Description:
Refactor out checks.
Commit status:
[Not Reviewed]
References:
Comments:
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r486:b0244556bb98 -

@@ -141,15 +141,24
141 141 DialogInterface._imGuiTexture = _imGuiRenderer.BindTexture(_xnaTexture);
142 142 }
143 143
144 private static bool ContentRemaining(DialogComponent dialogComponent)
145 {
146 return !String.IsNullOrWhiteSpace(dialogComponent.CurrentDialog)
147 || ((dialogComponent.Options != null) && dialogComponent.Options.Count > 0);
148 }
149
144 150 public static void RenderDialog(Entity entity,
145 151 ImGuiWindowBridgeEngine bridgeEngine, ref bool show, ImFontPtr font, DialogComponent dialogComponent, int imageIndex)
146 152 {
147 153 var paused = true;
148 if (show
149 && !String.IsNullOrWhiteSpace(dialogComponent.CurrentDialog))
150 {
151 ImGui.PushFont(font);
152 ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.None;
154
155 //If we're supposed to show the dialog and there's something to
156 //show.
157 //I don't know if it's the best design, but it's possible to
158 //get into a state where we're effectively done.but there's still an entity
159 if (show && ContentRemaining(dialogComponent)) {
160 ImGui.PushFont(font);
161 ImGui.GetStyle().WindowMenuButtonPosition = ImGuiDir.None;
153 162
154 163 StyleSets.defaultSet.push();
155 164
@@ -188,7 +197,6
188 197 {
189 198 string messageText = dialogComponent.CurrentDialog;
190 199 ImGui.TextWrapped(messageText);
191 Logging.Info("Dialog: \"" + messageText + "\"");
192 200 }
193 201
194 202 ImGui.Columns(1);
@@ -202,11 +210,9
202 210 {
203 211 bridgeEngine.dialogChoiceMessages.Add(new DialogChoiceMessage
204 212 {
205
206 213 Entity = entity,
207 214 Choice = i
208 215 });
209
210 216 }
211 217 }
212 218 }
@@ -230,7 +236,8
230 236 StyleSets.defaultSet.pop();
231 237 ImGui.PopFont();
232 238 }
233 if (String.IsNullOrWhiteSpace(dialogComponent.CurrentDialog))
239 //If we're at the end, advance it and hide.
240 if (!ContentRemaining(dialogComponent))
234 241 {
235 242 show = false;
236 243 paused = false;
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