using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.Labels
{
///
/// Key representing which is currently open.
/// Useful when there are multiple UI for an object. Here it's future-proofing only.
///
[Serializable, NetSerializable]
public enum HandLabelerUiKey
{
Key,
}
[Serializable, NetSerializable]
public enum PaperLabelVisuals
{
HasLabel,
}
///
/// Represents a state that can be sent to the client
///
[Serializable, NetSerializable]
public sealed class HandLabelerBoundUserInterfaceState : BoundUserInterfaceState
{
public string CurrentLabel { get; }
public HandLabelerBoundUserInterfaceState(string currentLabel)
{
CurrentLabel = currentLabel;
}
}
[Serializable, NetSerializable]
public sealed class HandLabelerLabelChangedMessage : BoundUserInterfaceMessage
{
public string Label { get; }
public HandLabelerLabelChangedMessage(string label)
{
Label = label;
}
}
}