Adds UIs for volume and pressure pumps (#5155)
* Adds UIs for volume and pressure pumps * Update Content.Server/Atmos/Piping/Binary/EntitySystems/GasPressurePumpSystem.cs * Update Content.Server/Atmos/Piping/Binary/EntitySystems/GasVolumePumpSystem.cs Co-authored-by: ike709 <ike709@github.com>
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79
Content.Client/Atmos/UI/GasPressurePumpBoundUserInterface.cs
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79
Content.Client/Atmos/UI/GasPressurePumpBoundUserInterface.cs
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using System;
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using Content.Client.Atmos.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Piping.Binary.Components;
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using Content.Shared.Atmos.Piping.Trinary.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Atmos.UI
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{
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/// <summary>
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/// Initializes a <see cref="GasPressurePumpWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public class GasPressurePumpBoundUserInterface : BoundUserInterface
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{
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private GasPressurePumpWindow? _window;
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private const float MaxPressure = Atmospherics.MaxOutputPressure;
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public GasPressurePumpBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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_window = new GasPressurePumpWindow();
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if(State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.ToggleStatusButtonPressed += OnToggleStatusButtonPressed;
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_window.PumpOutputPressureChanged += OnPumpOutputPressurePressed;
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}
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private void OnToggleStatusButtonPressed()
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{
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if (_window is null) return;
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SendMessage(new GasPressurePumpToggleStatusMessage(_window.PumpStatus));
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}
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private void OnPumpOutputPressurePressed(string value)
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{
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float pressure = float.TryParse(value, out var parsed) ? parsed : 0f;
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if (pressure > MaxPressure) pressure = MaxPressure;
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SendMessage(new GasPressurePumpChangeOutputPressureMessage(pressure));
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null || state is not GasPressurePumpBoundUserInterfaceState cast)
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return;
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_window.Title = (cast.PumpLabel);
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_window.SetPumpStatus(cast.Enabled);
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_window.SetOutputPressure(cast.OutputPressure);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing) return;
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_window?.Dispose();
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}
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}
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}
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