using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
namespace Content.Shared.UserInterface
{
[RegisterComponent, NetworkedComponent]
public sealed partial class ActivatableUIComponent : Component
{
[DataField(required: true, customTypeSerializer: typeof(EnumSerializer))]
public Enum? Key { get; set; } = default!;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool InHandsOnly { get; set; } = false;
[DataField]
public bool SingleUser { get; set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AdminOnly { get; set; } = false;
[DataField]
public LocId 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.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RequireHands = true;
///
/// Entities that are required to open this UI.
///
[DataField("allowedItems")]
[ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist? AllowedItems = null;
///
/// Whether you can activate this ui with activateinhand or not
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool RightClickOnly;
///
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool AllowSpectator = true;
///
/// Whether the UI should close when the item is deselected due to a hand swap or drop
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool CloseOnHandDeselect = 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 EntityUid? CurrentSingleUser;
}
}