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 -- viewscreens should be the top-level scope within which the search widget state is maintained -- once the player leaves that scope, widget state will be reset } 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, cleanup_fn) self.handlers[key] = { vec=vec, search_fn=search_fn, cleanup_fn=cleanup_fn } 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 local cleanup_fn = safe_index(self.handlers, key, 'cleanup_fn') if cleanup_fn then cleanup_fn(data) end end self:reset() self.overlay_onupdate_max_freq_seconds = 300 end end function SortOverlay:reset() self.state = {} self.subviews.search:setText('') self.subviews.search:setFocus(false) 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) self:do_search(self.subviews.search.text, true) 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) vec = utils.getval(vec) if not data.saved_original then data.saved_original = copy_to_lua_table(vec) data.saved_original_size = #vec elseif not incremental then vec:assign(data.saved_original) vec:resize(data.saved_original_size) end filter_vec(fns, nil, vec, text, function(idx) vec:erase(idx) end) data.saved_visible = copy_to_lua_table(vec) data.saved_visible_size = #vec if fns.get_sort_fn then table.sort(data.saved_visible, fns.get_sort_fn()) vec:assign(data.saved_visible) vec:resize(data.saved_visible_size) end end -- doesn't support sorting 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 or function(elem) return elem end flags_vec, vec = utils.getval(flags_vec), utils.getval(vec) if not data.saved_original then -- we save the sizes since trailing nils get lost in the lua -> vec assignment data.saved_original = copy_to_lua_table(vec) data.saved_original_size = #vec data.saved_flags = copy_to_lua_table(flags_vec) data.saved_flags_size = #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) vec:resize(data.saved_original_size) flags_vec:assign(data.saved_flags) flags_vec:resize(data.saved_flags_size) end filter_vec(fns, flags_vec, vec, text, function(idx) vec:erase(idx) flags_vec:erase(idx) end) end return _ENV