Cached fonts for reuse - generating them takes valuable time!
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3 changed files with 9 additions and 4 deletions
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 80
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versionName "2.4.10"
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versionCode 81
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versionName "2.4.11"
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}
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buildTypes {
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release {
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@ -51,7 +51,7 @@ class CityConstructions {
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fun getProductionForTileInfo(): String {
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var result = currentConstruction
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if (result != "Science" && result != "Gold")
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result += "\r\nin " + turnsToConstruction(currentConstruction) + " turns,\r\n"
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result += "\r\nin " + turnsToConstruction(currentConstruction) + " turns"
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return result
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}
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@ -126,7 +126,11 @@ fun Actor.center(parent:Stage){ centerX(parent); centerY(parent)}
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fun Label.setFontColor(color:Color): Label {style=Label.LabelStyle(style).apply { fontColor=color }; return this}
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fun String.tr(): String {return GameBasics.Translations.get(this,UnCivGame.Current.settings.language)}
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val fontCache = HashMap<Int,BitmapFont>()
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fun getFont(size: Int): BitmapFont {
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if(fontCache.containsKey(size)) return fontCache[size]!!
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// var screenScale = Gdx.graphics.width / 1000f // screen virtual width as defined in CameraStageBaseScreen
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// if(screenScale<1) screenScale=1f
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@ -140,9 +144,10 @@ fun getFont(size: Int): BitmapFont {
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//generator.scaleForPixelHeight(size)
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val font = generator.generateFont(parameter) // font size 12 pixels
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val font = generator.generateFont(parameter)
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// font.data.setScale(1f/screenScale)
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generator.dispose() // don't forget to dispose to avoid memory leaks!
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fontCache[size]=font
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return font
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}
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