using Content.Shared.Labels;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.Labels.UI
{
///
/// Initializes a and updates it when new server messages are received.
///
public class HandLabelerBoundUserInterface : BoundUserInterface
{
private HandLabelerWindow? _window;
public HandLabelerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
_window = new HandLabelerWindow();
if (State != null)
UpdateState(State);
_window.OpenCentered();
_window.OnClose += Close;
_window.OnLabelEntered += OnLabelChanged;
}
private void OnLabelChanged(string newLabel)
{
SendMessage(new HandLabelerLabelChangedMessage(newLabel));
Close();
}
///
/// Update the UI state based on server-sent info
///
///
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null || state is not HandLabelerBoundUserInterfaceState cast)
return;
_window.SetCurrentLabel(cast.CurrentLabel);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing) return;
_window?.Dispose();
}
}
}