* 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
66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
using Content.Shared.GameObjects.Components.Chemistry.ReagentDispenser;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEControllerComponent;
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namespace Content.Client.GameObjects.Components.Power.AME
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{
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[UsedImplicitly]
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public class AMEControllerBoundUserInterface : BoundUserInterface
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{
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private AMEWindow _window;
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public AMEControllerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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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 AMEWindow();
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_window.OnClose += Close;
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_window.OpenCentered();
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_window.EjectButton.OnPressed += _ => ButtonPressed(UiButton.Eject);
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_window.ToggleInjection.OnPressed += _ => ButtonPressed(UiButton.ToggleInjection);
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_window.IncreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.IncreaseFuel);
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_window.DecreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.DecreaseFuel);
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_window.RefreshPartsButton.OnPressed += _ => ButtonPressed(UiButton.RefreshParts);
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}
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/// <summary>
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/// Update the ui each time new state data is sent from the server.
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/// </summary>
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/// <param name="state">
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/// Data of the <see cref="SharedReagentDispenserComponent"/> that this ui represents.
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/// Sent from the server.
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/// </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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var castState = (AMEControllerBoundUserInterfaceState) state;
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_window?.UpdateState(castState); //Update window state
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}
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private void ButtonPressed(UiButton button, int dispenseIndex = -1)
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{
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SendMessage(new UiButtonPressedMessage(button));
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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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}
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}
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