internal override void Display() { if (IsActive) { if (ImGui.Begin("Rename", ref IsActive, _flags)) { //TODO: Move this to settings uint umaxnamesize = 64; Array.Resize(ref nameInputBuffer, checked ((int)umaxnamesize)); //Resize the text buffer ImGui.InputText("##name", nameInputBuffer, umaxnamesize); //Gets the text from the user and stores it into the buffer ImGui.SameLine(); if (ImGui.SmallButton("Set")) //Gives the user the option to set the name { if (nameInputBuffer[0] != 0) //If the user has not entered an empty name { RenameCommand.CreateRenameCommand(_uiState.Game, _uiState.Faction, _entityState.Entity, nameString); _entityState.Name = nameString; //Rename the object _entityState.NameIcon.NameString = nameString; //Rename the name of the object on the map IsActive = false; //Close the window } } } ImGui.End(); } }
internal override void Display() { if (IsActive) { if (ImGui.Begin("Rename", ref IsActive, _flags)) { ImGui.InputText("##name", nameInputBuffer, 16); ImGui.SameLine(); if (ImGui.SmallButton("Set")) { RenameCommand.CreateRenameCommand(_state.Game, _state.Faction, _entityState.Entity, nameString); _entityState.Name = nameString; _entityState.NameIcon.NameString = nameString; IsActive = false; } } ImGui.End(); } }