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* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
(cherry picked from commit 1de682e23f)
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using Content.Shared.Power;
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namespace Content.Client.Power;
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public sealed class PowerMonitoringConsoleBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private PowerMonitoringWindow? _menu;
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public PowerMonitoringConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey) { }
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protected override void Open()
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{
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_menu = new PowerMonitoringWindow(this, Owner);
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_menu.OpenCentered();
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_menu.OnClose += Close;
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}
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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 = (PowerMonitoringConsoleBoundInterfaceState) state;
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if (castState == null)
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return;
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EntMan.TryGetComponent<TransformComponent>(Owner, out var xform);
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_menu?.ShowEntites
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(castState.TotalSources,
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castState.TotalBatteryUsage,
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castState.TotalLoads,
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castState.AllEntries,
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castState.FocusSources,
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castState.FocusLoads,
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xform?.Coordinates);
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}
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public void SendPowerMonitoringConsoleMessage(NetEntity? netEntity, PowerMonitoringConsoleGroup group)
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{
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SendMessage(new PowerMonitoringConsoleMessage(netEntity, group));
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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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return;
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_menu?.Dispose();
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}
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}
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