diff --git a/.github/workflows/build-linux.yml b/.github/workflows/build-linux.yml index 16f75118c..aa5571e0b 100644 --- a/.github/workflows/build-linux.yml +++ b/.github/workflows/build-linux.yml @@ -92,13 +92,6 @@ jobs: repository: ${{ inputs.structures_ref && github.repository || 'DFHack/df-structures' }} ref: ${{ inputs.structures_ref }} path: library/xml - - name: Clone structures (temporary override) - if: '!inputs.structures_ref' - uses: actions/checkout@v3 - with: - repository: DFHack/df-structures - ref: refs/heads/linux - path: library/xml - name: Fetch ccache if: inputs.platform-files uses: actions/cache/restore@v3 diff --git a/CMakeLists.txt b/CMakeLists.txt index 2fd499c1c..a6d1b7c41 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -7,9 +7,9 @@ cmake_policy(SET CMP0074 NEW) project(dfhack) # set up versioning. -set(DF_VERSION "50.09") -set(DFHACK_RELEASE "r4") -set(DFHACK_PRERELEASE FALSE) +set(DF_VERSION "50.10") +set(DFHACK_RELEASE "beta1") +set(DFHACK_PRERELEASE TRUE) set(DFHACK_VERSION "${DF_VERSION}-${DFHACK_RELEASE}") set(DFHACK_ABI_VERSION 1) diff --git a/data/art/dfhack.png b/data/art/logo.png similarity index 100% rename from data/art/dfhack.png rename to data/art/logo.png diff --git a/data/art/logo_hovered.png b/data/art/logo_hovered.png new file mode 100644 index 000000000..fe82cc1ae Binary files /dev/null and b/data/art/logo_hovered.png differ diff --git a/docs/Quickstart.rst b/docs/Quickstart.rst index f4a022a9c..10349a65f 100644 --- a/docs/Quickstart.rst +++ b/docs/Quickstart.rst @@ -45,67 +45,75 @@ Here are some common tasks people use DFHack tools to accomplish: - Quickly scan the map for visible ores of specific types so you can focus your mining efforts -Some tools are one-shot commands. For example, you can run `unforbid all ` -to claim all (reachable) items on the map after a messy siege. - -Other tools must be `enabled ` and then they will run in the background. -For example, `enable seedwatch ` will start monitoring your stocks of -seeds and prevent your chefs from cooking seeds that you need for planting. -Tools that are enabled in the context of a fort will save their state with that -fort, and they will remember that they are enabled the next time you load your save. - -A third class of tools add information to the screen or provide new integrated -functionality via the DFHack `overlay` framework. For example, the `unsuspend` -tool, in addition to its basic function of unsuspending all building construction -jobs, can also overlay a marker on suspended buildings to indicate that they are -suspended (and will use different markers to tell you whether this is a problem). +Some tools are one-shot commands. For example, you can run +`unforbid all ` to claim all (reachable) items on the map after a +messy siege. + +Other tools must be `enabled ` once and then they will run in the +background. For example, once enabled, `seedwatch` will start monitoring your +stocks of seeds and prevent your chefs from cooking seeds that you need for +planting. Tools that are enabled in the context of a fort will save their state +with that fort, and they will remember that they are enabled the next time you +load your save. + +A third class of tools adds information to the screen or provides new integrated +functionality via the DFHack `overlay` framework. For example, the `sort` tool +adds widgets to the squad member selection screen that allow you to search, +sort, and filter the list of military candidates. You don't have to run any +command to get the benefits of the tool, it appears automatically when you're +on the relevant screen. How can I figure out which commands to run? ------------------------------------------- -There are several ways to scan DFHack tools and find the ones you need right now. +There are several ways to scan DFHack tools and find the ones you need right +now. -The first place to check is the DFHack logo hover hotspot. It's in the upper -left corner of the screen by default, though you can move it anywhere you want -with the `gui/overlay` configuration UI. +The first place to check is the DFHack logo menu. It's in the upper left corner +of the screen by default, though you can move it anywhere you want with the +`gui/overlay` configuration UI. -When you hover the mouse over the logo (or hit the Ctrl-Shift-C keyboard shortcut) -a list of DFHack tools relevant to the current context comes up. For example, when -you have a unit selected, the hotspot will show a list of tools that inspect -units, allow you to edit them, or maybe even teleport them. Next to each tool, -you'll see the hotkey you can hit to invoke the command without even opening the -hover list. +When you click on the logo (or hit the Ctrl-Shift-C keyboard shortcut), a short +list of popular, relevant DFHack tools comes up. These are the tools that have +been assigned hotkeys that are active in the current context. For example, when +you're looking at a fort map, the list will contain fortress design tools like +`gui/quickfort` and `gui/design`. You can click on the tools in the list, or +note the hotkeys listed next to them and maybe use them to launch the tool next +time without even opening the logo menu. The second place to check is the DFHack control panel: `gui/control-panel`. It will give you an overview of which tools are currently enabled, and will allow you to toggle them on or off, see help text for them, or launch their dedicated configuration UIs. You can open the control panel from anywhere with the -Ctrl-Shift-E hotkey or by selecting it from the logo hover list. +Ctrl-Shift-E hotkey or by selecting it from the logo menu list. In the control panel, you can also select which tools you'd like to be -automatically enabled when you start a new fort. There are also system settings -you can change, like whether DFHack windows will pause the game when they come -up. - -Finally, you can explore the full extent of the DFHack catalog in `gui/launcher`, -which is always listed first in the DFHack logo hover list. You can also bring up -the launcher by tapping the backtick key (\`) or hitting Ctrl-Shift-D. In the -launcher, you can quickly autocomplete any command name by selecting it in the -list on the right side of the window. Commands are ordered by how often you run -them, so your favorite commands will always be on top. You can also pull full -commandlines out of your history with Alt-S or by clicking on the "history search" -hotkey hint. - -Once you have typed (or autocompleted, or searched for) a command, other commands -related to the one you have selected will appear in the right-hand panel. Scanning -through that list is a great way to learn about new tools that you might find -useful. You can also see how commands are grouped by running the `tags` command. +automatically enabled and popular commands you'd like to run when you start a +new fort. On the "Preferences" tab, there are settings you can change, like +whether you want to limit DFHack functionality to interface improvements, +bugfixes, and productivity tools, hiding the god-mode tools ("mortal mode") or +whether you want DFHack windows to pause the game when they come up. + +Finally, you can explore the full extent of the DFHack catalog in +`gui/launcher`, which is always listed first in the DFHack logo menu list. You +can also bring up the launcher by tapping the backtick key (\`) or hitting +Ctrl-Shift-D. In the launcher, you can quickly autocomplete any command name by +selecting it in the list on the right side of the window. Commands are ordered +by how often you run them, so your favorite commands will always be on top. You +can also pull full commandlines out of your history with Alt-S or by clicking +on the "history search" hotkey hint. + +Once you have typed (or autocompleted, or searched for) a command, other +commands related to the one you have selected will appear in the right-hand +panel. Scanning through that list is a great way to learn about new tools that +you might find useful. You can also see how commands are grouped by running the +`tags` command. The bottom panel will show the full help text for the command you are running, -allowing you to refer to the usage documentation and examples when you are typing -your command. After you run a command, the bottom panel switches to command output -mode, but you can get back to the help text by hitting Ctrl-T or clicking on the -``Help`` tab. +allowing you to refer to the usage documentation and examples when you are +typing your command. After you run a command, the bottom panel switches to +command output mode, but you can get back to the help text by hitting Ctrl-T or +clicking on the ``Help`` tab. How do DFHack in-game windows work? ----------------------------------- @@ -122,84 +130,88 @@ you type at the keyboard. Hit Esc or right click to close the window or cancel the current action. You can click anywhere on the screen that is not a DFHack window to unfocus the window and let it just sit in the background. It won't respond to key presses or mouse clicks until you click on it again to give it -focus. If no DFHack windows are focused, you can right click directly on a window -to close it without left clicking to focus it first. +focus. If no DFHack windows are focused, you can right click directly on a +window to close it without left clicking to focus it first. DFHack windows are draggable from the title bar or from anywhere on the window that doesn't have a mouse-clickable widget on it. Many are resizable as well (if the tool window has components that can reasonably be resized). -You can generally use DFHack tools without interrupting the game. That is, if the -game is unpaused, it can continue to run while a DFHack window is open. If configured -to do so in `gui/control-panel`, tools will initially pause the game to let you -focus on the task at hand, but you can unpause like normal if you want. You can -also interact with the map, scrolling it with the keyboard or mouse and selecting -units, buildings, and items. Some tools will intercept all mouse clicks to allow -you to select regions on the map. When these tools have focus, you will not be able -to use the mouse to interact with map elements or pause/unpause the game. Therefore, -these tools will pause the game when they open, regardless of your settings in -`gui/control-panel`. You can still unpause with the keyboard (spacebar by default), -though. +You can generally use DFHack tools without interrupting the game. That is, if +the game is unpaused, it can continue to run while a DFHack window is open. If +configured to do so in `gui/control-panel`, tools will initially pause the game +to let you focus on the task at hand, but you can unpause like normal if you +want. You can also interact with the map, scrolling it with the keyboard or +mouse and selecting units, buildings, and items. Some tools will intercept all +mouse clicks to allow you to select regions of the map. When these tools have +focus, you will not be able to use the mouse to interact with map elements or +pause/unpause the game. Therefore, these tools will pause the game when they +open, regardless of your settings in `gui/control-panel`. You can still unpause +with the keyboard (spacebar by default), though. Where do I go next? ------------------- To recap: -You can get to popular, relevant tools for the current context by hovering -the mouse over the DFHack logo or by hitting Ctrl-Shift-C. +You can get to popular, relevant tools for the current context by clicking on +the DFHack logo or by hitting Ctrl-Shift-C. You can enable DFHack tools and configure settings with `gui/control-panel`, -which you can access directly with the Ctrl-Shift-E hotkey. +which you can open from the DFHack logo or access directly with the +Ctrl-Shift-E hotkey. You can get to the launcher and its integrated autocomplete, history search, and help text by hitting backtick (\`) or Ctrl-Shift-D, or, of course, by -running it from the logo hover list. +running it from the logo menu list. With those three interfaces, you have the complete DFHack tool suite at your -fingertips. So what to run first? Here are a few commands to get you started. -You can run them all from the launcher. +fingertips. So what to run first? Here are a few examples to get you started. First, let's import some useful manager orders to keep your fort stocked with basic necessities. Run ``orders import library/basic``. If you go to your -manager orders screen, you can see all the orders that have been created for you. -Note that you could have imported the orders directly from this screen as well, -using the DFHack `overlay` widget at the bottom of the manager orders panel. - -Next, try setting up `autochop` to automatically designate trees for chopping when -you get low on usable logs. Run `gui/control-panel` and select ``autochop`` in the -``Fort`` list. Click on the button to the left of the name or hit Enter to enable -it. You can then click on the configure button (the gear icon) to launch -`gui/autochop` if you'd like to customize its settings. If you have the extra -screen space, you can go ahead and set the `gui/autochop` window to minimal mode -(click on the hint near the upper right corner of the window or hit Alt-M) and -click on the map so the window loses keyboard focus. As you play the game, you can -glance at the live status panel to check on your stocks of wood. - -Finally, let's do some fort design copy-pasting. Go to some bedrooms that you have -set up in your fort. Run `gui/blueprint`, set a name for your blueprint by -clicking on the name field (or hitting the 'n' hotkey), typing "rooms" (or whatever) -and hitting Enter to set. Then draw a box around the target area by clicking with -the mouse. When you select the second corner, the blueprint will be saved to your -``blueprints`` subfolder. - -Now open up `gui/quickfort`. You can search for the blueprint you just created by -typing its name, but it should be up near the top already. If you copied a dug-out -area with furniture in it, your blueprint will have two labels: "/dig" and "/build". -Click on the "/dig" blueprint or select it with the keyboard arrow keys and hit Enter. -You can rotate or flip the blueprint around if you need to with the transform hotkeys. -You'll see a preview of where the blueprint will be applied as you move the mouse -cursor around the map. Red outlines mean that the blueprint may fail to fully apply -at that location, so be sure to choose a spot where all the preview tiles are shown -with green diamonds. Click the mouse or hit Enter to apply the blueprint and -designate the tiles for digging. Your dwarves will come and dig it out as if you -had designated the tiles yourself. - -Once the area is dug out, run `gui/quickfort` again and select the "/build" blueprint -this time. Apply the blueprint in the dug-out area, and your furniture will be -designated. It's just that easy! Note that `quickfort` uses `buildingplan` to place -buildings, so you don't even need to have the relevant furniture or building -materials in stock. The planned furniture/buildings will get built whenever you are -able to produce the building materials. +manager orders screen, you can see all the orders that have been created for +you. Note that you could have imported the orders directly from this screen as +well, using the DFHack `overlay` widget at the bottom of the manager orders +panel. + +Next, try setting up `autochop` to automatically designate trees for chopping +when you get low on usable logs. Run `gui/control-panel` and select +``autochop`` in the ``Fort`` list. Click on the button to the left of the name +or hit Enter to enable it. You can then click on the configure button (the gear +icon) to launch `gui/autochop` if you'd like to customize its settings. If you +have the extra screen space, you can go ahead and set the `gui/autochop` window +to minimal mode (click on the hint near the upper right corner of the window or +hit Alt-M) and click on the map so the window loses keyboard focus. As you play +the game, you can glance at the live status panel to check on your stocks of +wood. + +Finally, let's do some fort design copy-pasting. Go to some bedrooms that you +have set up in your fort. Run `gui/blueprint`, set a name for your blueprint by +clicking on the name field (or hitting the 'n' hotkey), typing "rooms" (or +whatever) and hitting Enter to set. Then draw a box around the target area by +clicking with the mouse. When you select the second corner, the blueprint will +be saved to your ``dfhack-config/blueprints`` subfolder. + +Now open up `gui/quickfort`. You can search for the blueprint you just created +by typing its name, but it should be up near the top already. If you copied a +dug-out area with furniture in it, your blueprint will have two labels: "/dig" +and "/build". Click on the "/dig" blueprint or select it with the keyboard +arrow keys and hit Enter. You can rotate or flip the blueprint around if you +need to with the transform hotkeys. You'll see a preview of where the blueprint +will be applied as you move the mouse cursor around the map. Red outlines mean +that the blueprint may fail to fully apply at that location, so be sure to +choose a spot where all the preview tiles are shown with green diamonds. Click +the mouse or hit Enter to apply the blueprint and designate the tiles for +digging. Your dwarves will come and dig it out as if you had designated the +tiles yourself. + +Once the area is dug out, run `gui/quickfort` again and select your "/build" +blueprint this time. Hit ``o`` to generate manager orders for the required +furniture. Apply the blueprint in the dug-out area, and your furniture will be +designated. It's just that easy! Note that `quickfort` uses `buildingplan` to +place buildings, so you don't even need to have the relevant furniture or +building materials in stock yet. The planned furniture/buildings will get built +whenever you are able to produce the building materials. There are many, many more tools to explore. Have fun! diff --git a/docs/plugins/hotkeys.rst b/docs/plugins/hotkeys.rst index 6b2ef3f0c..561a34382 100644 --- a/docs/plugins/hotkeys.rst +++ b/docs/plugins/hotkeys.rst @@ -19,14 +19,17 @@ Usage Menu overlay widget ------------------- -The in-game hotkeys menu is registered with the `overlay` framework and can be -enabled as a hotspot in the upper-left corner of the screen. You can bring up -the menu by hovering the mouse cursor over the hotspot and can select a command -to run from the list by clicking on it with the mouse or by using the keyboard -to select a command with the arrow keys and hitting :kbd:`Enter`. +The in-game hotkeys menu is registered with the `overlay` framework and appears +as a DFHack logo in the upper-left corner of the screen. You can bring up the +menu by clicking on the logo or by hitting the global :kbd:`Ctrl`:kbd:`Shift`:kbd:`c` hotkey. You can select a command to run from +the list by clicking on it with the mouse or by using the keyboard to select a +command with the arrow keys and hitting :kbd:`Enter`. + +The menu closes automatically when an action is taken or when you click or +right click anywhere else on the screen. A short description of the command will appear in a nearby textbox. If you'd like to see the full help text for the command or edit the command before -running, you can open it for editing in `gui/launcher` by right clicking on the +running, you can open it for editing in `gui/launcher` by shift clicking on the command, left clicking on the arrow to the left of the command, or by pressing the right arrow key while the command is selected. diff --git a/library/Core.cpp b/library/Core.cpp index 176d5014d..032e2b0be 100644 --- a/library/Core.cpp +++ b/library/Core.cpp @@ -1033,7 +1033,11 @@ command_result Core::runCommand(color_ostream &con, const std::string &first_, s } else if (first == "die") { +#ifdef WIN32 + TerminateProcess(GetCurrentProcess(),666); +#else std::_Exit(666); +#endif } else if (first == "kill-lua") { diff --git a/library/DataIdentity.cpp b/library/DataIdentity.cpp index 8e9467c5b..c041b009d 100644 --- a/library/DataIdentity.cpp +++ b/library/DataIdentity.cpp @@ -48,6 +48,8 @@ namespace df { STL_OPAQUE_IDENTITY_TRAITS(fstream); STL_OPAQUE_IDENTITY_TRAITS(mutex); STL_OPAQUE_IDENTITY_TRAITS(future); + STL_OPAQUE_IDENTITY_TRAITS(function); + STL_OPAQUE_IDENTITY_TRAITS(optional >); buffer_container_identity buffer_container_identity::base_instance; } diff --git a/library/Process-linux.cpp b/library/Process-linux.cpp index e50750015..0509f5710 100644 --- a/library/Process-linux.cpp +++ b/library/Process-linux.cpp @@ -138,7 +138,7 @@ void Process::getMemRanges( vector & ranges ) { t_memrange temp; temp.name[0] = 0; - sscanf(buffer, "%zx-%zx %s %zx %2zx:%2zx %zu %[^\n]", + sscanf(buffer, "%zx-%zx %s %zx %zx:%zx %zu %[^\n]", &start, &end, (char*)&permissions, diff --git a/library/include/DataIdentity.h b/library/include/DataIdentity.h index 07e85e8a8..035f59d4b 100644 --- a/library/include/DataIdentity.h +++ b/library/include/DataIdentity.h @@ -25,11 +25,13 @@ distribution. #pragma once #include +#include #include +#include #include #include +#include #include -#include #include "DataDefs.h" @@ -573,6 +575,20 @@ namespace df OPAQUE_IDENTITY_TRAITS(std::fstream); OPAQUE_IDENTITY_TRAITS(std::mutex); OPAQUE_IDENTITY_TRAITS(std::future); + OPAQUE_IDENTITY_TRAITS(std::function); + OPAQUE_IDENTITY_TRAITS(std::optional >); + +#ifdef BUILD_DFHACK_LIB + template + struct DFHACK_EXPORT identity_traits> { + static opaque_identity *get() { + typedef std::shared_ptr type; + static std::string name = std::string("shared_ptr<") + typeid(T).name() + ">"; + static opaque_identity identity(sizeof(type), allocator_noassign_fn, name); + return &identity; + } + }; +#endif template<> struct DFHACK_EXPORT identity_traits { static bool_identity identity; @@ -653,6 +669,10 @@ namespace df static container_identity *get(); }; + template struct identity_traits> { + static container_identity *get(); + }; + template<> struct identity_traits > { static bit_array_identity identity; static bit_container_identity *get() { return &identity; } @@ -730,6 +750,13 @@ namespace df return &identity; } + template + inline container_identity *identity_traits>::get() { + typedef std::unordered_map container; + static ro_stl_assoc_container_identity identity("unordered_map", identity_traits::get(), identity_traits::get()); + return &identity; + } + template inline bit_container_identity *identity_traits >::get() { static bit_array_identity identity(identity_traits::get()); diff --git a/library/modules/Screen.cpp b/library/modules/Screen.cpp index cce06d284..5f98c40e5 100644 --- a/library/modules/Screen.cpp +++ b/library/modules/Screen.cpp @@ -962,6 +962,7 @@ int dfhack_lua_viewscreen::do_input(lua_State *L) if (!self) return 0; auto keys = (std::set*)lua_touserdata(L, 2); + if (!keys) return 0; lua_getfield(L, -1, "onInput"); diff --git a/plugins/devel/check-structures-sanity/dispatch.cpp b/plugins/devel/check-structures-sanity/dispatch.cpp index d57beb0cb..c0d4764f9 100644 --- a/plugins/devel/check-structures-sanity/dispatch.cpp +++ b/plugins/devel/check-structures-sanity/dispatch.cpp @@ -377,10 +377,14 @@ void Checker::dispatch_container(const QueueItem & item, const CheckedStructure { // TODO: check DfArray } - else if (base_container.substr(0, 4) == "map<") + else if (base_container.starts_with("map<")) { // TODO: check map } + else if (base_container.starts_with("unordered_map<")) + { + // TODO: check unordered_map + } else { UNEXPECTED; diff --git a/plugins/lua/confirm.lua b/plugins/lua/confirm.lua index 1ddf190b4..2fcbfa721 100644 --- a/plugins/lua/confirm.lua +++ b/plugins/lua/confirm.lua @@ -82,7 +82,7 @@ haul_delete_stop.message = "Are you sure you want to delete this stop?" depot_remove = defconf('depot-remove') function depot_remove.intercept_key(key) - if df.global.game.main_interface.current_hover == 299 and + if df.global.game.main_interface.current_hover == 301 and key == MOUSE_LEFT and df.building_tradedepotst:is_instance(dfhack.gui.getSelectedBuilding(true)) then for _, caravan in pairs(df.global.plotinfo.caravans) do @@ -98,7 +98,7 @@ depot_remove.message = "Are you sure you want to remove this depot?\n" .. squad_disband = defconf('squad-disband') function squad_disband.intercept_key(key) - return key == MOUSE_LEFT and df.global.game.main_interface.current_hover == 341 + return key == MOUSE_LEFT and df.global.game.main_interface.current_hover == 343 end squad_disband.title = "Disband squad" squad_disband.message = "Are you sure you want to disband this squad?" diff --git a/plugins/lua/hotkeys.lua b/plugins/lua/hotkeys.lua index 43d11bbda..fae138353 100644 --- a/plugins/lua/hotkeys.lua +++ b/plugins/lua/hotkeys.lua @@ -5,7 +5,8 @@ local helpdb = require('helpdb') local overlay = require('plugins.overlay') local widgets = require('gui.widgets') -local textures = dfhack.textures.loadTileset('hack/data/art/dfhack.png', 8, 12) +local logo_textures = dfhack.textures.loadTileset('hack/data/art/logo.png', 8, 12) +local logo_hovered_textures = dfhack.textures.loadTileset('hack/data/art/logo_hovered.png', 8, 12) local function get_command(cmdline) local first_word = cmdline:trim():split(' +')[1] @@ -26,9 +27,9 @@ end HotspotMenuWidget = defclass(HotspotMenuWidget, overlay.OverlayWidget) HotspotMenuWidget.ATTRS{ - default_pos={x=2,y=2}, + default_pos={x=5,y=1}, default_enabled=true, - hotspot=true, + version=2, viewscreens={ 'adopt_region', 'choose_game_type', @@ -47,57 +48,49 @@ HotspotMenuWidget.ATTRS{ 'update_region', 'world' }, - overlay_onupdate_max_freq_seconds=0, frame={w=4, h=3} } function HotspotMenuWidget:init() - self.mouseover = false -end - -function HotspotMenuWidget:overlay_onupdate() - local hasMouse = self:getMousePos() - if hasMouse and not self.mouseover then - self.mouseover = true - return true + local to_pen = dfhack.pen.parse + local function tp(idx, ch) + return to_pen{ + tile=function() return dfhack.textures.getTexposByHandle(logo_textures[idx]) end, + ch=ch, + fg=COLOR_GREY, + } + end + local function tph(idx, ch) + return to_pen{ + tile=function() return dfhack.textures.getTexposByHandle(logo_hovered_textures[idx]) end, + ch=ch, + fg=COLOR_WHITE, + } + end + local function get_tile_token(idx, ch) + return { + tile=tp(idx, ch), + htile=tph(idx, ch), + width=1, + } end - self.mouseover = hasMouse + + self:addviews{ + widgets.Label{ + text={ + get_tile_token(1, '!'), get_tile_token(2, 'D'), get_tile_token(3, 'F'), get_tile_token(4, '!'), NEWLINE, + get_tile_token(5, '!'), get_tile_token(6, 'H'), get_tile_token(7, 'a'), get_tile_token(8, '!'), NEWLINE, + get_tile_token(9, '!'), get_tile_token(10, 'c'), get_tile_token(11, 'k'), get_tile_token(12, '!'), + }, + on_click=function() dfhack.run_command('hotkeys') end, + }, + } end function HotspotMenuWidget:overlay_trigger() return MenuScreen{hotspot=self}:show() end -local dscreen = dfhack.screen - -function HotspotMenuWidget:onRenderBody(dc) - local x, y = dc.x, dc.y - local tp = function(offset) - return dfhack.textures.getTexposByHandle(textures[offset]) - end - - if tp(1) == nil then - dscreen.paintString(COLOR_WHITE, x, y + 0, '!DF!') - dscreen.paintString(COLOR_WHITE, x, y + 1, '!Ha!') - dscreen.paintString(COLOR_WHITE, x, y + 2, '!ck!') - else - dscreen.paintTile(COLOR_WHITE, x + 0, y + 0, '!', tp(1)) - dscreen.paintTile(COLOR_WHITE, x + 1, y + 0, 'D', tp(2)) - dscreen.paintTile(COLOR_WHITE, x + 2, y + 0, 'F', tp(3)) - dscreen.paintTile(COLOR_WHITE, x + 3, y + 0, '!', tp(4)) - - dscreen.paintTile(COLOR_WHITE, x + 0, y + 1, '!', tp(5)) - dscreen.paintTile(COLOR_WHITE, x + 1, y + 1, 'H', tp(6)) - dscreen.paintTile(COLOR_WHITE, x + 2, y + 1, 'a', tp(7)) - dscreen.paintTile(COLOR_WHITE, x + 3, y + 1, '!', tp(8)) - - dscreen.paintTile(COLOR_WHITE, x + 0, y + 2, '!', tp(9)) - dscreen.paintTile(COLOR_WHITE, x + 1, y + 2, 'c', tp(10)) - dscreen.paintTile(COLOR_WHITE, x + 2, y + 2, 'k', tp(11)) - dscreen.paintTile(COLOR_WHITE, x + 3, y + 2, '!', tp(12)) - end -end - -- register the menu hotspot with the overlay OVERLAY_WIDGETS = {menu=HotspotMenuWidget} @@ -170,10 +163,16 @@ end function Menu:init() local hotkeys, bindings = getHotkeys() + if #hotkeys == 0 then + hotkeys = {''} + bindings = {['']='gui/launcher'} + end local is_inverted = not not self.hotspot.frame.b local choices,list_width = get_choices(hotkeys, bindings, is_inverted) + list_width = math.max(35, list_width) + local list_frame = copyall(self.hotspot.frame) local list_widget_frame = {h=math.min(#choices, MAX_LIST_HEIGHT)} local quickstart_frame = {} @@ -272,7 +271,7 @@ end function Menu:onInput(keys) if keys.LEAVESCREEN or keys._MOUSE_R_DOWN then return false - elseif keys.STANDARDSCROLL_RIGHT then + elseif keys.KEYBOARD_CURSOR_RIGHT then self:onSubmit2(self.subviews.list:getSelected()) return true elseif keys._MOUSE_L_DOWN then @@ -283,7 +282,7 @@ function Menu:onInput(keys) df.global.enabler.mouse_lbut = 0 return true end - if not self:getMouseFramePos() and not self.hotspot:getMousePos() then + if not self:getMouseFramePos() then self.parent_view:dismiss() return true end @@ -298,7 +297,7 @@ function Menu:onRenderFrame(dc, rect) self.initialize() self.initialize = nil end - Menu.super.onRenderFrame(dc, rect) + Menu.super.onRenderFrame(self, dc, rect) end function Menu:getMouseFramePos() @@ -307,7 +306,7 @@ function Menu:getMouseFramePos() end function Menu:onRenderBody(dc) - local panel = self.subviews.list_panel + Menu.super.onRenderBody(self, dc) local list = self.subviews.list local idx = list:getIdxUnderMouse() if idx and idx ~= self.last_mouse_idx then @@ -317,13 +316,6 @@ function Menu:onRenderBody(dc) list:setSelected(idx) self.last_mouse_idx = idx end - if self:getMouseFramePos() then - self.mouseover = true - elseif self.mouseover then - -- once the mouse has entered the list area, leaving the frame should - -- close the menu screen - self.parent_view:dismiss() - end end -- ---------- -- diff --git a/plugins/lua/overlay.lua b/plugins/lua/overlay.lua index 55ca44bc9..d3f0b9c9d 100644 --- a/plugins/lua/overlay.lua +++ b/plugins/lua/overlay.lua @@ -581,7 +581,8 @@ end TitleVersionOverlay = defclass(TitleVersionOverlay, OverlayWidget) TitleVersionOverlay.ATTRS{ - default_pos={x=7, y=2}, + default_pos={x=11, y=1}, + version=2, default_enabled=true, viewscreens='title/Default', frame={w=35, h=5},