using Content.Shared.Access.Systems; using Robust.Client.GameObjects; namespace Content.Client.Access.UI { /// /// Initializes a and updates it when new server messages are received. /// public sealed class AgentIDCardBoundUserInterface : BoundUserInterface { private AgentIDCardWindow? _window; public AgentIDCardBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey) { } protected override void Open() { base.Open(); _window = new AgentIDCardWindow(); if (State != null) UpdateState(State); _window.OpenCentered(); _window.OnClose += Close; _window.OnNameChanged += OnNameChanged; _window.OnJobChanged += OnJobChanged; } private void OnNameChanged(string newName) { SendMessage(new AgentIDCardNameChangedMessage(newName)); } private void OnJobChanged(string newJob) { SendMessage(new AgentIDCardJobChangedMessage(newJob)); } /// /// Update the UI state based on server-sent info /// /// protected override void UpdateState(BoundUserInterfaceState state) { base.UpdateState(state); if (_window == null || state is not AgentIDCardBoundUserInterfaceState cast) return; _window.SetCurrentName(cast.CurrentName); _window.SetCurrentJob(cast.CurrentJob); } protected override void Dispose(bool disposing) { base.Dispose(disposing); if (!disposing) return; _window?.Dispose(); } } }