Better specialist allocation table placement
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parent
1633394164
commit
4accfb594f
3 changed files with 25 additions and 27 deletions
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@ -28,6 +28,7 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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/** Displays current production, production queue and available productions list - sits on LEFT */
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private var constructionsTable = ConstructionsTable(this)
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/** Displays stats, buildings, specialists and stats drilldown - sits on TOP RIGHT */
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private var cityInfoTable = CityInfoTable(this)
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@ -35,10 +36,7 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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private var razeCityButtonHolder = Table()
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/** Displays city stats info */
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private var cityStatsTable = CityStatsTable(this.city)
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/** Displays specialist allocation */
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private var specialistAllocationTable=SpecialistAllocationTable(this)
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private var cityStatsTable = CityStatsTable(this)
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/** Displays tile info, alternate with selectedConstructionTable - sits on BOTTOM RIGHT */
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private var tileTable = CityScreenTileTable(city)
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@ -60,7 +58,6 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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//stage.setDebugTableUnderMouse(true)
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stage.addActor(cityStatsTable)
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stage.addActor(specialistAllocationTable)
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stage.addActor(constructionsTable)
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stage.addActor(tileTable)
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stage.addActor(selectedConstructionTable)
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@ -97,8 +94,6 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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cityStatsTable.update()
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cityStatsTable.setPosition( stage.width - 5f, stage.height - 5f, Align.topRight)
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specialistAllocationTable.update()
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specialistAllocationTable.setPosition(stage.width-5, cityStatsTable.y, Align.topRight)
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updateAnnexAndRazeCityButton()
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updateTileGroups()
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@ -3,7 +3,6 @@ package com.unciv.ui.cityscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.unciv.Constants
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import com.unciv.logic.city.CityInfo
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import com.unciv.models.stats.Stat
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import com.unciv.models.translations.tr
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import com.unciv.ui.utils.ImageGetter
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@ -13,8 +12,9 @@ import com.unciv.ui.utils.toLabel
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import kotlin.math.ceil
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import kotlin.math.round
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class CityStatsTable(val cityInfo: CityInfo): Table() {
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class CityStatsTable(val cityScreen: CityScreen): Table() {
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private val innerTable = Table()
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private val cityInfo = cityScreen.city
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init {
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pad(2f)
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@ -30,6 +30,24 @@ class CityStatsTable(val cityInfo: CityInfo): Table() {
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fun update() {
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innerTable.clear()
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val ministatsTable = Table().pad(5f)
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ministatsTable.defaults()
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for(stat in cityInfo.cityStats.currentCityStats.toHashMap()) {
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if(stat.key == Stat.Happiness) continue
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ministatsTable.add(ImageGetter.getStatIcon(stat.key.name)).size(20f).padRight(3f)
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ministatsTable.add(round(stat.value).toInt().toString().toLabel()).padRight(13f)
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}
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innerTable.add(ministatsTable)
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innerTable.addSeparator()
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addText()
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innerTable.addSeparator()
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innerTable.add(SpecialistAllocationTable(cityScreen).apply { update() })
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pack()
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}
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private fun addText() {
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val unassignedPopString = "{Unassigned population}:".tr() +
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" " + cityInfo.population.getFreePopulation().toString() + "/" + cityInfo.population.population
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@ -54,23 +72,10 @@ class CityStatsTable(val cityInfo: CityInfo): Table() {
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}
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turnsToPopString += " (" + cityInfo.population.foodStored + "/" + cityInfo.population.getFoodToNextPopulation() + ")"
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val ministatsTable = Table().pad(5f)
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ministatsTable.defaults()
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for(stat in cityInfo.cityStats.currentCityStats.toHashMap()) {
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if(stat.key == Stat.Happiness) continue
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ministatsTable.add(ImageGetter.getStatIcon(stat.key.name)).size(20f).padRight(3f)
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ministatsTable.add(round(stat.value).toInt().toString().toLabel()).padRight(13f)
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}
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innerTable.add(unassignedPopString.toLabel()).row()
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innerTable.add(turnsToExpansionString.toLabel()).row()
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innerTable.add(turnsToPopString.toLabel()).row()
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if (cityInfo.isInResistance())
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innerTable.add("In resistance for another [${cityInfo.resistanceCounter}] turns".toLabel()).row()
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innerTable.addSeparator()
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innerTable.add(ministatsTable)
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pack()
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}
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}
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@ -1,6 +1,5 @@
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package com.unciv.ui.cityscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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@ -12,7 +11,6 @@ class SpecialistAllocationTable(val cityScreen: CityScreen): Table(CameraStageBa
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val cityInfo = cityScreen.city
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fun update() {
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background = ImageGetter.getBackground(Color.BLACK.cpy().apply { a=0.7f })
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clear()
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for (statToMaximumSpecialist in cityInfo.population.getMaxSpecialists().toHashMap()) {
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