using Content.Shared.Chemistry;
using Content.Shared.Containers.ItemSlots;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Chemistry.UI
{
///
/// Initializes a and updates it when new server messages are received.
///
[UsedImplicitly]
public sealed class ChemMasterBoundUserInterface : BoundUserInterface
{
[ViewVariables]
private ChemMasterWindow? _window;
public ChemMasterBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
///
/// Called each time a chem master UI instance is opened. Generates the window and fills it with
/// relevant info. Sets the actions for static buttons.
///
protected override void Open()
{
base.Open();
// Setup window layout/elements
_window = new ChemMasterWindow
{
Title = EntMan.GetComponent(Owner).EntityName,
};
_window.OpenCentered();
_window.OnClose += Close;
// Setup static button actions.
_window.InputEjectButton.OnPressed += _ => SendMessage(
new ItemSlotButtonPressedEvent(SharedChemMaster.InputSlotName));
_window.OutputEjectButton.OnPressed += _ => SendMessage(
new ItemSlotButtonPressedEvent(SharedChemMaster.OutputSlotName));
_window.BufferTransferButton.OnPressed += _ => SendMessage(
new ChemMasterSetModeMessage(ChemMasterMode.Transfer));
_window.BufferDiscardButton.OnPressed += _ => SendMessage(
new ChemMasterSetModeMessage(ChemMasterMode.Discard));
_window.CreatePillButton.OnPressed += _ => SendMessage(
new ChemMasterCreatePillsMessage(
(uint) _window.PillDosage.Value, (uint) _window.PillNumber.Value, _window.LabelLine));
_window.CreateBottleButton.OnPressed += _ => SendMessage(
new ChemMasterOutputToBottleMessage(
(uint) _window.BottleDosage.Value, _window.LabelLine));
for (uint i = 0; i < _window.PillTypeButtons.Length; i++)
{
var pillType = i;
_window.PillTypeButtons[i].OnPressed += _ => SendMessage(new ChemMasterSetPillTypeMessage(pillType));
}
_window.OnReagentButtonPressed += (args, button) => SendMessage(new ChemMasterReagentAmountButtonMessage(button.Id, button.Amount, button.IsBuffer));
}
///
/// Update the ui each time new state data is sent from the server.
///
///
/// Data of the that this ui represents.
/// Sent from the server.
///
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
var castState = (ChemMasterBoundUserInterfaceState) state;
_window?.UpdateState(castState); // Update window state
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
}
}