using System;
using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Piping.Binary.Components;
using Content.Shared.Atmos.Piping.Trinary.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.Atmos.UI
{
///
/// Initializes a and updates it when new server messages are received.
///
[UsedImplicitly]
public class GasMixerBoundUserInterface : BoundUserInterface
{
private GasMixerWindow? _window;
private const float MaxPressure = Atmospherics.MaxOutputPressure;
public GasMixerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
_window = new GasMixerWindow();
if(State != null)
UpdateState(State);
_window.OpenCentered();
_window.OnClose += Close;
_window.ToggleStatusButtonPressed += OnToggleStatusButtonPressed;
_window.MixerOutputPressureChanged += OnMixerOutputPressurePressed;
_window.MixerNodePercentageChanged += OnMixerSetPercentagePressed;
}
private void OnToggleStatusButtonPressed()
{
if (_window is null) return;
SendMessage(new GasMixerToggleStatusMessage(_window.MixerStatus));
}
private void OnMixerOutputPressurePressed(string value)
{
float pressure = float.TryParse(value, out var parsed) ? parsed : 0f;
if (pressure > MaxPressure) pressure = MaxPressure;
SendMessage(new GasMixerChangeOutputPressureMessage(pressure));
}
private void OnMixerSetPercentagePressed(string value)
{
// We don't need to send both nodes because it's just 1.0f - node
float node = float.TryParse(value, out var parsed) ? parsed : 1.0f;
if(_window is not null) node = _window.NodeOneLastEdited ? node : 1.0f - node;
SendMessage(new GasMixerChangeNodePercentageMessage(node));
}
///
/// Update the UI state based on server-sent info
///
///
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null || state is not GasMixerBoundUserInterfaceState cast)
return;
_window.Title = (cast.MixerLabel);
_window.SetMixerStatus(cast.Enabled);
_window.SetOutputPressure(cast.OutputPressure);
_window.SetNodePercentages(cast.NodeOne);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing) return;
_window?.Dispose();
}
}
}