* Device network changes * Update too * Update Content.Server/GameObjects/EntitySystems/DeviceNetworkSystem.cs Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using static Content.Shared.GameObjects.Components.SharedConfigurationComponent;
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namespace Content.Client.GameObjects.Components.Wires
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{
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public class ConfigurationBoundUserInterface : BoundUserInterface
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{
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public Regex Validation { get; internal set; }
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public ConfigurationBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private ConfigurationMenu _menu;
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protected override void Open()
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{
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base.Open();
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_menu = new ConfigurationMenu(this);
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_menu.OnClose += Close;
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_menu.OpenCentered();
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}
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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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_menu.Populate(state as ConfigurationBoundUserInterfaceState);
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}
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protected override void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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base.ReceiveMessage(message);
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if (message is ValidationUpdateMessage msg)
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{
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Validation = new Regex(msg.ValidationString, RegexOptions.Compiled);
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}
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}
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public void SendConfiguration(Dictionary<string, string> config)
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{
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SendMessage(new ConfigurationUpdatedMessage(config));
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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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_menu.OnClose -= Close;
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_menu.Close();
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}
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}
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}
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