Files
tbd-station-14/Content.Client/Computer/ComputerBoundUserInterface.cs
Pieter-Jan Briers a242af506e Adds the thermo-electric generator (#18840)
* 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.
2023-08-12 15:41:55 -05:00

94 lines
2.7 KiB
C#

using Robust.Client.GameObjects;
using Robust.Client.UserInterface.CustomControls;
namespace Content.Client.Computer
{
/// <summary>
/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
/// </summary>
[Virtual]
public class ComputerBoundUserInterface<TWindow, TState> : ComputerBoundUserInterfaceBase where TWindow : BaseWindow, IComputerWindow<TState>, new() where TState : BoundUserInterfaceState
{
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
[ViewVariables]
private TWindow? _window;
protected override void Open()
{
base.Open();
_window = (TWindow) _dynamicTypeFactory.CreateInstance(typeof(TWindow));
_window.SetupComputerWindow(this);
_window.OnClose += Close;
_window.OpenCentered();
}
// Alas, this constructor has to be copied to the subclass. :(
public ComputerBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null)
{
return;
}
_window.UpdateState((TState) state);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
protected override void ReceiveMessage(BoundUserInterfaceMessage message)
{
_window?.ReceiveMessage(message);
}
}
/// <summary>
/// This class is to avoid a lot of &lt;&gt; being written when we just want to refer to SendMessage.
/// We could instead qualify a lot of generics even further, but that is a waste of time.
/// </summary>
[Virtual]
public class ComputerBoundUserInterfaceBase : BoundUserInterface
{
public ComputerBoundUserInterfaceBase(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
public new void SendMessage(BoundUserInterfaceMessage msg)
{
base.SendMessage(msg);
}
}
public interface IComputerWindow<TState>
{
void SetupComputerWindow(ComputerBoundUserInterfaceBase cb)
{
}
void UpdateState(TState state)
{
}
void ReceiveMessage(BoundUserInterfaceMessage message)
{
}
}
}