90 lines
No EOL
3 KiB
Kotlin
90 lines
No EOL
3 KiB
Kotlin
package com.unciv.ui
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Label
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import com.badlogic.gdx.scenes.scene2d.ui.Skin
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.unciv.UncivGame
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import com.unciv.models.gamebasics.tr
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import com.unciv.ui.pickerscreens.PickerScreen
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import com.unciv.ui.utils.ImageGetter
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import com.unciv.ui.utils.enable
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import com.unciv.ui.utils.onClick
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class LanguageTable(val language:String,skin: Skin):Table(skin){
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private val blue = ImageGetter.getBlue()
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private val darkBlue = blue.cpy().lerp(Color.BLACK,0.5f)!!
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val percentComplete: Int
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init{
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pad(10f)
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defaults().pad(10f)
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if(ImageGetter.imageExists("FlagIcons/$language"))
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add(ImageGetter.getImage("FlagIcons/$language")).size(40f)
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val translations = UncivGame.Current.ruleSet.Translations
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val availableTranslations = translations.filter { it.value.containsKey(language) }
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if(language=="English") percentComplete = 100
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else percentComplete = (availableTranslations.size*100 / translations.size) - 5
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val spaceSplitLang = language.replace("_"," ")
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add("$spaceSplitLang ($percentComplete%)")
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update("")
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touchable = Touchable.enabled // so click listener is activated when any part is clicked, not only children
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pack()
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}
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fun update(chosenLanguage:String){
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background = ImageGetter.getBackground( if(chosenLanguage==language) blue else darkBlue)
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}
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}
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class LanguagePickerScreen: PickerScreen(){
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var chosenLanguage = "English"
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private val languageTables = ArrayList<LanguageTable>()
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fun update(){
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languageTables.forEach { it.update(chosenLanguage) }
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}
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init {
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closeButton.isVisible = false
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topTable.add(Label(
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"Please note that translations are a " +
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"community-based work in progress and are INCOMPLETE! \n" +
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"The percentage shown is how much of the language is translated in-game.\n" +
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"If you want to help translating the game into your language, \n"+
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" instructions are in the Github readme! (Menu > Community > Github)",skin)).pad(10f).row()
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languageTables.addAll(UncivGame.Current.ruleSet.Translations.getLanguages().map { LanguageTable(it,skin) }
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.sortedByDescending { it.percentComplete } )
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languageTables.forEach {
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it.onClick {
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chosenLanguage = it.language
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rightSideButton.enable()
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update()
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}
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topTable.add(it).pad(10f).row()
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}
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rightSideButton.setText("Pick language".tr())
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rightSideButton.onClick {
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pickLanguage()
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}
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}
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fun pickLanguage(){
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UncivGame.Current.settings.language = chosenLanguage
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UncivGame.Current.settings.save()
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resetFonts()
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UncivGame.Current.startNewGame()
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dispose()
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}
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} |