* initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
59 lines
1.7 KiB
C#
59 lines
1.7 KiB
C#
using Content.Shared.Atmos.Piping.Binary.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Localizations;
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using Robust.Client.UserInterface;
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namespace Content.Client.Atmos.UI;
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public sealed class GasPressureRegulatorBoundUserInterface(EntityUid owner, Enum uiKey)
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: BoundUserInterface(owner, uiKey)
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{
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private GasPressureRegulatorWindow? _window;
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protected override void Open()
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{
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base.Open();
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_window = this.CreateWindow<GasPressureRegulatorWindow>();
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_window.SetEntity(Owner);
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_window.ThresholdPressureChanged += OnThresholdChanged;
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if (EntMan.TryGetComponent(Owner, out GasPressureRegulatorComponent? comp))
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_window.SetThresholdPressureInput(comp.Threshold);
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Update();
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}
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public override void Update()
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{
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if (_window == null)
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return;
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_window.Title = Identity.Name(Owner, EntMan);
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if (!EntMan.TryGetComponent(Owner, out GasPressureRegulatorComponent? comp))
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return;
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_window.SetThresholdPressureLabel(comp.Threshold);
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_window.UpdateInfo(comp.InletPressure, comp.OutletPressure, comp.FlowRate);
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}
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private void OnThresholdChanged(string newThreshold)
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{
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var sentThreshold = 0f;
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if (UserInputParser.TryFloat(newThreshold, out var parsedNewThreshold) && parsedNewThreshold >= 0 &&
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!float.IsInfinity(parsedNewThreshold))
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{
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sentThreshold = parsedNewThreshold;
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}
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// Autofill to zero if the user inputs an invalid value.
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_window?.SetThresholdPressureInput(sentThreshold);
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SendPredictedMessage(new GasPressureRegulatorChangeThresholdMessage(sentThreshold));
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}
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}
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