using Robust.Client.GameObjects.Components.UserInterface; using Robust.Shared.GameObjects.Components.UserInterface; using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEControllerComponent; namespace Content.Client.GameObjects.Components.Power.AME { public class AMEControllerBoundUserInterface : BoundUserInterface { private AMEWindow _window; public AMEControllerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { } protected override void Open() { base.Open(); _window = new AMEWindow(); _window.OnClose += Close; _window.OpenCentered(); _window.EjectButton.OnPressed += _ => ButtonPressed(UiButton.Eject); _window.ToggleInjection.OnPressed += _ => ButtonPressed(UiButton.ToggleInjection); _window.IncreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.IncreaseFuel); _window.DecreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.DecreaseFuel); _window.RefreshPartsButton.OnPressed += _ => ButtonPressed(UiButton.RefreshParts); } /// /// 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 = (AMEControllerBoundUserInterfaceState) state; _window?.UpdateState(castState); //Update window state } private void ButtonPressed(UiButton button, int dispenseIndex = -1) { SendMessage(new UiButtonPressedMessage(button)); } protected override void Dispose(bool disposing) { base.Dispose(disposing); if (disposing) { _window.Dispose(); } } } }