Files
tbd-station-14/Content.Client/Atmos/UI/GasCanisterBoundUserInterface.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

87 lines
2.8 KiB
C#

using Content.Shared.Atmos.Piping.Binary.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.Atmos.UI
{
/// <summary>
/// Initializes a <see cref="GasCanisterWindow"/> and updates it when new server messages are received.
/// </summary>
[UsedImplicitly]
public class GasCanisterBoundUserInterface : BoundUserInterface
{
private GasCanisterWindow? _window;
public GasCanisterBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
_window = new GasCanisterWindow();
if(State != null)
UpdateState(State);
_window.OpenCentered();
_window.OnClose += Close;
_window.ReleaseValveCloseButtonPressed += OnReleaseValveClosePressed;
_window.ReleaseValveOpenButtonPressed += OnReleaseValveOpenPressed;
_window.ReleasePressureSliderChanged += OnReleasePressurePressed;
_window.TankEjectButtonPressed += OnTankEjectPressed;
}
private void OnTankEjectPressed()
{
SendMessage(new GasCanisterHoldingTankEjectMessage());
}
private void OnReleasePressurePressed(float value)
{
SendMessage(new GasCanisterChangeReleasePressureMessage(value));
}
private void OnReleaseValveOpenPressed()
{
SendMessage(new GasCanisterChangeReleaseValveMessage(true));
}
private void OnReleaseValveClosePressed()
{
SendMessage(new GasCanisterChangeReleaseValveMessage(false));
}
/// <summary>
/// Update the UI state based on server-sent info
/// </summary>
/// <param name="state"></param>
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (_window == null || state is not GasCanisterBoundUserInterfaceState cast)
return;
_window.SetCanisterLabel(cast.CanisterLabel);
_window.SetCanisterPressure(cast.CanisterPressure);
_window.SetPortStatus(cast.PortStatus);
_window.SetTankLabel(cast.TankLabel);
_window.SetTankPressure(cast.TankPressure);
_window.SetReleasePressureRange(cast.ReleasePressureMin, cast.ReleasePressureMax);
_window.SetReleasePressure(cast.ReleasePressure);
_window.SetReleaseValve(cast.ReleaseValve);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing) return;
_window?.Dispose();
}
}
}