48 lines
1.2 KiB
C#
48 lines
1.2 KiB
C#
using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Labels
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{
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/// <summary>
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/// Key representing which <see cref="BoundUserInterface"/> is currently open.
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/// Useful when there are multiple UI for an object. Here it's future-proofing only.
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/// </summary>
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[Serializable, NetSerializable]
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public enum HandLabelerUiKey
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{
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Key,
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}
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[Serializable, NetSerializable]
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public enum PaperLabelVisuals
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{
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HasLabel,
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}
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/// <summary>
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/// Represents a <see cref="HandLabelerComponent"/> state that can be sent to the client
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class HandLabelerBoundUserInterfaceState : BoundUserInterfaceState
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{
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public string CurrentLabel { get; }
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public HandLabelerBoundUserInterfaceState(string currentLabel)
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{
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CurrentLabel = currentLabel;
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}
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}
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[Serializable, NetSerializable]
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public sealed class HandLabelerLabelChangedMessage : BoundUserInterfaceMessage
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{
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public string Label { get; }
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public HandLabelerLabelChangedMessage(string label)
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{
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Label = label;
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}
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}
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}
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