using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
namespace Content.Shared.UserInterface
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ActivatableUIComponent : Component
[DataField(required: true, customTypeSerializer: typeof(EnumSerializer))]
public Enum? Key;
/// <summary>
/// Whether the item must be held in one of the user's hands to work.
/// This is ignored unless <see cref="RequireHands"/> is true.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public bool InHandsOnly;
public bool SingleUser;
public bool AdminOnly;
public LocId VerbText = "ui-verb-toggle-open";
/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
/// <remarks>
/// This should probably be true for most machines & computers, but there will still be UIs that represent a
/// more generic interaction / configuration that might not require hands.
/// </remarks>
public bool RequireHands = true;
/// Entities that are required to open this UI.
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist? RequiredItems;
/// If true, then this UI can only be opened via verbs. I.e., normal interactions/activations will not open
/// the UI.
public bool VerbOnly;
/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
public bool AllowSpectator = true;
/// Whether the item must be in the user's currently selected/active hand.
/// This is ignored unless <see cref="InHandsOnly"/> is true.
public bool RequireActiveHand = true;
/// The client channel currently using the object, or null if there's none/not single user.
/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
[DataField, AutoNetworkedField]
public EntityUid? CurrentSingleUser;
}