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();
}
}
}
}