Agent ID Cards (#7041)
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64
Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs
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64
Content.Client/Access/UI/AgentIDCardBoundUserInterface.cs
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using Content.Shared.Access.Systems;
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using Robust.Client.GameObjects;
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namespace Content.Client.Access.UI
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{
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/// <summary>
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/// Initializes a <see cref="AgentIDCardWindow"/> and updates it when new server messages are received.
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/// </summary>
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public sealed class AgentIDCardBoundUserInterface : BoundUserInterface
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{
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private AgentIDCardWindow? _window;
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public AgentIDCardBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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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 AgentIDCardWindow();
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if (State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.OnNameEntered += OnNameChanged;
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_window.OnJobEntered += OnJobChanged;
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}
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private void OnNameChanged(string newName)
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{
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SendMessage(new AgentIDCardNameChangedMessage(newName));
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}
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private void OnJobChanged(string newJob)
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{
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SendMessage(new AgentIDCardJobChangedMessage(newJob));
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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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 || state is not AgentIDCardBoundUserInterfaceState cast)
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return;
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_window.SetCurrentName(cast.CurrentName);
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_window.SetCurrentJob(cast.CurrentJob);
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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) return;
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_window?.Dispose();
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}
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}
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}
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