handle exiting and reentering creature tabs

memory gets reallocated, and we need to keep up
develop
Myk Taylor 2023-11-20 12:53:58 -08:00
parent dce753c593
commit 5617204480
No known key found for this signature in database
2 changed files with 29 additions and 17 deletions

@ -125,13 +125,15 @@ local function work_details_search(vec, data, text, incremental)
vec, data, text, incremental)
end
local function restore_allocated_data(vec, data)
if not data.saved_visible or not data.saved_original then return end
for _,elem in ipairs(data.saved_original) do
if not utils.linear_index(data.saved_visible, elem) then
vec:insert('#', elem)
local function free_allocated_data(data)
if data.saved_visible and data.saved_original and #data.saved_visible ~= #data.saved_original then
for _,elem in ipairs(data.saved_original) do
if not utils.linear_index(data.saved_visible, elem) then
elem:delete()
end
end
end
data.saved_original, data.saved_visible = nil, nil
end
local function serialize_skills(unit)
@ -311,12 +313,12 @@ function InfoOverlay:init()
get_search_key_fn=get_cri_unit_search_key,
get_sort_fn=get_sort
}),
curry(restore_allocated_data, vec))
free_allocated_data)
end
self:register_handler('JOBS', tasks.cri_job,
curry(sortoverlay.single_vector_search, {get_search_key_fn=get_cri_unit_search_key}),
curry(restore_allocated_data, tasks.cri_job))
free_allocated_data)
self:register_handler('PET_OT', creatures.atk_index,
curry(sortoverlay.single_vector_search, {get_search_key_fn=get_race_name}))
self:register_handler('PET_AT', creatures.trainer,
@ -345,14 +347,14 @@ function InfoOverlay:get_key()
if info.current_mode == df.info_interface_mode_type.CREATURES then
if creatures.current_mode == df.unit_list_mode_type.PET then
if creatures.showing_overall_training then
return 'PET_OT'
return 'PET_OT', 'cre'
elseif creatures.adding_trainer then
return 'PET_AT'
return 'PET_AT', 'cre'
elseif creatures.assign_work_animal then
return 'PET_WA'
return 'PET_WA', 'cre'
end
end
return df.unit_list_mode_type[creatures.current_mode]
return df.unit_list_mode_type[creatures.current_mode], 'cre'
elseif info.current_mode == df.info_interface_mode_type.JOBS then
return 'JOBS'
elseif info.current_mode == df.info_interface_mode_type.ARTIFACTS then
@ -459,7 +461,7 @@ function CandidatesOverlay:init()
self:register_handler('CANDIDATE', administrators.candidate,
curry(sortoverlay.single_vector_search, {get_search_key_fn=get_candidate_search_key}),
curry(restore_allocated_data, administrators.candidate))
free_allocated_data)
end
function CandidatesOverlay:get_key()

@ -46,16 +46,22 @@ function SortOverlay:register_handler(key, vec, search_fn, cleanup_fn)
}
end
local function do_cleanup(handlers, key, data)
if not key or not data then return end
local cleanup_fn = safe_index(handlers, key, 'cleanup_fn')
if cleanup_fn then
cleanup_fn(data)
end
data.saved_original = nil
end
-- handles reset and clean up when the player exits the handled scope
function SortOverlay:overlay_onupdate()
if self.overlay_onupdate_max_freq_seconds == 0 and
not dfhack.gui.matchFocusString(self.viewscreens, dfhack.gui.getDFViewscreen(true))
then
for key,data in pairs(self.state) do
local cleanup_fn = safe_index(self.handlers, key, 'cleanup_fn')
if cleanup_fn then
cleanup_fn(data)
end
do_cleanup(self.handlers, key, data)
end
self:reset()
self.overlay_onupdate_max_freq_seconds = 300
@ -77,7 +83,11 @@ end
-- handles saving/restoring search strings when the player moves between different contexts
function SortOverlay:onRenderBody(dc)
if next(self.state) then
local key = self:get_key()
local key, group = self:get_key()
if self.state.cur_group ~= group then
self.state.cur_group = group
do_cleanup(self.handlers, self.state.cur_key, self.state[self.state.cur_key])
end
if self.state.cur_key ~= key then
self.state.cur_key = key
local prev_text = key and ensure_key(self.state, key).prev_text or ''