* 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unwanted changes to RobustToolbox * Fix merge conflict * Fix merge conflict, maybe * Fix merge conflict * Updated outdated reference * Fixed portable_generator.yml * Implemented a number of requested changes, move bit masks to a shared component * Navigate listings via the navmap *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'
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using Content.Shared.Power;
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namespace Content.Client.Power;
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public sealed class PowerMonitoringConsoleBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private PowerMonitoringWindow? _menu;
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public PowerMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey) { }
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protected override void Open()
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{
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_menu = new PowerMonitoringWindow(this, Owner);
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_menu.OpenCentered();
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_menu.OnClose += Close;
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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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var castState = (PowerMonitoringConsoleBoundInterfaceState) state;
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if (castState == null)
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return;
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EntMan.TryGetComponent<TransformComponent>(Owner, out var xform);
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_menu?.ShowEntites
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(castState.TotalSources,
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castState.TotalBatteryUsage,
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castState.TotalLoads,
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castState.AllEntries,
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castState.FocusSources,
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castState.FocusLoads,
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xform?.Coordinates);
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}
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public void SendPowerMonitoringConsoleMessage(NetEntity? netEntity, PowerMonitoringConsoleGroup group)
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{
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SendMessage(new PowerMonitoringConsoleMessage(netEntity, group));
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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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return;
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_menu?.Dispose();
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}
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}
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