Re-organize all projects (#4166)
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Chemistry.Dispenser;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using static Content.Shared.Chemistry.Dispenser.SharedReagentDispenserComponent;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Initializes a <see cref="ReagentDispenserWindow"/> 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 ReagentDispenserBoundUserInterface : BoundUserInterface
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{
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private ReagentDispenserWindow? _window;
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private ReagentDispenserBoundUserInterfaceState? _lastState;
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public ReagentDispenserBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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/// <summary>
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/// Called each time a dispenser UI instance is opened. Generates the dispenser window and fills it with
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/// relevant info. Sets the actions for static buttons.
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/// <para>Buttons which can change like reagent dispense buttons have their actions set in <see cref="UpdateReagentsList"/>.</para>
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/// </summary>
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protected override void Open()
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{
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base.Open();
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//Setup window layout/elements
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_window = new ReagentDispenserWindow
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{
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Title = Loc.GetString("Reagent dispenser"),
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};
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_window.OpenCentered();
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_window.OnClose += Close;
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//Setup static button actions.
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_window.EjectButton.OnPressed += _ => ButtonPressed(UiButton.Eject);
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_window.ClearButton.OnPressed += _ => ButtonPressed(UiButton.Clear);
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_window.DispenseButton1.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount1);
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_window.DispenseButton5.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount5);
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_window.DispenseButton10.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount10);
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_window.DispenseButton15.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount15);
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_window.DispenseButton20.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount20);
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_window.DispenseButton25.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount25);
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_window.DispenseButton30.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount30);
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_window.DispenseButton50.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount50);
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_window.DispenseButton100.OnPressed += _ => ButtonPressed(UiButton.SetDispenseAmount100);
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}
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/// <summary>
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/// Update the ui each time new state data is sent from the server.
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/// </summary>
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/// <param name="state">
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/// Data of the <see cref="SharedReagentDispenserComponent"/> that this ui represents.
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/// Sent from the server.
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/// </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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var castState = (ReagentDispenserBoundUserInterfaceState)state;
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_lastState = castState;
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UpdateReagentsList(castState.Inventory); //Update reagents list & reagent button actions
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_window?.UpdateState(castState); //Update window state
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}
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/// <summary>
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/// Update the list of reagents that this dispenser can dispense on the UI.
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/// </summary>
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/// <param name="inventory">A list of the reagents which can be dispensed.</param>
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private void UpdateReagentsList(List<ReagentDispenserInventoryEntry> inventory)
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{
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if (_window == null)
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{
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return;
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}
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_window.UpdateReagentsList(inventory);
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for (var i = 0; i < _window.ChemicalList.Children.Count(); i++)
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{
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var button = (Button)_window.ChemicalList.Children.ElementAt(i);
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var i1 = i;
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button.OnPressed += _ => ButtonPressed(UiButton.Dispense, i1);
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button.OnMouseEntered += _ =>
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{
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if (_lastState != null)
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{
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_window.UpdateContainerInfo(_lastState, inventory[i1].ID);
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}
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};
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button.OnMouseExited += _ =>
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{
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if (_lastState != null)
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{
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_window.UpdateContainerInfo(_lastState);
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}
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};
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}
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}
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private void ButtonPressed(UiButton button, int dispenseIndex = -1)
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{
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SendMessage(new UiButtonPressedMessage(button, dispenseIndex));
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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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