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(); } } }