Re-organize all projects (#4166)
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85
Content.Client/Body/UI/SurgeryBoundUserInterface.cs
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85
Content.Client/Body/UI/SurgeryBoundUserInterface.cs
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using Content.Shared.Body.Surgery;
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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.Body.UI
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{
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// TODO BODY Make window close if target or surgery tool gets too far away from user.
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/// <summary>
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/// Generic client-side UI list popup that allows users to choose from an option
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/// of limbs or organs to operate on.
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/// </summary>
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[UsedImplicitly]
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public class SurgeryBoundUserInterface : BoundUserInterface
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{
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private SurgeryWindow? _window;
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public SurgeryBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
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protected override void Open()
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{
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_window = new SurgeryWindow();
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_window.OpenCentered();
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_window.OnClose += Close;
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}
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protected override void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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switch (message)
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{
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case RequestBodyPartSurgeryUIMessage msg:
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HandleBodyPartRequest(msg);
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break;
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case RequestMechanismSurgeryUIMessage msg:
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HandleMechanismRequest(msg);
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break;
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case RequestBodyPartSlotSurgeryUIMessage msg:
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HandleBodyPartSlotRequest(msg);
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break;
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}
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}
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private void HandleBodyPartRequest(RequestBodyPartSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, BodyPartSelectedCallback);
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}
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private void HandleMechanismRequest(RequestMechanismSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, MechanismSelectedCallback);
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}
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private void HandleBodyPartSlotRequest(RequestBodyPartSlotSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, BodyPartSlotSelectedCallback);
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}
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private void BodyPartSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveBodyPartSurgeryUIMessage(selectedOptionData));
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}
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private void MechanismSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveMechanismSurgeryUIMessage(selectedOptionData));
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}
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private void BodyPartSlotSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveBodyPartSlotSurgeryUIMessage(selectedOptionData));
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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)
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{
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_window?.Dispose();
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}
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}
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}
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}
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