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CriticalTemperatureGauge 1.1.3.3 Initial commit.
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formicant committed Aug 20, 2016
1 parent 9674463 commit 948e2b9
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4 changes: 4 additions & 0 deletions .gitignore
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/Releases
/src/.vs
/src/CriticalTemperatureGauge/obj
/src/CriticalTemperatureGauge/bin
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22 changes: 22 additions & 0 deletions src/CriticalTemperatureGauge.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CriticalTemperatureGauge", "CriticalTemperatureGauge\CriticalTemperatureGauge.csproj", "{8FB4471E-FBBB-4538-9776-D22AD22B9B18}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{8FB4471E-FBBB-4538-9776-D22AD22B9B18}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8FB4471E-FBBB-4538-9776-D22AD22B9B18}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8FB4471E-FBBB-4538-9776-D22AD22B9B18}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8FB4471E-FBBB-4538-9776-D22AD22B9B18}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
90 changes: 90 additions & 0 deletions src/CriticalTemperatureGauge/ConfigWindow.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace CriticalTemperatureGauge
{
/// <summary>
/// Represents the configuration window.
/// </summary>
public class ConfigWindow : Window
{
/// <summary>Slider resolution..</summary>
const int ThresholdSteps = 20;

// Layout parameters
const int SeparatorHeight = 8;
const int IndentWidth = 20;

protected override Rect InitialWindowRectangle =>
new Rect(
Static.Settings.ConfigWindowPosition != Vector2.zero
? Static.Settings.ConfigWindowPosition
: new Vector2(Screen.width - 285, (Screen.height - 410) / 2),
Vector2.zero);

/// <summary>Creates the configuration window.</summary>
public ConfigWindow()
: base(Static.Settings.BaseWindowId + 1, "Critical Temperature Gauge") { }

/// <summary>Writes current window position into settings.</summary>
protected override void OnWindowRectUpdated()
{
Static.Settings.ConfigWindowPosition = WindowRectangle.position;
}

/// <summary>Draws the window contents.</summary>
/// <param name="windowId">Id of the window.</param>
protected override void WindowGUI(int windowId)
{
// Defining styles
var windowStyle = new GUIStyle(GUI.skin.window) { padding = new RectOffset(8, 8, 8, 8) };
var textEditStyle = new GUIStyle(GUI.skin.textField);
var labelStyle = new GUIStyle(GUI.skin.label)
{
normal = new GUIStyleState { textColor = Color.white },
focused = new GUIStyleState { textColor = Color.white },
alignment = TextAnchor.MiddleLeft,
};
var sliderStyle = new GUIStyle(GUI.skin.horizontalSlider) { fixedWidth = 222 };
var sliderThumbStyle = new GUIStyle(GUI.skin.horizontalSliderThumb);

// Drawing layout
GUILayout.Space(SeparatorHeight);

// Drawing gauge visibility settings controls
GUILayout.Label($"Gauge showing threshold: {Static.Settings.GaugeShowingThreshold:G2}", labelStyle);
Static.Settings.GaugeShowingThreshold =
Math.Round(GUILayout.HorizontalSlider((float)Static.Settings.GaugeShowingThreshold, 1F / ThresholdSteps, 1F - 1F / ThresholdSteps, sliderStyle, sliderThumbStyle) * ThresholdSteps) / ThresholdSteps;
GUILayout.Label($"Gauge hiding threshold: {Static.Settings.GaugeHidingThreshold:G2}", labelStyle);
Static.Settings.GaugeHidingThreshold = Math.Min(Static.Settings.GaugeShowingThreshold,
Math.Round(GUILayout.HorizontalSlider((float)Static.Settings.GaugeHidingThreshold, 1F / ThresholdSteps, 1F - 1F / ThresholdSteps, sliderStyle, sliderThumbStyle) * ThresholdSteps) / ThresholdSteps);
Static.Settings.ForceShowGauge = GUILayout.Toggle(Static.Settings.ForceShowGauge, "Force show gauge");

// Drawing additional information settings controls
Static.Settings.ShowTemperature = GUILayout.Toggle(Static.Settings.ShowTemperature, "Show temperature");
GUILayout.BeginHorizontal();
GUILayout.Space(IndentWidth);
Static.Settings.ShowTemperatureLimit = GUILayout.Toggle(Static.Settings.ShowTemperatureLimit, "Show temperature limit");
GUILayout.EndHorizontal();
Static.Settings.ShowTemperatureRate = GUILayout.Toggle(Static.Settings.ShowTemperatureRate, "Show temperature rate");
Static.Settings.ShowCriticalPart = GUILayout.Toggle(Static.Settings.ShowCriticalPart, "Show critical part");
// (Part highlighting does not work for some reason)
//Static.Settings.HighlightCriticalPart = GUILayout.Toggle(Static.Settings.HighlightCriticalPart, "Highlight critical part");

// Drawing exclusion list settings controls
GUILayout.Space(SeparatorHeight);
Static.Settings.UseExclusionList = GUILayout.Toggle(Static.Settings.UseExclusionList, "Ignore parts with following\nmodules (comma-separated):");
GUILayout.Space(SeparatorHeight * 2);
Static.Settings.ExclusionList = GUILayout.TextField(Static.Settings.ExclusionList, 512, textEditStyle);

// Drawing interface settings controls
GUILayout.Space(SeparatorHeight);
Static.Settings.LockGaugeWindow = GUILayout.Toggle(Static.Settings.LockGaugeWindow, "Lock gauge position");

GUI.DragWindow();
}
}
}
75 changes: 75 additions & 0 deletions src/CriticalTemperatureGauge/CriticalTemperatureGauge.csproj
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<?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>{8FB4471E-FBBB-4538-9776-D22AD22B9B18}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CriticalTemperatureGauge</RootNamespace>
<AssemblyName>CriticalTemperatureGauge</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>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<UseVSHostingProcess>false</UseVSHostingProcess>
<DebugSymbols>true</DebugSymbols>
</PropertyGroup>
<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\_Lib\1.1.3 x64\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>..\..\..\_Lib\1.1.3 x64\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="KSPUtil">
<HintPath>..\..\..\_Lib\1.1.3 x64\KSPUtil.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\_Lib\1.1.3 x64\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\..\..\_Lib\1.1.3 x64\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ConfigWindow.cs" />
<Compile Include="Flight.cs" />
<Compile Include="GaugeWindow.cs" />
<Compile Include="PartState.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Settings.cs" />
<Compile Include="Static.cs" />
<Compile Include="Toolbar.cs" />
<Compile Include="Window.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy /Y "$(TargetDir)$(ProjectName).dll" "$(SolutionDir)..\GameData\$(ProjectName)\Plugins\$(ProjectName).dll"</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>
143 changes: 143 additions & 0 deletions src/CriticalTemperatureGauge/Flight.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace CriticalTemperatureGauge
{
/// <summary>
/// Main add-on class.
/// </summary>
[KSPAddon(KSPAddon.Startup.Flight, false)]
public class Flight : MonoBehaviour
{
Window _gaugeWindow;

// KSP events:

public void Start()
{
Debug.Log($"CriticalTemperatureGauge: Entering scene {HighLogic.LoadedScene}.");
_gaugeWindow = new GaugeWindow();
}

public void OnDestroy()
{
_gaugeWindow?.Hide();
Static.CriticalPartState = null;
Static.Settings.Save();
Debug.Log($"CriticalTemperatureGauge: Exiting scene {HighLogic.LoadedScene}.");
}

public void OnGUI()
{
_gaugeWindow?.DrawGUI();
}

public void Update()
{
var vessel = FlightGlobals.ActiveVessel;

if(_gaugeWindow != null && vessel != null)
{
// Updating critical part state
var criticalPartState = GetCriticalPartState(vessel);
criticalPartState?.UpdateTemperatureRates(Static.CriticalPartState);
Static.CriticalPartState = criticalPartState;

// Determining if the gauge should be shown or hidden
if(!_gaugeWindow.IsVisible &&
criticalPartState != null &&
(criticalPartState.Index > Static.Settings.GaugeShowingThreshold ||
Static.Settings.ForceShowGauge))
{
_gaugeWindow.Show();
// (Part highlighting does not work for some reason)
//if(Static.Settings.HighlightCriticalPart)
// HighlightPart(vessel, criticalPartState.Id);
}
else if(_gaugeWindow.IsVisible &&
(criticalPartState == null ||
criticalPartState.Index < Static.Settings.GaugeHidingThreshold &&
!Static.Settings.ForceShowGauge))
{
_gaugeWindow.Hide();
//HighlightNone(vessel);
}
}
}

/// <summary>Finds the part with the greatest Temp/TempLimit ratio.</summary>
/// <param name="vessel">Current vessel.</param>
/// <returns>Critical part state.</returns>
PartState GetCriticalPartState(Vessel vessel) =>
vessel.parts
.Where(IsPartNotIgnored)
.Select(GetPartState)
.OrderByDescending(partState => partState.Index)
.FirstOrDefault();

/// <summary>Gets parameters of a part.</summary>
/// <param name="part">A vessel part.</param>
/// <returns>Part state.</returns>
static PartState GetPartState(Part part) =>
new PartState
{
Time = Planetarium.GetUniversalTime(),
Id = part.flightID,
Name = GetPartTitle(part),
CoreTemperatureLimit = part.maxTemp,
SkinTemperatureLimit = part.skinMaxTemp,
CoreTemperature = part.temperature,
SkinTemperature = part.skinTemperature,
};

/// <summary>Determines if the part has a module containing in the exclusion list.</summary>
/// <param name="part">A vessel part.</param>
/// <returns><c>false</c> if the part is ignored; <c>true</c> otherwise.</returns>
bool IsPartNotIgnored(Part part) =>
!(Static.Settings.UseExclusionList && Static.Settings.ExclusionListItems.Any(moduleName => part.Modules.Contains(moduleName)));

// Currently, not used
static void HighlightNone(Vessel craft) => HighlightPart(craft, 0);

// Currently, not used
static void HighlightPart(Vessel craft, uint partId)
{
foreach(var part in craft.parts)
{
if(part.flightID == partId)
part.highlighter.FlashingOn(Color.red, Color.yellow, 0.5F);
else
part.highlighter.FlashingOff();
}
}

/// <summary>Gets the title (long name) of a part.</summary>
/// <param name="part">A vessel part.</param>
/// <returns>Part title.</returns>
static string GetPartTitle(Part part)
{
// Removing vessel name from part name
int indexOfWhitespace = part.name.IndexOf(' ');
var name = indexOfWhitespace >= 0
? part.name.Substring(0, indexOfWhitespace)
: part.name;

// Trying to get part title; using part name if failed
string title;
try
{
title = PartLoader.getPartInfoByName(name).title;
if(string.IsNullOrEmpty(title))
title = name;
}
catch
{
title = name;
}
return title;
}
}
}
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