minor ui fixes

This commit is contained in:
martin
2019-05-12 19:33:08 +02:00
committed by Yair Morgenstern
parent 995ebb5cf8
commit dcb7daaabd
2 changed files with 4 additions and 3 deletions

View File

@ -25,7 +25,7 @@ class NotificationsScroll(internal val worldScreen: WorldScreen) : ScrollPane(nu
minitable.add(ImageGetter.getCircle() minitable.add(ImageGetter.getCircle()
.apply { color=notification.color }).size(10f).pad(5f) .apply { color=notification.color }).size(10f).pad(5f)
minitable.background(ImageGetter.getDrawable("OtherIcons/civTableBackground.png")) minitable.background(ImageGetter.getDrawable("OtherIcons/civTableBackground.png"))
minitable.add(label).pad(3f).padRight(10f) minitable.add(label).pad(5f).padRight(10f)
if (notification.location != null) { if (notification.location != null) {
minitable.onClick { minitable.onClick {
@ -41,4 +41,4 @@ class NotificationsScroll(internal val worldScreen: WorldScreen) : ScrollPane(nu
height = min(notificationsTable.height,worldScreen.stage.height/3) height = min(notificationsTable.height,worldScreen.stage.height/3)
} }
} }

View File

@ -263,7 +263,7 @@ class WorldScreen : CameraStageBaseScreen() {
val gameInfoClone = gameInfo.clone() val gameInfoClone = gameInfo.clone()
kotlin.concurrent.thread { kotlin.concurrent.thread {
// the save takes a long time( up to a second!) and we can do it while the player continues his game. // the save takes a long time (up to a second!) and we can do it while the player continues his game.
// On the other hand if we alter the game data while it's being serialized we could get a concurrent modification exception. // On the other hand if we alter the game data while it's being serialized we could get a concurrent modification exception.
// So what we do is we clone all the game data and serialize the clone. // So what we do is we clone all the game data and serialize the clone.
if(gameInfo.turns % game.settings.turnsBetweenAutosaves == 0) if(gameInfo.turns % game.settings.turnsBetweenAutosaves == 0)
@ -278,6 +278,7 @@ class WorldScreen : CameraStageBaseScreen() {
// That's why this needs to be after the game is saved. // That's why this needs to be after the game is saved.
shouldUpdate=true shouldUpdate=true
updateNextTurnButton()
Gdx.input.inputProcessor = stage Gdx.input.inputProcessor = stage
} }
} }