Fixed issue with HUD background when not displaying anything.
Fixed issue with HUD background when not displaying anything.

1.0.11.0 1.0.11.0
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.
   
Padishar's Fixes: Padishar's Fixes:
Fixed: Issue with multicouplers when attached to parent by bottom node. Fixed: Issue with multicouplers when attached to parent by bottom node.
Fixed: Issue with sepratrons on solid rocket boosters. Fixed: Issue with sepratrons on solid rocket boosters.
   
1.0.10.0, 19-10-2014 1.0.10.0, 19-10-2014
UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please UPDATE NOTICE: If you are updating from a previous version of Kerbal Engineer 1.0, please
delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will delete the 'Settings/SectionLibrary.xml' file, or remove the old install first. This will
reset the Flight Engineer sections to their default values and enable the new HUD functionality. reset the Flight Engineer sections to their default values and enable the new HUD functionality.
   
Added: New reaouts to the vessel category: Added: New reaouts to the vessel category:
- Suicide Burn Altitude (height above terrain to start burn) - Suicide Burn Altitude (height above terrain to start burn)
- Suicide Burn Distance (distance to suicide burn altitude) - Suicide Burn Distance (distance to suicide burn altitude)
- Suicide Burn DeltaV (velocity change required to zero vertical speed) - Suicide Burn DeltaV (velocity change required to zero vertical speed)
*** F5 for safety and use at your own risk! *** *** F5 for safety and use at your own risk! ***
   
Added: HUD type sections to the Flight Engineer. Added: HUD type sections to the Flight Engineer.
Added: HUD sections can have a smoked background for easy visibility. Added: HUD sections can have a smoked background for easy visibility.
Added: 'Switch to Target' button on the Target Selector readout. Added: 'Switch to Target' button on the Target Selector readout.
Changed: The default installed readouts to reduce new user brain melt. Changed: The default installed readouts to reduce new user brain melt.
Fixed: Flight Engineer not saving its hidden state. Fixed: Flight Engineer not saving its hidden state.
Fixed: Bug in the phase angle calculations. Fixed: Bug in the phase angle calculations.
Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key. Fixed: Bug where the Build Engineer would stay locked after hiding with the shortcut key.
   
1.0.9.3, 08-10-2014 1.0.9.3, 08-10-2014
Added: Title of the build engineer in compact mode now shows if you are using atmospheric data. Added: Title of the build engineer in compact mode now shows if you are using atmospheric data.
Added: New readout to the surface category: Added: New readout to the surface category:
- Vertical Acceleration - Vertical Acceleration
- Horizontal Acceleration - Horizontal Acceleration
Changed: Atmospheric efficiency readout now shows as a percentage. Changed: Atmospheric efficiency readout now shows as a percentage.
Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line. Changed: Atmospheric settings (pressure/velocity) in the editor condensed onto a single line.
Fixed: Bug where the overlays in the editor would stay open outside of parts screen. Fixed: Bug where the overlays in the editor would stay open outside of parts screen.
   
1.0.9.2, 07-10-2014 1.0.9.2, 07-10-2014
Updated for KSP v0.25.0 Updated for KSP v0.25.0
Changed: Prettyfied Latitude and Longitude readouts. Changed: Prettyfied Latitude and Longitude readouts.
Changed: ModuleLandingGear now uses the physical significance flag. Changed: ModuleLandingGear now uses the physical significance flag.
Changed: Updated MiniAVC to 1.0.2.4. Changed: Updated MiniAVC to 1.0.2.4.
   
1.0.9.1, 17-09-2014 1.0.9.1, 17-09-2014
Fixed: Part size bug caused by TweakScale's cost calculator. Fixed: Part size bug caused by TweakScale's cost calculator.
   
1.0.9.0, 15-09-2014 1.0.9.0, 15-09-2014
Added: Build Engineer now also implements the '\' backslash show/hide shortcut. Added: Build Engineer now also implements the '\' backslash show/hide shortcut.
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Current Stage DeltaV - Current Stage DeltaV
- Surface Thrust to Weight Ratio - Surface Thrust to Weight Ratio
   
Added: New editor overlay system. Added: New editor overlay system.
- Sleeker design. - Sleeker design.
- Hover over part information options: - Hover over part information options:
- Name only - Name only
- Middle click to show - Middle click to show
- Always show - Always show
- Slide out overlay displays: - Slide out overlay displays:
- Vessel information - Vessel information
- Resources list - Resources list
   
Fixed: Cost calculation now works with mods implementing IPartCostModifier. Fixed: Cost calculation now works with mods implementing IPartCostModifier.
   
1.0.8.1, 06-09-2014 1.0.8.1, 06-09-2014
Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros. Fixed: Bug which caused rendezvous readouts to freeze the game or show all zeros.
   
1.0.8.0, 06-09-2014 1.0.8.0, 06-09-2014
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Usage) - Intake Air (Usage)
   
Added: New readouts to the rendezvous category: Added: New readouts to the rendezvous category:
- Relative Velocity - Relative Velocity
- Relative Speed - Relative Speed
   
Fixed: An issue where deltaV would not be calculated whilst flying. Fixed: An issue where deltaV would not be calculated whilst flying.
Fixed: NullRef whilst loading the in flight Action Menu. Fixed: NullRef whilst loading the in flight Action Menu.
   
1.0.7.1, 02-09-2014 1.0.7.1, 02-09-2014
Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading. Changed: Reversed Intake Air readout from 'S/D' to 'D/S' for easier reading.
Changed: Increased Intake Air readout precision to 4 decimal places. Changed: Increased Intake Air readout precision to 4 decimal places.
Fixed: Issue where Intake Air supply was not representative of total supply. Fixed: Issue where Intake Air supply was not representative of total supply.
Fixed: Bug where actual thrust does not reset to zero on deactivated engines. Fixed: Bug where actual thrust does not reset to zero on deactivated engines.
Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix) Fixed: Thrust now scales with velocity for atmospheric engines. (Padishar's fix)
   
1.0.7.0, 01-09-2014 1.0.7.0, 01-09-2014
Added: Part count information to the Build Engineer. Added: Part count information to the Build Engineer.
Added: Reset button to the G-Force readout. Added: Reset button to the G-Force readout.
Added: Preset system to the Flight Engineer. Added: Preset system to the Flight Engineer.
Added: New stock presets: Added: New stock presets:
- Orbital - Orbital
- Surface - Surface
- Vessel - Vessel
- Rendezvous - Rendezvous
   
Added: New readouts to the orbital category: Added: New readouts to the orbital category:
- True Anomaly - True Anomaly
- Eccentric Anomaly - Eccentric Anomaly
- Mean Anomaly - Mean Anomaly
- Argument of Periapsis - Argument of Periapsis
- Angle to Prograde - Angle to Prograde
- Angle to Retrograde - Angle to Retrograde
   
Added: New readouts to the vessel category: Added: New readouts to the vessel category:
- Intake Air (Demand) - Intake Air (Demand)
- Intake Air (Supply) - Intake Air (Supply)
- Intake Air (Supply/Demand) - Intake Air (Supply/Demand)
   
Added: New readouts to the rendezvous category. Added: New readouts to the rendezvous category.
- Semi-major Axis - Semi-major Axis
- Semi-minor Axis - Semi-minor Axis
   
Added: Time formatter which can show time as referenced by any celestial body. Added: Time formatter which can show time as referenced by any celestial body.
Added: New readouts to the miscellaneous category: Added: New readouts to the miscellaneous category:
- Time Reference Adjuster - Time Reference Adjuster
   
Changed: Moved Sim Delay readout into the Miscellaneous category. Changed: Moved Sim Delay readout into the Miscellaneous category.
Changed: Updated MiniAVC to v1.0.2.3. Changed: Updated MiniAVC to v1.0.2.3.
Fixed: Issues with large value wrap around in the Flight Engineer. Fixed: Issues with large value wrap around in the Flight Engineer.
Fixed: Bug in the phase angle calculation. Fixed: Bug in the phase angle calculation.
   
1.0.6.0, 23-08-2014 1.0.6.0, 23-08-2014
Added: Time and Angle to equatorial ascending/descending nodes in the orbital display. Added: Time and Angle to equatorial ascending/descending nodes in the orbital display.
Added: Time and Angle to relative ascending/descending nodes in the rendezvous display. Added: Time and Angle to relative ascending/descending nodes in the rendezvous display.
Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings. Added: Overlay tooltip information delay adjustment slider to the Build Engineer settings.
Added: Ability to rename the stock displays in the Flight Engineer. Added: Ability to rename the stock displays in the Flight Engineer.
Changed: Build Engineer is now hidden when not in parts view. Changed: Build Engineer is now hidden when not in parts view.
Changed: Custom display panels will only show in the control bar if an abbreviation is set. Changed: Custom display panels will only show in the control bar if an abbreviation is set.
Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules. Changed: Licensing and readme structures are now more verbose to satisfy the new add-on rules.
Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs). Fixed: Updated MiniAVC to v1.0.2.1 (fixes remote check bug as well as other minor bugs).
   
1.0.5.0, 13-08-2014 1.0.5.0, 13-08-2014
Added: Acceleration readout to the Vessel category (current / maximum). Added: Acceleration readout to the Vessel category (current / maximum).
Added: Category library system for the Flight Engineer readouts. Added: Category library system for the Flight Engineer readouts.
Added: Drop-down category selection to better support the new system. Added: Drop-down category selection to better support the new system.
Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish). Changed: Misc category now called Miscellaneous (this will cause previously added readouts from this category to vanish).
Fixed: Bug with the Build Engineer toolbar button. Fixed: Bug with the Build Engineer toolbar button.
Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button. Fixed: Some buggyness when trying to close the bodies drop-down in the Build Engineer via the button.
Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2. Fixed: Flight Engineer toolbar menu now hides when hiding the GUI with F2.
Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running. Fixed: Flight Engineer toolbar button now disables when in module mode and no engineer is running.
   
1.0.4.0, 12-08-2014 1.0.4.0, 12-08-2014
Added: Better stock toolbar support in the flight engineer. Added: Better stock toolbar support in the flight engineer.
Added: Dynamically generated celestial body library for supporting add-ons that modify the star system. Added: Dynamically generated celestial body library for supporting add-ons that modify the star system.
Changed: Reference bodies are now listed with a nestable menu system. Changed: Reference bodies are now listed with a nestable menu system.
Changed: Extended logging system has been improved. Changed: Extended logging system has been improved.
Changed: Swapped out integrated MiniAVC in place of the official bundle version. Changed: Swapped out integrated MiniAVC in place of the official bundle version.
Changed: Increased general distance precision to 1 decimal place. Changed: Increased general distance precision to 1 decimal place.
Changed: Increased Semi-major/minor axis precision to 3 decimal places. Changed: Increased Semi-major/minor axis precision to 3 decimal places.
Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance. Fixed: Impact altitude was mistakenly formatted as an angle, it is now formatted correctly as a distance.
   
1.0.3.0, 30-07-2014 1.0.3.0, 30-07-2014
Added: Integrated KSP-AVC support with MiniAVC. Added: Integrated KSP-AVC support with MiniAVC.
Added: Setting to change the simulation delay in the Build Engineer. Added: Setting to change the simulation delay in the Build Engineer.
Added: Setting to enable and disable the build overlay system. Added: Setting to enable and disable the build overlay system.
Added: Burn time to Delta-V readouts. Added: Burn time to Delta-V readouts.
Added: Atmospheric readouts fully support FAR. Added: Atmospheric readouts fully support FAR.
Added: Atmospheric readouts are disabled with NEAR. Added: Atmospheric readouts are disabled with NEAR.
Changed: Force formatting inversely scales decimal precision with value. Changed: Force formatting inversely scales decimal precision with value.
Fixed: Flickering in VAB and Vessel display. Fixed: Flickering in VAB and Vessel display.
Fixed: Bug saving the GUI display size. Fixed: Bug saving the GUI display size.
   
1.0.2.0, 27-07-2014 1.0.2.0, 27-07-2014
Added: Separator readout module under Misc in the Flight Engineer. Added: Separator readout module under Misc in the Flight Engineer.
Added: Adjustable GUI display size. Added: Adjustable GUI display size.
Added: Display size can be adjusted in the Build Engineer settings. Added: Display size can be adjusted in the Build Engineer settings.
Added: Misc readout for adjusting display size in the Flight Engineer. Added: Misc readout for adjusting display size in the Flight Engineer.
Changed: The rendezvous readout for the target's Orbital Period has higher precision. Changed: The rendezvous readout for the target's Orbital Period has higher precision.
Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database. Fixed: White toolbar icon by manually importing the texture if it cannot be found in the game database.
Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.) Fixed: Engines that have a minimum thrust are now calculated properly. (Thanks to nosscire.)
Fixed: Compact collapse mode is now saved in the Build Engineer. Fixed: Compact collapse mode is now saved in the Build Engineer.
   
1.0.1.0, 26-07-2014 1.0.1.0, 26-07-2014
Added: Part-less Flight Engineer. Added: Part-less Flight Engineer.
Added: Ability to collapse the Build Engineer into compact mode from left or right. Added: Ability to collapse the Build Engineer into compact mode from left or right.
Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer. Added: Settings in Build Engineer for compact collapse mode and partless/module Flight Engineer.
Added: Biome, Impact Biome and Slope readouts. Added: Biome, Impact Biome and Slope readouts.
Added: Extra logging and exception handling. Added: Extra logging and exception handling.
Added: The original Engineer Chip part. Added: The original Engineer Chip part.
Added: "Show Engineer" toggle on the Flight Engineer toolbar. Added: "Show Engineer" toggle on the Flight Engineer toolbar.
Changed: Extended logging system now also writes to the standard KSP logs. Changed: Extended logging system now also writes to the standard KSP logs.
Changed: Extended logging saves next to the .dll file. Changed: Extended logging saves next to the .dll file.
Changed: ER7500 part has no physical significance. Changed: ER7500 part has no physical significance.
Fixed: ActionMenu and DisplayStack destruction bug. Fixed: ActionMenu and DisplayStack destruction bug.
   
1.0.0.1, 24-07-2014 1.0.0.1, 24-07-2014
Added: Stock toolbar support in the Flight Engineer. Added: Stock toolbar support in the Flight Engineer.
Changed: Orbital Period has higher precision. Changed: Orbital Period has higher precision.
Fixed: Various NullRefs in editor window and overlay. Fixed: Various NullRefs in editor window and overlay.
1.0.0.0, 24-07-2014 1.0.0.0, 24-07-2014
Initial release for public testing. Initial release for public testing.
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System; using System;
   
using KerbalEngineer.Flight.Sections; using KerbalEngineer.Flight.Sections;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Readouts namespace KerbalEngineer.Flight.Readouts
{ {
public abstract class ReadoutModule public abstract class ReadoutModule
{ {
#region Fields #region Fields
   
private int lineCountEnd; private int lineCountEnd;
private int lineCountStart; private int lineCountStart;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
protected ReadoutModule() protected ReadoutModule()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the button style. /// Gets and sets the button style.
/// </summary> /// </summary>
public GUIStyle ButtonStyle { get; set; } public GUIStyle ButtonStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets ans sets the readout category. /// Gets ans sets the readout category.
/// </summary> /// </summary>
public ReadoutCategory Category { get; set; } public ReadoutCategory Category { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout can be added to a section multiple times. /// Gets and sets whether the readout can be added to a section multiple times.
/// </summary> /// </summary>
public bool Cloneable { get; set; } public bool Cloneable { get; set; }
   
/// <summary> /// <summary>
/// Gets the width of the content. (Sum of NameStyle + ValueStyle widths.) /// Gets the width of the content. (Sum of NameStyle + ValueStyle widths.)
/// </summary> /// </summary>
public float ContentWidth public float ContentWidth
{ {
get { return 230.0f * GuiDisplaySize.Offset; } get { return 230.0f * GuiDisplaySize.Offset; }
} }
   
/// <summary> /// <summary>
/// Gets and sets the flexible label style. /// Gets and sets the flexible label style.
/// </summary> /// </summary>
public GUIStyle FlexiLabelStyle { get; set; } public GUIStyle FlexiLabelStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the help string which is shown in the editor. /// Gets and sets the help string which is shown in the editor.
/// </summary> /// </summary>
public string HelpString { get; set; } public string HelpString { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout should be shown on new installs. /// Gets and sets whether the readout should be shown on new installs.
/// </summary> /// </summary>
public bool IsDefault { get; set; } public bool IsDefault { get; set; }
   
/// <summary> /// <summary>
  /// Gets the number of drawn lines.
  /// </summary>
  public int LineCount { get; private set; }
   
  /// <summary>
/// Gets and sets the message style. /// Gets and sets the message style.
/// </summary> /// </summary>
public GUIStyle MessageStyle { get; set; } public GUIStyle MessageStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the readout name. /// Gets and sets the readout name.
/// </summary> /// </summary>
public string Name { get; set; } public string Name { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the name style. /// Gets and sets the name style.
/// </summary> /// </summary>
public GUIStyle NameStyle { get; set; } public GUIStyle NameStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the readout has requested a section resize. /// Gets and sets whether the readout has requested a section resize.
/// </summary> /// </summary>
public bool ResizeRequested { get; set; } public bool ResizeRequested { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the help string is being shown in the editor. /// Gets and sets whether the help string is being shown in the editor.
/// </summary> /// </summary>
public bool ShowHelp { get; set; } public bool ShowHelp { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the text field style. /// Gets and sets the text field style.
/// </summary> /// </summary>
public GUIStyle TextFieldStyle { get; set; } public GUIStyle TextFieldStyle { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the value style. /// Gets and sets the value style.
/// </summary> /// </summary>
public GUIStyle ValueStyle { get; set; } public GUIStyle ValueStyle { get; set; }
   
#endregion #endregion
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Called when a readout is asked to draw its self. /// Called when a readout is asked to draw its self.
/// </summary> /// </summary>
public virtual void Draw(SectionModule section) { } public virtual void Draw(SectionModule section) { }
   
/// <summary> /// <summary>
/// Called on each fixed update frame where the readout is visible. /// Called on each fixed update frame where the readout is visible.
/// </summary> /// </summary>
public virtual void FixedUpdate() { } public virtual void FixedUpdate() { }
   
public void LineCountEnd() public void LineCountEnd()
{ {
  this.LineCount = this.lineCountEnd;
if (this.lineCountEnd.CompareTo(this.lineCountStart) < 0) if (this.lineCountEnd.CompareTo(this.lineCountStart) < 0)
{ {
this.ResizeRequested = true; this.ResizeRequested = true;
} }
} }
   
public void LineCountStart() public void LineCountStart()
{ {
this.lineCountStart = this.lineCountEnd; this.lineCountStart = this.lineCountEnd;
this.lineCountEnd = 0; this.lineCountEnd = 0;
} }
   
/// <summary> /// <summary>
/// Called when FlightEngineerCore is started. /// Called when FlightEngineerCore is started.
/// </summary> /// </summary>
public virtual void Reset() { } public virtual void Reset() { }
   
/// <summary> /// <summary>
/// Called on each update frame when the readout is visible. /// Called on each update frame when the readout is visible.
/// </summary> /// </summary>
public virtual void Update() { } public virtual void Update() { }
   
#endregion #endregion
   
#region Methods: protected #region Methods: protected
   
protected void DrawLine(string value, bool compact = false) protected void DrawLine(string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(this.Name, this.NameStyle); GUILayout.Label(this.Name, this.NameStyle);
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle); GUILayout.Label(value, this.ValueStyle);
} }
else else
{ {
GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f)); GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawLine(string name, string value, bool compact = false) protected void DrawLine(string name, string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(name, this.NameStyle); GUILayout.Label(name, this.NameStyle);
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle); GUILayout.Label(value, this.ValueStyle);
} }
else else
{ {
GUILayout.Label(name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f)); GUILayout.Label(value, this.ValueStyle, GUILayout.Height(this.ValueStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawLine(Action drawAction, bool showName = true, bool compact = false) protected void DrawLine(Action drawAction, bool showName = true, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (showName) if (showName)
{ {
if (!compact) if (!compact)
{ {
GUILayout.Label(this.Name, this.NameStyle); GUILayout.Label(this.Name, this.NameStyle);
} }
else else
{ {
GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f)); GUILayout.Label(this.Name, this.NameStyle, GUILayout.Height(this.NameStyle.fontSize * 1.2f));
} }
GUILayout.FlexibleSpace(); GUILayout.FlexibleSpace();
} }
drawAction(); drawAction();
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.lineCountEnd++; this.lineCountEnd++;
} }
   
protected void DrawMessageLine(string value, bool compact = false) protected void DrawMessageLine(string value, bool compact = false)
{ {
GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth)); GUILayout.BeginHorizontal(GUILayout.Width(this.ContentWidth));
if (!compact) if (!compact)
{ {
GUILayout.Label(value, this.MessageStyle); GUILayout.Label(value, this.MessageStyle);
} }
else else
{ {
GUILayout.Label(value, this.MessageStyle, GUILayout.Height(this.MessageStyle.fontSize * 1.2f)); GUILayout.Label(value, this.MessageStyle, GUILayout.Height(this.MessageStyle.fontSize * 1.2f));
} }
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
this.lineCountEnd++; this.lineCountEnd++;
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.NameStyle = new GUIStyle(HighLogic.Skin.label) this.NameStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 0, 0, 0), padding = new RectOffset(5, 0, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
   
this.ValueStyle = new GUIStyle(HighLogic.Skin.label) this.ValueStyle = new GUIStyle(HighLogic.Skin.label)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(0, 5, 0, 0), padding = new RectOffset(0, 5, 0, 0),
alignment = TextAnchor.MiddleRight, alignment = TextAnchor.MiddleRight,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
   
this.MessageStyle = new GUIStyle(HighLogic.Skin.label) this.MessageStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Normal, fontStyle = FontStyle.Normal,
fixedHeight = 20.0f * GuiDisplaySize.Offset, fixedHeight = 20.0f * GuiDisplaySize.Offset,
stretchWidth = true stretchWidth = true
}; };
   
this.FlexiLabelStyle = new GUIStyle(this.NameStyle) this.FlexiLabelStyle = new GUIStyle(this.NameStyle)
{ {
fixedWidth = 0, fixedWidth = 0,
stretchWidth = true stretchWidth = true
}; };
   
this.ButtonStyle = new GUIStyle(HighLogic.Skin.button) this.ButtonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 1, 1), margin = new RectOffset(0, 0, 1, 1),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fixedHeight = 18.0f * GuiDisplaySize.Offset fixedHeight = 18.0f * GuiDisplaySize.Offset
}; };
   
this.TextFieldStyle = new GUIStyle(HighLogic.Skin.textField) this.TextFieldStyle = new GUIStyle(HighLogic.Skin.textField)
{ {
margin = new RectOffset(0, 0, 1, 1), margin = new RectOffset(0, 0, 1, 1),
padding = new RectOffset(5, 5, 0, 0), padding = new RectOffset(5, 5, 0, 0),
alignment = TextAnchor.MiddleLeft, alignment = TextAnchor.MiddleLeft,
fontSize = (int)(11 * GuiDisplaySize.Offset), fontSize = (int)(11 * GuiDisplaySize.Offset),
fixedHeight = 18.0f * GuiDisplaySize.Offset fixedHeight = 18.0f * GuiDisplaySize.Offset
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
this.ResizeRequested = true; this.ResizeRequested = true;
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml.Serialization; using System.Xml.Serialization;
   
using KerbalEngineer.Flight.Readouts; using KerbalEngineer.Flight.Readouts;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
/// <summary> /// <summary>
/// Object for management and display of readout modules. /// Object for management and display of readout modules.
/// </summary> /// </summary>
public class SectionModule public class SectionModule
{ {
#region Fields #region Fields
   
private SectionEditor editor; private SectionEditor editor;
private bool isHud; private bool isHud;
private int numberOfReadouts; private int numberOfReadouts;
   
#endregion #endregion
   
#region Constructors #region Constructors
   
/// <summary> /// <summary>
/// Creates a new section module. /// Creates a new section module.
/// </summary> /// </summary>
public SectionModule() public SectionModule()
{ {
this.FloatingPositionX = Screen.width * 0.5f - 125.0f; this.FloatingPositionX = Screen.width * 0.5f - 125.0f;
this.FloatingPositionY = 100.0f; this.FloatingPositionY = 100.0f;
this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f; this.EditorPositionX = Screen.width * 0.5f - SectionEditor.Width * 0.5f;
this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f; this.EditorPositionY = Screen.height * 0.5f - SectionEditor.Height * 0.5f;
this.ReadoutModules = new List<ReadoutModule>(); this.ReadoutModules = new List<ReadoutModule>();
this.InitialiseStyles(); this.InitialiseStyles();
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the abbreviation of the section. /// Gets and sets the abbreviation of the section.
/// </summary> /// </summary>
public string Abbreviation { get; set; } public string Abbreviation { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the editor window. (Only used for serialisation.) /// Gets and sets the X position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionX { get; set; } public float EditorPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the editor window. (Only used for serialisation.) /// Gets and sets the Y position of the editor window. (Only used for serialisation.)
/// </summary> /// </summary>
public float EditorPositionY { get; set; } public float EditorPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the X position of the floating window. (Only used for serialisation.) /// Gets and sets the X position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionX { get; set; } public float FloatingPositionX { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the Y position of the floating window. (Only used for serialisation.) /// Gets and sets the Y position of the floating window. (Only used for serialisation.)
/// </summary> /// </summary>
public float FloatingPositionY { get; set; } public float FloatingPositionY { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is custom. /// Gets and sets whether the section is custom.
/// </summary> /// </summary>
public bool IsCustom { get; set; } public bool IsCustom { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets whether the section editor is visible. /// Gets and sets whether the section editor is visible.
/// </summary> /// </summary>
public bool IsEditorVisible public bool IsEditorVisible
{ {
get { return this.editor != null; } get { return this.editor != null; }
set set
{ {
if (value && this.editor == null) if (value && this.editor == null)
{ {
this.editor = FlightEngineerCore.Instance.AddSectionEditor(this); this.editor = FlightEngineerCore.Instance.AddSectionEditor(this);
} }
else if (!value && this.editor != null) else if (!value && this.editor != null)
{ {
Object.Destroy(this.editor); Object.Destroy(this.editor);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section is in a floating state. /// Gets and sets whether the section is in a floating state.
/// </summary> /// </summary>
public bool IsFloating public bool IsFloating
{ {
get { return this.Window != null; } get { return this.Window != null; }
set set
{ {
if (value && this.Window == null) if (value && this.Window == null)
{ {
this.Window = FlightEngineerCore.Instance.AddSectionWindow(this); this.Window = FlightEngineerCore.Instance.AddSectionWindow(this);
} }
else if (!value && this.Window != null) else if (!value && this.Window != null)
{ {
Object.Destroy(this.Window); Object.Destroy(this.Window);
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module is a HUD. /// Gets and sets whether the section module is a HUD.
/// </summary> /// </summary>
public bool IsHud public bool IsHud
{ {
get { return this.isHud; } get { return this.isHud; }
set set
{ {
if (this.isHud == value) if (this.isHud == value)
{ {
return; return;
} }
   
this.isHud = value; this.isHud = value;
if (this.isHud) if (this.isHud)
{ {
this.IsFloating = true; this.IsFloating = true;
} }
if (this.Window != null) if (this.Window != null)
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
/// <summary> /// <summary>
/// Gets and sets whether the section module has a background as a HUD. /// Gets and sets whether the section module has a background as a HUD.
/// </summary> /// </summary>
public bool IsHudBackground { get; set; } public bool IsHudBackground { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the visibility of the section. /// Gets and sets the visibility of the section.
/// </summary> /// </summary>
public bool IsVisible { get; set; } public bool IsVisible { get; set; }
   
/// <summary> /// <summary>
  /// Gets the number of drawn readout lines.
  /// </summary>
  public int LineCount { get; private set; }
   
  /// <summary>
/// Gets and sets the name of the section. /// Gets and sets the name of the section.
/// </summary> /// </summary>
public string Name { get; set; } public string Name { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the names of the installed readout modules. (Only used with serialisation.) /// Gets and sets the names of the installed readout modules. (Only used with serialisation.)
/// </summary> /// </summary>
public string[] ReadoutModuleNames public string[] ReadoutModuleNames
{ {
get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); } get { return this.ReadoutModules.Select(r => r.Category + "." + r.GetType().Name).ToArray(); }
set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); } set { this.ReadoutModules = value.Select(ReadoutLibrary.GetReadout).ToList(); }
} }
   
/// <summary> /// <summary>
/// Gets and sets the list of readout modules. /// Gets and sets the list of readout modules.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public List<ReadoutModule> ReadoutModules { get; set; } public List<ReadoutModule> ReadoutModules { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the floating window. /// Gets and sets the floating window.
/// </summary> /// </summary>
[XmlIgnore] [XmlIgnore]
public SectionWindow Window { get; set; } public SectionWindow Window { get; set; }
   
#endregion #endregion
   
#region GUIStyles #region GUIStyles
   
#region Fields #region Fields
   
private GUIStyle boxStyle; private GUIStyle boxStyle;
private GUIStyle buttonStyle; private GUIStyle buttonStyle;
private GUIStyle messageStyle; private GUIStyle messageStyle;
private GUIStyle titleStyle; private GUIStyle titleStyle;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.boxStyle = new GUIStyle(HighLogic.Skin.box) this.boxStyle = new GUIStyle(HighLogic.Skin.box)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 5, 5) padding = new RectOffset(5, 5, 5, 5)
}; };
   
this.titleStyle = new GUIStyle(HighLogic.Skin.label) this.titleStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(2, 0, 5, 2), padding = new RectOffset(2, 0, 5, 2),
fontSize = (int)(13 * GuiDisplaySize.Offset), fontSize = (int)(13 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
stretchWidth = true stretchWidth = true
}; };
   
this.buttonStyle = new GUIStyle(HighLogic.Skin.button) this.buttonStyle = new GUIStyle(HighLogic.Skin.button)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(0, 0, 5, 3), margin = new RectOffset(0, 0, 5, 3),
padding = new RectOffset(), padding = new RectOffset(),
fontSize = (int)(10 * GuiDisplaySize.Offset), fontSize = (int)(10 * GuiDisplaySize.Offset),
stretchHeight = true, stretchHeight = true,
fixedWidth = 60.0f * GuiDisplaySize.Offset fixedWidth = 60.0f * GuiDisplaySize.Offset
}; };
   
this.messageStyle = new GUIStyle(HighLogic.Skin.label) this.messageStyle = new GUIStyle(HighLogic.Skin.label)
{ {
normal = normal =
{ {
textColor = Color.white textColor = Color.white
}, },
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(), padding = new RectOffset(),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontSize = (int)(12 * GuiDisplaySize.Offset), fontSize = (int)(12 * GuiDisplaySize.Offset),
fontStyle = FontStyle.Bold, fontStyle = FontStyle.Bold,
fixedWidth = 220.0f * GuiDisplaySize.Offset, fixedWidth = 220.0f * GuiDisplaySize.Offset,
fixedHeight = 20.0f * GuiDisplaySize.Offset fixedHeight = 20.0f * GuiDisplaySize.Offset
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
} }
   
#endregion #endregion
   
#region Updating #region Updating
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules at fixed time intervals. /// Updates all of the internal readout modules at fixed time intervals.
/// </summary> /// </summary>
public void FixedUpdate() public void FixedUpdate()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.FixedUpdate(); readout.FixedUpdate();
} }
} }
   
/// <summary> /// <summary>
/// Updates all of the internal readout modules. /// Updates all of the internal readout modules.
/// </summary> /// </summary>
public void Update() public void Update()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.Update(); readout.Update();
} }
   
if (this.numberOfReadouts != this.ReadoutModules.Count) if (this.numberOfReadouts != this.ReadoutModules.Count)
{ {
this.numberOfReadouts = this.ReadoutModules.Count; this.numberOfReadouts = this.ReadoutModules.Count;
if (!this.IsFloating) if (!this.IsFloating)
{ {
DisplayStack.Instance.RequestResize(); DisplayStack.Instance.RequestResize();
} }
else else
{ {
this.Window.RequestResize(); this.Window.RequestResize();
} }
} }
} }
   
#endregion #endregion
   
#region Drawing #region Drawing
   
#region Methods: public #region Methods: public
   
/// <summary> /// <summary>
/// Draws the section and all of the internal readout modules. /// Draws the section and all of the internal readout modules.
/// </summary> /// </summary>
public void Draw() public void Draw()
{ {
if (!this.IsVisible) if (!this.IsVisible)
{ {
return; return;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
this.DrawSectionTitleBar(); this.DrawSectionTitleBar();
} }
   
this.DrawReadoutModules(); this.DrawReadoutModules();
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Draws all the readout modules. /// Draws all the readout modules.
/// </summary> /// </summary>
private void DrawReadoutModules() private void DrawReadoutModules()
{ {
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.BeginVertical(this.boxStyle); GUILayout.BeginVertical(this.boxStyle);
} }
   
  this.LineCount = 0;
if (this.ReadoutModules.Count > 0) if (this.ReadoutModules.Count > 0)
{ {
foreach (var readout in this.ReadoutModules) foreach (var readout in this.ReadoutModules)
{ {
readout.LineCountStart(); readout.LineCountStart();
readout.Draw(this); readout.Draw(this);
readout.LineCountEnd(); readout.LineCountEnd();
  this.LineCount += readout.LineCount;
} }
} }
else else
{ {
GUILayout.Label("No readouts are installed.", this.messageStyle); GUILayout.Label("No readouts are installed.", this.messageStyle);
  this.LineCount = 1;
} }
   
if (!this.IsHud) if (!this.IsHud)
{ {
GUILayout.EndVertical(); GUILayout.EndVertical();
} }
} }
   
/// <summary> /// <summary>
/// Draws the section title and action buttons. /// Draws the section title and action buttons.
/// </summary> /// </summary>
private void DrawSectionTitleBar() private void DrawSectionTitleBar()
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
GUILayout.Label(this.Name.ToUpper(), this.titleStyle); GUILayout.Label(this.Name.ToUpper(), this.titleStyle);
this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle); this.IsEditorVisible = GUILayout.Toggle(this.IsEditorVisible, "EDIT", this.buttonStyle);
this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle); this.IsFloating = GUILayout.Toggle(this.IsFloating, "FLOAT", this.buttonStyle);
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
#endregion #endregion
   
#endregion #endregion
   
#region Public Methods #region Public Methods
   
public void ClearNullReadouts() public void ClearNullReadouts()
{ {
this.ReadoutModules.RemoveAll(r => r == null); this.ReadoutModules.RemoveAll(r => r == null);
} }
   
#endregion #endregion
} }
} }
// //
// Kerbal Engineer Redux // Kerbal Engineer Redux
// //
// Copyright (C) 2014 CYBUTEK // Copyright (C) 2014 CYBUTEK
// //
// This program is free software: you can redistribute it and/or modify // This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by // it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or // the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version. // (at your option) any later version.
// //
// This program is distributed in the hope that it will be useful, // This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of // but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details. // GNU General Public License for more details.
// //
// You should have received a copy of the GNU General Public License // You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
// //
   
#region Using Directives #region Using Directives
   
using KerbalEngineer.Extensions; using KerbalEngineer.Extensions;
using KerbalEngineer.Helpers; using KerbalEngineer.Helpers;
   
using UnityEngine; using UnityEngine;
   
#endregion #endregion
   
namespace KerbalEngineer.Flight.Sections namespace KerbalEngineer.Flight.Sections
{ {
public class SectionWindow : MonoBehaviour public class SectionWindow : MonoBehaviour
{ {
#region Fields #region Fields
   
private bool resizeRequested; private bool resizeRequested;
private int windowId; private int windowId;
private Rect windowPosition; private Rect windowPosition;
   
#endregion #endregion
   
#region Properties #region Properties
   
/// <summary> /// <summary>
/// Gets and sets the parent section for the floating section window. /// Gets and sets the parent section for the floating section window.
/// </summary> /// </summary>
public SectionModule ParentSection { get; set; } public SectionModule ParentSection { get; set; }
   
/// <summary> /// <summary>
/// Gets and sets the window position. /// Gets and sets the window position.
/// </summary> /// </summary>
public Rect WindowPosition public Rect WindowPosition
{ {
get { return this.windowPosition; } get { return this.windowPosition; }
set { this.windowPosition = value; } set { this.windowPosition = value; }
} }
   
#endregion #endregion
   
#region GUIStyles #region GUIStyles
   
#region Fields #region Fields
   
  private GUIStyle hudWindowBgStyle;
private GUIStyle hudWindowStyle; private GUIStyle hudWindowStyle;
private GUIStyle hudWindowBgStyle;  
private GUIStyle windowStyle; private GUIStyle windowStyle;
   
#endregion #endregion
   
/// <summary> /// <summary>
/// Initialises all the styles required for this object. /// Initialises all the styles required for this object.
/// </summary> /// </summary>
private void InitialiseStyles() private void InitialiseStyles()
{ {
this.windowStyle = new GUIStyle(HighLogic.Skin.window) this.windowStyle = new GUIStyle(HighLogic.Skin.window)
{ {
margin = new RectOffset(), margin = new RectOffset(),
padding = new RectOffset(5, 5, 0, 5), padding = new RectOffset(5, 5, 0, 5),
}; };
   
this.hudWindowStyle = new GUIStyle(this.windowStyle) this.hudWindowStyle = new GUIStyle(this.windowStyle)
{ {
normal = normal =
{ {
background = null background = null
}, },
onNormal = onNormal =
{ {
background = null background = null
}, },
padding = new RectOffset(5, 5, 0, 8), padding = new RectOffset(5, 5, 0, 8),
}; };
   
this.hudWindowBgStyle = new GUIStyle(this.hudWindowStyle) this.hudWindowBgStyle = new GUIStyle(this.hudWindowStyle)
{ {
normal = normal =
{ {
background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f)) background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f))
}, },
onNormal = onNormal =
{ {
background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f)) background = TextureHelper.CreateTextureFromColour(new Color(0.0f, 0.0f, 0.0f, 0.5f))
} }
}; };
} }
   
private void OnSizeChanged() private void OnSizeChanged()
{ {
this.InitialiseStyles(); this.InitialiseStyles();
this.RequestResize(); this.RequestResize();
} }
   
#endregion #endregion
   
#region Drawing #region Drawing
   
/// <summary> /// <summary>
/// Called to draw the floating section window when the UI is enabled. /// Called to draw the floating section window when the UI is enabled.
/// </summary> /// </summary>
private void Draw() private void Draw()
{ {
if (this.ParentSection == null || !this.ParentSection.IsVisible || (DisplayStack.Instance.Hidden && !this.ParentSection.IsHud)) if (this.ParentSection == null || !this.ParentSection.IsVisible || (DisplayStack.Instance.Hidden && !this.ParentSection.IsHud))
{ {
return; return;
} }
   
if (this.resizeRequested) if (this.resizeRequested)
{ {
this.windowPosition.width = 0; this.windowPosition.width = 0;
this.windowPosition.height = 0; this.windowPosition.height = 0;
this.resizeRequested = false; this.resizeRequested = false;
} }
GUI.skin = null; GUI.skin = null;
this.windowPosition = GUILayout.Window(this.windowId, this.windowPosition, this.Window, string.Empty, this.windowPosition = GUILayout.Window(this.windowId, this.windowPosition, this.Window, string.Empty,
(!this.ParentSection.IsHud || this.ParentSection.IsEditorVisible) ? this.windowStyle (!this.ParentSection.IsHud || this.ParentSection.IsEditorVisible) ? this.windowStyle
: this.ParentSection.IsHudBackground ? this.hudWindowBgStyle : this.hudWindowStyle).ClampToScreen(); : this.ParentSection.IsHudBackground && this.ParentSection.LineCount > 0
  ? this.hudWindowBgStyle
  : this.hudWindowStyle).ClampToScreen();
this.ParentSection.FloatingPositionX = this.windowPosition.x; this.ParentSection.FloatingPositionX = this.windowPosition.x;
this.ParentSection.FloatingPositionY = this.windowPosition.y; this.ParentSection.FloatingPositionY = this.windowPosition.y;
} }
   
/// <summary> /// <summary>
/// Draws the floating section window. /// Draws the floating section window.
/// </summary> /// </summary>
private void Window(int windowId) private void Window(int windowId)
{ {
this.ParentSection.Draw(); this.ParentSection.Draw();
   
if (!this.ParentSection.IsHud || this.ParentSection.IsEditorVisible) if (!this.ParentSection.IsHud || this.ParentSection.IsEditorVisible)
{ {
GUI.DragWindow(); GUI.DragWindow();
} }
} }
   
#endregion #endregion
   
#region Destruction #region Destruction
   
/// <summary> /// <summary>
/// Runs when the object is destroyed. /// Runs when the object is destroyed.
/// </summary> /// </summary>
private void OnDestroy() private void OnDestroy()
{ {
RenderingManager.RemoveFromPostDrawQueue(0, this.Draw); RenderingManager.RemoveFromPostDrawQueue(0, this.Draw);
GuiDisplaySize.OnSizeChanged -= this.OnSizeChanged; GuiDisplaySize.OnSizeChanged -= this.OnSizeChanged;
} }
   
#endregion #endregion
   
#region Methods #region Methods
   
/// <summary> /// <summary>
/// Request that the floating section window's size is reset in the next draw call. /// Request that the floating section window's size is reset in the next draw call.
/// </summary> /// </summary>
public void RequestResize() public void RequestResize()
{ {
this.resizeRequested = true; this.resizeRequested = true;
} }
   
#endregion #endregion
   
#region Methods: private #region Methods: private
   
/// <summary> /// <summary>
/// Initialises the object's state on creation. /// Initialises the object's state on creation.
/// </summary> /// </summary>
private void Start() private void Start()
{ {
this.windowId = this.GetHashCode(); this.windowId = this.GetHashCode();
this.InitialiseStyles(); this.InitialiseStyles();
RenderingManager.AddToPostDrawQueue(0, this.Draw); RenderingManager.AddToPostDrawQueue(0, this.Draw);
GuiDisplaySize.OnSizeChanged += this.OnSizeChanged; GuiDisplaySize.OnSizeChanged += this.OnSizeChanged;
} }
   
#endregion #endregion
} }
} }
 Binary files a/Output/KerbalEngineer/KerbalEngineer.dll and b/Output/KerbalEngineer/KerbalEngineer.dll differ