558 lines
22 KiB
Lua
558 lines
22 KiB
Lua
local _ENV = mkmodule('plugins.sort')
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local gui = require('gui')
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local overlay = require('plugins.overlay')
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local utils = require('utils')
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local widgets = require('gui.widgets')
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local CH_UP = string.char(30)
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local CH_DN = string.char(31)
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local MELEE_WEAPON_SKILLS = {
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df.job_skill.AXE,
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df.job_skill.SWORD,
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df.job_skill.MACE,
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df.job_skill.HAMMER,
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df.job_skill.SPEAR,
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df.job_skill.MELEE_COMBAT, --Fighter
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}
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local RANGED_WEAPON_SKILLS = {
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df.job_skill.CROSSBOW,
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df.job_skill.RANGED_COMBAT,
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}
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local LEADERSHIP_SKILLS = {
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df.job_skill.MILITARY_TACTICS,
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df.job_skill.LEADERSHIP,
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df.job_skill.TEACHING,
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}
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local function sort_noop(a, b)
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-- this function is used as a marker and never actually gets called
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error('sort_noop should not be called')
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end
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local function sort_by_name_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
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local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
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return utils.compare_name(name1, name2)
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end
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local function sort_by_name_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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local name1 = dfhack.TranslateName(dfhack.units.getVisibleName(unit1))
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local name2 = dfhack.TranslateName(dfhack.units.getVisibleName(unit2))
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return utils.compare_name(name2, name1)
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end
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local function sort_by_migrant_wave_desc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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return utils.compare(unit2.id, unit1.id)
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end
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local function sort_by_migrant_wave_asc(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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local unit1 = df.unit.find(unit_id_1)
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local unit2 = df.unit.find(unit_id_2)
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if not unit1 then return -1 end
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if not unit2 then return 1 end
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return utils.compare(unit1.id, unit2.id)
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end
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local function get_skill(unit_id, skill, unit)
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unit = unit or df.unit.find(unit_id)
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return unit and
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unit.status.current_soul and
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utils.binsearch(unit.status.current_soul.skills, skill, 'id')
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end
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local function get_max_skill(unit_id, list)
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local unit = df.unit.find(unit_id)
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if not unit or not unit.status.current_soul then return end
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local max
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for _,skill in ipairs(list) do
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local s = get_skill(unit_id, skill, unit)
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if s then
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if not max then
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max = s
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else
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if max.rating == s.rating and max.experience < s.experience then
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max = s
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elseif max.rating < s.rating then
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max = s
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end
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end
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end
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end
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return max
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end
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local function make_sort_by_skill_list_desc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_max_skill(unit_id_1, list)
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local s2 = get_max_skill(unit_id_2, list)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return -1 end
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if not s1 then return 1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s2.rating, s1.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s2.experience, s1.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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local function make_sort_by_skill_list_asc(list)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_max_skill(unit_id_1, list)
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local s2 = get_max_skill(unit_id_2, list)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return 1 end
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if not s1 then return -1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s1.rating, s2.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s1.experience, s2.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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local function make_sort_by_skill_desc(sort_skill)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(unit_id_1, sort_skill)
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local s2 = get_skill(unit_id_2, sort_skill)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return -1 end
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if not s1 then return 1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s2.rating, s1.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s2.experience, s1.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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local function make_sort_by_skill_asc(sort_skill)
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return function(unit_id_1, unit_id_2)
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if unit_id_1 == unit_id_2 then return 0 end
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if unit_id_1 == -1 then return -1 end
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if unit_id_2 == -1 then return 1 end
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local s1 = get_skill(unit_id_1, sort_skill)
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local s2 = get_skill(unit_id_2, sort_skill)
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if s1 == s2 then return sort_by_name_desc(unit_id_1, unit_id_2) end
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if not s2 then return 1 end
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if not s1 then return -1 end
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if s1.rating ~= s2.rating then
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return utils.compare(s1.rating, s2.rating)
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end
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if s1.experience ~= s2.experience then
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return utils.compare(s1.experience, s2.experience)
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end
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return sort_by_name_desc(unit_id_1, unit_id_2)
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end
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end
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local SORT_FNS = {
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sort_by_any_melee_desc=make_sort_by_skill_list_desc(MELEE_WEAPON_SKILLS),
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sort_by_any_melee_asc=make_sort_by_skill_list_asc(MELEE_WEAPON_SKILLS),
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sort_by_any_ranged_desc=make_sort_by_skill_list_desc(RANGED_WEAPON_SKILLS),
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sort_by_any_ranged_asc=make_sort_by_skill_list_asc(RANGED_WEAPON_SKILLS),
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sort_by_leadership_desc=make_sort_by_skill_list_desc(LEADERSHIP_SKILLS),
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sort_by_leadership_asc=make_sort_by_skill_list_asc(LEADERSHIP_SKILLS),
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sort_by_axe_desc=make_sort_by_skill_desc(df.job_skill.AXE),
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sort_by_axe_asc=make_sort_by_skill_asc(df.job_skill.AXE),
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sort_by_sword_desc=make_sort_by_skill_desc(df.job_skill.SWORD),
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sort_by_sword_asc=make_sort_by_skill_asc(df.job_skill.SWORD),
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sort_by_mace_desc=make_sort_by_skill_desc(df.job_skill.MACE),
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sort_by_mace_asc=make_sort_by_skill_asc(df.job_skill.MACE),
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sort_by_hammer_desc=make_sort_by_skill_desc(df.job_skill.HAMMER),
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sort_by_hammer_asc=make_sort_by_skill_asc(df.job_skill.HAMMER),
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sort_by_spear_desc=make_sort_by_skill_desc(df.job_skill.SPEAR),
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sort_by_spear_asc=make_sort_by_skill_asc(df.job_skill.SPEAR),
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sort_by_crossbow_desc=make_sort_by_skill_desc(df.job_skill.CROSSBOW),
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sort_by_crossbow_asc=make_sort_by_skill_asc(df.job_skill.CROSSBOW),
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}
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-- ----------------------
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-- SquadAssignmentOverlay
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--
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SquadAssignmentOverlay = defclass(SquadAssignmentOverlay, overlay.OverlayWidget)
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SquadAssignmentOverlay.ATTRS{
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default_pos={x=-33, y=40},
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default_enabled=true,
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viewscreens='dwarfmode/UnitSelector/SQUAD_FILL_POSITION',
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frame={w=63, h=7},
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frame_style=gui.FRAME_PANEL,
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frame_background=gui.CLEAR_PEN,
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}
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function SquadAssignmentOverlay:init()
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self.dirty = true
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self:addviews{
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widgets.CycleHotkeyLabel{
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view_id='sort',
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frame={l=0, t=0, w=29},
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label='Sort by:',
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key='CUSTOM_SHIFT_S',
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options={
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{label='any melee skill'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc, pen=COLOR_GREEN},
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{label='any melee skill'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc, pen=COLOR_YELLOW},
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{label='any ranged skill'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc, pen=COLOR_GREEN},
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{label='any ranged skill'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc, pen=COLOR_YELLOW},
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{label='any leader skill'..CH_DN, value=SORT_FNS.sort_by_leadership_desc, pen=COLOR_GREEN},
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{label='any leader skill'..CH_UP, value=SORT_FNS.sort_by_leadership_asc, pen=COLOR_YELLOW},
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{label='name'..CH_DN, value=sort_by_name_desc, pen=COLOR_GREEN},
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{label='name'..CH_UP, value=sort_by_name_asc, pen=COLOR_YELLOW},
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{label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc, pen=COLOR_GREEN},
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{label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc, pen=COLOR_YELLOW},
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{label='axe skill'..CH_DN, value=SORT_FNS.sort_by_axe_desc, pen=COLOR_GREEN},
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{label='axe skill'..CH_UP, value=SORT_FNS.sort_by_axe_asc, pen=COLOR_YELLOW},
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{label='sword skill'..CH_DN, value=SORT_FNS.sort_by_sword_desc, pen=COLOR_GREEN},
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{label='sword skill'..CH_UP, value=SORT_FNS.sort_by_sword_asc, pen=COLOR_YELLOW},
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{label='mace skill'..CH_DN, value=SORT_FNS.sort_by_mace_desc, pen=COLOR_GREEN},
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{label='mace skill'..CH_UP, value=SORT_FNS.sort_by_mace_asc, pen=COLOR_YELLOW},
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{label='hammer skill'..CH_DN, value=SORT_FNS.sort_by_hammer_desc, pen=COLOR_GREEN},
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{label='hammer skill'..CH_UP, value=SORT_FNS.sort_by_hammer_asc, pen=COLOR_YELLOW},
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{label='spear skill'..CH_DN, value=SORT_FNS.sort_by_spear_desc, pen=COLOR_GREEN},
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{label='spear skill'..CH_UP, value=SORT_FNS.sort_by_spear_asc, pen=COLOR_YELLOW},
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{label='crossbow skill'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc, pen=COLOR_GREEN},
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{label='crossbow skill'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc, pen=COLOR_YELLOW},
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},
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initial_option=SORT_FNS.sort_by_any_melee_desc,
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on_change=self:callback('refresh_list', 'sort'),
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},
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widgets.EditField{
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view_id='search',
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frame={l=32, t=0},
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label_text='Search: ',
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on_char=function(ch) return ch:match('[%l _-]') end,
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on_change=function() self:refresh_list() end,
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},
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widgets.Panel{
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frame={t=2, l=0, r=0, b=0},
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subviews={
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widgets.CycleHotkeyLabel{
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view_id='sort_any_melee',
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frame={t=0, l=0, w=10},
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options={
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{label='any melee', value=sort_noop},
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{label='any melee'..CH_DN, value=SORT_FNS.sort_by_any_melee_desc, pen=COLOR_GREEN},
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{label='any melee'..CH_UP, value=SORT_FNS.sort_by_any_melee_asc, pen=COLOR_YELLOW},
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},
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initial_option=SORT_FNS.sort_by_any_melee_desc,
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_any_melee'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_any_ranged',
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frame={t=0, l=13, w=11},
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options={
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{label='any ranged', value=sort_noop},
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{label='any ranged'..CH_DN, value=SORT_FNS.sort_by_any_ranged_desc, pen=COLOR_GREEN},
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{label='any ranged'..CH_UP, value=SORT_FNS.sort_by_any_ranged_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_any_ranged'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_leadership',
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frame={t=0, l=27, w=11},
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options={
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{label='leadership', value=sort_noop},
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{label='leadership'..CH_DN, value=SORT_FNS.sort_by_leadership_desc, pen=COLOR_GREEN},
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{label='leadership'..CH_UP, value=SORT_FNS.sort_by_leadership_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_leadership'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_name',
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frame={t=0, l=41, w=5},
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options={
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{label='name', value=sort_noop},
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{label='name'..CH_DN, value=sort_by_name_desc, pen=COLOR_GREEN},
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{label='name'..CH_UP, value=sort_by_name_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_name'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_migrant_wave',
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frame={t=0, l=48, w=13},
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options={
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{label='migrant wave', value=sort_noop},
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{label='migrant wave'..CH_DN, value=sort_by_migrant_wave_desc, pen=COLOR_GREEN},
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{label='migrant wave'..CH_UP, value=sort_by_migrant_wave_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_migrant_wave'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_axe',
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frame={t=2, l=2, w=4},
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options={
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{label='axe', value=sort_noop},
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{label='axe'..CH_DN, value=SORT_FNS.sort_by_axe_desc, pen=COLOR_GREEN},
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{label='axe'..CH_UP, value=SORT_FNS.sort_by_axe_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_axe'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_sword',
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frame={t=2, l=9, w=6},
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options={
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{label='sword', value=sort_noop},
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{label='sword'..CH_DN, value=SORT_FNS.sort_by_sword_desc, pen=COLOR_GREEN},
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{label='sword'..CH_UP, value=SORT_FNS.sort_by_sword_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_sword'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_mace',
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frame={t=2, l=18, w=5},
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options={
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{label='mace', value=sort_noop},
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{label='mace'..CH_DN, value=SORT_FNS.sort_by_mace_desc, pen=COLOR_GREEN},
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{label='mace'..CH_UP, value=SORT_FNS.sort_by_mace_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_mace'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_hammer',
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frame={t=2, l=25, w=7},
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options={
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{label='hammer', value=sort_noop},
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{label='hammer'..CH_DN, value=SORT_FNS.sort_by_hammer_desc, pen=COLOR_GREEN},
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{label='hammer'..CH_UP, value=SORT_FNS.sort_by_hammer_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_hammer'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_spear',
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frame={t=2, l=36, w=6},
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options={
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{label='spear', value=sort_noop},
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{label='spear'..CH_DN, value=SORT_FNS.sort_by_spear_desc, pen=COLOR_GREEN},
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{label='spear'..CH_UP, value=SORT_FNS.sort_by_spear_asc, pen=COLOR_YELLOW},
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},
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option_gap=0,
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on_change=self:callback('refresh_list', 'sort_spear'),
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},
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widgets.CycleHotkeyLabel{
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view_id='sort_crossbow',
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frame={t=2, l=45, w=9},
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options={
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{label='crossbow', value=sort_noop},
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{label='crossbow'..CH_DN, value=SORT_FNS.sort_by_crossbow_desc, pen=COLOR_GREEN},
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{label='crossbow'..CH_UP, value=SORT_FNS.sort_by_crossbow_asc, pen=COLOR_YELLOW},
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|
},
|
|
option_gap=0,
|
|
on_change=self:callback('refresh_list', 'sort_crossbow'),
|
|
},
|
|
}
|
|
},
|
|
}
|
|
end
|
|
|
|
local function normalize_search_key(search_key)
|
|
local out = ''
|
|
for c in dfhack.toSearchNormalized(search_key):gmatch("[%w%s]") do
|
|
out = out .. c:lower()
|
|
end
|
|
return out
|
|
end
|
|
|
|
local function filter_matches(unit_id, search)
|
|
if unit_id == -1 then return true end
|
|
local unit = df.unit.find(unit_id)
|
|
if not unit then return true end
|
|
local search_key = dfhack.TranslateName(dfhack.units.getVisibleName(unit))
|
|
if unit.status.current_soul then
|
|
for _,skill in ipairs(unit.status.current_soul.skills) do
|
|
search_key = (search_key or '') .. ' ' .. (df.job_skill[skill.id] or '')
|
|
end
|
|
end
|
|
return normalize_search_key(search_key):find(dfhack.toSearchNormalized(search))
|
|
end
|
|
|
|
local unit_selector = df.global.game.main_interface.unit_selector
|
|
|
|
-- this function uses the unused itemid and selected vectors to keep state,
|
|
-- taking advantage of the fact that they are reset by DF when the list of units changes
|
|
local function filter_vector(search, prev_search)
|
|
local unid_is_filtered = #unit_selector.selected >= 0 and unit_selector.selected[0] ~= 0
|
|
if #search == 0 or #unit_selector.selected == 0 then
|
|
if not unid_is_filtered then
|
|
-- we haven't modified the unid vector; nothing to do here
|
|
return
|
|
end
|
|
-- restore the unid vector
|
|
unit_selector.unid:assign(unit_selector.itemid)
|
|
-- clear our "we meddled" flag
|
|
unit_selector.selected[0] = 0
|
|
return
|
|
end
|
|
if unid_is_filtered and search == prev_search then
|
|
-- prev filter still stands
|
|
return
|
|
end
|
|
if unid_is_filtered then
|
|
-- restore the unid vector
|
|
unit_selector.unid:assign(unit_selector.itemid)
|
|
else
|
|
-- save the unid vector and set our meddle flag
|
|
unit_selector.itemid:assign(unit_selector.unid)
|
|
unit_selector.selected[0] = 1
|
|
end
|
|
-- do the actual filtering
|
|
for idx=#unit_selector.unid-1,0,-1 do
|
|
if not filter_matches(unit_selector.unid[idx], search) then
|
|
unit_selector.unid:erase(idx)
|
|
end
|
|
end
|
|
end
|
|
|
|
local SORT_WIDGET_NAMES = {
|
|
'sort',
|
|
'sort_any_melee',
|
|
'sort_any_ranged',
|
|
'sort_leadership',
|
|
'sort_name',
|
|
'sort_migrant_wave',
|
|
'sort_axe',
|
|
'sort_sword',
|
|
'sort_mace',
|
|
'sort_hammer',
|
|
'sort_spear',
|
|
'sort_crossbow',
|
|
}
|
|
|
|
function SquadAssignmentOverlay:refresh_list(sort_widget, sort_fn)
|
|
sort_widget = sort_widget or 'sort'
|
|
sort_fn = sort_fn or self.subviews.sort:getOptionValue()
|
|
if sort_fn == sort_noop then
|
|
self.subviews[sort_widget]:cycle()
|
|
return
|
|
end
|
|
for _,widget_name in ipairs(SORT_WIDGET_NAMES) do
|
|
self.subviews[widget_name]:setOption(sort_fn)
|
|
end
|
|
local search = self.subviews.search.text
|
|
filter_vector(search, self.prev_search)
|
|
self.prev_search = search
|
|
utils.sort_vector(unit_selector.unid, nil, sort_fn)
|
|
end
|
|
|
|
function SquadAssignmentOverlay:onInput(keys)
|
|
if keys._MOUSE_R_DOWN or
|
|
keys._MOUSE_L_DOWN and not self:getMouseFramePos()
|
|
then
|
|
-- if any click is made outside of our window, we may need to refresh our list
|
|
self.dirty = true
|
|
end
|
|
return SquadAssignmentOverlay.super.onInput(self, keys)
|
|
end
|
|
|
|
function SquadAssignmentOverlay:onRenderFrame(dc, frame_rect)
|
|
SquadAssignmentOverlay.super.onRenderFrame(self, dc, frame_rect)
|
|
if self.dirty then
|
|
self:refresh_list()
|
|
self.dirty = false
|
|
end
|
|
end
|
|
|
|
OVERLAY_WIDGETS = {
|
|
squad_assignment=SquadAssignmentOverlay,
|
|
}
|
|
|
|
--[[
|
|
local utils = require('utils')
|
|
local units = require('plugins.sort.units')
|
|
local items = require('plugins.sort.items')
|
|
|
|
orders = orders or {}
|
|
orders.units = units.orders
|
|
orders.items = items.orders
|
|
|
|
function parse_ordering_spec(type,...)
|
|
local group = orders[type]
|
|
if group == nil then
|
|
dfhack.printerr('Invalid ordering class: '..tostring(type))
|
|
return nil
|
|
end
|
|
|
|
local specs = table.pack(...)
|
|
local rv = { }
|
|
|
|
for _,spec in ipairs(specs) do
|
|
local nil_first = false
|
|
if string.sub(spec,1,1) == '<' then
|
|
nil_first = true
|
|
spec = string.sub(spec,2)
|
|
end
|
|
|
|
local reverse = false
|
|
if string.sub(spec,1,1) == '>' then
|
|
reverse = true
|
|
spec = string.sub(spec,2)
|
|
end
|
|
|
|
local cm = group[spec]
|
|
|
|
if cm == nil then
|
|
dfhack.printerr('Unknown order for '..type..': '..tostring(spec))
|
|
return nil
|
|
end
|
|
|
|
if nil_first or reverse then
|
|
cm = copyall(cm)
|
|
cm.nil_first = nil_first
|
|
cm.reverse = reverse
|
|
end
|
|
|
|
rv[#rv+1] = cm
|
|
end
|
|
|
|
return rv
|
|
end
|
|
|
|
make_sort_order = utils.make_sort_order
|
|
]]
|
|
|
|
return _ENV
|