using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
namespace Content.Server.UserInterface
{
[RegisterComponent]
public sealed class ActivatableUIComponent : Component,
ISerializationHooks
{
[ViewVariables]
public Enum? Key { get; set; }
[ViewVariables] public BoundUserInterface? UserInterface => (Key != null) ? Owner.GetUIOrNull(Key) : null;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("inHandsOnly")]
public bool InHandsOnly { get; set; } = false;
[ViewVariables]
[DataField("singleUser")]
public bool SingleUser { get; set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("adminOnly")]
public bool AdminOnly { get; set; } = false;
[DataField("key", readOnly: true, required: true)]
private string _keyRaw = default!;
[DataField("verbText")]
public string VerbText = "ui-verb-toggle-open";
///
/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
///
///
/// This should probably be true for most machines & computers, but there will still be UIs that represent a
/// more generic interaction / configuration that might not require hands.
///
[DataField("requireHands")]
public bool RequireHands = true;
///
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
///
[DataField("allowSpectator")]
public bool AllowSpectator = true;
///
/// The client channel currently using the object, or null if there's none/not single user.
/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
///
[ViewVariables]
public IPlayerSession? CurrentSingleUser;
void ISerializationHooks.AfterDeserialization()
{
var reflectionManager = IoCManager.Resolve();
if (reflectionManager.TryParseEnumReference(_keyRaw, out var key))
Key = key;
}
}
}