using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components.UserInterface; using Robust.Shared.Serialization; using System; using System.Collections.Generic; namespace Content.Shared.GameObjects.Components { public class SharedConfigurationComponent : Component { public override string Name => "Configuration"; [Serializable, NetSerializable] public class ConfigurationBoundUserInterfaceState : BoundUserInterfaceState { public readonly Dictionary Config; public ConfigurationBoundUserInterfaceState(Dictionary config) { Config = config; } } /// /// Message data sent from client to server when the device configuration is updated. /// [Serializable, NetSerializable] public class ConfigurationUpdatedMessage : BoundUserInterfaceMessage { public readonly Dictionary Config; public ConfigurationUpdatedMessage(Dictionary config) { Config = config; } } [Serializable, NetSerializable] public class ValidationUpdateMessage : BoundUserInterfaceMessage { public readonly string ValidationString; public ValidationUpdateMessage(string validationString) { ValidationString = validationString; } } [Serializable, NetSerializable] public enum ConfigurationUiKey { Key } } }