add support for location selector
that is, guildhalls and temples also start refactoring code for better reusedevelop
parent
4db6f8f3d2
commit
a085e5ef28
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local _ENV = mkmodule('plugins.sort.locationselector')
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local sortoverlay = require('plugins.sort.sortoverlay')
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local widgets = require('gui.widgets')
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local location_selector = df.global.game.main_interface.location_selector
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-- ----------------------
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-- LocationSelectorOverlay
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--
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LocationSelectorOverlay = defclass(LocationSelectorOverlay, sortoverlay.SortOverlay)
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LocationSelectorOverlay.ATTRS{
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default_pos={x=48, y=7},
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viewscreens='dwarfmode/LocationSelector',
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frame={w=26, h=1},
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}
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local function get_religion_string(religion_id, religion_type)
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if religion_id == -1 then return end
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local entity
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if religion_type == 0 then
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entity = df.historical_figure.find(religion_id)
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elseif religion_type == 1 then
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entity = df.historical_entity.find(religion_id)
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end
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if not entity then return end
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return dfhack.TranslateName(entity.name, true)
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end
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local function get_profession_string(profession)
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return df.profession[profession]:gsub('_', ' ')
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end
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function LocationSelectorOverlay:init()
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self:addviews{
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widgets.BannerPanel{
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frame={l=0, t=0, r=0, h=1},
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visible=self:callback('get_key'),
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subviews={
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widgets.EditField{
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view_id='search',
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frame={l=1, t=0, r=1},
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label_text="Search: ",
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key='CUSTOM_ALT_S',
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on_change=function(text) self:do_search(text) end,
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},
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},
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},
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}
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self:register_handler('TEMPLE', location_selector.valid_religious_practice_id,
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curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_religion_string},
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location_selector.valid_religious_practice))
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self:register_handler('GUILDHALL', location_selector.valid_craft_guild_type,
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curry(sortoverlay.single_vector_search, {get_search_key_fn=get_profession_string}))
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end
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function LocationSelectorOverlay:get_key()
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if location_selector.choosing_temple_religious_practice then
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return 'TEMPLE'
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elseif location_selector.choosing_craft_guild then
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return 'GUILDHALL'
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end
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end
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return _ENV
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@ -0,0 +1,169 @@
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local _ENV = mkmodule('plugins.sort.sortoverlay')
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local overlay = require('plugins.overlay')
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local utils = require('utils')
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local function copy_to_lua_table(vec)
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local tab = {}
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for k,v in ipairs(vec) do
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tab[k+1] = v
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end
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return tab
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end
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-- ----------------------
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-- SortOverlay
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--
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SortOverlay = defclass(SortOverlay, overlay.OverlayWidget)
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SortOverlay.ATTRS{
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default_enabled=true,
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hotspot=true,
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overlay_onupdate_max_freq_seconds=0,
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-- subclasses expected to provide default_pos, viewscreens (single string), and frame
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}
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function SortOverlay:init()
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self.state = {}
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self.handlers = {}
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-- subclasses expected to provide an EditField widget with view_id='search'
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end
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function SortOverlay:register_handler(key, vec, search_fn, restore_filtered_on_cleanup)
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self.handlers[key] = {
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vec=vec,
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search_fn=search_fn,
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restore_filtered_on_cleanup=restore_filtered_on_cleanup
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}
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end
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local function restore_filtered(vec, data)
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if not data.saved_visible or not data.saved_original then return end
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for _,elem in ipairs(data.saved_original) do
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if not utils.linear_index(data.saved_visible, elem) then
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vec:insert('#', elem)
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end
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end
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end
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-- handles reset and clean up when the player exits the handled scope
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function SortOverlay:overlay_onupdate()
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if self.overlay_onupdate_max_freq_seconds == 0 and
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not dfhack.gui.matchFocusString(self.viewscreens, dfhack.gui.getDFViewscreen(true))
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then
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for key,data in pairs(self.state) do
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if safe_index(self.handlers, key, 'restore_filtered_on_cleanup') then
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restore_filtered(self.handlers[key].vec, data)
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end
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end
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self.state = {}
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self.subviews.search:setText('')
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self.subviews.search:setFocus(false)
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self.overlay_onupdate_max_freq_seconds = 300
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end
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end
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-- returns the current context key for dereferencing the handler
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-- subclasses must override
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function SortOverlay:get_key()
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return nil
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end
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-- handles saving/restoring search strings when the player moves between different contexts
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function SortOverlay:onRenderBody(dc)
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if next(self.state) then
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local key = self:get_key()
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if self.state.cur_key ~= key then
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self.state.cur_key = key
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local prev_text = key and ensure_key(self.state, key).prev_text or ''
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self.subviews.search:setText(prev_text)
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end
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end
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self.overlay_onupdate_max_freq_seconds = 0
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SortOverlay.super.onRenderBody(self, dc)
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end
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function SortOverlay:onInput(keys)
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if keys._MOUSE_R and self.subviews.search.focus and self:get_key() then
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self.subviews.search:setFocus(false)
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return true
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end
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return SortOverlay.super.onInput(self, keys)
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end
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function SortOverlay:do_search(text, force_full_search)
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if not force_full_search and not next(self.state) and text == '' then return end
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-- the EditField state is guaranteed to be consistent with the current
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-- context since when clicking to switch tabs, onRenderBody is always called
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-- before this text_input callback, even if a key is pressed before the next
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-- graphical frame would otherwise be printed. if this ever becomes untrue,
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-- then we can add an on_char handler to the EditField that also checks for
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-- context transitions.
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local key = self:get_key()
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if not key then return end
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local prev_text = ensure_key(self.state, key).prev_text
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-- some screens reset their contents between context switches; regardless,
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-- a switch back to the context should results in an incremental search
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local incremental = not force_full_search and prev_text and text:startswith(prev_text)
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local handler = self.handlers[key]
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handler.search_fn(handler.vec, self.state[key], text, incremental)
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self.state[key].prev_text = text
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end
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local function filter_vec(fns, flags_vec, vec, text, erase_fn)
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if fns.matches_filters_fn or text ~= '' then
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local search_tokens = text:split()
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for idx = #vec-1,0,-1 do
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local flag = flags_vec and flags_vec[idx] or nil
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local search_key = fns.get_search_key_fn(vec[idx], flag)
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if (search_key and not utils.search_text(search_key, search_tokens)) or
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(fns.matches_filters_fn and not fns.matches_filters_fn(vec[idx], flag))
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then
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erase_fn(idx)
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end
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end
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end
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end
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function single_vector_search(fns, vec, data, text, incremental)
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if not data.saved_original then
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data.saved_original = copy_to_lua_table(vec)
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elseif not incremental then
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vec:assign(data.saved_original)
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end
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filter_vec(fns, nil, vec, text, function(idx) vec:erase(idx) end)
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data.saved_visible = copy_to_lua_table(vec)
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if fns.get_sort_fn then
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table.sort(data.saved_visible, fns.get_sort_fn())
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vec:assign(data.saved_visible)
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end
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end
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-- doesn't support cleanup since nothing that uses this needs it yet
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function flags_vector_search(fns, flags_vec, vec, data, text, incremental)
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local get_elem_id_fn = fns.get_elem_id_fn and fns.get_elem_id_fn(elem) or function(elem) return elem end
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if not data.saved_original then
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data.saved_original = copy_to_lua_table(vec)
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data.saved_flags = copy_to_lua_table(flags_vec)
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data.saved_idx_map = {}
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for idx,elem in ipairs(data.saved_original) do
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data.saved_idx_map[get_elem_id_fn(elem)] = idx -- 1-based idx
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end
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else -- sync flag changes to saved vector
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for idx,elem in ipairs(vec) do -- 0-based idx
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data.saved_flags[data.saved_idx_map[get_elem_id_fn(elem)]] = flags_vec[idx]
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end
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end
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if not incremental then
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vec:assign(data.saved_original)
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flags_vec:assign(data.saved_flags)
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end
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filter_vec(fns, flags_vec, vec, text, function(idx)
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vec:erase(idx)
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flags_vec:erase(idx)
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end)
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end
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return _ENV
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