diff --git a/docs/changelog.txt b/docs/changelog.txt index b1bcbe5b4..0a82859fd 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -75,6 +75,7 @@ Template for new versions: ## Misc Improvements - `overlay`: allow ``overlay_onupdate_max_freq_seconds`` to be dynamically set to 0 for a burst of high-frequency updates +- Help icons added to several complex overlays. clicking the icon runs `gui/launcher` with the help text in the help area - `orders`: ``recheck`` command now only resets orders that have conditions that can be rechecked - `sort`: added help button for squad assignment search/filter/sort - `zone`: animals trained for war or hunting are now labeled as such in animal assignment screens diff --git a/docs/dev/Lua API.rst b/docs/dev/Lua API.rst index fd56a11ed..c46a9534c 100644 --- a/docs/dev/Lua API.rst +++ b/docs/dev/Lua API.rst @@ -5207,6 +5207,27 @@ This is a specialized subclass of CycleHotkeyLabel that has two options: ``On`` (with a value of ``true``) and ``Off`` (with a value of ``false``). The ``On`` option is rendered in green. +HelpButton class +---------------- + +A 3x1 tile button with a question mark on it, intended to represent a help +icon. Clicking on the icon will launch `gui/launcher` with a given command +string, showing the help text for that command. + +It has the following attributes: + +:command: The command to load in `gui/launcher`. + +ConfigureButton class +--------------------- + +A 3x1 tile button with a gear mark on it, intended to represent a configure +icon. Clicking on the icon will run the given callback. + +It has the following attributes: + +:on_click: The function on run when the icon is clicked. + BannerPanel class ----------------- diff --git a/docs/plugins/buildingplan.rst b/docs/plugins/buildingplan.rst index 9cc7e68a2..db04a97f7 100644 --- a/docs/plugins/buildingplan.rst +++ b/docs/plugins/buildingplan.rst @@ -19,11 +19,11 @@ periodically scan for appropriate items and attach them to the planned building. Once all items are attached, the construction job will be unsuspended and a dwarf will come and build the building. If you have the `unsuspend` overlay enabled (it is enabled by default), then buildingplan-suspended -buildings will appear with a ``P`` marker on the main map, as opposed to the -usual ``x`` marker for "regular" suspended buildings. If you have -`suspendmanager` running, then buildings will be left suspended when their -items are all attached and ``suspendmanager`` will unsuspend them for -construction when it is safe to do so. +buildings will be tagged with a clock graphic in graphics mode or a ``P`` +marker in ASCII mode, as opposed to the ``x`` marker for "regular" suspended +buildings. If you have `suspendmanager` running, then buildings will be left +suspended when their items are all attached and ``suspendmanager`` will +unsuspend them for construction when it is safe to do so. If you want to impose restrictions on which items are chosen for the buildings, buildingplan has full support for quality and material filters (see `below @@ -45,10 +45,10 @@ from the buildingplan placement UI. One way to integrate buildingplan into your gameplay is to create manager workorders to ensure you always have a few blocks/doors/beds/etc. available. You -can then place as many of each building as you like. Produced items will be used -to build the planned buildings as they are produced, with minimal space -dedicated to stockpiles. The DFHack `orders` library can help with setting -these manager workorders up for you. +can then place as many of each building as you like. Items will be used to +build the planned buildings as they are produced, with minimal space dedicated +to stockpiles. The DFHack `orders` library can help with setting these manager +workorders up for you. If you don't want to use the ``buildingplan`` interface for the building you're currently trying to place, you can hit :kbd:`Alt`:kbd:`M` or click on the @@ -125,16 +125,17 @@ tiles selected in the construction area are not appropriate for building. For example, if you want to fill an area with flooring, you can select the entire area, and any tiles with existing buildings or walls will simply be skipped. -For weapon and spike traps, you can choose how many weapons will be included -on this panel. +Some building types will have other options available as well, such as a +selector for how many weapons you want in weapon traps or whether you want your +built cages to not have any occupants. Setting quality and material filters ++++++++++++++++++++++++++++++++++++ If you want to set restrictions on the items chosen to complete the planned -building, you can click on the "filter" button next to the item name or select -the item with the :kbd:`*` and :kbd:`/` keys and hit :kbd:`f` to bring up the -filter dialog. +building, you can click on the "[any material]" link next to the item name or +select the item with the :kbd:`q` or :kbd:`Q` keys and hit :kbd:`f` to bring up +the filter dialog. You can select whether the item must be decorated, and you can drag the ends of the "Item quality" slider to set your desired quality range. Note that blocks, @@ -147,32 +148,33 @@ You can click on specific materials to allow only items of those materials when building the current type of building. You can also allow or disallow entire categories of materials by clicking on the "Type" options on the left. Note that it is perfectly fine to choose materials that currently show zero quantity. -`buildingplan` will patiently watch for items made of materials you have -selected. +`buildingplan` will patiently wait for items made of materials you have +selected to become available. Choosing specific items +++++++++++++++++++++++ -If you want to choose specific items, click on the "Choose from items" toggle -or hit :kbd:`i` before placing the building. When you click to place the -building, a dialog will come up that allows you choose which items to use. The -list is sorted by most recently used materials for that building type by -default, but you can change to sort by name or by available quantity by -clicking on the "Sort by" selector or hitting :kbd:`R`. The configuration for -whether you would like to choose specific items is saved per building type and -will be restored when you plan more of that building type. +If you want to choose specific items instead of using the filters, click on the +"Choose items" selector or hit :kbd:`z` before placing the building. You can +choose to be prompted for every item ("Manually") or you can have it +automatically select the type of item that you last chose for this building +type. The list you are prompted with is sorted by most recently used materials +for that building type by default, but you can change to sort by name or by +available quantity by clicking on the "Sort by" selector or hitting :kbd:`R`. +The configuration for whether you would like to choose specific items is saved +per building type and will be restored when you plan more of that building type. You can select the maximum quantity of a specified item by clicking on the item name or selecting it with the arrow keys and hitting :kbd:`Enter`. You can instead select items one at a time by Ctrl-clicking (:kbd:`Shift`:kbd:`Right`) to increment or Ctrl-Shift-clicking (:kbd:`Shift`:kbd:`Left`) to decrement. -Once you are satisfied with your choices, click on the "Confirm" button or hit +Once you are satisfied with your choices, click on the large green button or hit :kbd:`C` to continue building. Note that you don't have to select all the items that the building needs. Any remaining items will be automatically chosen from -other available items (or future items if not all items are available yet). If -there are multiple item types to choose for the current building, one dialog -will appear per item type. +other available items (or from items produced in the future if not all items +are available yet). If there are multiple item types to choose for the current +building, one dialog will appear per item type. Building status --------------- @@ -180,7 +182,8 @@ Building status When viewing a planned building, a separate `overlay` widget appears on the building info sheet, showing you which items have been attached and which items are still pending. For a pending item, you can see its position in the -fulfillment queue. If there is a particular building that you need built ASAP, +fulfillment queue. You need to manufacture these items for them to be attached +to the building. If there is a particular building that you need built ASAP, you can click on the "make top priority" button (or hit :kbd:`Ctrl`:kbd:`T`) to bump the items for this building to the front of their respective queues. diff --git a/library/lua/gui/widgets.lua b/library/lua/gui/widgets.lua index f12ecff5d..912094fc4 100644 --- a/library/lua/gui/widgets.lua +++ b/library/lua/gui/widgets.lua @@ -4,6 +4,7 @@ local _ENV = mkmodule('gui.widgets') local gui = require('gui') local guidm = require('gui.dwarfmode') +local textures = require('gui.textures') local utils = require('utils') local getval = utils.getval @@ -1110,7 +1111,7 @@ end -- returns it (in parsed pen form) local function make_hpen(pen, hpen) if not hpen then - pen = dfhack.pen.parse(pen) + pen = to_pen(pen) -- Swap the foreground and background hpen = dfhack.pen.make(pen.bg, nil, pen.fg + (pen.bold and 8 or 0)) @@ -1119,7 +1120,7 @@ local function make_hpen(pen, hpen) -- text_hpen needs a character in order to paint the background using -- Painter:fill(), so let's make it paint a space to show the background -- color - local hpen_parsed = dfhack.pen.parse(hpen) + local hpen_parsed = to_pen(hpen) hpen_parsed.ch = string.byte(' ') return hpen_parsed end @@ -1504,6 +1505,77 @@ function HotkeyLabel:onInput(keys) end end +---------------- +-- HelpButton -- +---------------- + +HelpButton = defclass(HelpButton, Panel) + +HelpButton.ATTRS{ + command=DEFAULT_NIL, +} + +local button_pen_left = to_pen{fg=COLOR_CYAN, + tile=curry(textures.tp_control_panel, 7) or nil, ch=string.byte('[')} +local button_pen_right = to_pen{fg=COLOR_CYAN, + tile=curry(textures.tp_control_panel, 8) or nil, ch=string.byte(']')} +local help_pen_center = to_pen{ + tile=curry(textures.tp_control_panel, 9) or nil, ch=string.byte('?')} +local configure_pen_center = dfhack.pen.parse{ + tile=curry(textures.tp_control_panel, 10) or nil, ch=15} -- gear/masterwork symbol + +function HelpButton:preinit(init_table) + init_table.frame = init_table.frame or {} + init_table.frame.h = init_table.frame.h or 1 + init_table.frame.w = init_table.frame.w or 3 +end + +function HelpButton:init() + local command = self.command .. ' ' + + self:addviews{ + Label{ + frame={t=0, l=0, w=3, h=1}, + text={ + {tile=button_pen_left}, + {tile=help_pen_center}, + {tile=button_pen_right}, + }, + on_click=function() dfhack.run_command('gui/launcher', command) end, + }, + } +end + +--------------------- +-- ConfigureButton -- +--------------------- + +ConfigureButton = defclass(ConfigureButton, Panel) + +ConfigureButton.ATTRS{ + on_click=DEFAULT_NIL, +} + +function ConfigureButton:preinit(init_table) + init_table.frame = init_table.frame or {} + init_table.frame.h = init_table.frame.h or 1 + init_table.frame.w = init_table.frame.w or 3 +end + +function ConfigureButton:init() + self:addviews{ + Label{ + frame={t=0, l=0, w=3, h=1}, + text={ + {tile=button_pen_left}, + {tile=configure_pen_center}, + {tile=button_pen_right}, + }, + on_click=self.on_click, + }, + } +end + ----------------- -- BannerPanel -- ----------------- diff --git a/plugins/lua/buildingplan/planneroverlay.lua b/plugins/lua/buildingplan/planneroverlay.lua index 6241ff219..e5462e9c6 100644 --- a/plugins/lua/buildingplan/planneroverlay.lua +++ b/plugins/lua/buildingplan/planneroverlay.lua @@ -358,10 +358,10 @@ function PlannerOverlay:init() } local minimized_panel = widgets.Panel{ - frame={t=0, r=1, w=17, h=1}, + frame={t=0, r=1, w=20, h=1}, subviews={ widgets.Label{ - frame={t=0, r=0, h=1}, + frame={t=0, r=3, h=1}, text={ {text=' show Planner ', pen=pens.MINI_TEXT_PEN, hpen=pens.MINI_TEXT_HPEN}, {text='['..string.char(31)..']', pen=pens.MINI_BUTT_PEN, hpen=pens.MINI_BUTT_HPEN}, @@ -370,7 +370,7 @@ function PlannerOverlay:init() on_click=self:callback('toggle_minimized'), }, widgets.Label{ - frame={t=0, r=0, h=1}, + frame={t=0, r=3, h=1}, text={ {text=' hide Planner ', pen=pens.MINI_TEXT_PEN, hpen=pens.MINI_TEXT_HPEN}, {text='['..string.char(30)..']', pen=pens.MINI_BUTT_PEN, hpen=pens.MINI_BUTT_HPEN}, @@ -378,6 +378,10 @@ function PlannerOverlay:init() visible=self:callback('is_not_minimized'), on_click=self:callback('toggle_minimized'), }, + widgets.HelpButton{ + frame={t=0, r=0}, + command='buildingplan', + } }, } diff --git a/plugins/lua/orders.lua b/plugins/lua/orders.lua index 0eeb327fc..d01ad79be 100644 --- a/plugins/lua/orders.lua +++ b/plugins/lua/orders.lua @@ -122,7 +122,7 @@ function OrdersOverlay:init() } local minimized_panel = widgets.Panel{ - frame={t=0, r=0, w=3, h=1}, + frame={t=0, r=4, w=3, h=1}, subviews={ widgets.Label{ frame={t=0, l=0, w=1, h=1}, @@ -149,6 +149,11 @@ function OrdersOverlay:init() self:addviews{ main_panel, minimized_panel, + widgets.HelpButton{ + frame={t=0, r=1}, + command='orders', + visible=function() return not self.minimized end, + }, } end diff --git a/plugins/lua/sort.lua b/plugins/lua/sort.lua index b27049e91..0e9f9256d 100644 --- a/plugins/lua/sort.lua +++ b/plugins/lua/sort.lua @@ -944,23 +944,11 @@ function SquadAssignmentOverlay:init() }, } - local button_pen_left = dfhack.pen.parse{fg=COLOR_CYAN, - tile=curry(textures.tp_control_panel, 7) or nil, ch=string.byte('[')} - local button_pen_right = dfhack.pen.parse{fg=COLOR_CYAN, - tile=curry(textures.tp_control_panel, 8) or nil, ch=string.byte(']')} - local help_pen_center = dfhack.pen.parse{ - tile=curry(textures.tp_control_panel, 9) or nil, ch=string.byte('?')} - self:addviews{ main_panel, - widgets.Label{ - frame={t=0, r=1, w=3}, - text={ - {tile=button_pen_left}, - {tile=help_pen_center}, - {tile=button_pen_right}, - }, - on_click=function() dfhack.run_command('gui/launcher', 'sort ') end, + widgets.HelpButton{ + frame={t=0, r=1}, + command='sort', }, } end diff --git a/plugins/lua/stockpiles.lua b/plugins/lua/stockpiles.lua index f25205a9c..76e0f800b 100644 --- a/plugins/lua/stockpiles.lua +++ b/plugins/lua/stockpiles.lua @@ -4,7 +4,6 @@ local argparse = require('argparse') local gui = require('gui') local logistics = require('plugins.logistics') local overlay = require('plugins.overlay') -local textures = require('gui.textures') local widgets = require('gui.widgets') local STOCKPILES_DIR = 'dfhack-config/stockpiles' @@ -477,15 +476,6 @@ function StockpilesOverlay:init() }, } - local button_pen_left = dfhack.pen.parse{fg=COLOR_CYAN, - tile=curry(textures.tp_control_panel, 7) or nil, ch=string.byte('[')} - local button_pen_right = dfhack.pen.parse{fg=COLOR_CYAN, - tile=curry(textures.tp_control_panel, 8) or nil, ch=string.byte(']')} - local help_pen_center = dfhack.pen.parse{ - tile=curry(textures.tp_control_panel, 9) or nil, ch=string.byte('?')} - local configure_pen_center = dfhack.pen.parse{ - tile=curry(textures.tp_control_panel, 10) or nil, ch=15} -- gear/masterwork symbol - self:addviews{ main_panel, MinimizeButton{ @@ -493,23 +483,13 @@ function StockpilesOverlay:init() get_minimized_fn=function() return self.minimized end, on_click=self:callback('toggleMinimized'), }, - widgets.Label{ - frame={t=0, r=5, w=3}, - text={ - {tile=button_pen_left}, - {tile=configure_pen_center}, - {tile=button_pen_right}, - }, + widgets.ConfigureButton{ + frame={t=0, r=5}, on_click=function() ConfigModal{on_close=self:callback('on_custom_config')}:show() end, }, - widgets.Label{ - frame={t=0, r=1, w=3}, - text={ - {tile=button_pen_left}, - {tile=help_pen_center}, - {tile=button_pen_right}, - }, - on_click=function() dfhack.run_command('gui/launcher', 'stockpiles ') end, + widgets.HelpButton{ + frame={t=0, r=1}, + command='stockpiles', }, } end