dfhack/library/lua/gui/dwarfmode.lua

267 lines
7.0 KiB
Lua

-- Support for messing with the dwarfmode screen
local _ENV = mkmodule('gui.dwarfmode')
local gui = require('gui')
local dscreen = dfhack.screen
local world_map = df.global.world.map
AREA_MAP_WIDTH = 23
MENU_WIDTH = 30
function getPanelLayout()
local sw, sh = dscreen.getWindowSize()
local view_height = sh-2
local view_rb = sw-1
local area_x2 = sw-AREA_MAP_WIDTH-2
local menu_x2 = sw-MENU_WIDTH-2
local menu_x1 = area_x2-MENU_WIDTH-1
local area_pos = df.global.ui_area_map_width
local menu_pos = df.global.ui_menu_width
local rv = {}
if area_pos < 3 then
rv.area_map = gui.mkdims_xy(area_x2+1,1,view_rb-1,view_height)
view_rb = area_x2
end
if menu_pos < area_pos or df.global.ui.main.mode ~= 0 then
if menu_pos >= area_pos then
rv.menu_forced = true
menu_pos = area_pos-1
end
local menu_x = menu_x2
if menu_pos < 2 then menu_x = menu_x1 end
rv.menu = gui.mkdims_xy(menu_x+1,1,view_rb-1,view_height)
view_rb = menu_x
end
rv.area_pos = area_pos
rv.menu_pos = menu_pos
rv.map = gui.mkdims_xy(1,1,view_rb-1,view_height)
return rv
end
function getCursorPos()
if df.global.cursor.x ~= -30000 then
return copyall(df.global.cursor)
end
end
function setCursorPos(cursor)
df.global.cursor = cursor
end
function clearCursorPos()
df.global.cursor = xyz2pos(nil)
end
Viewport = defclass(Viewport)
function Viewport.make(map,x,y,z)
local self = gui.mkdims_wh(x,y,map.width,map.height)
self.z = z
return mkinstance(Viewport, self)
end
function Viewport.get(layout)
return Viewport.make(
(layout or getPanelLayout()).map,
df.global.window_x,
df.global.window_y,
df.global.window_z
)
end
function Viewport:resize(layout)
return Viewport.make(
(layout or getPanelLayout()).map,
self.x1, self.y1, self.z
)
end
function Viewport:set()
local vp = self:clip()
df.global.window_x = vp.x1
df.global.window_y = vp.y1
df.global.window_z = vp.z
return vp
end
function Viewport:clip(x,y,z)
return self:make(
math.max(0, math.min(x or self.x1, world_map.x_count-self.width)),
math.max(0, math.min(y or self.y1, world_map.y_count-self.height)),
math.max(0, math.min(z or self.z, world_map.z_count-1))
)
end
function Viewport:isVisibleXY(target,gap)
gap = gap or 0
return math.max(target.x-gap,0) >= self.x1
and math.min(target.x+gap,world_map.x_count-1) <= self.x2
and math.max(target.y-gap,0) >= self.y1
and math.min(target.y+gap,world_map.y_count-1) <= self.y2
end
function Viewport:isVisible(target,gap)
gap = gap or 0
return self:isVisibleXY(target,gap) and target.z == self.z
end
function Viewport:centerOn(target)
return self:clip(
target.x - math.floor(self.width/2),
target.y - math.floor(self.height/2),
target.z
)
end
function Viewport:scrollTo(target,gap)
gap = math.max(0, gap or 5)
if gap*2 >= math.min(self.width, self.height) then
gap = math.floor(math.min(self.width, self.height)/2)
end
local x = math.min(self.x1, target.x-gap)
x = math.max(x, target.x+gap+1-self.width)
local y = math.min(self.y1, target.y-gap)
y = math.max(y, target.y+gap+1-self.height)
return self:clip(x, y, target.z)
end
function Viewport:reveal(target,gap,max_scroll,scroll_gap,scroll_z)
gap = math.max(0, gap or 5)
if self:isVisible(target, gap) then
return self
end
max_scroll = math.max(0, max_scroll or 5)
if self:isVisibleXY(target, -max_scroll)
and (scroll_z or target.z == self.z) then
return self:scrollTo(target, scroll_gap or gap)
else
return self:centerOn(target)
end
end
MOVEMENT_KEYS = {
CURSOR_UP = { 0, -1, 0 }, CURSOR_DOWN = { 0, 1, 0 },
CURSOR_LEFT = { -1, 0, 0 }, CURSOR_RIGHT = { 1, 0, 0 },
CURSOR_UPLEFT = { -1, -1, 0 }, CURSOR_UPRIGHT = { 1, -1, 0 },
CURSOR_DOWNLEFT = { -1, 1, 0 }, CURSOR_DOWNRIGHT = { 1, 1, 0 },
CURSOR_UP_FAST = { 0, -1, 0, true }, CURSOR_DOWN_FAST = { 0, 1, 0, true },
CURSOR_LEFT_FAST = { -1, 0, 0, true }, CURSOR_RIGHT_FAST = { 1, 0, 0, true },
CURSOR_UPLEFT_FAST = { -1, -1, 0, true }, CURSOR_UPRIGHT_FAST = { 1, -1, 0, true },
CURSOR_DOWNLEFT_FAST = { -1, 1, 0, true }, CURSOR_DOWNRIGHT_FAST = { 1, 1, 0, true },
CURSOR_UP_Z = { 0, 0, 1 }, CURSOR_DOWN_Z = { 0, 0, -1 },
CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
}
function Viewport:scrollByKey(key)
local info = MOVEMENT_KEYS[key]
if info then
local delta = 10
if info[4] then delta = 20 end
return self:clip(
self.x1 + delta*info[1],
self.y1 + delta*info[2],
self.z + info[3]
)
else
return self
end
end
DwarfOverlay = defclass(DwarfOverlay, gui.Screen)
function DwarfOverlay:updateLayout()
self.df_layout = getPanelLayout()
end
function DwarfOverlay:onShown()
self:updateLayout()
end
function DwarfOverlay:onResize(w,h)
self:updateLayout()
end
function DwarfOverlay:getViewport(old_vp)
if old_vp then
return old_vp:resize(self.df_layout)
else
return Viewport.get(self.df_layout)
end
end
function DwarfOverlay:propagateMoveKeys(keys)
for code,_ in pairs(MOVEMENT_KEYS) do
if keys[code] then
self:sendInputToParent(code)
return code
end
end
end
function DwarfOverlay:simulateViewScroll(keys, anchor, no_clip_cursor)
local layout = self.df_layout
local cursor = getCursorPos()
anchor = anchor or cursor
if anchor and keys.A_MOVE_SAME_SQUARE then
self:getViewport():centerOn(anchor):set()
return 'A_MOVE_SAME_SQUARE'
end
for code,_ in pairs(MOVEMENT_KEYS) do
if keys[code] then
local vp = self:getViewport():scrollByKey(code)
if (cursor and not no_clip_cursor) or no_clip_cursor == false then
vp = vp:reveal(anchor,4,20,4,true)
end
vp:set()
return code
end
end
end
function DwarfOverlay:onAboutToShow(below)
local screen = dfhack.gui.getCurViewscreen()
if below then screen = below.parent end
if not df.viewscreen_dwarfmodest:is_instance(screen) then
error("This screen requires the main dwarfmode view")
end
end
MenuOverlay = defclass(MenuOverlay, DwarfOverlay)
function MenuOverlay:onAboutToShow(below)
DwarfOverlay.onAboutToShow(self,below)
self:updateLayout()
if not self.df_layout.menu then
error("The menu panel of dwarfmode is not visible")
end
end
function MenuOverlay:onRender()
self:renderParent()
self:updateLayout()
local menu = self.df_layout.menu
if menu then
-- Paint signature on the frame.
dscreen.paintString(
{fg=COLOR_BLACK,bg=COLOR_DARKGREY},
menu.x1+1, menu.y2+1, "DFHack"
)
self:onRenderBody(gui.Painter.new(menu))
end
end
return _ENV