dfhack/plugins/lua/sort/unitselector.lua

102 lines
3.1 KiB
Lua

local _ENV = mkmodule('plugins.sort.unitselector')
local sortoverlay = require('plugins.sort.sortoverlay')
local widgets = require('gui.widgets')
local unit_selector = df.global.game.main_interface.unit_selector
-- ----------------------
-- UnitSelectorOverlay
--
UnitSelectorOverlay = defclass(UnitSelectorOverlay, sortoverlay.SortOverlay)
UnitSelectorOverlay.ATTRS{
default_pos={x=62, y=6},
viewscreens='dwarfmode/UnitSelector',
frame={w=31, h=1},
handled_screens=DEFAULT_NIL,
}
local function get_unit_id_search_key(unit_id)
local unit = df.unit.find(unit_id)
if not unit then return end
return ('%s %s %s'):format(
dfhack.units.getReadableName(unit), -- last name is in english
dfhack.units.getProfessionName(unit),
dfhack.TranslateName(unit.name, false, true)) -- get untranslated last name
end
function UnitSelectorOverlay:init()
self:addviews{
widgets.BannerPanel{
frame={l=0, t=0, r=0, h=1},
visible=self:callback('get_key'),
subviews={
widgets.EditField{
view_id='search',
frame={l=1, t=0, r=1},
label_text="Search: ",
key='CUSTOM_ALT_S',
on_change=function(text) self:do_search(text) end,
},
},
},
}
-- pen, pit, chain, and cage assignment are handled by dedicated screens
-- squad fill position screen has a specialized overlay
-- we *could* add search functionality to vanilla screens for pit and cage,
-- but then we'd have to handle the itemid vector
self.handled_screens = self.handled_screens or {
ZONE_BEDROOM_ASSIGNMENT='already',
ZONE_OFFICE_ASSIGNMENT='already',
ZONE_DINING_HALL_ASSIGNMENT='already',
ZONE_TOMB_ASSIGNMENT='already',
OCCUPATION_ASSIGNMENT='selected',
BURROW_ASSIGNMENT='selected',
SQUAD_KILL_ORDER='selected',
}
for name,flags_vec in pairs(self.handled_screens) do
self:register_handler(name, unit_selector.unid,
curry(sortoverlay.flags_vector_search, {get_search_key_fn=get_unit_id_search_key},
unit_selector[flags_vec]))
end
end
function UnitSelectorOverlay:get_key()
local key = df.unit_selector_context_type[unit_selector.context]
if self.handled_screens[key] then
return key
end
end
function UnitSelectorOverlay:onRenderBody(dc)
UnitSelectorOverlay.super.onRenderBody(self, dc)
if self.refresh_search then
self.refresh_search = nil
self:do_search(self.subviews.search.text)
end
end
function UnitSelectorOverlay:onInput(keys)
if keys._MOUSE_L then
self.refresh_search = true
end
return UnitSelectorOverlay.super.onInput(self, keys)
end
-- ----------------------
-- WorkerAssignmentOverlay
--
WorkerAssignmentOverlay = defclass(WorkerAssignmentOverlay, UnitSelectorOverlay)
WorkerAssignmentOverlay.ATTRS{
default_pos={x=6, y=6},
viewscreens='dwarfmode/UnitSelector',
frame={w=31, h=1},
handled_screens={WORKER_ASSIGNMENT='selected'},
}
return _ENV