* 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
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
#nullable enable
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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.Disposal.SharedDisposalUnitComponent;
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namespace Content.Client.GameObjects.Components.Disposal
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{
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/// <summary>
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/// Initializes a <see cref="DisposalUnitWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public class DisposalUnitBoundUserInterface : BoundUserInterface
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{
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private DisposalUnitWindow? _window;
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public DisposalUnitBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private void ButtonPressed(UiButton button)
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{
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SendMessage(new UiButtonPressedMessage(button));
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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 DisposalUnitWindow();
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.Eject.OnPressed += _ => ButtonPressed(UiButton.Eject);
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_window.Engage.OnPressed += _ => ButtonPressed(UiButton.Engage);
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_window.Power.OnPressed += _ => ButtonPressed(UiButton.Power);
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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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if (state is not DisposalUnitBoundUserInterfaceState cast)
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{
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return;
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}
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_window?.UpdateState(cast);
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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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