Remove some BUI boilerplate (#28399)
* Remove some BUI boilerplate - The disposals overrides got removed due to the helper method handling it. - Replace window creation with CreateWindow helper. - Fixed some stinky code which would cause exceptions. * More * moar * weh * done * More BUIs * More updates * weh * moar * look who it is * weh * merge * weh * fixes
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@@ -1,5 +1,6 @@
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using Content.Shared.MachineLinking;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Shared.Timing;
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namespace Content.Client.MachineLinking.UI;
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@@ -19,19 +20,14 @@ public sealed class SignalTimerBoundUserInterface : BoundUserInterface
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{
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base.Open();
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_window = new SignalTimerWindow(this);
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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 = this.CreateWindow<SignalTimerWindow>();
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_window.OnStartTimer += StartTimer;
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_window.OnCurrentTextChanged += OnTextChanged;
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_window.OnCurrentDelayMinutesChanged += OnDelayChanged;
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_window.OnCurrentDelaySecondsChanged += OnDelayChanged;
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}
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public void OnStartTimer()
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public void StartTimer()
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{
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SendMessage(new SignalTimerStartMessage());
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}
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@@ -48,11 +44,6 @@ public sealed class SignalTimerBoundUserInterface : BoundUserInterface
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SendMessage(new SignalTimerDelayChangedMessage(_window.GetDelay()));
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}
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public TimeSpan GetCurrentTime()
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{
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return _gameTiming.CurTime;
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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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@@ -72,11 +63,4 @@ public sealed class SignalTimerBoundUserInterface : BoundUserInterface
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_window.SetTimerStarted(cast.TimerStarted);
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_window.SetHasAccess(cast.HasAccess);
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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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