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use crate::gui::*;
pub fn draw_dialogue_window() {
if let Some(mut player) = get_player_actor() {
if let Some(dialogue) = player.current_dialogue.clone() {
let gui_skins = storage::get::<GuiSkins>();
let size = vec2(400.0, 350.0);
root_ui().push_skin(&gui_skins.default);
WindowBuilder::new(hash!(), size)
.with_centered_pos(true)
.build(&mut *root_ui(), |ui| {
if !dialogue.body.is_empty() {
ui.label(None, &format!("{}:", player.name));
}
for line in dialogue.body.clone() {
ui.label(None, &format!(" {}", line));
}
ui.separator();
if !dialogue.response.is_empty() {
ui.label(None, &format!("{}:", dialogue.actor_name));
}
for line in dialogue.response.clone() {
ui.label(None, &format!(" {}", line));
}
ui.separator();
let options = dialogue.get_options(&player);
if options.is_empty() {
if ui.button(None, "Continue") {
player.current_dialogue = None;
}
} else {
for mut option in options {
if ui.button(None, &*option.title.clone()) {
option.should_apply = true;
player.current_dialogue = Some(option);
}
}
}
});
root_ui().pop_skin();
}
}
}