add support for location selector

that is, guildhalls and temples
also start refactoring code for better reuse
develop
Myk Taylor 2023-10-10 02:33:47 -07:00
parent 4db6f8f3d2
commit a085e5ef28
No known key found for this signature in database
3 changed files with 238 additions and 0 deletions

@ -2,6 +2,7 @@ local _ENV = mkmodule('plugins.sort')
local info = require('plugins.sort.info')
local gui = require('gui')
local locationselector = require('plugins.sort.locationselector')
local overlay = require('plugins.overlay')
local setbelief = reqscript('modtools/set-belief')
local textures = require('gui.textures')
@ -1288,6 +1289,7 @@ OVERLAY_WIDGETS = {
squad_annotation=SquadAnnotationOverlay,
info=info.InfoOverlay,
interrogation=info.InterrogationOverlay,
location_selector=locationselector.LocationSelectorOverlay,
}
dfhack.onStateChange[GLOBAL_KEY] = function(sc)

@ -0,0 +1,67 @@
local _ENV = mkmodule('plugins.sort.locationselector')
local sortoverlay = require('plugins.sort.sortoverlay')
local widgets = require('gui.widgets')
local location_selector = df.global.game.main_interface.location_selector
-- ----------------------
-- LocationSelectorOverlay
--
LocationSelectorOverlay = defclass(LocationSelectorOverlay, sortoverlay.SortOverlay)
LocationSelectorOverlay.ATTRS{
default_pos={x=48, y=7},
viewscreens='dwarfmode/LocationSelector',
frame={w=26, h=1},
}
local function get_religion_string(religion_id, religion_type)
if religion_id == -1 then return end
local entity
if religion_type == 0 then
entity = df.historical_figure.find(religion_id)
elseif religion_type == 1 then
entity = df.historical_entity.find(religion_id)
end
if not entity then return end
return dfhack.TranslateName(entity.name, true)
end
local function get_profession_string(profession)
return df.profession[profession]:gsub('_', ' ')
end
function LocationSelectorOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={l=0, t=0, r=0, h=1},
visible=self:callback('get_key'),
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
on_change=function(text) self:do_search(text) end,
},
},
},
}
self:register_handler('TEMPLE', location_selector.valid_religious_practice_id,
curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_religion_string},
location_selector.valid_religious_practice))
self:register_handler('GUILDHALL', location_selector.valid_craft_guild_type,
curry(sortoverlay.single_vector_search, {get_search_key_fn=get_profession_string}))
end
function LocationSelectorOverlay:get_key()
if location_selector.choosing_temple_religious_practice then
return 'TEMPLE'
elseif location_selector.choosing_craft_guild then
return 'GUILDHALL'
end
end
return _ENV

@ -0,0 +1,169 @@
local _ENV = mkmodule('plugins.sort.sortoverlay')
local overlay = require('plugins.overlay')
local utils = require('utils')
local function copy_to_lua_table(vec)
local tab = {}
for k,v in ipairs(vec) do
tab[k+1] = v
end
return tab
end
-- ----------------------
-- SortOverlay
--
SortOverlay = defclass(SortOverlay, overlay.OverlayWidget)
SortOverlay.ATTRS{
default_enabled=true,
hotspot=true,
overlay_onupdate_max_freq_seconds=0,
-- subclasses expected to provide default_pos, viewscreens (single string), and frame
}
function SortOverlay:init()
self.state = {}
self.handlers = {}
-- subclasses expected to provide an EditField widget with view_id='search'
end
function SortOverlay:register_handler(key, vec, search_fn, restore_filtered_on_cleanup)
self.handlers[key] = {
vec=vec,
search_fn=search_fn,
restore_filtered_on_cleanup=restore_filtered_on_cleanup
}
end
local function restore_filtered(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
-- 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
if safe_index(self.handlers, key, 'restore_filtered_on_cleanup') then
restore_filtered(self.handlers[key].vec, data)
end
end
self.state = {}
self.subviews.search:setText('')
self.subviews.search:setFocus(false)
self.overlay_onupdate_max_freq_seconds = 300
end
end
-- returns the current context key for dereferencing the handler
-- subclasses must override
function SortOverlay:get_key()
return nil
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()
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 ''
self.subviews.search:setText(prev_text)
end
end
self.overlay_onupdate_max_freq_seconds = 0
SortOverlay.super.onRenderBody(self, dc)
end
function SortOverlay:onInput(keys)
if keys._MOUSE_R and self.subviews.search.focus and self:get_key() then
self.subviews.search:setFocus(false)
return true
end
return SortOverlay.super.onInput(self, keys)
end
function SortOverlay:do_search(text, force_full_search)
if not force_full_search and 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 checks for
-- context transitions.
local key = self:get_key()
if not key then return end
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 = not force_full_search and prev_text and text:startswith(prev_text)
local handler = self.handlers[key]
handler.search_fn(handler.vec, self.state[key], text, incremental)
self.state[key].prev_text = text
end
local function filter_vec(fns, flags_vec, vec, text, erase_fn)
if fns.matches_filters_fn or text ~= '' then
local search_tokens = text:split()
for idx = #vec-1,0,-1 do
local flag = flags_vec and flags_vec[idx] or nil
local search_key = fns.get_search_key_fn(vec[idx], flag)
if (search_key and not utils.search_text(search_key, search_tokens)) or
(fns.matches_filters_fn and not fns.matches_filters_fn(vec[idx], flag))
then
erase_fn(idx)
end
end
end
end
function single_vector_search(fns, vec, data, text, 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
filter_vec(fns, nil, vec, text, function(idx) vec:erase(idx) end)
data.saved_visible = copy_to_lua_table(vec)
if fns.get_sort_fn then
table.sort(data.saved_visible, fns.get_sort_fn())
vec:assign(data.saved_visible)
end
end
-- doesn't support cleanup since nothing that uses this needs it yet
function flags_vector_search(fns, flags_vec, vec, data, text, incremental)
local get_elem_id_fn = fns.get_elem_id_fn and fns.get_elem_id_fn(elem) or function(elem) return elem end
if not data.saved_original then
data.saved_original = copy_to_lua_table(vec)
data.saved_flags = copy_to_lua_table(flags_vec)
data.saved_idx_map = {}
for idx,elem in ipairs(data.saved_original) do
data.saved_idx_map[get_elem_id_fn(elem)] = idx -- 1-based idx
end
else -- sync flag changes to saved vector
for idx,elem in ipairs(vec) do -- 0-based idx
data.saved_flags[data.saved_idx_map[get_elem_id_fn(elem)]] = flags_vec[idx]
end
end
if not incremental then
vec:assign(data.saved_original)
flags_vec:assign(data.saved_flags)
end
filter_vec(fns, flags_vec, vec, text, function(idx)
vec:erase(idx)
flags_vec:erase(idx)
end)
end
return _ENV