function SeductressMission()
ContextPtr:SetHide(false)
end
<Label ID="CSName" Anchor="L,C" Offset="40,0" Font="TwCenMT20" FontStyle="Shadow" ColorSet="Beige_Black_Alpha">
<Image ID="CSIcon" Anchor="L,C" AnchorSide="O,I" Size="32,32" Texture="CivSymbolAtlas32.dds" Color="201,248,255,255"/>
</Label>
function SetCsDetails(pCS, entry)
entry.CSName:SetText(pCS:GetName())
entry.CSIcon:SetTexture(GameInfo.MinorCivTraits[GameInfo.MinorCivilizations[pCS:GetMinorCivType()].MinorCivTrait].TraitIcon)
entry.CSIcon:SetHide(false)
local _, csColour = pCS:GetPlayerColors(); csColour.w = 1
entry.CSIcon:SetColor(csColour)
[B][COLOR="Red"]entry.CSName:SetColor(csColour, 0)[/COLOR][/B]
end
Controls.CSName:SetColorByName("Beige_Black_Alpha")
the main foreground channel is 0 - the other two are drop shadow and something else I've forgotten!)
<ColorSet Name="Beige_Black" Color0="Beige" Color1="Black" />
<ColorSet Name="Beige_Black_Alpha" Color0="Beige" Color1="Black,200" />
<?xml version="1.0" encoding="utf-8" ?>
<Context>
<Instance Name="MajorCiv">
<Stack ID="SubStack" Anchor="L,C" StackGrowth="Right"/>
</Instance>
<Instance Name="BasicLabel">
<Label ID="Label" Anchor="L,C" Font="TwCenMT24" FontStyle="Shadow" ColorSet="Beige_Black_Alpha"/>
</Instance>
<Instance Name="IndigenousBar">
<Bar ID="Bar" Anchor="R,T" Offset="50,0" Size="150,8" Direction="Right" FGColor="Culture,255" BGColor="Culture,128" ToolTip=""/>
</Instance>
<Grid Size="400,400" Anchor="C,C" Style="Grid9DetailFive140" ConsumeMouse="1">
<Label Anchor="C,T" Font="TwCenMT24" FontStyle="Shadow" ColorSet="Beige_Black_Alpha" String="TXT_KEY_TEST_DIALOG_MESSAGE"/>
<Stack ID="MainStack" Offset="50,0" Anchor="L,C" StackGrowth="Bottom" Padding="5"/>
<GridButton ID="OK" Size="140, 36" Anchor="C,B" Offset="0,50" Style="BaseButton" ToolTip="TXT_KEY_TEST_DIALOG_BUTTON_OK_TT">
<Label Anchor="C,C" Offset="0,-2" String="TXT_KEY_TEST_DIALOG_BUTTON_OK" Font="TwCenMT24" FontStyle="Shadow" ColorSet="Beige_Black_Alpha" />
</GridButton>
</Grid>
</Context>
include("InstanceManager")
print("--- Initializing Cultural Composition overview screen ---")
local g_CivStackManager = InstanceManager:new("MajorCiv","SubStack",Controls.MainStack)
function Init()
Hide()
end
function DoCivBars()
g_CivStackManager:ResetInstances()
for iC = 0, GameDefines.MAX_MAJOR_CIVS-1, 1 do
local pPlayer = Players[iC]
if (pPlayer:IsEverAlive() and pPlayer:IsAlive()) then
AddCivBar(iC)
end
end
Controls.MainStack:CalculateSize()
Controls.MainStack:ReprocessAnchoring()
end
function AddCivBar(iPlayer)
local pPlayer = Players[iPlayer]
local instance = g_CivStackManager:GetInstance()
local g_LabelManager = InstanceManager:new("BasicLabel","Label",instance.SubStack)
local Name = g_LabelManager:GetInstance()
Name.Label:SetText(pPlayer:GetCivilizationShortDescription())
local g_BarManager = InstanceManager:new("IndigenousBar","Bar",instance.SubStack)
local IndigenousBar = g_BarManager:GetInstance()
local fPercent = 1.0
if CombinedInfluenceOn(iC) > 0 then fPercent = pPlayer:GetJONSCultureEverGenerated() / CombinedInfluenceOn(iC) end
IndigenousBar.Bar:SetPercent(fPercent)
IndigenousBar.Bar:SetToolTipString(Tooltip(iPlayer))
IndigenousBar.Bar:EnableToolTip(true)
end
--------------------------------------------------------------
function Show()
DoCivBars()
ContextPtr:SetHide(false)
end
local instance = g_CivStackManager:GetInstance()
local IndigenousBar
if (instance.IndigenousBar) then
IndigenousBar = instance.IndigenousBar
IndigenousBar:ResetInstances()
else
IndigenousBar = g_BarManager:GetInstance()
instance.IndigenousBar = IndigenousBar
endif