Renamed key fields and table methods
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@@ -56,18 +56,18 @@ public class MapPlayDialog extends FloatingDialog{
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for(Gamemode mode : Gamemode.values()){
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if(mode.hidden) continue;
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modes.addButton(mode.toString(), Styles.togglet, () -> {
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modes.button(mode.toString(), Styles.togglet, () -> {
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selectedGamemode = mode;
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rules = map.applyRules(mode);
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}).update(b -> b.setChecked(selectedGamemode == mode)).size(140f, 54f).disabled(!mode.valid(map));
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if(i++ % 2 == 1) modes.row();
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}
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selmode.add(modes);
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selmode.addButton("?", this::displayGameModeHelp).width(50f).fillY().padLeft(18f);
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selmode.button("?", this::displayGameModeHelp).width(50f).fillY().padLeft(18f);
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cont.add(selmode);
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cont.row();
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cont.addImageTextButton("$customize", Icon.settings, () -> dialog.show(rules, () -> rules = map.applyRules(selectedGamemode))).width(230);
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cont.button("$customize", Icon.settings, () -> dialog.show(rules, () -> rules = map.applyRules(selectedGamemode))).width(230);
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cont.row();
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cont.add(new BorderImage(map.safeTexture(), 3f)).size(mobile && !Core.graphics.isPortrait() ? 150f : 250f).get().setScaling(Scaling.fit);
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//only maps with survival are valid for high scores
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@@ -79,7 +79,7 @@ public class MapPlayDialog extends FloatingDialog{
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buttons.clearChildren();
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addCloseButton();
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buttons.addImageTextButton("$play", Icon.play, () -> {
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buttons.button("$play", Icon.play, () -> {
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control.playMap(map, rules);
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hide();
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ui.custom.hide();
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@@ -103,7 +103,7 @@ public class MapPlayDialog extends FloatingDialog{
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}
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d.cont.add(pane);
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d.buttons.addButton("$ok", d::hide).size(110, 50).pad(10f);
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d.buttons.button("$ok", d::hide).size(110, 50).pad(10f);
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d.show();
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}
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}
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