Unit icon alpha control (#7343)

* Unit icon alpha/size control

Implemented sliders in Options -> Display to give user control over unit icon opacity and size.

* Simplified sliders and re-added idle 50% transparency

* Minor fixes from PR review

* Removed unit icon size adjustment
This commit is contained in:
letstalkaboutdune
2022-07-04 06:35:36 -07:00
committed by GitHub
parent 8203557633
commit 716d5d3214
5 changed files with 41 additions and 4 deletions

View File

@ -697,6 +697,7 @@ Show pixel units =
Show pixel improvements =
Enable Nuclear Weapons =
Experimental Demographics scoreboard =
Unit icon opacity =
Show zoom buttons in world screen =
Enable display cutout (requires restart) =
Show tile yields =

View File

@ -45,6 +45,7 @@ class GameSettings {
var showMinimap: Boolean = true
var minimapSize: Int = 6 // default corresponds to 15% screen space
var unitIconOpacity = 1f // default corresponds to fully opaque
var showPixelUnits: Boolean = true
var showPixelImprovements: Boolean = true
var continuousRendering = false

View File

@ -42,6 +42,8 @@ fun displayTab(
addMinimapSizeSlider(this, settings, optionsPopup.selectBoxMinWidth)
addUnitIconAlphaSlider(this, settings, optionsPopup.selectBoxMinWidth)
addResolutionSelectBox(this, settings, optionsPopup.selectBoxMinWidth, onResolutionChange)
addTileSetSelectBox(this, settings, optionsPopup.selectBoxMinWidth, onTilesetChange)
@ -94,6 +96,25 @@ private fun addMinimapSizeSlider(table: Table, settings: GameSettings, selectBox
table.add(minimapSlider).minWidth(selectBoxMinWidth).pad(10f).row()
}
private fun addUnitIconAlphaSlider(table: Table, settings: GameSettings, selectBoxMinWidth: Float) {
table.add("Unit icon opacity".toLabel()).left().fillX()
val getTipText: (Float) -> String = {"%.0f".format(it*100) + "%"}
val unitIconAlphaSlider = UncivSlider(
0f, 1f, 0.1f, initial = settings.unitIconOpacity, getTipText = getTipText
) {
settings.unitIconOpacity = it
settings.save()
val worldScreen = UncivGame.Current.getWorldScreenIfActive()
if (worldScreen != null)
worldScreen.shouldUpdate = true
}
table.add(unitIconAlphaSlider).minWidth(selectBoxMinWidth).pad(10f).row()
}
private fun addResolutionSelectBox(table: Table, settings: GameSettings, selectBoxMinWidth: Float, onResolutionChange: () -> Unit) {
table.add("Resolution".toLabel()).left().fillX()

View File

@ -66,6 +66,7 @@ class TileGroupIcons(val tileGroup: TileGroup) {
if (unit != null && isViewable) { // Tile is visible
newImage = UnitGroup(unit, 25f)
if (UncivGame.Current.settings.continuousRendering && oldUnitGroup?.blackSpinningCircle != null) {
newImage.blackSpinningCircle = ImageGetter.getCircle()
.apply { rotation = oldUnitGroup.blackSpinningCircle!!.rotation }
@ -99,13 +100,18 @@ class TileGroupIcons(val tileGroup: TileGroup) {
newImage.addActor(holder)
}
newImage.unitBaseImage.color.a = UncivGame.Current.settings.unitIconOpacity //0f (invisible) to 1f (fully opaque)
newImage.actionGroup?.color?.a = UncivGame.Current.settings.unitIconOpacity //0f (invisible) to 1f (fully opaque)
// Instead of fading out the entire unit with its background, we just fade out its central icon,
// that way it remains much more visible on the map
if (!unit.isIdle() && unit.civInfo == viewingCiv) {
newImage.unitBaseImage.color.a = 0.5f
newImage.actionGroup?.color?.a = 0.5f
newImage.unitBaseImage.color.a *= 0.5f
newImage.actionGroup?.color?.a = 0.5f * UncivGame.Current.settings.unitIconOpacity
}
}
return newImage
}

View File

@ -16,11 +16,13 @@ class UnitGroup(val unit: MapUnit, val size: Float): Group() {
var actionGroup :Group? = null
val unitBaseImage = ImageGetter.getUnitIcon(unit.name, unit.civInfo.nation.getInnerColor())
.apply { setSize(size * 0.75f, size * 0.75f) }
var background: Image? = null
init {
val background = getBackgroundImageForUnit()
background.apply {
background = getBackgroundImageForUnit()
background?.apply {
this.color = unit.civInfo.nation.getOuterColor()
this.color.a = UncivGame.Current.settings.unitIconOpacity
setSize(size, size)
}
setSize(size, size)
@ -68,6 +70,11 @@ class UnitGroup(val unit: MapUnit, val size: Float): Group() {
fun selectUnit() {
//Make unit icons fully opaque when units are selected
unitBaseImage.color.a = 1f
background?.color?.a = 1f
val whiteHalo = getBackgroundImageForUnit()
val whiteHaloSize = 30f
whiteHalo.setSize(whiteHaloSize, whiteHaloSize)
@ -75,6 +82,7 @@ class UnitGroup(val unit: MapUnit, val size: Float): Group() {
addActor(whiteHalo)
whiteHalo.toBack()
if (UncivGame.Current.settings.continuousRendering) {
val spinningCircle = if (blackSpinningCircle != null) blackSpinningCircle!!
else ImageGetter.getCircle()