![]() I also wish it gave you the option to turn buttons off. I'm a stickler for consistency the toolbar mod was my hero for unifying access to all of my mods, and the stock toolbar is another step up.Īs I mentioned in another comment elsewhere in this thread, I don't think it does a very good job displaying when a button is ON versus when it is merely being moused over. It brings the UI together very well, and generally works great. I like the uniformity of the stock toolbar. What is your opinion on the topic? Maybe a modder can give us a little insight (as I have almost no knowlege about Unity as a coding platform) on possible technical difficultys that the ingame toolbar has. A much needed change from the kinda ugly right side panel. You can go to the options and make it so that it only uses inbuild toolbar. Just a quick button press brings up the FAR UI, and the same button press closes it. (On that note, please point me to any versions of mods that use the stock toolbar, as I know some mods use it now for example: FAR.) The stock toolbar was a much needed addition to the game, allowing modders to use a very intuitive UI and to eventually make the UI look cleaner.įAR did a very good job in implementing it. Since 0.24 it is obsolete, yet a whole bunch of mods still require it. ToolbarControl.I kinda wanted to give my opinion on the toolbar mod and see how the community reacts. If you do change the blizzy/stock options, then a single call to the following method will suffice: If using registration, then no need to have any call in the OnGUI method This is done by registering the button before or when the MainMenu is reached, see the example code below. Public void SetFalse(bool makeCall = false)īuttons can now be displayed on both toolbars simultaneously.īutton settings can now be stored by the ToolbarController itself, eliminating the need to save it in the mod settings. Public void SetTrue(bool makeCall = false) If makeCall is true, then the appropriateĬall will be done, if there is a defined function for it If you wish to manually change the button setting, you can use the following methods. There isn't any change, it returns immediately You can also add, if you like, various callbacks to monitor the settings. The toolbar will change immediately by adding the following (example from FlightPlanner): If you have the toolbar selectable in a settings page, you an ensure that any time the user changes the setting ![]() Public void AddLeftRightClickCallbacks(TC_ClickHandler onLeftClick, TC_ClickHandler onRightClick) Not that if you have an onTrue/onFalse specified along with an onLeftClick, If you need to use Left and Right clicks (seperate from the onTrue and onFalse), the following is available. String largeToolbarIconActive, string largeToolbarIconInactive, string smallToolbarIconActive, string smallToolbarIconInactive, Public void AddToAllToolbars(TC_ClickHandler onTrue, TC_ClickHandler onFalse, TC_ClickHandler onHover, TC_ClickHandler onHoverOut, TC_ClickHandler onEnable, TC_ClickHandler onDisable, String largeToolbarIcon, string smallToolbarIcon, Public void AddToAllToolbars(TC_ClickHandler onTrue, TC_ClickHandler onFalse,ĪpplicationLauncher.AppScenes visibleInScenes, The following methods are available, more can be added if requested Tooltip tooltip which is shown when hovering the mouse over the button The following are used by the Blizzy toolbar only SmallToolbarIconActive small is used for Blizzy toolbar The following corresponds to the same parameter in the AddModApplication() method OnTrue Corresponds to the onTrue parameter in the AddModApplication function. The onTrue parameter is unique in that it applies both to the stock toolbar and the Blizzy toolbar. If setting, sets enabled (clickable) or not. Whether this button is currently enabled (clickable) or not. The position of the mouse the last time the button was clicked The shorter ones don't pass in unneeded parameters All parameters are the same, the only difference is that The method AddToAllToolbars has several definitions. The TC_ClickHander is a delegate used to pass in a method reference in the AddToAllToolbars methods below If true, activates Blizzy toolbar, if available. Of course someone pretty much has to be trying to break things if you have to worry about this particular case. The only other real problem with the forced to the top of the sort list method is that technically there's a couple characters before zero ('~', '!', etc.) and dlls directly in GameData come first too. One benefit is that KSP will output a warning and won't load an assembly if it's dependencies aren't met (which may be better than puking out a bunch of exceptions).
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