SDL backend / Valid mode sprites / Better layout

This commit is contained in:
Anuken
2019-07-25 11:45:49 -04:00
parent 88d1b31aff
commit 518bffe644
33 changed files with 1194 additions and 909 deletions

View File

@@ -63,6 +63,8 @@ public class Vars{
public static final int iconsizesmall = 32;
/** size of UI icons (medium)*/
public static final int iconsizemed = 30;
/** size of UI icons (medium)*/
public static final int iconsizetiny = 16;
/** units outside of this bound will simply die instantly */
public static final float finalWorldBounds = worldBounds + 500;
/** ticks spent out of bound until self destruct. */

View File

@@ -253,7 +253,7 @@ public class Maps implements Disposable{
}
maps.add(map);
maps.sort();
//maps.sort();
}
private void loadCustomMaps(){

View File

@@ -1,14 +1,15 @@
package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.Core;
import io.anuke.arc.graphics.g2d.TextureRegion;
import io.anuke.arc.scene.ui.ImageButton;
import io.anuke.arc.scene.ui.ScrollPane;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.Align;
import io.anuke.arc.util.Scaling;
import io.anuke.mindustry.maps.Map;
import io.anuke.mindustry.ui.BorderImage;
import io.anuke.arc.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.ui.*;
import static io.anuke.mindustry.Vars.world;
@@ -36,7 +37,7 @@ public class CustomGameDialog extends FloatingDialog{
ScrollPane pane = new ScrollPane(maps);
pane.setFadeScrollBars(false);
int maxwidth = (Core.graphics.isPortrait() ? 2 : 4);
int maxwidth = Mathf.clamp((int)(Core.graphics.getWidth() / Unit.dp.scl(200)), 1, 8);
float images = 146f;
int i = 0;
@@ -49,12 +50,27 @@ public class CustomGameDialog extends FloatingDialog{
ImageButton image = new ImageButton(new TextureRegion(map.texture), "clear");
image.margin(5);
image.getImageCell().size(images);
image.top();
Image img = image.getImage();
img.remove();
image.row();
image.add("[accent]" + map.name()).pad(3f).growX().wrap().get().setAlignment(Align.center, Align.center);
image.table(t -> {
t.left();
for(Gamemode mode : Gamemode.all){
if(mode.valid(map) && Core.atlas.has("icon-mode-" + mode.name())){
t.addImage("icon-mode-" + mode.name()).size(16f).pad(4f);
}
}
}).left();
image.row();
image.label((() -> Core.bundle.format("level.highscore", map.getHightScore()))).pad(3f);
image.add(map.name()).pad(1f).growX().wrap().left().get().setEllipsis(true);
image.row();
image.addImage("whiteui", Pal.gray).growX().pad(3).height(4f);
image.row();
image.add(img).size(images);
BorderImage border = new BorderImage(map.texture, 3f);
border.setScaling(Scaling.fit);

View File

@@ -64,6 +64,11 @@ public class MapPlayDialog extends FloatingDialog{
cont.addImageTextButton("$customize", "icon-tools-small", iconsizesmall, () -> dialog.show(rules, () -> rules = (selectedGamemode == null ? map.rules() : selectedGamemode.apply(map.rules())))).width(230);
cont.row();
cont.add(new BorderImage(map.texture, 3f)).size(mobile && !Core.graphics.isPortrait() ? 150f : 250f).get().setScaling(Scaling.fit);
//only maps with survival are valid for high scores
if(Gamemode.survival.valid(map)){
cont.row();
cont.label((() -> Core.bundle.format("level.highscore", map.getHightScore()))).pad(3f);
}
buttons.clearChildren();
addCloseButton();