2022-11-11 11:36:58 -07:00
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.. _overlay-dev-guide:
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DFHack overlay dev guide
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=========================
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.. highlight:: lua
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This guide walks you through how to build overlay widgets and register them with
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the `overlay` framework for injection into Dwarf Fortress viewscreens.
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Why would I want to create an overlay widget?
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---------------------------------------------
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There are both C++ and Lua APIs for creating viewscreens and drawing to the
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screen. If you need very specific low-level control, those APIs might be the
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right choice for you. However, here are some reasons you might want to implement
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an overlay widget instead:
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#. You can draw directly to an existing viewscreen instead of creating an
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entirely new screen on the viewscreen stack. This allows the original
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viewscreen to continue processing uninterrupted and keybindings bound to
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that viewscreen will continue to function. This was previously only
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achievable by C++ plugins.
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#. You'll get a free UI for enabling/disabling your widget and repositioning it
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on the screen. Widget state is saved for you and is automatically restored
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when the game is restarted.
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#. You don't have to manage the C++ interposing logic yourself and can focus on
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the business logic, writing purely in Lua if desired.
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In general, if you are writing a plugin or script and have anything you'd like
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to add to an existing screen (including live updates of map tiles while the game
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is unpaused), an overlay widget is probably your easiest path to get it done. If
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your plugin or script doesn't otherwise need to be enabled to function, using
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the overlay allows you to avoid writing any of the enable management code that
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would normally be required for you to show info in the UI.
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Overlay widget API
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------------------
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Overlay widgets are Lua classes that inherit from ``overlay.OverlayWidget``
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(which itself inherits from `widgets.Panel <panel>`). The regular
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``onInput(keys)``, ``onRenderFrame(dc, frame_rect)``, and ``onRenderBody(dc)``
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functions work as normal, and they are called when the viewscreen that the
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widget is associated with does its usual input and render processing. The widget
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gets first dibs on input processing. If a widget returns ``true`` from its
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``onInput()`` function, the viewscreen will not receive the input.
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Overlay widgets can contain other Widgets and be as simple or complex as you
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need them to be, just like you're building a regular UI element.
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There are a few extra capabilities that overlay widgets have that take them
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beyond your everyday ``Widget``:
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- If an ``overlay_onupdate(viewscreen)`` function is defined, it will be called
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just after the associated viewscreen's ``logic()`` function is called (i.e.
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a "tick" or a (non-graphical) "frame"). For hotspot widgets, this function
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will also get called after the top viewscreen's ``logic()`` function is
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called, regardless of whether the widget is associated with that viewscreen.
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If this function returns ``true``, then the widget's ``overlay_trigger()``
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function is immediately called. Note that the ``viewscreen`` parameter will
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be ``nil`` for hotspot widgets that are not also associated with the current
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viewscreen.
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- If an ``overlay_trigger()`` function is defined, will be called when the
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widget's ``overlay_onupdate`` callback returns true or when the player uses
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the CLI (or a keybinding calling the CLI) to trigger the widget. The
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function must return either ``nil`` or the ``gui.Screen`` object that the
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widget code has allocated, shown, and now owns. Hotspot widgets will receive
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no callbacks from unassociated viewscreens until the returned screen is
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dismissed. Unbound hotspot widgets **must** allocate a Screen with this
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function if they want to react to the ``onInput()`` feed or be rendered. The
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widgets owned by the overlay framework must not be attached to that new
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screen, but the returned screen can instantiate and configure any new views
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that it wants to.
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If the widget can take up a variable amount of space on the screen, and you want
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the widget to adjust its position according to the size of its contents, you can
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modify ``self.frame.w`` and ``self.frame.h`` at any time -- in ``init()`` or in
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any of the callbacks -- to indicate a new size. The overlay framework will
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detect the size change and adjust the widget position and layout.
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If you don't need to dynamically resize, just set ``self.frame.w`` and
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``self.frame.h`` once in ``init()``.
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Widget attributes
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*****************
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The ``overlay.OverlayWidget`` superclass defines the following class attributes:
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- ``name``
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This will be filled in with the display name of your widget, in case you
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have multiple widgets with the same implementation but different
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configurations.
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- ``default_pos`` (default: ``{x=-2, y=-2}``)
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Override this attribute with your desired default widget position. See
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the `overlay` docs for information on what positive and negative numbers
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mean for the position. Players can change the widget position at any time
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via the `overlay position <overlay>` command, so don't assume that your
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widget will always be at the default position.
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- ``viewscreens`` (default: ``{}``)
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The list of viewscreens that this widget should be associated with. When
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one of these viewscreens is on top of the viewscreen stack, your widget's
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callback functions for update, input, and render will be interposed into the
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viewscreen's call path. The name of the viewscreen is the name of the DFHack
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class that represents the viewscreen, minus the ``viewscreen_`` prefix and
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``st`` suffix. For example, the fort mode main map viewscreen would be
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``dwarfmode`` and the adventure mode map viewscreen would be
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``dungeonmode``. If there is only one viewscreen that this widget is
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associated with, it can be specified as a string instead of a list of
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strings with a single element.
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- ``hotspot`` (default: ``false``)
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If set to ``true``, your widget's ``overlay_onupdate`` function will be
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called whenever the `overlay` plugin's ``plugin_onupdate()`` function is
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called (which corresponds to one call per call to the current top
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viewscreen's ``logic()`` function). This call to ``overlay_onupdate`` is in
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addition to any calls initiated from associated interposed viewscreens and
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will come after calls from associated viewscreens.
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- ``overlay_only`` (default: ``false``)
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If set to ``true``, no widget frame will be drawn in `gui/overlay` for drag
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and drop repositioning. Overlay widgets that don't have a "widget" to
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reposition should set this to ``true``.
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- ``overlay_onupdate_max_freq_seconds`` (default: ``5``)
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This throttles how often a widget's ``overlay_onupdate`` function can be
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called (from any source). Set this to the largest amount of time (in
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seconds) that your widget can take to react to changes in information and
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not annoy the player. Set to 0 to be called at the maximum rate. Be aware
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that running more often than you really need to will impact game FPS,
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especially if your widget can run while the game is unpaused.
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Registering a widget with the overlay framework
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***********************************************
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Anywhere in your code after the widget classes are declared, define a table
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named ``OVERLAY_WIDGETS``. The keys are the display names for your widgets and
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the values are the widget classes. For example, the `dwarfmonitor` widgets are
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declared like this::
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OVERLAY_WIDGETS = {
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cursor=CursorWidget,
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date=DateWidget,
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misery=MiseryWidget,
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weather=WeatherWidget,
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}
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When the `overlay` plugin is enabled, it scans all plugins and scripts for
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this table and registers the widgets on your behalf. Plugin lua code is loaded
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with ``require()`` and script lua code is loaded with `reqscript`. If your
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widget is in a script, ensure your script can be
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`loaded as a module <reqscript>`, or else the widget will not be discoverable.
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The widget is enabled on load if it was enabled the last time the `overlay`
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plugin was loaded, and the widget's position is restored according to the state
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saved in the :file:`dfhack-config/overlay.json` file.
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The overlay framework will instantiate widgets from the named classes and own
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the resulting objects. The instantiated widgets must not be added as subviews to
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any other View, including the Screen views that can be returned from the
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``overlay_trigger()`` function.
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Development workflows
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---------------------
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When you are developing an overlay widget, you will likely need to reload your
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widget many times as you make changes. The process for this differs slightly
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depending on whether your widget is attached to a plugin or is implemented in a
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script.
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Note that reloading a script does not clear its global environment. This is fine
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if you are changing existing functions or adding new ones. If you remove a
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global function or other variable from the source, though, it will stick around
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in your script's global environment until you restart DF.
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Scripts
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*******
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#. Edit the widget source
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#. If the script is not in your `script-paths`, install your script (see the
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`modding-guide` for help setting up a dev environment so that you don't need
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to reinstall your scripts after every edit).
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#. Call ``:lua require('plugins.overlay').reload()`` to reload your overlay
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widget
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Plugins
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*******
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#. Edit the widget source
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#. Install the plugin so that the updated code is available in
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:file:`hack/lua/plugins/`
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#. If you have changed the compiled plugin, `reload` it
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#. If you have changed the lua code, run ``:lua reload('plugins.mypluginname')``
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#. Call ``:lua require('plugins.overlay').reload()`` to reload your overlay
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widget
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Troubleshooting
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---------------
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**If your widget is not getting discovered by the overlay framework, double
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check that:**
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#. ``OVERLAY_WIDGETS`` is declared, is global (not ``local``), and contains your
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widget class
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#. (if a script> your script is `declared as a module <reqscript>`
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(``--@ module = true``) and it does not have side effects when loaded as a
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module (i.e. you check ``dfhack_flags.module`` and return before executing
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any statements if the value is ``true``
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#. your code does not have syntax errors -- run
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``:lua ~reqscript('myscriptname')`` (if a script) or
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``:lua ~require('plugins.mypluginname')`` (if a plugin) and make sure there
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are no errors and the global environment contains what you expect.
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**If your widget is not running when you expect it to be running,** run
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`gui/overlay` when on the target screen and check to see if your widget is
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listed when showing overlays for the current screen. If it's not there, verify
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that this screen is included in the ``viewscreens`` list in the widget class
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attributes.
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Widget example 1: adding text to a DF screen
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--------------------------------------------
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This is a simple widget that displays a message at its position. The message
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text is retrieved from the host script or plugin every ~20 seconds or when
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the :kbd:`Alt`:kbd:`Z` hotkey is hit::
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local overlay = require('plugins.overlay')
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local widgets = require('gui.widgets')
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MessageWidget = defclass(MessageWidget, overlay.OverlayWidget)
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MessageWidget.ATTRS{
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default_pos={x=5,y=-2},
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viewscreens={'dwarfmode', 'dungeonmode'},
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overlay_onupdate_max_freq_seconds=20,
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}
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function MessageWidget:init()
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self.label = widgets.Label{text=''}
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self:addviews{self.label}
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end
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function MessageWidget:overlay_onupdate()
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local text = getImportantMessage() -- defined in the host script/plugin
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self.label:setText(text)
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self.frame.w = #text
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end
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function MessageWidget:onInput(keys)
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if keys.CUSTOM_ALT_Z then
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self:overlay_onupdate()
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return true
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end
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end
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OVERLAY_WIDGETS = {message=MessageWidget}
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Widget example 2: highlighting artifacts on the live game map
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-------------------------------------------------------------
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This widget is not rendered at its "position" at all, but instead monitors the
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map and overlays information about where artifacts are located. Scanning for
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which artifacts are visible on the map can slow, so that is only done every 10
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seconds to avoid slowing down the entire game on every frame.
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::
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local overlay = require('plugins.overlay')
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local widgets = require('gui.widgets')
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ArtifactRadarWidget = defclass(ArtifactRadarWidget, overlay.OverlayWidget)
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ArtifactRadarWidget.ATTRS{
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viewscreens={'dwarfmode', 'dungeonmode'},
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overlay_onupdate_max_freq_seconds=10,
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}
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function ArtifactRadarWidget:overlay_onupdate()
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self.visible_artifacts_coords = getVisibleArtifactCoords()
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end
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function ArtifactRadarWidget:onRenderFrame()
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for _,pos in ipairs(self.visible_artifacts_coords) do
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-- highlight tile at given coordinates
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end
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end
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OVERLAY_WIDGETS = {radar=ArtifactRadarWidget}
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Widget example 3: corner hotspot
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--------------------------------
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This hotspot reacts to mouseover events and launches a screen that can react to
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input events. The hotspot area is a 2x2 block near the lower right corner of the
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screen (by default, but the player can move it wherever).
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::
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local overlay = require('plugins.overlay')
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local widgets = require('gui.widgets')
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HotspotMenuWidget = defclass(HotspotMenuWidget, overlay.OverlayWidget)
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HotspotMenuWidget.ATTRS{
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default_pos={x=-3,y=-3},
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frame={w=2, h=2},
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hotspot=true,
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viewscreens='dwarfmode',
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overlay_onupdate_max_freq_seconds=0, -- check for mouseover every tick
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}
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function HotspotMenuWidget:init()
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-- note this label only gets rendered on the associated viewscreen
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-- (dwarfmode), but the hotspot is active on all screens
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self:addviews{widgets.Label{text={'!!', NEWLINE, '!!'}}}
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self.mouseover = false
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end
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function HotspotMenuWidget:overlay_onupdate()
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local hasMouse = self:getMousePos()
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if hasMouse and not self.mouseover then -- only trigger on mouse entry
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self.mouseover = true
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return true
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end
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self.mouseover = hasMouse
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end
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function HotspotMenuWidget:overlay_trigger()
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return MenuScreen{hotspot_frame=self.frame}:show()
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end
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OVERLAY_WIDGETS = {menu=HotspotMenuWidget}
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MenuScreen = defclass(MenuScreen, gui.Screen)
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MenuScreen.ATTRS{
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focus_path='hotspot/menu',
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hotspot_frame=DEFAULT_NIL,
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}
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function MenuScreen:init()
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self.mouseover = false
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-- derrive the menu frame from the hotspot frame so it
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-- can appear in a nearby location
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local frame = copyall(self.hotspot_frame)
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-- ...
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self:addviews{
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widgets.ResizingPanel{
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|
autoarrange_subviews=true,
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|
|
frame=frame,
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|
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|
frame_style=gui.GREY_LINE_FRAME,
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|
|
frame_background=gui.CLEAR_PEN,
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|
|
|
subviews={
|
|
|
|
-- ...
|
|
|
|
},
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|
|
|
},
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|
|
|
},
|
|
|
|
}
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|
|
|
end
|
|
|
|
|
|
|
|
function MenuScreen:onInput(keys)
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|
|
|
if keys.LEAVESCREEN then
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|
|
|
self:dismiss()
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|
|
|
return true
|
|
|
|
end
|
|
|
|
return self:inputToSubviews(keys)
|
|
|
|
end
|
|
|
|
|
|
|
|
function MenuScreen:onRenderFrame(dc, rect)
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|
|
|
self:renderParent()
|
|
|
|
end
|