Separated the city overview from the overview screen - it was getting too crowdded

This commit is contained in:
Yair Morgenstern 2020-05-15 12:28:17 +03:00
parent 2f3d3d96b7
commit cc8f4c3ceb
5 changed files with 136 additions and 124 deletions

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@ -0,0 +1,124 @@
package com.unciv.ui.overviewscreen
import com.badlogic.gdx.scenes.scene2d.ui.Button
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.utils.Align
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.ui.cityscreen.CityScreen
import com.unciv.ui.utils.*
import kotlin.math.max
import kotlin.math.roundToInt
class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen: EmpireOverviewScreen): Table() {
init {
val iconSize = 50f//if you set this too low, there is a chance that the tables will be misaligned
val padding = 5f
var sortedBy = "City"
val cityInfoTableDetails = Table()
cityInfoTableDetails.defaults().pad(padding).minWidth(iconSize).align(Align.left)//we need the min width so we can align the different tables
fun sortOnClick(iconName: String) {
val descending = sortedBy == iconName
sortedBy = iconName
// sort the table: clear and fill with sorted data
cityInfoTableDetails.clear()
fillCitiesTable(cityInfoTableDetails, iconName, descending)
// reset to return back for ascending next time
if (descending) sortedBy = ""
}
val cityInfoTableIcons = Table(skin)
cityInfoTableIcons.defaults().pad(padding).align(Align.center)
cityInfoTableIcons.add("Cities".toLabel(fontSize = 24)).colspan(8).align(Align.center).row()
val citySortIcon = ImageGetter.getUnitIcon("Settler").surroundWithCircle(iconSize)
citySortIcon.onClick { sortOnClick("City") }
cityInfoTableIcons.add(citySortIcon).align(Align.left)
val columnsNames = arrayListOf("Population", "Food", "Gold", "Science", "Production", "Culture", "Happiness")
for (name in columnsNames) {
val icon = ImageGetter.getStatIcon(name)
icon.onClick { sortOnClick(name) }
cityInfoTableIcons.add(icon).size(iconSize)
}
cityInfoTableIcons.pack()
fillCitiesTable(cityInfoTableDetails, "City", false)
val cityInfoScrollPane = AutoScrollPane(cityInfoTableDetails)
cityInfoScrollPane.pack()
cityInfoScrollPane.setOverscroll(false, false)//I think it feels better with no overscroll
val cityInfoTableTotal = Table(skin)
cityInfoTableTotal.defaults().pad(padding).minWidth(iconSize)//we need the min width so we can align the different tables
cityInfoTableTotal.add("Total".toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.population.population }.toString().toLabel())
cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.gold.toInt() }.toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.science.toInt() }.toLabel())
cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.culture.toInt() }.toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.happiness.toInt() }.toLabel())
cityInfoTableTotal.pack()
val table = Table(skin)
//since the names of the cities are on the left, and the length of the names varies
//we align every row to the right, coz we set the size of the other(number) cells to the image size
//and thus, we can guarantee that the tables will be aligned
table.defaults().pad(padding).align(Align.right)
// place the button for sorting by city name on top of the cities names
citySortIcon.width = max(iconSize, cityInfoTableDetails.width - (iconSize + padding) * 8)
table.add(cityInfoTableIcons).row()
table.add(cityInfoScrollPane).width(cityInfoTableDetails.width).row()
table.add(cityInfoTableTotal)
table.pack()
add(table)
}
private fun fillCitiesTable(citiesTable: Table, sortType: String, descending: Boolean) {
val sorter = Comparator { city2, city1: CityInfo ->
when (sortType) {
"Population" -> city1.population.population - city2.population.population
"Food" -> city1.cityStats.currentCityStats.food.compareTo(city2.cityStats.currentCityStats.food)
"Gold" -> (city1.cityStats.currentCityStats.gold - city2.cityStats.currentCityStats.gold).toInt()
"Science" -> (city1.cityStats.currentCityStats.science - city2.cityStats.currentCityStats.science).toInt()
"Production" -> (city1.cityStats.currentCityStats.production - city2.cityStats.currentCityStats.production).toInt()
"Culture" -> (city1.cityStats.currentCityStats.culture - city2.cityStats.currentCityStats.culture).toInt()
"Happiness" -> (city1.cityStats.currentCityStats.happiness - city2.cityStats.currentCityStats.happiness).toInt()
else -> city2.name.compareTo(city1.name)
}
}
var cityList = viewingPlayer.cities.sortedWith(sorter)
if (descending)
cityList = cityList.reversed()
for (city in cityList) {
val button = Button(city.name.toLabel(), CameraStageBaseScreen.skin)
button.onClick {
overviewScreen.game.setScreen(CityScreen(city))
}
citiesTable.add(button)
citiesTable.add(city.cityConstructions.getCityProductionTextForCityButton().toLabel())
citiesTable.add(city.population.population.toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.food.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.gold.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.science.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.production.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.culture.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.happiness.roundToInt().toLabel()).align(Align.center)
citiesTable.row()
}
citiesTable.pack()
}
}

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@ -1,29 +1,27 @@
package com.unciv.ui
package com.unciv.ui.overviewscreen
import com.unciv.ui.utils.AutoScrollPane as ScrollPane
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.Group
import com.badlogic.gdx.scenes.scene2d.Touchable
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.utils.Align
import com.unciv.UncivGame
import com.unciv.Constants
import com.unciv.logic.HexMath
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.logic.trade.Trade
import com.unciv.logic.trade.TradeOffersList
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.translations.tr
import com.unciv.ui.cityscreen.CityScreen
import com.unciv.ui.pickerscreens.PromotionPickerScreen
import com.unciv.ui.utils.*
import com.unciv.Constants
import java.text.DecimalFormat
import kotlin.math.*
import com.unciv.ui.utils.AutoScrollPane as ScrollPane
class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, private val defaultPage: String = "Cities") : CameraStageBaseScreen(){
class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, defaultPage: String = "Cities") : CameraStageBaseScreen(){
private val topTable = Table().apply { defaults().pad(10f) }
private val centerTable = Table().apply { defaults().pad(20f) }
@ -39,7 +37,7 @@ class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, private v
val setCityInfoButton = "Cities".toTextButton()
val setCities = {
centerTable.clear()
centerTable.add(getCityInfoTable())
centerTable.add(CityOverviewTable(viewingPlayer, this))
centerTable.pack()
}
clicks["Cities"] = setCities
@ -257,116 +255,6 @@ class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, private v
}
private fun getCityInfoTable(): Table {
val iconSize = 50f//if you set this too low, there is a chance that the tables will be misaligned
val padding = 5f
var sortedBy = "City"
val cityInfoTableDetails = Table(skin)
cityInfoTableDetails.defaults().pad(padding).minWidth(iconSize).align(Align.left)//we need the min width so we can align the different tables
fun sortOnClick(iconName: String) {
val descending = sortedBy == iconName
sortedBy = iconName
// sort the table: clear and fill with sorted data
cityInfoTableDetails.clear()
fillCitiesTable(cityInfoTableDetails, iconName, descending)
// reset to return back for ascending next time
if (descending) sortedBy = ""
}
val cityInfoTableIcons = Table(skin)
cityInfoTableIcons.defaults().pad(padding).align(Align.center)
cityInfoTableIcons.add("Cities".toLabel(fontSize = 24)).colspan(8).align(Align.center).row()
val citySortIcon = ImageGetter.getUnitIcon("Settler").surroundWithCircle(iconSize)
citySortIcon.onClick { sortOnClick("City") }
cityInfoTableIcons.add(citySortIcon).align(Align.left)
val columnsNames = arrayListOf("Population", "Food", "Gold", "Science", "Production", "Culture", "Happiness")
for (name in columnsNames) {
val icon = ImageGetter.getStatIcon(name)
icon.onClick { sortOnClick(name) }
cityInfoTableIcons.add(icon).size(iconSize)
}
cityInfoTableIcons.pack()
fillCitiesTable(cityInfoTableDetails, "City", false)
val cityInfoScrollPane = ScrollPane(cityInfoTableDetails)
cityInfoScrollPane.pack()
cityInfoScrollPane.setOverscroll(false, false)//I think it feels better with no overscroll
val cityInfoTableTotal = Table(skin)
cityInfoTableTotal.defaults().pad(padding).minWidth(iconSize)//we need the min width so we can align the different tables
cityInfoTableTotal.add("Total".tr())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.population.population }.toString()).actor!!.setAlignment(Align.center)
cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.gold.toInt() }.toString()).actor!!.setAlignment(Align.center)
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.science.toInt() }.toString()).actor!!.setAlignment(Align.center)
cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.culture.toInt() }.toString()).actor!!.setAlignment(Align.center)
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.happiness.toInt() }.toString()).actor!!.setAlignment(Align.center)
cityInfoTableTotal.pack()
val table = Table(skin)
//since the names of the cities are on the left, and the length of the names varies
//we align every row to the right, coz we set the size of the other(number) cells to the image size
//and thus, we can guarantee that the tables will be aligned
table.defaults().pad(padding).align(Align.right)
// place the button for sorting by city name on top of the cities names
citySortIcon.width = max(iconSize, cityInfoTableDetails.width - (iconSize+padding) * 8)
table.add(cityInfoTableIcons).row()
table.add(cityInfoScrollPane).width(cityInfoTableDetails.width).row()
table.add(cityInfoTableTotal)
table.pack()
return table
}
private fun fillCitiesTable(citiesTable: Table, sortType: String, descending: Boolean) {
val sorter = Comparator {city2, city1 : CityInfo -> when (sortType) {
"Population" -> city1.population.population - city2.population.population
"Food" -> (city1.cityStats.currentCityStats.food - city2.cityStats.currentCityStats.food).toInt()
"Gold" -> (city1.cityStats.currentCityStats.gold - city2.cityStats.currentCityStats.gold).toInt()
"Science" -> (city1.cityStats.currentCityStats.science - city2.cityStats.currentCityStats.science).toInt()
"Production" -> (city1.cityStats.currentCityStats.production - city2.cityStats.currentCityStats.production).toInt()
"Culture" -> (city1.cityStats.currentCityStats.culture - city2.cityStats.currentCityStats.culture).toInt()
"Happiness" -> (city1.cityStats.currentCityStats.happiness - city2.cityStats.currentCityStats.happiness).toInt()
else -> city2.name.compareTo(city1.name)
} }
var cityList = viewingPlayer.cities.sortedWith(sorter)
if (descending)
cityList = cityList.reversed()
for (city in cityList) {
val button = Button(city.name.toLabel(), skin)
button.onClick {
game.setScreen(CityScreen(city))
}
citiesTable.add(button)
citiesTable.add(city.cityConstructions.getCityProductionTextForCityButton()).actor!!.setAlignment(Align.left)
citiesTable.add(city.population.population.toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.food.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.gold.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.science.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.production.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.culture.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.add(city.cityStats.currentCityStats.happiness.roundToInt().toString()).actor!!.setAlignment(Align.center)
citiesTable.row()
}
citiesTable.pack()
}
private fun getUnitTable(): Table {
val table=Table(skin).apply { defaults().pad(5f) }
table.add("Name".tr())
@ -596,7 +484,7 @@ class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, private v
resourcesTable.add("Total".toLabel())
for(resource in resources){
val sum = resourceDrilldown.filter { it.resource==resource }.sumBy { it.amount }
resourcesTable.add(sum.toString().toLabel())
resourcesTable.add(sum.toLabel())
}
return resourcesTable
@ -634,3 +522,4 @@ class EmpireOverviewScreen(private val viewingPlayer:CivilizationInfo, private v
}
}
}

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@ -230,6 +230,7 @@ fun String.toTextButton() = TextButton(this.tr(), CameraStageBaseScreen.skin)
/** also translates */
fun String.toLabel() = Label(this.tr(),CameraStageBaseScreen.skin)
fun Int.toLabel() = this.toString().toLabel()
// We don't want to use setFontSize and setFontColor because they set the font,
// which means we need to rebuild the font cache which means more memory allocation.

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@ -6,7 +6,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.models.ruleset.VictoryType
import com.unciv.models.translations.tr
import com.unciv.ui.EmpireOverviewScreen
import com.unciv.ui.overviewscreen.EmpireOverviewScreen
import com.unciv.ui.newgamescreen.GameSetupInfo
import com.unciv.ui.newgamescreen.NewGameScreen
import com.unciv.ui.pickerscreens.PickerScreen

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@ -6,13 +6,11 @@ import com.badlogic.gdx.scenes.scene2d.Group
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.unciv.UncivGame
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.stats.Stats
import com.unciv.models.translations.tr
import com.unciv.ui.EmpireOverviewScreen
import com.unciv.ui.overviewscreen.EmpireOverviewScreen
import com.unciv.ui.pickerscreens.PolicyPickerScreen
import com.unciv.ui.pickerscreens.TechPickerScreen
import com.unciv.ui.utils.*