Paper and pen (#582)
* A very basic paper and pen implementation * Removes SharedWriteComponent * Update ContentNetIDs.cs
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using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects.Components.UserInterface;
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namespace Content.Client.GameObjects.Components
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{
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public class PaperBoundUserInterface : BoundUserInterface
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{
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private PaperWindow _window;
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public PaperBoundUserInterface(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 PaperWindow
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{
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Title = Owner.Owner.Name,
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};
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_window.OnClose += Close;
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_window.Input.OnTextEntered += Input_OnTextEntered;
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_window.OpenCentered();
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}
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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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_window.Populate((SharedPaperComponent.PaperBoundUserInterfaceState)state);
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}
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private void Input_OnTextEntered(LineEdit.LineEditEventArgs obj)
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{
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if(!string.IsNullOrEmpty(obj.Text))
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{
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SendMessage(new SharedPaperComponent.PaperInputText(obj.Text));
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_window.Input.Text = string.Empty;
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}
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}
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}
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}
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36
Content.Client/GameObjects/Components/Paper/PaperWindow.cs
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36
Content.Client/GameObjects/Components/Paper/PaperWindow.cs
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using Content.Shared.GameObjects.Components;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.Components
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{
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public class PaperWindow : SS14Window
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{
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private readonly RichTextLabel _label;
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public readonly LineEdit Input;
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protected override Vector2? CustomSize => (300, 300);
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public PaperWindow()
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{
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var container = new VBoxContainer();
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_label = new RichTextLabel();
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Input = new LineEdit {Visible = false};
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container.AddChild(_label);
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container.AddChild(Input);
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Contents.AddChild(container);
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}
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public void Populate(SharedPaperComponent.PaperBoundUserInterfaceState state)
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{
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if (state.Mode == SharedPaperComponent.PaperAction.Write)
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{
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Input.Visible = true;
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}
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var msg = new FormattedMessage();
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msg.AddMarkup(state.Text);
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_label.SetMessage(msg);
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}
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}
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}
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