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Allow Space Key to close PlayerReadyScreen (#10155)
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@ -3,9 +3,11 @@ package com.unciv.ui.screens.worldscreen
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.unciv.Constants
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import com.unciv.Constants
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import com.unciv.ui.screens.basescreen.BaseScreen
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.input.KeyboardBinding
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import com.unciv.ui.components.input.keyShortcuts
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import com.unciv.ui.components.input.onActivation
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import com.unciv.ui.screens.basescreen.BaseScreen
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class PlayerReadyScreen(worldScreen: WorldScreen) : BaseScreen() {
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class PlayerReadyScreen(worldScreen: WorldScreen) : BaseScreen() {
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init {
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init {
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@ -19,9 +21,11 @@ class PlayerReadyScreen(worldScreen: WorldScreen) : BaseScreen() {
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table.add("[$curCiv] ready?".toLabel(curCiv.nation.getInnerColor(), Constants.headingFontSize))
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table.add("[$curCiv] ready?".toLabel(curCiv.nation.getInnerColor(), Constants.headingFontSize))
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table.onClick {
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table.onActivation {
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game.replaceCurrentScreen(worldScreen)
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game.replaceCurrentScreen(worldScreen)
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}
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}
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// Doing this separately instead of passing the binding to onActivation avoids the tooltip
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table.keyShortcuts.add(KeyboardBinding.NextTurnAlternate)
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table.setFillParent(true)
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table.setFillParent(true)
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stage.addActor(table)
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stage.addActor(table)
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}
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}
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