using System;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.GameObjects.Components
{
///
/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
///
public class ComputerBoundUserInterface : ComputerBoundUserInterfaceBase where W : BaseWindow, IComputerWindow, new() where S : BoundUserInterfaceState
{
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
private W? _window;
protected override void Open()
{
base.Open();
_window = (W) _dynamicTypeFactory.CreateInstance(typeof(W));
_window.SetupComputerWindow(this);
_window.OnClose += Close;
_window.OpenCentered();
}
// Alas, this constructor has to be copied to the subclass. :(
public ComputerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null)
{
return;
}
_window.UpdateState((S) state);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
}
///
/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
/// We could instead qualify a lot of generics even further, but that is a waste of time.
///
public class ComputerBoundUserInterfaceBase : BoundUserInterface
{
public ComputerBoundUserInterfaceBase(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
public void SendMessage(BoundUserInterfaceMessage msg)
{
base.SendMessage(msg);
}
}
public interface IComputerWindow
{
void SetupComputerWindow(ComputerBoundUserInterfaceBase cb) {}
void UpdateState(S state) {}
}
}