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- using Robust.Client.GameObjects;
- using Robust.Shared.Timing;
- using Content.Shared.Forensics;
- using Robust.Client.UserInterface;
- namespace Content.Client.Forensics
- {
- public sealed class ForensicScannerBoundUserInterface : BoundUserInterface
- {
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [ViewVariables]
- private ForensicScannerMenu? _window;
- [ViewVariables]
- private TimeSpan _printCooldown;
- public ForensicScannerBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
- {
- }
- protected override void Open()
- {
- base.Open();
- _window = this.CreateWindow<ForensicScannerMenu>();
- _window.Print.OnPressed += _ => Print();
- _window.Clear.OnPressed += _ => Clear();
- }
- private void Print()
- {
- SendMessage(new ForensicScannerPrintMessage());
- if (_window != null)
- _window.UpdatePrinterState(true);
- // This UI does not require pinpoint accuracy as to when the Print
- // button is available again, so spawning client-side timers is
- // fine. The server will make sure the cooldown is honored.
- Timer.Spawn(_printCooldown, () =>
- {
- if (_window != null)
- _window.UpdatePrinterState(false);
- });
- }
- private void Clear()
- {
- SendMessage(new ForensicScannerClearMessage());
- }
- protected override void UpdateState(BoundUserInterfaceState state)
- {
- base.UpdateState(state);
- if (_window == null)
- return;
- if (state is not ForensicScannerBoundUserInterfaceState cast)
- return;
- _printCooldown = cast.PrintCooldown;
- // TODO: Fix this
- if (cast.PrintReadyAt > _gameTiming.CurTime)
- Timer.Spawn(cast.PrintReadyAt - _gameTiming.CurTime, () =>
- {
- if (_window != null)
- _window.UpdatePrinterState(false);
- });
- _window.UpdateState(cast);
- }
- }
- }
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