Kerbal Space Program  1.12.4
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UI_FloatEdit Class Reference
Inheritance diagram for UI_FloatEdit:
UI_Control

Public Member Functions

override void Load (ConfigNode node, object host)
 
override void Save (ConfigNode node, object host)
 
- Public Member Functions inherited from UI_Control
void SetSceneVisibility (UI_Scene scene, bool state)
 
void Setup (BaseField field)
 

Public Attributes

float incrementLarge = 0
 
float incrementSlide = 0
 
float incrementSmall = 0
 
float maxValue = float.PositiveInfinity
 
float minValue = float.NegativeInfinity
 
int sigFigs
 
string unit = ""
 
bool useSI = false
 
- Public Attributes inherited from UI_Control
UI_Scene affectSymCounterparts = UI_Scene.Editor
 
bool controlEnabled = true
 
Callback< BaseField, object > onFieldChanged = null
 
Callback< BaseField, object > onSymmetryFieldChanged = null
 
UIPartActionItem partActionItem = null
 
bool requireFullControl = false
 Does this require full, not just partial, control? More...
 
UI_Scene scene = UI_Scene.All
 
bool suppressEditorShipModified = false
 

Additional Inherited Members

- Static Protected Member Functions inherited from UI_Control
static bool ParseEnabled (out bool value, ConfigNode node, string valueName, string FieldUIControlName)
 
static bool ParseFloat (out float value, ConfigNode node, string valueName, string FieldUIControlName, string errorNoValue)
 
static bool ParseString (out string value, ConfigNode node, string valueName, string FieldUIControlName, string errorNoValue)
 
- Protected Attributes inherited from UI_Control
BaseField field
 

Member Function Documentation

override void UI_FloatEdit.Load ( ConfigNode  node,
object  host 
)
inlinevirtual

Reimplemented from UI_Control.

override void UI_FloatEdit.Save ( ConfigNode  node,
object  host 
)
inlinevirtual

Reimplemented from UI_Control.

Member Data Documentation

float UI_FloatEdit.incrementLarge = 0
float UI_FloatEdit.incrementSlide = 0
float UI_FloatEdit.incrementSmall = 0
float UI_FloatEdit.maxValue = float.PositiveInfinity
float UI_FloatEdit.minValue = float.NegativeInfinity
int UI_FloatEdit.sigFigs
string UI_FloatEdit.unit = ""
bool UI_FloatEdit.useSI = false

The documentation for this class was generated from the following file: