Merge pull request #3849 from myk002/myk_info_search

search overlay for CREATURES info panels
develop
Myk 2023-10-07 19:15:50 -07:00 committed by GitHub
commit 5c5fa341a8
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4 changed files with 328 additions and 13 deletions

@ -739,12 +739,6 @@ function EditField:onInput(keys)
end end
end end
return not not self.key return not not self.key
elseif keys._MOUSE_L_DOWN then
local mouse_x = self:getMousePos()
if mouse_x then
self:setCursor(self.start_pos + mouse_x - (self.text_offset or 0))
return true
end
elseif keys._STRING then elseif keys._STRING then
local old = self.text local old = self.text
if keys._STRING == 0 then if keys._STRING == 0 then
@ -795,6 +789,12 @@ function EditField:onInput(keys)
elseif keys.CUSTOM_CTRL_V then elseif keys.CUSTOM_CTRL_V then
self:insert(dfhack.internal.getClipboardTextCp437()) self:insert(dfhack.internal.getClipboardTextCp437())
return true return true
elseif keys._MOUSE_L_DOWN then
local mouse_x = self:getMousePos()
if mouse_x then
self:setCursor(self.start_pos + mouse_x - (self.text_offset or 0))
return true
end
end end
-- if we're modal, then unconditionally eat all the input -- if we're modal, then unconditionally eat all the input

@ -240,7 +240,14 @@ DEFINE_GET_FOCUS_STRING_HANDLER(dwarfmode)
switch(game->main_interface.info.current_mode) { switch(game->main_interface.info.current_mode) {
case df::enums::info_interface_mode_type::CREATURES: case df::enums::info_interface_mode_type::CREATURES:
newFocusString += '/' + enum_item_key(game->main_interface.info.creatures.current_mode); if (game->main_interface.info.creatures.showing_overall_training)
newFocusString += "/OverallTraining";
else if (game->main_interface.info.creatures.showing_activity_details)
newFocusString += "/ActivityDetails";
else if (game->main_interface.info.creatures.adding_trainer)
newFocusString += "/AddingTrainer";
else
newFocusString += '/' + enum_item_key(game->main_interface.info.creatures.current_mode);
break; break;
case df::enums::info_interface_mode_type::BUILDINGS: case df::enums::info_interface_mode_type::BUILDINGS:
newFocusString += '/' + enum_item_key(game->main_interface.info.buildings.mode); newFocusString += '/' + enum_item_key(game->main_interface.info.buildings.mode);

@ -1,5 +1,6 @@
local _ENV = mkmodule('plugins.sort') local _ENV = mkmodule('plugins.sort')
local creatures = require('plugins.sort.creatures')
local gui = require('gui') local gui = require('gui')
local overlay = require('plugins.overlay') local overlay = require('plugins.overlay')
local setbelief = reqscript('modtools/set-belief') local setbelief = reqscript('modtools/set-belief')
@ -275,29 +276,29 @@ local function get_ranged_skill_effectiveness_rating(unit)
return get_rating(ranged_skill_effectiveness(unit), 0, 800000, 72, 52, 31, 11) return get_rating(ranged_skill_effectiveness(unit), 0, 800000, 72, 52, 31, 11)
end end
local function make_sort_by_ranged_skill_effectiveness_desc(list) local function make_sort_by_ranged_skill_effectiveness_desc()
return function(unit_id_1, unit_id_2) return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1) local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2) local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end if not unit1 then return -1 end
if not unit2 then return 1 end if not unit2 then return 1 end
local rating1 = ranged_skill_effectiveness(unit1, list) local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2, list) local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating2, rating1) return utils.compare(rating2, rating1)
end end
end end
local function make_sort_by_ranged_skill_effectiveness_asc(list) local function make_sort_by_ranged_skill_effectiveness_asc()
return function(unit_id_1, unit_id_2) return function(unit_id_1, unit_id_2)
if unit_id_1 == unit_id_2 then return 0 end if unit_id_1 == unit_id_2 then return 0 end
local unit1 = df.unit.find(unit_id_1) local unit1 = df.unit.find(unit_id_1)
local unit2 = df.unit.find(unit_id_2) local unit2 = df.unit.find(unit_id_2)
if not unit1 then return -1 end if not unit1 then return -1 end
if not unit2 then return 1 end if not unit2 then return 1 end
local rating1 = ranged_skill_effectiveness(unit1, list) local rating1 = ranged_skill_effectiveness(unit1)
local rating2 = ranged_skill_effectiveness(unit2, list) local rating2 = ranged_skill_effectiveness(unit2)
if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end if rating1 == rating2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
return utils.compare(rating1, rating2) return utils.compare(rating1, rating2)
end end
@ -1261,6 +1262,7 @@ end
OVERLAY_WIDGETS = { OVERLAY_WIDGETS = {
squad_assignment=SquadAssignmentOverlay, squad_assignment=SquadAssignmentOverlay,
squad_annotation=SquadAnnotationOverlay, squad_annotation=SquadAnnotationOverlay,
creatures=creatures.InfoOverlay,
} }
dfhack.onStateChange[GLOBAL_KEY] = function(sc) dfhack.onStateChange[GLOBAL_KEY] = function(sc)

@ -0,0 +1,306 @@
local _ENV = mkmodule('plugins.sort.creatures')
local overlay = require('plugins.overlay')
local widgets = require('gui.widgets')
local utils = require('utils')
local creatures = df.global.game.main_interface.info.creatures
-- these sort functions attempt to match the vanilla sort behavior, which is not
-- quite the same as the rest of DFHack. For example, in other DFHack sorts,
-- we'd always sort by name descending as a secondary sort. To match vanilla sorting,
-- if the primary sort is ascending, the secondary name sort will also be ascending.
--
-- also note that vanilla sorts are not stable, so there might still be some jitter
-- if the player clicks one of the vanilla sort widgets after searching
local function sort_by_name_desc(a, b)
return a.sort_name < b.sort_name
end
local function sort_by_name_asc(a, b)
return a.sort_name > b.sort_name
end
local function sort_by_prof_desc(a, b)
if a.profession_list_order1 == b.profession_list_order1 then
return sort_by_name_desc(a, b)
end
return a.profession_list_order1 < b.profession_list_order1
end
local function sort_by_prof_asc(a, b)
if a.profession_list_order1 == b.profession_list_order1 then
return sort_by_name_asc(a, b)
end
return a.profession_list_order1 > b.profession_list_order1
end
local function sort_by_job_name_desc(a, b)
if a.job_sort_name == b.job_sort_name then
return sort_by_name_desc(a, b)
end
return a.job_sort_name < b.job_sort_name
end
local function sort_by_job_name_asc(a, b)
if a.job_sort_name == b.job_sort_name then
-- use descending tertiary sort for visual stability
return sort_by_name_desc(a, b)
end
return a.job_sort_name > b.job_sort_name
end
local function sort_by_job_desc(a, b)
if not not a.jb == not not b.jb then
return sort_by_job_name_desc(a, b)
end
return not not a.jb
end
local function sort_by_job_asc(a, b)
if not not a.jb == not not b.jb then
return sort_by_job_name_asc(a, b)
end
return not not b.jb
end
local function sort_by_stress_desc(a, b)
if a.stress == b.stress then
return sort_by_name_desc(a, b)
end
return a.stress > b.stress
end
local function sort_by_stress_asc(a, b)
if a.stress == b.stress then
return sort_by_name_asc(a, b)
end
return a.stress < b.stress
end
local function get_sort()
if creatures.sorting_cit_job then
return creatures.sorting_cit_job_is_ascending and sort_by_job_asc or sort_by_job_desc
elseif creatures.sorting_cit_stress then
return creatures.sorting_cit_stress_is_ascending and sort_by_stress_asc or sort_by_stress_desc
elseif creatures.sorting_cit_nameprof_doing_prof then
return creatures.sorting_cit_nameprof_is_ascending and sort_by_prof_asc or sort_by_prof_desc
else
return creatures.sorting_cit_nameprof_is_ascending and sort_by_name_asc or sort_by_name_desc
end
end
local function copy_to_lua_table(vec)
local tab = {}
for k,v in ipairs(vec) do
tab[k+1] = v
end
return tab
end
local function general_search(vec, get_search_key_fn, get_sort_fn, data, filter, incremental)
if not data.saved_original then
data.saved_original = copy_to_lua_table(vec)
elseif not incremental then
vec:assign(data.saved_original)
end
if filter ~= '' then
local search_tokens = filter:split()
for idx = #vec-1,0,-1 do
local search_key = get_search_key_fn(vec[idx])
if search_key and not utils.search_text(search_key, search_tokens) then
vec:erase(idx)
end
end
end
data.saved_visible = copy_to_lua_table(vec)
if get_sort_fn then
table.sort(data.saved_visible, get_sort_fn())
vec:assign(data.saved_visible)
end
end
-- add dynamically allocated elements that were not visible at the time of
-- closure back to the vector so they can be cleaned up when it is next initialized
local function cri_unitst_cleanup(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)
end
end
end
local function make_cri_unitst_handlers(vec)
return {
search_fn=curry(general_search, vec,
function(elem) return elem.sort_name end,
get_sort),
cleanup_fn=curry(cri_unitst_cleanup, vec),
}
end
local function overall_training_search(data, filter, incremental)
general_search(creatures.atk_index, function(elem)
local raw = df.creature_raw.find(elem)
if not raw then return '' end
return raw.name[1]
end, nil, data, filter, incremental)
end
local function assign_trainer_search(data, filter, incremental)
general_search(creatures.trainer, function(elem)
if not elem then return nil end
return ('%s %s'):format(dfhack.TranslateName(elem.name), dfhack.units.getProfessionName(elem))
end, nil, data, filter, incremental)
end
local HANDLERS = {
CITIZEN=make_cri_unitst_handlers(creatures.cri_unit.CITIZEN),
PET=make_cri_unitst_handlers(creatures.cri_unit.PET),
OTHER=make_cri_unitst_handlers(creatures.cri_unit.OTHER),
DECEASED=make_cri_unitst_handlers(creatures.cri_unit.DECEASED),
PET_OT={search_fn=overall_training_search},
PET_AT={search_fn=assign_trainer_search},
}
-- ----------------------
-- InfoOverlay
--
InfoOverlay = defclass(InfoOverlay, overlay.OverlayWidget)
InfoOverlay.ATTRS{
default_pos={x=64, y=9},
default_enabled=true,
viewscreens={
'dwarfmode/Info/CREATURES/CITIZEN',
'dwarfmode/Info/CREATURES/PET',
'dwarfmode/Info/CREATURES/OverallTraining',
'dwarfmode/Info/CREATURES/AddingTrainer',
'dwarfmode/Info/CREATURES/OTHER',
'dwarfmode/Info/CREATURES/DECEASED',
},
hotspot=true,
overlay_onupdate_max_freq_seconds=0,
frame={w=40, h=3},
}
function InfoOverlay:init()
self.state = {}
self:addviews{
widgets.BannerPanel{
view_id='panel',
frame={l=0, t=0, r=0, h=1},
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
on_change=self:callback('text_input'),
},
},
},
}
end
local function cleanup(state)
for k,v in pairs(state) do
local cleanup_fn = safe_index(HANDLERS, k, 'cleanup_fn')
if cleanup_fn then cleanup_fn(v) end
end
end
function InfoOverlay:overlay_onupdate()
if next(self.state) and
not dfhack.gui.matchFocusString('dwarfmode/Info', dfhack.gui.getDFViewscreen(true))
then
cleanup(self.state)
self.state = {}
self.subviews.search:setText('')
self.subviews.search:setFocus(false)
self.overlay_onupdate_max_freq_seconds = 60
end
end
local function are_tabs_in_two_rows()
local pen = dfhack.screen.readTile(64, 6, false) -- tile is occupied iff tabs are in one row
return pen.ch == 0
end
local function resize_overlay(self)
local sw = dfhack.screen.getWindowSize()
local overlay_width = math.min(40, sw-(self.frame_rect.x1 + 30))
if overlay_width ~= self.frame.w then
self.frame.w = overlay_width
return true
end
end
function InfoOverlay:updateFrames()
local ret = resize_overlay(self)
local two_rows = are_tabs_in_two_rows()
if (self.two_rows == two_rows) then return ret end
self.two_rows = two_rows
self.subviews.panel.frame.t = two_rows and 2 or 0
return true
end
local function get_key()
if creatures.current_mode == df.unit_list_mode_type.PET then
if creatures.showing_overall_training then
return 'PET_OT'
elseif creatures.adding_trainer then
return 'PET_AT'
end
end
return df.unit_list_mode_type[creatures.current_mode]
end
local function check_context(self)
local key = get_key()
if self.state.prev_key ~= key then
self.state.prev_key = key
local prev_text = ensure_key(self.state, key).prev_text
self.subviews.search:setText(prev_text or '')
end
end
function InfoOverlay:onRenderBody(dc)
if next(self.state) then
check_context(self)
end
if self:updateFrames() then
self:updateLayout()
end
self.overlay_onupdate_max_freq_seconds = 0
InfoOverlay.super.onRenderBody(self, dc)
end
function InfoOverlay:text_input(text)
if not next(self.state) and text == '' then return end
-- the EditField state is guaranteed to be consistent with the current
-- context since when clicking to switch tabs, onRenderBody is always called
-- before this text_input callback, even if a key is pressed before the next
-- graphical frame would otherwise be printed. if this ever becomes untrue,
-- then we can add an on_char handler to the EditField that also calls
-- check_context.
local key = get_key()
local prev_text = ensure_key(self.state, key).prev_text
-- some screens reset their contents between context switches; regardless
-- a switch back to the context should results in an incremental search
local incremental = prev_text and text:startswith(prev_text)
HANDLERS[key].search_fn(self.state[key], text, incremental)
self.state[key].prev_text = text
end
function InfoOverlay:onInput(keys)
if keys._MOUSE_R and self.subviews.search.focus then
self.subviews.search:setFocus(false)
return true
end
return InfoOverlay.super.onInput(self, keys)
end
return _ENV