* Reapply "Add limited-reagent dispensers (#23907)" This reverts commit531becd592. # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml # Resources/Prototypes/Entities/Structures/Dispensers/chem.yml * Reapply "Fix comp.Owner (#24206)" This reverts commit2d2405ff93. * Reapply "Use old reagent dispenser beaker slot ID (#24209)" This reverts commit388424e2f3. * Add a container display to dispenser UI (#25391) * Implemented contents display for dispenser UI * Update Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Resolve the netent into a euid first --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Add prediction to hand labeler labels (#25869) Added prediction to labels * scoopable ash and foam, solution transfer prediction (#25832) * move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> # Conflicts: # Resources/Prototypes/Entities/Effects/chemistry_effects.yml * Reagent dispenser UI (#27831) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` # Conflicts: # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs * Reagent dispenser UI (Again) (#27958) * reagent dispenser: fancy window * reagent dispenser: dispense button grid * reagent dispenser: rearrange containers & info * reagent dispenser: remove `reagent-dispenser-window-container-label` * reagent dispenser: add `Scrollcontainer` on right side * reagent dispenser: get rid of pointless actions * reagent dispenser: cleanup actions and `inventory` field on bound ui state * reagent dispenser: cool reagent cards & finishing touches * reagent dispenser: final cleanup and formatting * reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor * reagent dispenser: cleanup code & address minor concerns * reagent dispenser: text in reagent cards no longer clips * reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably * reagent dispenser mayybe this * reagent dispenser: remove `using FastAccessors;` * delete unused classes * disable reagent button when container is empty * Make things a bit bigger * remove obsolete text color override * пару фиксов поверх * переводики хихиххи * еще переводы * feat: химические картриджи --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com>
80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
using Content.Shared.Chemistry;
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using Content.Shared.Containers.ItemSlots;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Initializes a <see cref="ReagentDispenserWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public sealed class ReagentDispenserBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private ReagentDispenserWindow? _window;
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[ViewVariables]
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private ReagentDispenserBoundUserInterfaceState? _lastState;
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public ReagentDispenserBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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/// <summary>
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/// Called each time a dispenser UI instance is opened. Generates the dispenser window and fills it with
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/// relevant info. Sets the actions for static buttons.
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/// <para>Buttons which can change like reagent dispense buttons have their actions set in <see cref="UpdateReagentsList"/>.</para>
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/// </summary>
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protected override void Open()
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{
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base.Open();
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// Setup window layout/elements
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_window = new()
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{
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Title = EntMan.GetComponent<MetaDataComponent>(Owner).EntityName,
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};
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_window.OpenCentered();
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_window.OnClose += Close;
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// Setup static button actions.
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_window.EjectButton.OnPressed += _ => SendMessage(new ItemSlotButtonPressedEvent(SharedReagentDispenser.OutputSlotName));
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_window.ClearButton.OnPressed += _ => SendMessage(new ReagentDispenserClearContainerSolutionMessage());
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_window.AmountGrid.OnButtonPressed += s => SendMessage(new ReagentDispenserSetDispenseAmountMessage(s));
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_window.OnDispenseReagentButtonPressed += (id) => SendMessage(new ReagentDispenserDispenseReagentMessage(id));
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_window.OnEjectJugButtonPressed += (id) => SendMessage(new ItemSlotButtonPressedEvent(id));
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}
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/// <summary>
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/// Update the UI each time new state data is sent from the server.
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/// </summary>
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/// <param name="state">
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/// Data of the <see cref="ReagentDispenserComponent"/> that this UI represents.
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/// Sent from the server.
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/// </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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var castState = (ReagentDispenserBoundUserInterfaceState) state;
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_lastState = castState;
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_window?.UpdateState(castState); //Update window 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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}
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