* 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
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using System;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.Components
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{
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/// <summary>
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/// ComputerBoundUserInterface shunts all sorts of responsibilities that are in the BoundUserInterface for architectural reasons into the Window.
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/// NOTE: Despite the name, ComputerBoundUserInterface does not and will not care about things like power.
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/// </summary>
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public class ComputerBoundUserInterface<W, S> : ComputerBoundUserInterfaceBase where W : BaseWindow, IComputerWindow<S>, new() where S : BoundUserInterfaceState
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{
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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private W? _window;
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protected override void Open()
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{
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base.Open();
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_window = (W) _dynamicTypeFactory.CreateInstance(typeof(W));
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_window.SetupComputerWindow(this);
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_window.OnClose += Close;
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_window.OpenCentered();
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}
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// Alas, this constructor has to be copied to the subclass. :(
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public ComputerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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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 (_window == null)
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{
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return;
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}
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_window.UpdateState((S) state);
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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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/// <summary>
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/// This class is to avoid a lot of <> being written when we just want to refer to SendMessage.
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/// We could instead qualify a lot of generics even further, but that is a waste of time.
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/// </summary>
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public class ComputerBoundUserInterfaceBase : BoundUserInterface
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{
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public ComputerBoundUserInterfaceBase(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) {}
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public void SendMessage(BoundUserInterfaceMessage msg)
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{
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base.SendMessage(msg);
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}
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}
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public interface IComputerWindow<S>
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{
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void SetupComputerWindow(ComputerBoundUserInterfaceBase cb) {}
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void UpdateState(S state) {}
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}
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}
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