local _ENV = mkmodule('plugins.sort.info') local overlay = require('plugins.overlay') local widgets = require('gui.widgets') local utils = require('utils') local info = df.global.game.main_interface.info local creatures = info.creatures local objects = info.artifacts -- these sort functions attempt to match the vanilla info panelsort 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 ('%s %s'):format(elem.sort_name, elem.job_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 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}, } for idx,name in ipairs(df.artifacts_mode_type) do if idx < 0 then goto continue end HANDLERS[name] = { search_fn=curry(general_search, objects.list[idx], function(elem) return ('%s %s'):format(dfhack.TranslateName(elem.name), dfhack.TranslateName(elem.name, true)) end, nil) } ::continue:: end -- ---------------------- -- InfoOverlay -- InfoOverlay = defclass(InfoOverlay, overlay.OverlayWidget) InfoOverlay.ATTRS{ default_pos={x=64, y=8}, 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', 'dwarfmode/Info/ARTIFACTS/ARTIFACTS', 'dwarfmode/Info/ARTIFACTS/SYMBOLS', 'dwarfmode/Info/ARTIFACTS/NAMED_OBJECTS', 'dwarfmode/Info/ARTIFACTS/WRITTEN_CONTENT', }, hotspot=true, overlay_onupdate_max_freq_seconds=0, frame={w=40, h=4}, } 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 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 local function get_panel_offsets() local tabs_in_two_rows = dfhack.screen.readTile(64, 6, false).ch == 0 local is_objects = info.current_mode == df.info_interface_mode_type.ARTIFACTS local l_offset = (not tabs_in_two_rows and is_objects) and 4 or 0 local t_offset = 1 if tabs_in_two_rows then t_offset = is_objects and 0 or 3 end return l_offset, t_offset end function InfoOverlay:updateFrames() local ret = resize_overlay(self) local l, t = get_panel_offsets() local frame = self.subviews.panel.frame if (frame.l == l and frame.t == t) then return ret end frame.l, frame.t = l, t return true end local function 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' elseif creatures.adding_trainer then return 'PET_AT' end end return df.unit_list_mode_type[creatures.current_mode] elseif info.current_mode == df.info_interface_mode_type.ARTIFACTS then return df.artifacts_mode_type[objects.mode] end 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