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();
}
}
}