Files
tbd-station-14/Content.Client/Power/PowerMonitoringConsoleBoundUserInterface.cs
chromiumboy 1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00

53 lines
1.4 KiB
C#

using Content.Shared.Power;
namespace Content.Client.Power;
public sealed class PowerMonitoringConsoleBoundUserInterface : BoundUserInterface
{
[ViewVariables]
private PowerMonitoringWindow? _menu;
public PowerMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey) { }
protected override void Open()
{
_menu = new PowerMonitoringWindow(this, Owner);
_menu.OpenCentered();
_menu.OnClose += Close;
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
var castState = (PowerMonitoringConsoleBoundInterfaceState) state;
if (castState == null)
return;
EntMan.TryGetComponent<TransformComponent>(Owner, out var xform);
_menu?.ShowEntites
(castState.TotalSources,
castState.TotalBatteryUsage,
castState.TotalLoads,
castState.AllEntries,
castState.FocusSources,
castState.FocusLoads,
xform?.Coordinates);
}
public void SendPowerMonitoringConsoleMessage(NetEntity? netEntity, PowerMonitoringConsoleGroup group)
{
SendMessage(new PowerMonitoringConsoleMessage(netEntity, group));
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_menu?.Dispose();
}
}