This is a plugin for Kerbal Space Program that adds a common API for a buttons toolbar. Third-party plugin authors may use the API to add their buttons to the toolbar.
For more information, please visit the Forums Feedback Thread.
Common API for GUI toolbars in KSP
This is a plugin for Kerbal Space Program that adds a common API for a buttons toolbar. Third-party plugin authors may use the API to add their buttons to the toolbar.
For more information, please visit the Forums Feedback Thread.
When adding a toolbar button to the main menu it doesn't show up. Take a look at my code - if I don't destroy the buttons there, they show up fine in the other scenes (space center etc) but never on the main menu. IButton.EffectivelyVisible
even returns true, but I see nothing.
This is with KSP 0.23.5 linux version, 64bit executable, no other mods apart from toolbar and my mod. Apologies in advance if it turns out I'm just doing something wrong.
Toolbar position/size should be stored dependent on game scene. For example, in the editors you might want to position the toolbar at the bottom, while in flight, you might want to have it on the right-hand side.
When reordering buttons, if you have 2 rows of buttons and drop enough of them into a folder to decrease to one row, it no longer recognizes the buttons on the remaining row. Need to lock buttons and unlock to be able to move again.
1.7.9 under KSP 1.0.2 on MacOS X 10.10.3. Installed via CKAN.
toolbar
{
x = 300
y = 300
width = 500
height = 38
autoHide = False
drawBorder = False
useKSPSkin = False
buttonOrder =
visibleButtons = KerbalAlarmClock.btnToolbarIcon,ResourceManifest.ResourceManifest
x = 300
y = 300
width = 500
height = 38
autoHide = False
drawBorder = False
useKSPSkin = False
buttonOrder =
visibleButtons = KerbalAlarmClock.btnToolbarIcon,ResourceManifest.ResourceManifest
}
Pixel-based icon size can be a problem for players with very high screen resolutions. Add support for third-party plugin authors being able to specify paths to bigger icon textures so that players can chose which to use.
This should be configurable by the player.
Players should be able to configure which buttons are visible on their toolbar at all.
Current toolbar works fine in 1.2.1, yet becuase of the version file, AVC is giving a harmless but annoying warning
"KSP_VERSION_MAX": {
"MAJOR": 1,
"MINOR": 2,
"PATCH": 0,
"BUILD": 0
From what I can tell on CKAN, the patch should be 9
Previously the Update Available sign only showed up in the menu screen, which was still annoying but could be safely ignored. Now it shows up on every single screen, including in-flight. I can only imagine this is a bug, as I can see no need to have it show up everywhere.
The "Update available" button only serves to clutter things and is entirely useless.
I like the toolbar but i noticed you didn't have a comment/suggestion section. Can you add a option to modify the applauncher? Ideally a good applauncher interface is a single bordered button containing a icon of a mod. When leftclick activate asoociated mod, rightlick open/close XbyY dropdown of mod icons. In there, left click to open or right click to set mod icon to applauncher button.
Bonus points: mod-left to add mod's button to a list, mod-right to remove. hover scrollwheel on main button cycles through list
Feature request: would you create a "missing icon" texture so that if it fails to load our icon it can have something instead of just not showing at all?
I am requesting this because of http://forum.kerbalspaceprogram.com/threads/25823-0-23-0-23-5-TAC-Fuel-Balancer-v2-3-22Dec?p=1069031&viewfull=1#post1069031, where one of the users of my mod installed my mod in the wrong location. The Toolbar showed the text "FB" in the Icon Visibility window, but the icon failed to show on the toolbar.
It would be nice if something still showed on the toolbar, and it might help indicate what went wrong.
Thanks!
There's code and comments about being able to draw a button with only text (https://github.com/blizzy78/ksp_toolbar/blob/master/Toolbar/Internal/Toolbar/Button.cs#L83), but it will never be visible - see https://github.com/blizzy78/ksp_toolbar/blob/master/Toolbar/Internal/Toolbar/Command.cs#L143
I believe this plugin would benefit from an exclusion mechanic similar to what is present in ModuleManager, so to allow only one (the highest version found at loading time) instance to be loaded and be active.
Thought it requires little effort from users to check and delete any additional copies (beyond the only "legitimate" one within "GameData/000_Toolbar" folder), it can't be excluded any are still present due to incorrect mod placement/structure, while not every user is able to determine an incorrect toolbar behaviour because of multiple plugins running concurrently.
Wrong repo, moved to linuxgurugamer#13
I'm trying to make a button that's a normal button and also has a menu on mouseover, if the toolbar is configured to auto hide and you want to unhide him by passing the mouse over the button with menu you get a repaint excep and the toolbar keep mid-showing. I can repro that behavior with the test buttons also, the one that have the tooltip on mouseover does that, button10.
All seems work fine if the auto hide it's off.
Salud.
Reloading KSP's game database from the debug menu spawns a new toolbar each time.
When resizing a toolbar, it rubberbands back to the nearest button. Then that width is saved as the maximum width, so that adding more buttons results in growing down.
Instead, change it so that the actual dragged width is saved rather than the rubberbanded-back width. This will result in growing to that width, and just then in down.
Players should be able to freely reorder buttons in the toolbar.
If it looks like a duck, waddles like a duck, and quacks like a duck, then it is invariably a duck.
Except when it's a Duck.
The plugin throws its own error dialog via installchecker when the path is found to be incorrect including the case. The formatting of the dialog, and due to how we read natural language, can lead to the case being overlooked.
000_toolbar != 000_Toolbar
A slight change to the formatting of the dialog text, and an addition that advises that the path is case sensitive, would alleviate any confusion as to why the error is being shown.
An interesting article on this subject regarding natural language vs coding language.
http://blog.codinghorror.com/the-case-for-case-insensitivity/
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