Files
tbd-station-14/Content.Client/UserInterface/Systems/Alerts/AlertsUIController.cs
Leon Friedrich 19277a2276 More DoAfter Changes (#14609)
* DoAfters

* Compact Clone()

* Fix mice and cuffables

* Try generalize attempt events

* moves climbabledoafter event to shared, fixes issue with climbable target

* Fix merge (cuffing)

* Make all events netserializable

* handful of doafter events moved

* moves the rest of the events to their respective shared folders

* Changes all mentions of server doafter to shared

* stop stripping cancellation

* fix merge errors

* draw paused doafters

* handle unpausing

* missing netserializable ref

* removes break on stun reference

* removes cuffing state reference

* Fix tools

* Fix door prying.

* Fix construction

* Fix dumping

* Fix wielding assert

* fix rev

* Fix test

* more test fixes

---------

Co-authored-by: keronshb <keronshb@live.com>
2023-04-02 21:13:48 -04:00

88 lines
2.3 KiB
C#

using Content.Client.Alerts;
using Content.Client.Gameplay;
using Content.Client.UserInterface.Systems.Alerts.Widgets;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Shared.Alert;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.Alerts;
public sealed class AlertsUIController : UIController, IOnStateEntered<GameplayState>, IOnSystemChanged<ClientAlertsSystem>
{
[UISystemDependency] private readonly ClientAlertsSystem? _alertsSystem = default;
private AlertsUI? UI => UIManager.GetActiveUIWidgetOrNull<AlertsUI>();
public override void Initialize()
{
base.Initialize();
var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
gameplayStateLoad.OnScreenLoad += OnScreenLoad;
gameplayStateLoad.OnScreenUnload += OnScreenUnload;
}
private void OnScreenUnload()
{
var widget = UI;
if (widget != null)
widget.AlertPressed -= OnAlertPressed;
}
private void OnScreenLoad()
{
var widget = UI;
if (widget != null)
widget.AlertPressed += OnAlertPressed;
SyncAlerts();
}
private void OnAlertPressed(object? sender, AlertType e)
{
_alertsSystem?.AlertClicked(e);
}
private void SystemOnClearAlerts(object? sender, EventArgs e)
{
UI?.ClearAllControls();
}
private void SystemOnSyncAlerts(object? sender, IReadOnlyDictionary<AlertKey, AlertState> e)
{
if (sender is ClientAlertsSystem system)
{
UI?.SyncControls(system, system.AlertOrder, e);
}
}
public void OnSystemLoaded(ClientAlertsSystem system)
{
system.SyncAlerts += SystemOnSyncAlerts;
system.ClearAlerts += SystemOnClearAlerts;
}
public void OnSystemUnloaded(ClientAlertsSystem system)
{
system.SyncAlerts -= SystemOnSyncAlerts;
system.ClearAlerts -= SystemOnClearAlerts;
}
public void OnStateEntered(GameplayState state)
{
// initially populate the frame if system is available
SyncAlerts();
}
public void SyncAlerts()
{
var alerts = _alertsSystem?.ActiveAlerts;
if (alerts != null)
{
SystemOnSyncAlerts(_alertsSystem, alerts);
}
}
}