* Basic TEG start. Connects via node group. * Basic TEG test map * Sensor monitoring basics, TEG circulator flow * Basic power generation (it doesn't work) * More sensor monitoring work * Battery (SMES) monitoring system. * Sensor monitoring fixes Make it work properly when mapped. * Test map improvements * Revise TEG power output mechanism. Now uses a fixed supplier with a custom ramping system. * TEG test map fixes * Make air alarms and pumps open UI on activate. * Clean up thermo machines power switch. Removed separate Enabled bool from the component that always matched the power receiver's state. This enables adding a PowerSwitch component to give us alt click/verb menu. * TEG but now fancy * Make sensor monitoring console obviously WiP to mappers. * Vending machine sound, because of course. * Terrible, terrible graph background color * Examine improvements for the TEG. * Account for electrical power when equalizing gas mixtures. * Get rid of the TegCirculatorArrow logic. Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component. Thanks Julian. * Put big notice of "not ready, here's why" on the sensor monitoring console. * TryGetComponent -> TryComp * Lol there's a HideContextMenu tag * Test fixes * Guidebook for TEG Fixed rotation on GuideEntityEmbed not working correctly. Added Margin property to GuideEntityEmbed * Make TEG power bar default to invisible. So it doesn't appear in the guidebook and spawn menu.
94 lines
2.7 KiB
C#
94 lines
2.7 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Client.UserInterface.CustomControls;
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namespace Content.Client.Computer
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{
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/// <summary>
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/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
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/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
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/// </summary>
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[Virtual]
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public class ComputerBoundUserInterface<TWindow, TState> : ComputerBoundUserInterfaceBase where TWindow : BaseWindow, IComputerWindow<TState>, new() where TState : BoundUserInterfaceState
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{
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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[ViewVariables]
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private TWindow? _window;
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protected override void Open()
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{
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base.Open();
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_window = (TWindow) _dynamicTypeFactory.CreateInstance(typeof(TWindow));
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_window.SetupComputerWindow(this);
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_window.OnClose += Close;
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_window.OpenCentered();
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}
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// Alas, this constructor has to be copied to the subclass. :(
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public ComputerBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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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 (_window == null)
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{
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return;
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}
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_window.UpdateState((TState) state);
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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)
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{
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_window?.Dispose();
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}
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}
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protected override void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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_window?.ReceiveMessage(message);
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}
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}
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/// <summary>
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/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
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/// We could instead qualify a lot of generics even further, but that is a waste of time.
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/// </summary>
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[Virtual]
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public class ComputerBoundUserInterfaceBase : BoundUserInterface
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{
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public ComputerBoundUserInterfaceBase(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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public new void SendMessage(BoundUserInterfaceMessage msg)
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{
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base.SendMessage(msg);
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}
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}
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public interface IComputerWindow<TState>
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{
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void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
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{
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}
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void UpdateState(TState state)
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{
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}
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void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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}
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}
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}
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