/// <summary> /// Copies a skin so you can make a new custom skin from an already defined one /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <returns>The new copy of the skin</returns> internal static GUISkin CopySkin(DefSkinType DefaultSkin) { switch (DefaultSkin) { case DefSkinType.Unity: return((GUISkin)MonoBehaviourExtended.Instantiate(DefUnitySkin)); case DefSkinType.KSP: return((GUISkin)MonoBehaviourExtended.Instantiate(DefKSPSkin)); //case DefSkinType.None: return new GUISkin(); default: return((GUISkin)MonoBehaviourExtended.Instantiate(DefKSPSkin)); } }
/// <summary> /// Copies a skin so you can make a new custom skin from an already defined one /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <returns>The new copy of the skin</returns> internal static GUISkin CopySkin(DefSkinType DefaultSkin) { switch (DefaultSkin) { case DefSkinType.Unity: return((GUISkin)DMC_MBE.Instantiate(DefUnitySkin)); case DefSkinType.KSP: return((GUISkin)DMC_MBE.Instantiate(DefKSPSkin)); //case DefSkinType.None: return new GUISkin(); default: return((GUISkin)DMC_MBE.Instantiate(DefKSPSkin)); } }
/// <summary> /// Sets the current Skin to one of the Pre-Defined types /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> internal static void SetCurrent(DefSkinType DefaultSkin) { MonoBehaviourExtended.LogFormatted_DebugOnly("Setting GUISkin to {0}", DefaultSkin); switch (DefaultSkin) { case DefSkinType.Unity: _CurrentSkin = DefUnitySkin; break; case DefSkinType.KSP: _CurrentSkin = DefKSPSkin; break; //case DefSkinType.None: _CurrentSkin = new GUISkin(); break; default: _CurrentSkin = DefKSPSkin; break; } //Now set the tooltip style as well SetCurrentTooltip(); }
/// <summary> /// Check whether a custom style exists in one of the default skins customstyles list /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> /// <returns>Whether the Style exists</returns> internal static Boolean StyleExists(DefSkinType DefaultSkin, String StyleID) { if (DefaultSkin == DefSkinType.KSP) { return(StyleExists(DefKSPSkin, StyleID)); } else if (DefaultSkin == DefSkinType.Unity) { return(StyleExists(DefUnitySkin, StyleID)); } else { return(false); } }
/// <summary> /// Remove a style from a skins CustomStyles list /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> internal static void RemoveStyle(DefSkinType DefaultSkin, String StyleID) { GUISkin skinTemp; if (DefaultSkin == DefSkinType.KSP) { skinTemp = DefKSPSkin; } else if (DefaultSkin == DefSkinType.Unity) { skinTemp = DefKSPSkin; } else { return; } RemoveStyle(ref skinTemp, StyleID); }
/// <summary> /// Add a style to a skin, if the styleID already exists it will update the style /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> /// <param name="NewStyle">The New GUIStyle to Add to the Skin</param> internal static void AddStyle(DefSkinType DefaultSkin, GUIStyle NewStyle) { GUISkin skinTemp; if (DefaultSkin == DefSkinType.KSP) { skinTemp = DefKSPSkin; } else if (DefaultSkin == DefSkinType.Unity) { skinTemp = DefUnitySkin; } else { return; } AddStyle(ref skinTemp, NewStyle); }
/// <summary> /// Sets the current Skin to one of the Pre-Defined types /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> internal static void SetCurrent(DefSkinType DefaultSkin) { CC_MBE.LogFormatted_DebugOnly("Setting GUISkin to {0}", DefaultSkin); GUISkin OldSkin = _CurrentSkin; switch (DefaultSkin) { case DefSkinType.Unity: _CurrentSkin = DefUnitySkin; break; case DefSkinType.KSP: _CurrentSkin = DefKSPSkin; break; //case DefSkinType.None: _CurrentSkin = new GUISkin(); break; default: _CurrentSkin = DefKSPSkin; break; } //Now set the tooltip style as well SetCurrentTooltip(); if (OldSkin != CurrentSkin && OnSkinChanged != null) { OnSkinChanged(); } }
/// <summary> /// Check whether a custom style exists in one of the default skins customstyles list /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> /// <returns>Whether the Style exists</returns> internal static Boolean StyleExists(DefSkinType DefaultSkin, String StyleID) { if (DefaultSkin == DefSkinType.KSP) return (StyleExists(DefKSPSkin, StyleID)); else if (DefaultSkin == DefSkinType.Unity) return (StyleExists(DefUnitySkin, StyleID)); else return false; }
/// <summary> /// Sets the current Skin to one of the Pre-Defined types /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> internal static void SetCurrent(DefSkinType DefaultSkin) { CC_MBE.LogFormatted_DebugOnly("Setting GUISkin to {0}", DefaultSkin); GUISkin OldSkin = _CurrentSkin; switch (DefaultSkin) { case DefSkinType.Unity: _CurrentSkin = DefUnitySkin; break; case DefSkinType.KSP: _CurrentSkin = DefKSPSkin; break; //case DefSkinType.None: _CurrentSkin = new GUISkin(); break; default: _CurrentSkin = DefKSPSkin; break; } //Now set the tooltip style as well SetCurrentTooltip(); if (OldSkin != CurrentSkin && OnSkinChanged!=null) OnSkinChanged(); }
/// <summary> /// Remove a style from a skins CustomStyles list /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> internal static void RemoveStyle(DefSkinType DefaultSkin, String StyleID) { GUISkin skinTemp; if (DefaultSkin == DefSkinType.KSP) skinTemp = DefKSPSkin; else if (DefaultSkin == DefSkinType.Unity) skinTemp = DefKSPSkin; else return; RemoveStyle(ref skinTemp, StyleID); }
/// <summary> /// Copies a skin so you can make a new custom skin from an already defined one /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <returns>The new copy of the skin</returns> internal static GUISkin CopySkin(DefSkinType DefaultSkin) { switch (DefaultSkin) { case DefSkinType.Unity: return (GUISkin)CC_MBE.Instantiate(DefUnitySkin); case DefSkinType.KSP: return (GUISkin)CC_MBE.Instantiate(DefKSPSkin); //case DefSkinType.None: return new GUISkin(); default: return (GUISkin)CC_MBE.Instantiate(DefKSPSkin); } }
/// <summary> /// Add a style to a skin, if the styleID already exists it will update the style /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> /// <param name="NewStyle">The New GUIStyle to Add to the Skin</param> internal static void AddStyle(DefSkinType DefaultSkin, GUIStyle NewStyle) { GUISkin skinTemp; if (DefaultSkin == DefSkinType.KSP) skinTemp = DefKSPSkin; else if (DefaultSkin == DefSkinType.Unity) skinTemp = DefUnitySkin; else return; AddStyle(ref skinTemp, NewStyle); }
/// <summary> /// Add a style to a skin, if the styleID already exists it will update the style /// </summary> /// <param name="DefaultSkin">Which predefined skin to use</param> /// <param name="StyleID">The string ID of the custom style</param> /// <param name="NewStyle">The New GUIStyle to Add to the Skin</param> internal static void AddStyle(DefSkinType DefaultSkin, String StyleID, GUIStyle NewStyle) { NewStyle.name = StyleID; AddStyle(DefaultSkin, NewStyle); }