCore.IsTrackingStationLimited = GUILayout.Toggle(FlightEngineerCore.IsTrackingStationLimited, "TRACKING", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("Key Bindings:", settingStyle); GUILayout.Label("Key Bindings:", settingStyle);
if (GUILayout.Button("EDIT KEY BINDINGS", buttonStyle, GUILayout.Width(200.0f * GuiDisplaySize.Offset))) if (GUILayout.Button("EDIT KEY BINDINGS", buttonStyle, GUILayout.Width(200.0f * GuiDisplaySize.Offset)))
{ {
KeyBinder.Show(); KeyBinder.Show();
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label("GUI Size: " + GuiDisplaySize.Increment, settingStyle); GUILayout.Label("GUI Size: " + GuiDisplaySize.Increment, settingStyle);
if (GUILayout.Button("<", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset))) if (GUILayout.Button("<", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)))
{ {
GuiDisplaySize.Increment--; GuiDisplaySize.Increment--;
} }
if (GUILayout.Button(">", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset))) if (GUILayout.Button(">", buttonStyle, GUILayout.Width(100.0f * GuiDisplaySize.Offset)))
{ {
GuiDisplaySize.Increment++; GuiDisplaySize.Increment++;
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.Label("Minimum delay between simulations: " + SimManager.minSimTime.TotalMilliseconds + "ms", settingStyle); GUILayout.Label("Minimum delay between simulations: " + SimManager.minSimTime.TotalMilliseconds + "ms", settingStyle);
GUI.skin = HighLogic.Skin; GUI.skin = HighLogic.Skin;
SimManager.minSimTime = TimeSpan.FromMilliseconds(GUILayout.HorizontalSlider((float)SimManager.minSimTime.TotalMilliseconds, 0, 2000.0f)); SimManager.minSimTime = TimeSpan.FromMilliseconds(GUILayout.HorizontalSlider((float)SimManager.minSimTime.TotalMilliseconds, 0, 2000.0f));
   
GUI.skin = null; GUI.skin = null;
} }
   
/// <summary> /// <summary>
/// Draws the stage number column. /// Draws the stage number column.
/// </summary> /// </summary>
private void DrawStageNumbers() private void DrawStageNumbers()
{ {
GUILayout.BeginVertical(GUILayout.Width(30.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(30.0f * GuiDisplaySize.Offset));
GUILayout.Label(string.Empty, titleStyle); GUILayout.Label(string.Empty, titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label("S" + stage.number, titleStyle); GUILayout.Label("S" + stage.number, titleStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the thrust column. /// Draws the thrust column.
/// </summary> /// </summary>
private void DrawThrust() private void DrawThrust()
{ {
GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset));
GUILayout.Label("THRUST", titleStyle); GUILayout.Label("THRUST", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.thrust.ToForce(), infoStyle); GUILayout.Label(stage.thrust.ToForce(), infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Draws the torque column. /// Draws the torque column.
/// </summary> /// </summary>
private void DrawTorque() private void DrawTorque()
{ {
GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(75.0f * GuiDisplaySize.Offset));
GUILayout.Label("TORQUE", titleStyle); GUILayout.Label("TORQUE", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.maxThrustTorque.ToTorque(), infoStyle); GUILayout.Label(stage.maxThrustTorque.ToTorque(), infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
/// <summary> /// <summary>
/// Drwas the thrust to weight ratio column. /// Drwas the thrust to weight ratio column.
/// </summary> /// </summary>
private void DrawTwr() private void DrawTwr()
{ {
GUILayout.BeginVertical(GUILayout.Width(100.0f * GuiDisplaySize.Offset)); GUILayout.BeginVertical(GUILayout.Width(100.0f * GuiDisplaySize.Offset));
GUILayout.Label("TWR (MAX)", titleStyle); GUILayout.Label("TWR (MAX)", titleStyle);
for (int i = 0; i < stagesLength; ++i) for (int i = 0; i < stagesLength; ++i)
{ {
stage = stages[i]; stage = stages[i];
if (showAllStages || stage.deltaV > 0.0) if (showAllStages || stage.deltaV > 0.0)
{ {
GUILayout.Label(stage.thrustToWeight.ToString("F2") + " (" + stage.maxThrustToWeight.ToString("F2") + ")", infoStyle); GUILayout.Label(stage.thrustToWeight.ToString("F2") + " (" + stage.maxThrustToWeight.ToString("F2") + ")", infoStyle);
} }
} }
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
   
private void EditorLock(bool state) private void EditorLock(bool state)
{ {
if (state) if (state)
{ {
InputLockManager.SetControlLock(ControlTypes.All, "KER_BuildAdvanced"); InputLockManager.SetControlLock(ControlTypes.All, "KER_BuildAdvanced");
BuildOverlayPartInfo.Hidden = true; BuildOverlayPartInfo.Hidden = true;
isEditorLocked = true; isEditorLocked = true;
} }
else else
{ {
InputLockManager.SetControlLock(ControlTypes.None, "KER_BuildAdvanced"); InputLockManager.SetControlLock(ControlTypes.None, "KER_BuildAdvanced");
BuildOverlayPartInfo.Hidden = false; BuildOverlayPartInfo.Hidden = false;
isEditorLocked = false; isEditorLocked = false;
} }
} }
   
private void GetStageInfo() private void GetStageInfo()
{ {
stages = SimManager.Stages; stages = SimManager.Stages;
if (stages != null && stages.Length > 0) if (stages != null && stages.Length > 0)
{ {
maxMach = stages[stages.Length - 1].maxMach; maxMach = stages[stages.Length - 1].maxMach;
} }
} }
   
/// <summary> /// <summary>
/// Initialises all the styles that are required. /// Initialises all the styles that are required.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
windowStyle = new GUIStyle(HighLogic.Skin.window) windowStyle = new GUIStyle(HighLogic.Skin.window)
{ {
alignment = TextAnchor.UpperLeft alignment = TextAnchor.UpperLeft
}; };
   
areaStyle = new GUIStyle(HighLogic.Skin.box) areaStyle = new GUIStyle(HighLogic.Skin.box)
{ {
padding = new RectOffset(0, 0, 9, 0) padding = new RectOffset(0, 0, 9, 0)
}; };
   
areaSettingStyle = new GUIStyle(HighLogic.Skin.box) areaSettingStyle = new GUIStyle(HighLogic.Skin.box)
{ {
padding = new RectOffset(10, 10, 10, 10) padding = new RectOffset(10, 10, 10, 10)
}; };
   
buttonStyle = new GUIStyle(HighLogic.Skin.button) buttonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter alignment = TextAnchor.MiddleCenter
}; };
   
titleStyle = new GUIStyle(HighLogic.Skin.label) titleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
stretchWidth = true stretchWidth = true
}; };
   
infoStyle = new GUIStyle(HighLogic.Skin.label) infoStyle = new GUIStyle(HighLogic.Skin.label)
{ {
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
stretchWidth = true stretchWidth = true
}; };
   
settingStyle = new GUIStyle(titleStyle) settingStyle = new GUIStyle(titleStyle)
{ {
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
stretchWidth = true, stretchWidth = true,
stretchHeight = true stretchHeight = true
}; };
   
settingAtmoStyle = new GUIStyle(titleStyle) settingAtmoStyle = new GUIStyle(titleStyle)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.UpperLeft alignment = TextAnchor.UpperLeft
}; };
   
bodiesButtonStyle = new GUIStyle(HighLogic.Skin.button) bodiesButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
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),
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
active = active =
{ {
textColor = Color.white textColor = Color.white
}, },
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fixedHeight = 20.0f fixedHeight = 20.0f
}; };
   
bodiesButtonActiveStyle = new GUIStyle(bodiesButtonStyle) bodiesButtonActiveStyle = new GUIStyle(bodiesButtonStyle)
{ {
normal = bodiesButtonStyle.onNormal, normal = bodiesButtonStyle.onNormal,
hover = bodiesButtonStyle.onHover hover = bodiesButtonStyle.onHover
}; };
} }
   
/// <summary> /// <summary>
/// Loads the settings when this object is created. /// Loads the settings when this object is created.
/// </summary> /// </summary>
private void Load() private void Load()
{ {
try try
{ {
SettingHandler handler = SettingHandler.Load("BuildAdvanced.xml"); SettingHandler handler = SettingHandler.Load("BuildAdvanced.xml");
handler.Get("visible", ref visible); handler.Get("visible", ref visible);
position.x = handler.Get("windowPositionX", position.x); position.x = handler.Get("windowPositionX", position.x);
position.y = handler.Get("windowPositionY", position.y); position.y = handler.Get("windowPositionY", position.y);
handler.Get("compactMode", ref compactMode); handler.Get("compactMode", ref compactMode);
handler.Get("compactCollapseRight", ref compactCollapseRight); handler.Get("compactCollapseRight", ref compactCollapseRight);
handler.Get("showAllStages", ref showAllStages); handler.Get("showAllStages", ref showAllStages);
handler.Get("showAtmosphericDetails", ref showAtmosphericDetails); handler.Get("showAtmosphericDetails", ref showAtmosphericDetails);
handler.Get("showSettings", ref showSettings); handler.Get("showSettings", ref showSettings);
CelestialBodies.SetSelectedBody(handler.Get("selectedBodyName", CelestialBodies.SelectedBody.Name)); CelestialBodies.SetSelectedBody(handler.Get("selectedBodyName", CelestialBodies.SelectedBody.Name));
} }
catch (Exception ex) catch (Exception ex)
{ {
Logger.Exception(ex, "BuildAdvanced.Load()"); Logger.Exception(ex, "BuildAdvanced.Load()");
} }
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
InitialiseStyles(); InitialiseStyles();
hasChanged = true; hasChanged = true;
} }
   
/// <summary> /// <summary>
/// Draws the OnGUI window. /// Draws the OnGUI window.
/// </summary> /// </summary>
private void Window(int windowId) private void Window(int windowId)
{ {
try try
{ {
compactModeRect = new Rect(position.width - 70.0f * GuiDisplaySize.Offset, 5.0f, 65.0f * GuiDisplaySize.Offset, 20.0f); compactModeRect = new Rect(position.width - 70.0f * GuiDisplaySize.Offset, 5.0f, 65.0f * GuiDisplaySize.Offset, 20.0f);
   
// Draw the compact mode toggle. // Draw the compact mode toggle.
if (GUI.Toggle(compactModeRect, compactMode, "COMPACT", buttonStyle) != compactMode) if (GUI.Toggle(compactModeRect, compactMode, "COMPACT", buttonStyle) != compactMode)
{ {
hasChanged = true; hasChanged = true;
compactCheck = 2; compactCheck = 2;
compactRight = position.xMax; compactRight = position.xMax;
compactMode = !compactMode; compactMode = !compactMode;
} }
   
// When not in compact mode draw the 'All Stages' and 'Atmospheric' toggles. // When not in compact mode draw the 'All Stages' and 'Atmospheric' toggles.
if (!compactMode) if (!compactMode)
{ {
  //if (GUI.Button(new Rect(position.width - 143.0f * GuiDisplaySize.Offset, 5.0f, 70.0f * GuiDisplaySize.Offset, 20.0f), "SETTINGS", buttonStyle))
  //{
  // SettingsWindow.Open();
  //}
if (GUI.Toggle(new Rect(position.width - 143.0f * GuiDisplaySize.Offset, 5.0f, 70.0f * GuiDisplaySize.Offset, 20.0f), showSettings, "SETTINGS", buttonStyle) != showSettings) if (GUI.Toggle(new Rect(position.width - 143.0f * GuiDisplaySize.Offset, 5.0f, 70.0f * GuiDisplaySize.Offset, 20.0f), showSettings, "SETTINGS", buttonStyle) != showSettings)
{ {
hasChanged = true; hasChanged = true;
showSettings = !showSettings; showSettings = !showSettings;
} }
   
if (GUI.Toggle(new Rect(position.width - 226.0f * GuiDisplaySize.Offset, 5.0f, 80.0f * GuiDisplaySize.Offset, 20.0f), showAllStages, "ALL STAGES", buttonStyle) != showAllStages) if (GUI.Toggle(new Rect(position.width - 226.0f * GuiDisplaySize.Offset, 5.0f, 80.0f * GuiDisplaySize.Offset, 20.0f), showAllStages, "ALL STAGES", buttonStyle) != showAllStages)
{ {
hasChanged = true; hasChanged = true;
showAllStages = !showAllStages; showAllStages = !showAllStages;
} }
   
if (GUI.Toggle(new Rect(position.width - 324.0f * GuiDisplaySize.Offset, 5.0f, 95.0f * GuiDisplaySize.Offset, 20.0f), showAtmosphericDetails, "ATMOSPHERIC", buttonStyle) != showAtmosphericDetails) if (GUI.Toggle(new Rect(position.width - 324.0f * GuiDisplaySize.Offset, 5.0f, 95.0f * GuiDisplaySize.Offset, 20.0f), showAtmosphericDetails, "ATMOSPHERIC", buttonStyle) != showAtmosphericDetails)
{ {
hasChanged = true; hasChanged = true;
showAtmosphericDetails = !showAtmosphericDetails; showAtmosphericDetails = !showAtmosphericDetails;
} }
   
bodiesListPosition = new Rect(position.width - 452.0f * GuiDisplaySize.Offset, 5.0f, 125.0f * GuiDisplaySize.Offset, 20.0f); bodiesListPosition = new Rect(position.width - 452.0f * GuiDisplaySize.Offset, 5.0f, 125.0f * GuiDisplaySize.Offset, 20.0f);
bodiesList.enabled = GUI.Toggle(bodiesListPosition, bodiesList.enabled, "BODY: " + CelestialBodies.SelectedBody.Name.ToUpper(), buttonStyle); bodiesList.enabled = GUI.Toggle(bodiesListPosition, bodiesList.enabled, "BODY: " + CelestialBodies.SelectedBody.Name.ToUpper(), buttonStyle);
bodiesList.SetPosition(bodiesListPosition.Translate(position)); bodiesList.SetPosition(bodiesListPosition.Translate(position));
} }
else else
{ {
if (GUI.Toggle(new Rect(position.width - 133.0f * GuiDisplaySize.Offset, 5.0f, 60.0f * GuiDisplaySize.Offset, 20.0f), showAtmosphericDetails, "ATMO", buttonStyle) != showAtmosphericDetails) if (GUI.Toggle(new Rect(position.width - 133.0f * GuiDisplaySize.Offset, 5.0f, 60.0f * GuiDisplaySize.Offset, 20.0f), showAtmosphericDetails, "ATMO", buttonStyle) != showAtmosphericDetails)
{ {
hasChanged = true; hasChanged = true;
showAtmosphericDetails = !showAtmosphericDetails; showAtmosphericDetails = !showAtmosphericDetails;
} }
} }
   
// Draw the main informational display box. // Draw the main informational display box.
if (!compactMode) if (!compactMode)
{ {
GUILayout.BeginHorizontal(areaStyle); GUILayout.BeginHorizontal(areaStyle);
DrawStageNumbers(); DrawStageNumbers();
DrawPartCount(); DrawPartCount();
DrawCost(); DrawCost();
DrawMass(); DrawMass();
DrawIsp(); DrawIsp();
DrawThrust(); DrawThrust();
DrawTorque(); DrawTorque();
DrawTwr(); DrawTwr();