* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
120 lines
3.4 KiB
C#
120 lines
3.4 KiB
C#
#nullable enable
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using JetBrains.Annotations;
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using Content.Shared.GameObjects.Components.Atmos;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Client.GameObjects.Components.Atmos
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{
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/// <summary>
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/// Initializes a <see cref="GasCanisterWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public class GasCanisterBoundUserInterface : BoundUserInterface
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{
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private GasCanisterWindow? _window;
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public GasCanisterBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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/// <summary>
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/// When a button is pressed, send a network message to the server
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/// </summary>
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/// <param name="button">Which button has been pressed, as an enum item</param>
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private void ButtonPressed(UiButton button)
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{
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SendMessage(new UiButtonPressedMessage(button));
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}
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/// <summary>
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/// When the release pressure is changed
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/// </summary>
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/// <param name="value">The pressure value</param>
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private void ReleasePressureButtonPressed(float value)
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{
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SendMessage(new ReleasePressureButtonPressedMessage(value));
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}
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protected override void Open()
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{
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base.Open();
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_window = new GasCanisterWindow();
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_window.Title = Loc.GetString("Gas Canister");
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_window.OpenCentered();
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_window.OnClose += Close;
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// Bind buttons OnPressed event
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foreach (ReleasePressureButton btn in _window.ReleasePressureButtons)
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{
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btn.OnPressed += _ => ReleasePressureButtonPressed(btn.PressureChange);
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}
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// Bind events
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_window.EditLabelBtn.OnPressed += _ => EditLabel();
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_window.ToggleValve.OnPressed += _ => ToggleValve();
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}
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/// <summary>
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/// Called when the edit label button is pressed
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/// </summary>
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private void EditLabel()
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{
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// Obligatory check because bool isn't nullable
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if (_window == null) return;
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if (_window.LabelInputEditable)
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{
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if (_window.LabelInput.Text != _window.OldLabel)
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SendMessage(new CanisterLabelChangedMessage(_window.LabelInput.Text));
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_window.LabelInputEditable = false;
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}
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else
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{
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_window.LabelInputEditable = true;
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_window.LabelInput.HasKeyboardFocus();
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}
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}
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private void ToggleValve()
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{
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SendMessage(new UiButtonPressedMessage(UiButton.ValveToggle));
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (!(state is GasCanisterBoundUserInterfaceState cast))
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{
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return;
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}
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_window?.UpdateState(cast);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing) return;
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_window?.Dispose();
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}
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}
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}
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