/// <summary> /// Initialize the UI controls, including default values, and specifying delegates for their 'onClick' methods.<para/> /// All UI based interaction code will be defined/run through these delegates. /// </summary> public void InitializeUI() { ROLLog.debug($"ModuleDeployablePart.deployState: {this.deployState}"); ROLLog.debug($"{modName}InitalizeUI() modelChangedAction"); Action <ModuleROSolar> modelChangedAction = (m) => { m.stl = SolarTechLimit.GetTechLevel(techLevel); m.UpdateModulePositions(); m.UpdateAttachNodes(true); m.UpdateAvailableVariants(); m.UpdateDragCubes(); m.UpdateMassAndCost(); m.RecalculateStats(); }; // Set up the core variant UI control string[] variantNames = ROLUtils.getNames(variantSets.Values, m => m.variantName); this.ROLupdateUIChooseOptionControl(nameof(currentVariant), variantNames, variantNames, true, currentVariant); Fields[nameof(currentVariant)].guiActiveEditor = variantSets.Count > 1; Fields[nameof(currentVariant)].uiControlEditor.onFieldChanged = (a, b) => { // Query the index from that variant set ModelDefinitionVariantSet prevMdvs = getVariantSet(coreModule.definition.name); // This is the index of the currently selected model within its variant set int previousIndex = prevMdvs.indexOf(coreModule.layoutOptions); // Grab ref to the current/new variant set ModelDefinitionVariantSet mdvs = getVariantSet(currentVariant); // And a reference to the model from same index out of the new set ([] call does validation internally for IAOOBE) ModelDefinitionLayoutOptions newCoreDef = mdvs[previousIndex]; // Now, call model-selected on the core model to update for the changes, including symmetry counterpart updating. this.ROLactionWithSymmetry(m => { m.currentVariant = currentVariant; m.coreModule.modelSelected(newCoreDef.definition.name); lengthWidth = coreModule.definition.lengthWidth; if (!lengthWidth) { Fields[nameof(panelLength)].guiActiveEditor = false; Fields[nameof(panelWidth)].guiActiveEditor = false; Fields[nameof(panelScale)].guiActiveEditor = true; this.ROLupdateUIFloatEditControl(nameof(panelScale), 0.1f, 100f, largeStep, smallStep, slideStep, true, panelScale); } else { Fields[nameof(panelLength)].guiActiveEditor = true; Fields[nameof(panelWidth)].guiActiveEditor = true; Fields[nameof(panelScale)].guiActiveEditor = false; this.ROLupdateUIFloatEditControl(nameof(panelLength), minLength, maxLength, largeStep, smallStep, slideStep, true, panelLength); this.ROLupdateUIFloatEditControl(nameof(panelWidth), minWidth, maxWidth, largeStep, smallStep, slideStep, true, panelWidth); } m.ResetModel(); modelChangedAction(m); }); }; Fields[nameof(currentCore)].uiControlEditor.onFieldChanged = (a, b) => { coreModule.modelSelected(a, b); lengthWidth = coreModule.definition.lengthWidth; if (!lengthWidth) { Fields[nameof(panelLength)].guiActiveEditor = false; Fields[nameof(panelWidth)].guiActiveEditor = false; Fields[nameof(panelScale)].guiActiveEditor = true; this.ROLupdateUIFloatEditControl(nameof(panelScale), 0.1f, 100f, largeStep, smallStep, slideStep, true, panelScale); } else { Fields[nameof(panelLength)].guiActiveEditor = true; Fields[nameof(panelWidth)].guiActiveEditor = true; Fields[nameof(panelScale)].guiActiveEditor = false; this.ROLupdateUIFloatEditControl(nameof(panelLength), minLength, maxLength, largeStep, smallStep, slideStep, true, panelLength); this.ROLupdateUIFloatEditControl(nameof(panelWidth), minWidth, maxWidth, largeStep, smallStep, slideStep, true, panelWidth); } this.ROLactionWithSymmetry(modelChangedAction); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(panelLength)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.panelLength = this.panelLength; } modelChangedAction(m); m.prevLength = m.panelLength; }); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(panelWidth)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.panelWidth = this.panelWidth; } modelChangedAction(m); m.prevWidth = m.panelWidth; }); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(panelScale)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.panelScale = this.panelScale; } modelChangedAction(m); m.prevScale = m.panelScale; }); ROLStockInterop.fireEditorUpdate(); }; if (maxLength == minLength || !lengthWidth) { Fields[nameof(panelLength)].guiActiveEditor = false; } else { this.ROLupdateUIFloatEditControl(nameof(panelLength), minLength, maxLength, largeStep, smallStep, slideStep, true, panelLength); } if (maxWidth == minWidth || !lengthWidth) { Fields[nameof(panelWidth)].guiActiveEditor = false; } else { this.ROLupdateUIFloatEditControl(nameof(panelWidth), minWidth, maxWidth, largeStep, smallStep, slideStep, true, panelWidth); } if (lengthWidth) { Fields[nameof(panelScale)].guiActiveEditor = false; } else { Fields[nameof(panelScale)].guiActiveEditor = true; this.ROLupdateUIFloatEditControl(nameof(panelScale), 0.1f, 100f, largeStep, smallStep, slideStep, true, panelScale); } if (HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorShipModified.Add(new EventData <ShipConstruct> .OnEvent(onEditorVesselModified)); } Fields[nameof(TechLevel)].uiControlEditor.onFieldChanged = (a, b) => { UpdateMassAndCost(); RecalculateStats(); this.ROLactionWithSymmetry(modelChangedAction); ROLStockInterop.fireEditorUpdate(); }; }
/// <summary> /// Initialize the UI controls, including default values, and specifying delegates for their 'onClick' methods.<para/> /// All UI based interaction code will be defined/run through these delegates. /// </summary> public void initializeUI() { Action <ModuleROTank> modelChangedAction = (m) => { m.updateModulePositions(); m.updateDimensions(); m.updateAttachNodes(true); m.updateAvailableVariants(); m.updateDragCubes(); if (scaleMass) { m.updateMass(); } if (scaleCost) { m.updateCost(); } //ROLModInterop.updateResourceVolume(m.part); m.UpdateTankVolume(lengthWidth); }; //set up the core variant UI control string[] variantNames = ROLUtils.getNames(variantSets.Values, m => m.variantName); this.ROLupdateUIChooseOptionControl(nameof(currentVariant), variantNames, variantNames, true, currentVariant); Fields[nameof(currentVariant)].guiActiveEditor = variantSets.Count > 1; Fields[nameof(currentVariant)].uiControlEditor.onFieldChanged = (a, b) => { //TODO find variant set for the currently enabled core model //query the index from that variant set ModelDefinitionVariantSet prevMdvs = getVariantSet(coreModule.definition.name); //this is the index of the currently selected model within its variant set int previousIndex = prevMdvs.indexOf(coreModule.layoutOptions); //grab ref to the current/new variant set ModelDefinitionVariantSet mdvs = getVariantSet(currentVariant); //and a reference to the model from same index out of the new set ([] call does validation internally for IAOOBE) ModelDefinitionLayoutOptions newCoreDef = mdvs[previousIndex]; //now, call model-selected on the core model to update for the changes, including symmetry counterpart updating. this.ROLactionWithSymmetry(m => { m.currentVariant = currentVariant; if (lengthWidth) { m.SetModelFromDimensions(); } else { m.coreModule.modelSelected(newCoreDef.definition.name); } modelChangedAction(m); }); }; Fields[nameof(currentDiameter)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.currentDiameter = this.currentDiameter; } if (lengthWidth) { m.SetModelFromDimensions(); } modelChangedAction(m); m.prevDiameter = m.currentDiameter; }); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(currentLength)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.currentLength = this.currentLength; } m.SetModelFromDimensions(); modelChangedAction(m); m.prevLength = m.currentLength; }); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(currentVScale)].uiControlEditor.onFieldChanged = (a, b) => { this.ROLactionWithSymmetry(m => { if (m != this) { m.currentVScale = this.currentVScale; } modelChangedAction(m); }); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(currentNose)].uiControlEditor.onFieldChanged = (a, b) => { noseModule.modelSelected(a, b); this.ROLactionWithSymmetry(modelChangedAction); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(currentCore)].uiControlEditor.onFieldChanged = (a, b) => { coreModule.modelSelected(a, b); this.ROLactionWithSymmetry(modelChangedAction); ROLStockInterop.fireEditorUpdate(); }; Fields[nameof(currentMount)].uiControlEditor.onFieldChanged = (a, b) => { mountModule.modelSelected(a, b); this.ROLactionWithSymmetry(modelChangedAction); ROLStockInterop.fireEditorUpdate(); }; //------------------MODEL DIAMETER / LENGTH SWITCH UI INIT---------------------// if (maxDiameter == minDiameter) { Fields[nameof(currentDiameter)].guiActiveEditor = false; } else { this.ROLupdateUIFloatEditControl(nameof(currentDiameter), minDiameter, maxDiameter, diameterLargeStep, diameterSmallStep, diameterSlideStep, true, currentDiameter); } if (maxLength == minLength || !lengthWidth) { Fields[nameof(currentLength)].guiActiveEditor = false; } else { this.ROLupdateUIFloatEditControl(nameof(currentLength), minLength, maxLength, diameterLargeStep, diameterSmallStep, diameterSlideStep, true, currentLength); } if (!lengthWidth) { Fields[nameof(currentVScale)].guiActiveEditor = enableVScale; Events[nameof(ResetModel)].guiActiveEditor = true; } if (lengthWidth) { Fields[nameof(currentVScale)].guiActiveEditor = false; Events[nameof(ResetModel)].guiActiveEditor = false; } //------------------MODULE TEXTURE SWITCH UI INIT---------------------// Fields[nameof(currentNoseTexture)].uiControlEditor.onFieldChanged = noseModule.textureSetSelected; Fields[nameof(currentCoreTexture)].uiControlEditor.onFieldChanged = coreModule.textureSetSelected; Fields[nameof(currentMountTexture)].uiControlEditor.onFieldChanged = mountModule.textureSetSelected; if (HighLogic.LoadedSceneIsEditor) { GameEvents.onEditorShipModified.Add(new EventData <ShipConstruct> .OnEvent(onEditorVesselModified)); } }