## Sid Meier's Civilization 4
## Copyright Firaxis Games 2005
##
## Scrolling aspect by johny smith in http://forums.civfanatics.com/showthread.php?t=260697&highlight=scrolling+religion
## Inspiration from zappara to handle new religions, extended to handle new types of buildings and units

from CvPythonExtensions import *
import PyHelpers
import CvUtil
import ScreenInput
import CvScreenEnums

# BUG - start
import BugUtil
import BugCore
import PlayerUtil
import ReligionUtil
AdvisorOpt = BugCore.game.Advisors
# BUG - end

PyPlayer = PyHelpers.PyPlayer

# globals
gc = CyGlobalContext()
ArtFileMgr = CyArtFileMgr()
localText = CyTranslator()

class CvReligionScreen:
    "Religion Advisor Screen"

    def __init__(self):

        self.SCREEN_NAME = "ReligionScreen"
        self.BUTTON_NAME = "ReligionScreenButton"
        self.RELIGION_NAME = "ReligionText"
        self.CONVERT_NAME = "ReligionConvertButton"
        self.CANCEL_NAME = "ReligionCancelButton"
        self.CITY_NAME = "ReligionCity"
        self.HEADER_NAME = "ReligionScreenHeader"
        self.DEBUG_DROPDOWN_ID =  "ReligionDropdownWidget"
        self.TABLE_ID =  "ReligionTableWidget"
        self.AREA1_ID =  "ReligionAreaWidget1"
        self.AREA2_ID =  "ReligionAreaWidget2"
        self.BACKGROUND_ID = "ReligionBackground"
        self.RELIGION_PANEL_ID = "ReligionPanel"
        self.RELIGION_ANARCHY_WIDGET = "ReligionAnarchyWidget"

        self.BORDER_WIDTH = 2
        self.BUTTON_SIZE = 48
        self.HIGHLIGHT_EXTRA_SIZE = 4

        self.X_SCREEN = 500
        self.Y_SCREEN = 396
        self.W_SCREEN = 1024
        self.H_SCREEN = 768
        self.Z_SCREEN = -6.1

        self.Y_TITLE = 8
        self.Z_TEXT = self.Z_SCREEN - 0.2
        self.DZ = -0.2
        self.Z_CONTROLS = self.Z_TEXT

        self.X_EXIT = 994
        self.Y_EXIT = 726

        self.X_CANCEL = 552
        self.Y_CANCEL = 726

        self.X_ANARCHY = 21
        self.Y_ANARCHY = 726

        self.LEFT_EDGE_TEXT = 10
        self.X_RELIGION_START = 180
        self.DX_RELIGION = 98
        self.Y_RELIGION = 35
        self.Y_FOUNDED = 90
        self.Y_HOLY_CITY = 115
        self.Y_INFLUENCE = 140
        self.Y_RELIGION_NAME = 58

        self.X_SCROLLABLE_RELIGION_AREA = 0
        self.Y_SCROLLABLE_RELIGION_AREA = 0
        self.X_RELIGION_AREA = 45
        self.Y_RELIGION_AREA = 84
        self.W_RELIGION_AREA = 934
        self.H_RELIGION_AREA = 175
        self.H_SCROLL_OFFSET = 20

        self.X_CITY1_AREA = 45
        self.X_CITY2_AREA = 522
        self.Y_CITY_AREA = 282
        self.W_CITY_AREA = 457
        self.H_CITY_AREA = 395

        self.X_CITY = 10
        self.DY_CITY = 38
        
# BUG - start
        self.NUM_RELIGIONS = -1
        self.COL_ZOOM_CITY = 0
        self.COL_CITY_NAME = 1
        self.COL_FIRST_RELIGION = 2
        self.COL_FIRST_UNIT = 9
        self.COL_FIRST_BUILDING = 10
        self.COL_EFFECTS = 14
        self.TABLE_COLUMNS = 15
# BUG - end

        self.iReligionExamined = -1
        self.iReligionSelected = -1
        self.iReligionOriginal = -1
        self.iActivePlayer = -1

        self.bScreenUp = False

        self.ReligionScreenInputMap = {
            self.RELIGION_NAME      : self.ReligionScreenButton,
            self.BUTTON_NAME        : self.ReligionScreenButton,
            self.CONVERT_NAME       : self.ReligionConvert,
            self.CANCEL_NAME        : self.ReligionCancel,
            }

        # BUG Constants
        self.bBUGConstants = False

    def getScreen(self):
        return CyGInterfaceScreen(self.SCREEN_NAME, CvScreenEnums.RELIGION_SCREEN)

    def interfaceScreen (self):

        self.SCREEN_ART = ArtFileMgr.getInterfaceArtInfo("TECH_BG").getPath()
        self.NO_STATE_BUTTON_ART = ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_CANCEL").getPath()
        self.EXIT_TEXT = u"<font=4>" + localText.getText("TXT_KEY_PEDIA_SCREEN_EXIT", ()).upper() + "</font>"
        self.CONVERT_TEXT = u"<font=4>" + localText.getText("TXT_KEY_RELIGION_CONVERT", ()).upper() + "</font>"
        self.CANCEL_TEXT = u"<font=4>" + localText.getText("TXT_KEY_SCREEN_CANCEL", ()).upper() + "</font>"

        self.iActivePlayer = gc.getGame().getActivePlayer()
        
# BUG - start
        if self.NUM_RELIGIONS == -1:
            self.NUM_RELIGIONS = ReligionUtil.getNumReligions()
            self.COL_FIRST_UNIT = self.COL_FIRST_RELIGION + self.NUM_RELIGIONS
            self.COL_FIRST_BUILDING = self.COL_FIRST_UNIT + ReligionUtil.getNumUnitTypes()
            self.COL_EFFECTS = self.COL_FIRST_BUILDING + ReligionUtil.getNumBuildingTypes()
            self.TABLE_COLUMNS = self.COL_EFFECTS + 1
# BUG - end

        self.bScreenUp = True

        screen = self.getScreen()
        if screen.isActive():
            return
        screen.setRenderInterfaceOnly(True);
        screen.showScreen( PopupStates.POPUPSTATE_IMMEDIATE, False)

        # Set the background and exit button, and show the screen
        screen.setDimensions(screen.centerX(0), screen.centerY(0), self.W_SCREEN, self.H_SCREEN)

        screen.addDDSGFC(self.BACKGROUND_ID, ArtFileMgr.getInterfaceArtInfo("MAINMENU_SLIDESHOW_LOAD").getPath(), 0, 0, self.W_SCREEN, self.H_SCREEN, WidgetTypes.WIDGET_GENERAL, -1, -1 )
        screen.addPanel( "TechTopPanel", u"", u"", True, False, 0, 0, self.W_SCREEN, 55, PanelStyles.PANEL_STYLE_TOPBAR )
        screen.addPanel( "TechBottomPanel", u"", u"", True, False, 0, 713, self.W_SCREEN, 55, PanelStyles.PANEL_STYLE_BOTTOMBAR )
        screen.setText(self.CANCEL_NAME, "Background", self.CANCEL_TEXT, CvUtil.FONT_CENTER_JUSTIFY, self.X_CANCEL, self.Y_CANCEL, self.Z_TEXT, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, 1, 0)

        screen.showWindowBackground(False)

        # Header...
        screen.setLabel(self.HEADER_NAME, "Background", u"<font=4b>" + localText.getText("TXT_KEY_RELIGION_SCREEN_TITLE", ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, self.X_SCREEN, self.Y_TITLE, self.Z_TEXT, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

        # Make the scrollable areas for the city list...

        if (CyGame().isDebugMode()):
            self.szDropdownName = self.DEBUG_DROPDOWN_ID
            screen.addDropDownBoxGFC(self.szDropdownName, 22, 12, 300, WidgetTypes.WIDGET_GENERAL, -1, -1, FontTypes.GAME_FONT)
            for j in range(gc.getMAX_PLAYERS()):
                if (gc.getPlayer(j).isAlive()):
                    screen.addPullDownString(self.szDropdownName, gc.getPlayer(j).getName(), j, j, False )

        if AdvisorOpt.isReligious():
            self.X_RELIGION_AREA = 45
            self.Y_RELIGION_AREA = 84 - 40
            self.W_RELIGION_AREA = 934
            self.H_RELIGION_AREA = 175 + 75
#           screen.addPanel(szArea, "", "", False, True, self.X_RELIGION_AREA, self.Y_RELIGION_AREA - 40, self.W_RELIGION_AREA, self.H_RELIGION_AREA + 80, PanelStyles.PANEL_STYLE_MAIN)
            if AdvisorOpt.isShowAllReligions():
                self.RELIGIONS = ReligionUtil.getAllReligions()
            elif AdvisorOpt.isShowFoundedReligions():
                self.RELIGIONS = ReligionUtil.getFoundedReligions()
            else:
                self.RELIGIONS = ReligionUtil.getPlayerReligions(gc.getPlayer(self.iActivePlayer))
        else:
            self.X_RELIGION_AREA = 45
            self.Y_RELIGION_AREA = 84
            self.W_RELIGION_AREA = 934
            self.H_RELIGION_AREA = 175
            self.RELIGIONS = ReligionUtil.getAllReligions()# + ReligionUtil.getNumReligions()

        # Make the scrollable area for the religions list...
        screen.addPanel(self.RELIGION_PANEL_ID, "", "", False, True, self.X_RELIGION_AREA, self.Y_RELIGION_AREA, self.W_RELIGION_AREA, self.H_RELIGION_AREA+5, PanelStyles.PANEL_STYLE_MAIN)
        screen.addScrollPanel( "ReligionList", u"", self.X_RELIGION_AREA, self.Y_RELIGION_AREA, self.W_RELIGION_AREA, self.H_RELIGION_AREA, PanelStyles.PANEL_STYLE_EXTERNAL )
        screen.setActivation( "ReligionList", ActivationTypes.ACTIVATE_NORMAL )

        # Draw Religion info
        self.drawReligionInfo()

        self.drawHelpInfo()
        
        self.drawCityInfo(self.iReligionSelected)

    # Draws the religion buttons and information
    def drawReligionInfo(self):

        screen = self.getScreen()

        # Put everything on a scrollable area
        szArea = "ReligionList"

        # Religion buttons at the top
        xLoop = self.X_RELIGION_START
        for iRel in self.RELIGIONS:
            szButtonName = self.getReligionButtonName(iRel)
            if gc.getGame().getReligionGameTurnFounded(iRel) >= 0:
                screen.addCheckBoxGFCAt(szArea, szButtonName, gc.getReligionInfo(iRel).getButton(), ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), self.X_SCROLLABLE_RELIGION_AREA + xLoop - 25, self.Y_SCROLLABLE_RELIGION_AREA + 5, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1, ButtonStyles.BUTTON_STYLE_LABEL, False)
            else:
                screen.setImageButtonAt(szButtonName, szArea, gc.getReligionInfo(iRel).getButtonDisabled(), self.X_SCROLLABLE_RELIGION_AREA + xLoop - 25, self.Y_SCROLLABLE_RELIGION_AREA + 5, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1)
            szName = self.getReligionTextName(iRel)
            szLabel = gc.getReligionInfo(iRel).getDescription()
#           if (self.iReligionSelected == iRel):
#               szLabel = localText.changeTextColor(szLabel, gc.getInfoTypeForString("COLOR_YELLOW"))
            screen.setLabelAt(szName, szArea, szLabel, CvUtil.FONT_CENTER_JUSTIFY, self.X_SCROLLABLE_RELIGION_AREA + xLoop, self.Y_RELIGION_NAME, self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
            xLoop += self.DX_RELIGION

        szButtonName = self.getReligionButtonName(gc.getNumReligionInfos())
        screen.addCheckBoxGFCAt(szArea, szButtonName, self.NO_STATE_BUTTON_ART, ArtFileMgr.getInterfaceArtInfo("BUTTON_HILITE_SQUARE").getPath(), self.X_SCROLLABLE_RELIGION_AREA + xLoop - 25, self.Y_SCROLLABLE_RELIGION_AREA + 5, self.BUTTON_SIZE, self.BUTTON_SIZE, WidgetTypes.WIDGET_GENERAL, -1, -1, ButtonStyles.BUTTON_STYLE_LABEL, False)

        szName = self.getReligionTextName(gc.getNumReligionInfos())
        szLabel = localText.getText("TXT_KEY_RELIGION_SCREEN_NO_STATE", ())
#       if (self.iReligionSelected == gc.getNumReligionInfos()):
#           szLabel = localText.changeTextColor(szLabel, gc.getInfoTypeForString("COLOR_YELLOW"))
        screen.setLabelAt(szName, szArea, szLabel, CvUtil.FONT_CENTER_JUSTIFY,  self.X_SCROLLABLE_RELIGION_AREA + xLoop, self.Y_RELIGION_NAME, self.DZ, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)        

    
    def drawHelpInfo(self):
        
        screen = self.getScreen()
        szArea = "ReligionList"
        
        ## johny smith
        ## This attaches the text to the panel
        ## This is for every line of font
        # Founded...
        screen.setLabelAt("", szArea, localText.getText("TXT_KEY_RELIGION_SCREEN_DATE_FOUNDED", ()), CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, self.Y_FOUNDED, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

        # Date Founded:
        xLoop = self.X_RELIGION_START
        for iRel in self.RELIGIONS:
            if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                szFounded = CyGameTextMgr().getTimeStr(gc.getGame().getReligionGameTurnFounded(iRel), false)
                screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_FOUNDED, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
            xLoop += self.DX_RELIGION

#       screen.setLabelAt("", szArea, "", CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_FOUNDED, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

        # Holy City...
        screen.setLabelAt("", szArea, localText.getText("TXT_KEY_RELIGION_SCREEN_HOLY_CITY", ()), CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, self.Y_HOLY_CITY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

        xLoop = self.X_RELIGION_START
        for iRel in self.RELIGIONS:
            if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                pHolyCity = gc.getGame().getHolyCity(iRel)
                if pHolyCity.isNone():
                    szFounded = localText.getText("TXT_KEY_NONE", ())
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_HOLY_CITY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                elif not pHolyCity.isRevealed(gc.getPlayer(self.iActivePlayer).getTeam(), False):
                    szFounded = localText.getText("TXT_KEY_UNKNOWN", ())
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_HOLY_CITY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                else:
                    szFounded = pHolyCity.getName()
                    screen.setLabelAt("", szArea, u"(%s)" % gc.getPlayer(pHolyCity.getOwner()).getCivilizationAdjective(0), CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_HOLY_CITY+8, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_HOLY_CITY-8, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
#           else:
#               szFounded = "-"
#               screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_HOLY_CITY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
            xLoop += self.DX_RELIGION

        # Influence...
        screen.setLabelAt("", szArea, localText.getText("TXT_KEY_RELIGION_SCREEN_INFLUENCE", ()), CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

        xLoop = self.X_RELIGION_START
        for iRel in self.RELIGIONS:
            if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                szFounded = str(gc.getGame().calculateReligionPercent(iRel)) + "%"
                screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
#           else:
#               szFounded = "-"
#               screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, self.Y_INFLUENCE, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
            xLoop += self.DX_RELIGION

        if AdvisorOpt.isReligious():
            # Count the number of temples and monastery
            self.BUGConstants()
            iPlayer = PyPlayer(self.iActivePlayer)
            cityList = iPlayer.getCityList()
# BUG - start
            iCities = [0] * self.NUM_RELIGIONS
            iTemple = [0] * self.NUM_RELIGIONS
            iMonastery = [0] * self.NUM_RELIGIONS
            iMissionaries_Active = [0] * self.NUM_RELIGIONS
            iMissionaries_Construct = [0] * self.NUM_RELIGIONS
            
            for pLoopCity in cityList:
                lHolyCity = pLoopCity.getHolyCity()
                lReligions = pLoopCity.getReligions()

                for iRel in self.RELIGIONS:
                    # count the number of cities
                    if iRel in lReligions:
                        iCities[iRel] += 1

                    # count the number of temples
                    iBldg = ReligionUtil.getBuilding(iRel, ReligionUtil.BUILDING_TEMPLE)
                    if self.calculateBuilding(pLoopCity, iBldg) == self.objectHave:
                        iTemple[iRel] += 1

                    # count the number of monasteries
                    iBldg = ReligionUtil.getBuilding(iRel, ReligionUtil.BUILDING_MONASTERY)
                    if self.calculateBuilding(pLoopCity, iBldg) == self.objectHave:
                        iMonastery[iRel] += 1

                    # count the number of missionaries under construction
                    iUnit = ReligionUtil.getUnit(iRel, ReligionUtil.UNIT_MISSIONARY)
                    if pLoopCity.GetCy().getFirstUnitOrder(iUnit) != -1:
                        iMissionaries_Construct[iRel] += 1

            # count the number of active missionaries
            for iUnit in PlayerUtil.playerUnits(self.iActivePlayer):  
                for iRel in self.RELIGIONS:
                    if iUnit.getUnitType() == ReligionUtil.getUnit(iRel, ReligionUtil.UNIT_MISSIONARY):
                        iMissionaries_Active[iRel] += 1

            # number of cities...
            iY = self.Y_INFLUENCE + 20
            sCities = "%s [%i]:" % (self.szCities, len(cityList))
            screen.setLabelAt("", szArea, sCities, CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

            xLoop = self.X_RELIGION_START
            for iRel in self.RELIGIONS:
                if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                    szFounded = "%i" % (iCities[iRel])
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                xLoop += self.DX_RELIGION

            # number of temples...
            iY = self.Y_INFLUENCE + 40
            screen.setLabelAt("", szArea, self.szTemples, CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

            xLoop = self.X_RELIGION_START
            for iRel in self.RELIGIONS:
                if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                    szFounded = "%i" % (iTemple[iRel])
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                xLoop += self.DX_RELIGION

            # number of monasteries...
            iY = self.Y_INFLUENCE + 60
            screen.setLabelAt("", szArea, self.szMonastaries, CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

            xLoop = self.X_RELIGION_START
            for iRel in self.RELIGIONS:
                if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                    szFounded = "%i" % (iMonastery[iRel])
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                xLoop += self.DX_RELIGION

            # number of missionaries...
            iY = self.Y_INFLUENCE + 80
            screen.setLabelAt("", szArea, self.szMissionaries, CvUtil.FONT_LEFT_JUSTIFY, self.LEFT_EDGE_TEXT, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

            xLoop = self.X_RELIGION_START
            for iRel in self.RELIGIONS:
                if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                    szFounded = "%i [%i]" % (iMissionaries_Active[iRel], iMissionaries_Construct[iRel])
                    screen.setLabelAt("", szArea, szFounded, CvUtil.FONT_CENTER_JUSTIFY, xLoop, iY, self.DZ, FontTypes.SMALL_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
                xLoop += self.DX_RELIGION

        self.iReligionSelected = gc.getPlayer(self.iActivePlayer).getStateReligion()
        if (self.iReligionSelected == -1):
            self.iReligionSelected = gc.getNumReligionInfos()
        self.iReligionExamined = self.iReligionSelected
        self.iReligionOriginal = self.iReligionSelected

    # BUG constants
    def BUGConstants(self):

        if self.bBUGConstants:
            return

        self.bBUGConstants = True

        # BUG additions
        self.hammerIcon = u"%c" %(gc.getYieldInfo(YieldTypes.YIELD_PRODUCTION).getChar())

        # Special symbols for building, wonder and project views
        self.objectIsPresent = "x"
        self.objectIsNotPresent = "-"
        self.objectCanBeBuild = "o"
        self.objectUnderConstruction = self.hammerIcon
        
        # add the colors dependant on the statuses
        self.objectHave = localText.changeTextColor (self.objectIsPresent, gc.getInfoTypeForString("COLOR_GREEN")) #"x"
        self.objectNotPossible = localText.changeTextColor (self.objectIsNotPresent, gc.getInfoTypeForString("COLOR_RED")) #"-"
        self.objectPossible = localText.changeTextColor (self.objectCanBeBuild, gc.getInfoTypeForString("COLOR_BLUE")) #"o"
        self.objectHaveObsolete = localText.changeTextColor (self.objectIsPresent, gc.getInfoTypeForString("COLOR_WHITE")) #"x"
        self.objectNotPossibleConcurrent = localText.changeTextColor (self.objectIsNotPresent, gc.getInfoTypeForString("COLOR_YELLOW")) #"-"
        self.objectPossibleConcurrent = localText.changeTextColor (self.objectCanBeBuild, gc.getInfoTypeForString("COLOR_YELLOW")) #"o"

        self.szCities = localText.getText("TXT_KEY_BUG_RELIGIOUS_CITY", ())
        self.szTemples = localText.getText("TXT_KEY_BUG_RELIGIOUS_TEMPLE", ())
        self.szMonastaries = localText.getText("TXT_KEY_BUG_RELIGIOUS_MONASTARY", ())
        self.szMissionaries = localText.getText("TXT_KEY_BUG_RELIGIOUS_MISSIONARY", ())

        self.zoomArt = ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_CITYSELECTION").getPath()
        self.sCity = localText.getText("TXT_KEY_WONDER_CITY", ())

        # scroll offset
        if ReligionUtil.getNumReligions() > 7:
            self.H_SCROLL_OFFSET = 20
        else:
            self.H_SCROLL_OFFSET = 0


    # Draws the city list
    def drawCityInfo(self, iReligion):

        if (not self.bScreenUp):
            return

        screen = self.getScreen()

        if (iReligion == gc.getNumReligionInfos()):
            iLinkReligion = -1
        else:
            iLinkReligion = iReligion

        if AdvisorOpt.isReligious():
# Zappara start - make space for horizontal slider
            screen.addPanel(self.AREA1_ID, "", "", True, True, self.X_RELIGION_AREA, self.Y_RELIGION_AREA + self.H_RELIGION_AREA + self.H_SCROLL_OFFSET + 3, self.W_RELIGION_AREA, self.H_CITY_AREA - self.H_SCROLL_OFFSET + 20, PanelStyles.PANEL_STYLE_MAIN)
            #screen.addPanel(self.AREA1_ID, "", "", True, True, self.X_RELIGION_AREA, self.Y_RELIGION_AREA + self.H_RELIGION_AREA + 3, self.W_RELIGION_AREA, self.H_CITY_AREA, PanelStyles.PANEL_STYLE_MAIN)
# Zappara end
        else:
            screen.addPanel(self.AREA1_ID, "", "", True, True, self.X_CITY1_AREA, self.Y_CITY_AREA, self.W_CITY_AREA, self.H_CITY_AREA, PanelStyles.PANEL_STYLE_MAIN)
            screen.addPanel(self.AREA2_ID, "", "", True, True, self.X_CITY2_AREA, self.Y_CITY_AREA, self.W_CITY_AREA, self.H_CITY_AREA, PanelStyles.PANEL_STYLE_MAIN)

        szArea = self.RELIGION_PANEL_ID
        for iRel in self.RELIGIONS:
            if (self.iReligionSelected == iRel):
                screen.setState(self.getReligionButtonName(iRel), True)
            else:
                screen.setState(self.getReligionButtonName(iRel), False)

        if (self.iReligionSelected == gc.getNumReligionInfos()):
            screen.setState(self.getReligionButtonName(gc.getNumReligionInfos()), True)
        else:
            screen.setState(self.getReligionButtonName(gc.getNumReligionInfos()), False)

        iPlayer = PyPlayer(self.iActivePlayer)
        cityList = iPlayer.getCityList()

# start of BUG indent for new code
        if AdvisorOpt.isReligious():
            # create religion table
            screen.addTableControlGFC(self.TABLE_ID, self.TABLE_COLUMNS, self.X_RELIGION_AREA + 15, self.Y_RELIGION_AREA + self.H_RELIGION_AREA + self.H_SCROLL_OFFSET + 3 + 15, self.W_RELIGION_AREA - 2 * 15, self.H_CITY_AREA - self.H_SCROLL_OFFSET - 5,
                          True, True, 24,24, TableStyles.TABLE_STYLE_STANDARD)
            screen.enableSort(self.TABLE_ID)
            
            screen.setTableColumnHeader(self.TABLE_ID, self.COL_ZOOM_CITY, "", 30)
            screen.setTableColumnHeader(self.TABLE_ID, self.COL_CITY_NAME, self.sCity, 115)

            for iRel in range(self.NUM_RELIGIONS):   # columns for religious icons
                if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                    szReligionIcon = u"<font=2>%c</font>" %(gc.getReligionInfo(iRel).getChar())
                    screen.setTableColumnHeader(self.TABLE_ID, self.COL_FIRST_RELIGION + iRel, szReligionIcon, 25)

            # columns for units (missionaries)
            for type in ReligionUtil.getUnitTypes():
                screen.setTableColumnHeader(self.TABLE_ID, self.COL_FIRST_UNIT + type.index, u"<font=2>%s</font>" % type.icon, 30)

            # columns for buildings (temples, monasteries, cathedral, shrine)
            for type in ReligionUtil.getBuildingTypes():
                screen.setTableColumnHeader(self.TABLE_ID, self.COL_FIRST_BUILDING + type.index, u"<font=2>%s</font>" % type.icon, 30)

            # column for religious impact
            screen.setTableColumnHeader(self.TABLE_ID, self.COL_EFFECTS, "", 400)
            
            # Loop through the cities
            for iCity in range(len(cityList)):
                pLoopCity = cityList[iCity]

                screen.appendTableRow(self.TABLE_ID)
                screen.setTableText(self.TABLE_ID, self.COL_ZOOM_CITY, iCity, "" , self.zoomArt, WidgetTypes.WIDGET_ZOOM_CITY, pLoopCity.getOwner(), pLoopCity.getID(), CvUtil.FONT_LEFT_JUSTIFY)
                screen.setTableText(self.TABLE_ID, self.COL_CITY_NAME, iCity, pLoopCity.getName(), "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

                lHolyCity = pLoopCity.getHolyCity()
                lReligions = pLoopCity.getReligions()

                for iRel in range(self.NUM_RELIGIONS):
                    if (gc.getGame().getReligionGameTurnFounded(iRel) >= 0):
                        szReligionIcon = ""
                        if iRel in lHolyCity:
                            szReligionIcon = u"<font=2>%c</font>" %(gc.getReligionInfo(iRel).getHolyCityChar())
                        elif iRel in lReligions:
                            szReligionIcon = u"<font=2>%c</font>" %(gc.getReligionInfo(iRel).getChar())

                        screen.setTableText(self.TABLE_ID, self.COL_FIRST_RELIGION + iRel, iCity, szReligionIcon, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_CENTER_JUSTIFY)

                if ReligionUtil.isValid(iReligion):
                    # check for missionaries
                    for i in range(ReligionUtil.getNumUnitTypes()):
                        iUnit = ReligionUtil.getUnit(iReligion, i)
                        if pLoopCity.GetCy().getFirstUnitOrder(iUnit) != -1:
                            sUnit = self.objectUnderConstruction
                        elif pLoopCity.GetCy().canTrain(iUnit, False, False):
                            sUnit = self.objectPossible
                        else:
                            sUnit = self.objectNotPossible
                        screen.setTableText(self.TABLE_ID, self.COL_FIRST_UNIT + i, iCity, sUnit, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_CENTER_JUSTIFY)
                    
                    # check for temples, cathedral, monasteries, shrine
                    for i in range(ReligionUtil.getNumBuildingTypes()):
                        iBldg = ReligionUtil.getBuilding(iReligion, i)
                        sBldg = self.calculateBuilding(pLoopCity, iBldg)
                        screen.setTableText(self.TABLE_ID, self.COL_FIRST_BUILDING + i, iCity, sBldg, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_CENTER_JUSTIFY)

                if (iLinkReligion == -1):
                    bFirst = True
                    sHelp = ""
                    for iI in range(len(lReligions)):
                        szTempBuffer = CyGameTextMgr().getReligionHelpCity(lReligions[iI], pLoopCity.GetCy(), False, False, False, True)
                        if (szTempBuffer):
                            if (not bFirst):
                                sHelp += u", "
                            sHelp += szTempBuffer
                            bFirst = False
                else:
                    sHelp = CyGameTextMgr().getReligionHelpCity(iLinkReligion, pLoopCity.GetCy(), False, False, True, False)

                screen.setTableText(self.TABLE_ID, self.COL_EFFECTS, iCity, sHelp, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

# start of BUG indent of original code
        else:
            # Loop through the cities
            szLeftCities = u""
            szRightCities = u""
            for i in range(len(cityList)):

                bFirstColumn = (i % 2 == 0)

                pLoopCity = cityList[i]

                # Constructing the City name...
                szCityName = u""
                if pLoopCity.isCapital():
                    szCityName += u"%c" % CyGame().getSymbolID(FontSymbols.STAR_CHAR)

                lHolyCity = pLoopCity.getHolyCity()
                if lHolyCity:
                    for iI in range(len(lHolyCity)):
                        szCityName += u"%c" %(gc.getReligionInfo(lHolyCity[iI]).getHolyCityChar())

                lReligions = pLoopCity.getReligions()
                if lReligions:
                    for iI in range(len(lReligions)):
                        if lReligions[iI] not in lHolyCity:
                            szCityName += u"%c" %(gc.getReligionInfo(lReligions[iI]).getChar())

                szCityName += pLoopCity.getName()[0:17] + "  "

                if (iLinkReligion == -1):
                    bFirst = True
                    for iI in range(len(lReligions)):
                        szTempBuffer = CyGameTextMgr().getReligionHelpCity(lReligions[iI], pLoopCity.GetCy(), False, False, False, True)
                        if (szTempBuffer):
                            if (not bFirst):
                                szCityName += u", "
                            szCityName += szTempBuffer
                            bFirst = False
                else:
                    szCityName += CyGameTextMgr().getReligionHelpCity(iLinkReligion, pLoopCity.GetCy(), False, False, True, False)

                if bFirstColumn:
                    szLeftCities += u"<font=3>" + szCityName + u"</font>\n"
                else:
                    szRightCities += u"<font=3>" + szCityName + u"</font>\n"

            screen.addMultilineText("Child" + self.AREA1_ID, szLeftCities, self.X_CITY1_AREA+5, self.Y_CITY_AREA+5, self.W_CITY_AREA-10, self.H_CITY_AREA-10, WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)
            screen.addMultilineText("Child" + self.AREA2_ID, szRightCities, self.X_CITY2_AREA+5, self.Y_CITY_AREA+5, self.W_CITY_AREA-10, self.H_CITY_AREA-10, WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)
# end of BUG indent of original code

        # Convert Button....
        iLink = 0
        if (gc.getPlayer(self.iActivePlayer).canChangeReligion()):
            iLink = 1

        if (not self.canConvert(iLinkReligion) or iLinkReligion == self.iReligionOriginal):         
            screen.setText(self.CONVERT_NAME, "Background", self.EXIT_TEXT, CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXIT, self.Y_EXIT, self.Z_TEXT, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, 1, 0)
            screen.hide(self.CANCEL_NAME)
            szAnarchyTime = CyGameTextMgr().setConvertHelp(self.iActivePlayer, iLinkReligion)
        else:
            screen.setText(self.CONVERT_NAME, "Background", self.CONVERT_TEXT, CvUtil.FONT_RIGHT_JUSTIFY, self.X_EXIT, self.Y_EXIT, self.Z_TEXT, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_CONVERT, iLinkReligion, 1)
            screen.show(self.CANCEL_NAME)
            szAnarchyTime = localText.getText("TXT_KEY_ANARCHY_TURNS", (gc.getPlayer(self.iActivePlayer).getReligionAnarchyLength(), ))

        # Turns of Anarchy Text...
        screen.setLabel(self.RELIGION_ANARCHY_WIDGET, "Background", u"<font=3>" + szAnarchyTime + u"</font>", CvUtil.FONT_LEFT_JUSTIFY, self.X_ANARCHY, self.Y_ANARCHY, self.Z_TEXT, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

    def getReligionButtonName(self, iReligion):
        szName = self.BUTTON_NAME + str(iReligion)
        return szName

    def getReligionTextName(self, iReligion):
        szName = self.RELIGION_NAME + str(iReligion)
        return szName

    def canConvert(self, iReligion):
        iCurrentReligion = gc.getPlayer(self.iActivePlayer).getStateReligion()
        if (iReligion == gc.getNumReligionInfos()):
            iConvertReligion = -1
        else:
            iConvertReligion = iReligion

        return (iConvertReligion != iCurrentReligion and gc.getPlayer(self.iActivePlayer).canConvert(iConvertReligion))     

    # Will handle the input for this screen...
    def handleInput (self, inputClass):
#       BugUtil.debugInput(inputClass)

        screen = self.getScreen()

        szWidgetName = inputClass.getFunctionName()
        szFullWidgetName = szWidgetName + str(inputClass.getID())
        code = inputClass.getNotifyCode()

        if (inputClass.getNotifyCode() == NotifyCode.NOTIFY_LISTBOX_ITEM_SELECTED
        and szWidgetName != self.TABLE_ID):
            screen = self.getScreen()
            iIndex = screen.getSelectedPullDownID(self.DEBUG_DROPDOWN_ID)
            self.iActivePlayer = screen.getPullDownData(self.DEBUG_DROPDOWN_ID, iIndex)
            self.drawReligionInfo()
            self.drawCityInfo(self.iReligionSelected)
            return 1

        # BUG Zoom to City
        elif (szWidgetName == self.TABLE_ID):
            if (inputClass.getMouseX() == 0):
                screen.hideScreen()
                pPlayer = gc.getPlayer(inputClass.getData1())
                pCity = pPlayer.getCity(inputClass.getData2())
#               CyCamera().JustLookAtPlot(pCity.plot())

                CyInterface().selectCity(pCity, true);

        elif (self.ReligionScreenInputMap.has_key(inputClass.getFunctionName())):
            'Calls function mapped in ReligionScreenInputMap'
            # only get from the map if it has the key

            # get bound function from map and call it
            self.ReligionScreenInputMap.get(inputClass.getFunctionName())(inputClass)
            return 1

        return 0

    def update(self, fDelta):
        return

    # Religion Button
    def ReligionScreenButton( self, inputClass ):   
        if ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CLICKED ) :
            if (inputClass.getID() == gc.getNumReligionInfos() or gc.getGame().getReligionGameTurnFounded(inputClass.getID()) >= 0) :
                self.iReligionSelected = inputClass.getID()
                self.iReligionExamined = self.iReligionSelected
                self.drawCityInfo(self.iReligionSelected)
        elif ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_ON ) :
            if ( inputClass.getID() == gc.getNumReligionInfos() or gc.getGame().getReligionGameTurnFounded(inputClass.getID()) >= 0) :
                self.iReligionExamined = inputClass.getID()
                self.drawCityInfo(self.iReligionExamined)
        elif ( inputClass.getNotifyCode() == NotifyCode.NOTIFY_CURSOR_MOVE_OFF ) :
            self.iReligionExamined = self.iReligionSelected
            self.drawCityInfo(self.iReligionSelected)
        return 0

    def ReligionConvert(self, inputClass):
        screen = self.getScreen()
        if (inputClass.getNotifyCode() == NotifyCode.NOTIFY_CLICKED) :
            screen.hideScreen()

    def ReligionCancel(self, inputClass):
        screen = self.getScreen()
        if (inputClass.getNotifyCode() == NotifyCode.NOTIFY_CLICKED) :
            self.iReligionSelected = self.iReligionOriginal
            if (-1 == self.iReligionSelected):
                self.iReligionSelected = gc.getNumReligionInfos()
            self.drawCityInfo(self.iReligionSelected)

    def calculateBuilding (self, city, bldg):
        if city.getNumBuilding(bldg) > 0:
            return self.objectHave
#           if city.getNumActiveBuilding(bldg) > 0:
#               return self.objectHave
#           else:
#               return self.objectHaveObsolete
        elif city.GetCy().getFirstBuildingOrder(bldg) != -1:
            return self.objectUnderConstruction
        elif city.GetCy().canConstruct(bldg, False, False, False):
            return self.objectPossible
        elif city.GetCy().canConstruct(bldg, True, False, False):
            return self.objectPossibleConcurrent
        else:
            return self.objectNotPossible

