540 lines
17 KiB
Lua
540 lines
17 KiB
Lua
-- Support for messing with the dwarfmode screen
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local _ENV = mkmodule('gui.dwarfmode')
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local gui = require('gui')
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local utils = require('utils')
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local dscreen = dfhack.screen
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local g_cursor = df.global.cursor
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local g_sel_rect = df.global.selection_rect
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local world_map = df.global.world.map
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AREA_MAP_WIDTH = 23
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MENU_WIDTH = 30
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refreshSidebar = dfhack.gui.refreshSidebar
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-- maps a ui_sidebar_mode to the keycode that would activate that mode when the
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-- current screen is 'dwarfmode/Default'
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SIDEBAR_MODE_KEYS = {
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[df.ui_sidebar_mode.Default]='',
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[df.ui_sidebar_mode.DesignateMine]='D_DESIGNATE',
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[df.ui_sidebar_mode.QueryBuilding]='D_BUILDJOB',
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[df.ui_sidebar_mode.LookAround]='D_LOOK',
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[df.ui_sidebar_mode.BuildingItems]='D_BUILDITEM',
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[df.ui_sidebar_mode.Stockpiles]='D_STOCKPILES',
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[df.ui_sidebar_mode.Zones]='D_CIVZONE',
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[df.ui_sidebar_mode.ViewUnits]='D_VIEWUNIT',
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}
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-- Sends ESC keycodes until we get to dwarfmode/Default and then enters the
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-- specified sidebar mode with the corresponding keycode. If we don't get to
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-- Default after max_esc presses of ESC (default value is 10), we throw an
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-- error. The target sidebar mode must be a member of SIDEBAR_MODE_KEYS
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function enterSidebarMode(sidebar_mode, max_esc)
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local navkey = SIDEBAR_MODE_KEYS[sidebar_mode]
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if not navkey then
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error(('Invalid or unsupported sidebar mode: %s (%s)')
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:format(sidebar_mode, df.ui_sidebar_mode[sidebar_mode]))
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end
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local max_esc_num = tonumber(max_esc)
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if max_esc and (not max_esc_num or max_esc_num <= 0) then
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error(('max_esc must be a positive number: got %s')
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:format(tostring(max_esc)))
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end
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local remaining_esc = max_esc_num or 10
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local focus_string = ''
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while remaining_esc > 0 do
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local screen = dfhack.gui.getCurViewscreen(true)
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focus_string = dfhack.gui.getFocusString(screen)
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if df.global.ui.main.mode == df.ui_sidebar_mode.Default and
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focus_string == 'dwarfmode/Default' then
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if #navkey > 0 then gui.simulateInput(screen, navkey) end
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if navkey == 'D_DESIGNATE' then
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-- if the z-level happens to be on the surface, the mode will be
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-- set to DesignateChopTrees. we need an extra step to get to
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-- DesignateMine
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gui.simulateInput(dfhack.gui.getCurViewscreen(true),
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'DESIGNATE_DIG')
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end
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return
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end
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gui.simulateInput(screen, 'LEAVESCREEN')
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remaining_esc = remaining_esc - 1
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end
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error(('Unable to get into target sidebar mode (%s) from' ..
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' current UI viewscreen (%s).'):format(
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df.ui_sidebar_mode[sidebar_mode], focus_string))
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end
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function getPanelLayout()
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local dims = dfhack.gui.getDwarfmodeViewDims()
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return {
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map=gui.mkdims_xy(dims.map_x1, dims.map_y1, dims.map_x2, dims.map_y2),
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}
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end
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function getCursorPos()
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if g_cursor.x ~= -30000 then
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return copyall(g_cursor)
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end
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end
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function setCursorPos(cursor)
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df.global.cursor = copyall(cursor)
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end
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function clearCursorPos()
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df.global.cursor = xyz2pos(nil)
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end
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function getSelection()
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local p1, p2
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if g_sel_rect.start_x ~= -30000 then
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p1 = xyz2pos(g_sel_rect.start_x, g_sel_rect.start_y, g_sel_rect.start_z)
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end
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if g_sel_rect.end_x ~= -30000 then
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p2 = xyz2pos(g_sel_rect.end_x, g_sel_rect.end_y, g_sel_rect.end_z)
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end
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return p1, p2
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end
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function setSelectionStart(pos)
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g_sel_rect.start_x = pos.x
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g_sel_rect.start_y = pos.y
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g_sel_rect.start_z = pos.z
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end
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function setSelectionEnd(pos)
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g_sel_rect.end_x = pos.x
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g_sel_rect.end_y = pos.y
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g_sel_rect.end_z = pos.z
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end
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function clearSelection()
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g_sel_rect.start_x = -30000
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g_sel_rect.start_y = -30000
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g_sel_rect.start_z = -30000
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g_sel_rect.end_x = -30000
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g_sel_rect.end_y = -30000
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g_sel_rect.end_z = -30000
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end
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function getSelectionRange(p1, p2)
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local r1 = xyz2pos(
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math.min(p1.x, p2.x), math.min(p1.y, p2.y), math.min(p1.z, p2.z)
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)
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local r2 = xyz2pos(
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math.max(p1.x, p2.x), math.max(p1.y, p2.y), math.max(p1.z, p2.z)
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)
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local sz = xyz2pos(
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r2.x - r1.x + 1, r2.y - r1.y + 1, r2.z - r1.z + 1
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)
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return r1, sz, r2
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end
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Viewport = defclass(Viewport)
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function Viewport.make(map,x,y,z)
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local self = gui.mkdims_wh(x,y,map.width,map.height)
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self.z = z
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return mkinstance(Viewport, self)
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end
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function Viewport.get(layout)
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return Viewport.make(
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(layout or getPanelLayout()).map,
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df.global.window_x,
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df.global.window_y,
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df.global.window_z
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)
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end
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function Viewport:resize(layout)
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return Viewport.make(
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(layout or getPanelLayout()).map,
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self.x1, self.y1, self.z
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)
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end
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function Viewport:set()
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local vp = self:clip()
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df.global.window_x = vp.x1
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df.global.window_y = vp.y1
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df.global.window_z = vp.z
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return vp
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end
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function Viewport:getPos()
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return xyz2pos(self.x1, self.y1, self.z)
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end
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function Viewport:getSize()
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return xy2pos(self.width, self.height)
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end
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function Viewport:clip(x,y,z)
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return self:make(
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math.max(0, math.min(x or self.x1, world_map.x_count-self.width)),
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math.max(0, math.min(y or self.y1, world_map.y_count-self.height)),
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math.max(0, math.min(z or self.z, world_map.z_count-1))
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)
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end
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function Viewport:isVisibleXY(target,gap)
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gap = gap or 0
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return math.max(target.x-gap,0) >= self.x1
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and math.min(target.x+gap,world_map.x_count-1) <= self.x2
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and math.max(target.y-gap,0) >= self.y1
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and math.min(target.y+gap,world_map.y_count-1) <= self.y2
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end
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function Viewport:isVisible(target,gap)
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gap = gap or 0
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return self:isVisibleXY(target,gap) and target.z == self.z
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end
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function Viewport:tileToScreen(coord)
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return xyz2pos(coord.x - self.x1, coord.y - self.y1, coord.z - self.z)
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end
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function Viewport:getCenter()
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return xyz2pos(
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math.floor((self.x2+self.x1)/2),
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math.floor((self.y2+self.y1)/2),
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self.z
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)
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end
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function Viewport:centerOn(target)
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return self:clip(
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target.x - math.floor(self.width/2),
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target.y - math.floor(self.height/2),
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target.z
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)
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end
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function Viewport:scrollTo(target,gap)
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gap = math.max(0, gap or 5)
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if gap*2 >= math.min(self.width, self.height) then
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gap = math.floor(math.min(self.width, self.height)/2)
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end
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local x = math.min(self.x1, target.x-gap)
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x = math.max(x, target.x+gap+1-self.width)
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local y = math.min(self.y1, target.y-gap)
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y = math.max(y, target.y+gap+1-self.height)
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return self:clip(x, y, target.z)
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end
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function Viewport:reveal(target,gap,max_scroll,scroll_gap,scroll_z)
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gap = math.max(0, gap or 5)
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if self:isVisible(target, gap) then
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return self
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end
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max_scroll = math.max(0, max_scroll or 5)
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if self:isVisibleXY(target, -max_scroll)
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and (scroll_z or target.z == self.z) then
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return self:scrollTo(target, scroll_gap or gap)
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else
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return self:centerOn(target)
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end
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end
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MOVEMENT_KEYS = {
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KEYBOARD_CURSOR_UP = { 0, -1, 0 }, KEYBOARD_CURSOR_DOWN = { 0, 1, 0 },
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KEYBOARD_CURSOR_LEFT = { -1, 0, 0 }, KEYBOARD_CURSOR_RIGHT = { 1, 0, 0 },
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KEYBOARD_CURSOR_UP_FAST = { 0, -1, 0, true }, KEYBOARD_CURSOR_DOWN_FAST = { 0, 1, 0, true },
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KEYBOARD_CURSOR_LEFT_FAST = { -1, 0, 0, true }, KEYBOARD_CURSOR_RIGHT_FAST = { 1, 0, 0, true },
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CURSOR_UP = { 0, -1, 0 }, CURSOR_DOWN = { 0, 1, 0 },
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CURSOR_LEFT = { -1, 0, 0 }, CURSOR_RIGHT = { 1, 0, 0 },
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CURSOR_UPLEFT = { -1, -1, 0 }, CURSOR_UPRIGHT = { 1, -1, 0 },
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CURSOR_DOWNLEFT = { -1, 1, 0 }, CURSOR_DOWNRIGHT = { 1, 1, 0 },
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CURSOR_UP_FAST = { 0, -1, 0, true }, CURSOR_DOWN_FAST = { 0, 1, 0, true },
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CURSOR_LEFT_FAST = { -1, 0, 0, true }, CURSOR_RIGHT_FAST = { 1, 0, 0, true },
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CURSOR_UPLEFT_FAST = { -1, -1, 0, true }, CURSOR_UPRIGHT_FAST = { 1, -1, 0, true },
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CURSOR_DOWNLEFT_FAST = { -1, 1, 0, true }, CURSOR_DOWNRIGHT_FAST = { 1, 1, 0, true },
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CURSOR_UP_Z = { 0, 0, 1 }, CURSOR_DOWN_Z = { 0, 0, -1 },
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CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
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}
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function get_movement_delta(key, delta, big_step)
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local info = MOVEMENT_KEYS[key]
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if info then
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if info[4] then
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delta = big_step
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end
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return delta*info[1], delta*info[2], info[3]
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end
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end
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HOTKEY_KEYS = {}
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for i,v in ipairs(df.global.ui.main.hotkeys) do
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HOTKEY_KEYS['D_HOTKEY'..(i+1)] = v
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end
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function get_hotkey_target(key)
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local hk = HOTKEY_KEYS[key]
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if hk and hk.cmd == df.ui_hotkey.T_cmd.Zoom then
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return xyz2pos(hk.x, hk.y, hk.z)
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end
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end
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function Viewport:scrollByKey(key)
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local dx, dy, dz = get_movement_delta(key, 10, 20)
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if dx then
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return self:clip(
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self.x1 + dx,
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self.y1 + dy,
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self.z + dz
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)
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else
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local hk_pos = get_hotkey_target(key)
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if hk_pos then
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return self:centerOn(hk_pos)
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else
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return self
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end
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end
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end
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DwarfOverlay = defclass(DwarfOverlay, gui.Screen)
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function DwarfOverlay:updateLayout(parent_rect)
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self.df_layout = getPanelLayout()
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DwarfOverlay.super.updateLayout(self, parent_rect)
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end
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function DwarfOverlay:getViewport(old_vp)
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if old_vp then
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return old_vp:resize(self.df_layout)
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else
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return Viewport.get(self.df_layout)
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end
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end
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function DwarfOverlay:moveCursorTo(cursor,viewport,gap)
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setCursorPos(cursor)
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self:zoomViewportTo(cursor,viewport,gap)
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end
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function DwarfOverlay:zoomViewportTo(target, viewport, gap)
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if gap and self:getViewport():isVisible(target, gap) then
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return
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end
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self:getViewport(viewport):reveal(target, 5, 0, 10):set()
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end
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function DwarfOverlay:selectBuilding(building,cursor,viewport,gap)
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cursor = cursor or utils.getBuildingCenter(building)
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df.global.world.selected_building = building
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self:moveCursorTo(cursor, viewport, gap)
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end
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function DwarfOverlay:propagateMoveKeys(keys)
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for code,_ in pairs(keys) do
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if MOVEMENT_KEYS[code] or HOTKEY_KEYS[code] then
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if not HOTKEY_KEYS[code] or get_hotkey_target(code) then
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self:sendInputToParent(code)
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end
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return code
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end
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end
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end
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function DwarfOverlay:simulateViewScroll(keys, anchor, no_clip_cursor)
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local layout = self.df_layout
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local cursor = getCursorPos()
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anchor = anchor or cursor
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if anchor and keys.A_MOVE_SAME_SQUARE then
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self:getViewport():centerOn(anchor):set()
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return 'A_MOVE_SAME_SQUARE'
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end
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for code,_ in pairs(keys) do
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if MOVEMENT_KEYS[code] or HOTKEY_KEYS[code] then
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local vp = self:getViewport():scrollByKey(code)
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if (cursor and not no_clip_cursor) or no_clip_cursor == false then
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vp = vp:reveal(anchor,4,20,4,true)
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end
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vp:set()
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return code
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end
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end
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end
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function DwarfOverlay:simulateCursorMovement(keys, anchor)
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local layout = self.df_layout
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local cursor = getCursorPos()
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local cx, cy, cz = pos2xyz(cursor)
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if anchor and keys.A_MOVE_SAME_SQUARE then
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setCursorPos(anchor)
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self:getViewport():centerOn(anchor):set()
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return 'A_MOVE_SAME_SQUARE'
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end
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for code,_ in pairs(keys) do
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if MOVEMENT_KEYS[code] then
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local dx, dy, dz = get_movement_delta(code, 1, 10)
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local ncur = xyz2pos(cx+dx, cy+dy, cz+dz)
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if dfhack.maps.isValidTilePos(ncur) then
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setCursorPos(ncur)
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self:getViewport():reveal(ncur,4,10,6,true):set()
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end
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return code
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elseif HOTKEY_KEYS[code] then
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local pos = get_hotkey_target(code)
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if pos and dfhack.maps.isValidTilePos(pos) then
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setCursorPos(pos)
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self:getViewport():centerOn(pos):set()
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end
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return code
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end
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end
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end
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function DwarfOverlay:onAboutToShow(parent)
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if not df.viewscreen_dwarfmodest:is_instance(parent) then
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error("This screen requires the main dwarfmode view")
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end
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end
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MenuOverlay = defclass(MenuOverlay, DwarfOverlay)
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MenuOverlay.ATTRS {
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frame_inset = 0,
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frame_background = gui.CLEAR_PEN,
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-- if sidebar_mode is set, we will enter the specified sidebar mode on show
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-- and restore the previous sidebar mode on dismiss. otherwise it is up to
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-- the caller to ensure we are in a sidebar mode where the menu is visible.
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sidebar_mode = DEFAULT_NIL,
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}
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function MenuOverlay:init()
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if not dfhack.isMapLoaded() then
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-- sidebar menus are only valid when a fort map is loaded
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error('A fortress map must be loaded.')
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end
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if self.sidebar_mode then
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self.saved_sidebar_mode = df.global.ui.main.mode
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-- what mode should we restore when this window is dismissed? ideally, we'd
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-- restore the mode that the user has set, but we should fall back to
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-- restoring the default mode if either of the following conditions are
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-- true:
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-- 1) enterSidebarMode doesn't support getting back into the current mode
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-- 2) a dfhack viewscreen is currently visible. in this case, we can't trust
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-- that the current sidebar mode was set by the user. it could just be a
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-- MenuOverlay subclass that is currently being shown that has set the
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-- sidebar mode for its own purposes.
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if not SIDEBAR_MODE_KEYS[self.saved_sidebar_mode]
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or dfhack.gui.getCurFocus(true):find('^dfhack/') then
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self.saved_sidebar_mode = df.ui_sidebar_mode.Default
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end
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enterSidebarMode(self.sidebar_mode)
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end
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end
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function MenuOverlay:computeFrame(parent_rect)
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return self.df_layout.menu, gui.inset_frame(self.df_layout.menu, self.frame_inset)
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end
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function MenuOverlay:onAboutToShow(parent)
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self:updateLayout()
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if not self.df_layout.menu then
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error("The menu panel of dwarfmode is not visible")
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end
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end
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function MenuOverlay:onDismiss()
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if self.saved_sidebar_mode then
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enterSidebarMode(self.saved_sidebar_mode)
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end
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end
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function MenuOverlay:render(dc)
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self:renderParent()
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local menu = self.df_layout.menu
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if menu then
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-- Paint signature on the frame.
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dscreen.paintString(
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{fg=COLOR_BLACK,bg=COLOR_DARKGREY},
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menu.x1+1, menu.y2+1, "DFHack"
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)
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|
if self.frame_background then
|
|
dc:fill(menu, self.frame_background)
|
|
end
|
|
|
|
MenuOverlay.super.render(self, dc)
|
|
end
|
|
end
|
|
|
|
-- Framework for managing rendering over the map area. This function is intended
|
|
-- to be called from a subclass's onRenderBody() function.
|
|
--
|
|
-- get_overlay_char_fn takes a coordinate position and an is_cursor boolean and
|
|
-- returns the char to render at that position and, optionally, the foreground
|
|
-- and background colors to use to draw the char. If nothing should be rendered
|
|
-- at that position, the function should return nil. If no foreground color is
|
|
-- specified, it defaults to COLOR_GREEN. If no background color is specified,
|
|
-- it defaults to COLOR_BLACK.
|
|
--
|
|
-- bounds_rect has elements {x1, x2, y1, y2} in global map coordinates (not
|
|
-- screen coordinates). The rect is intersected with the visible map viewport to
|
|
-- get the range over which get_overlay_char_fn is called. If bounds_rect is not
|
|
-- specified, the entire viewport is scanned.
|
|
--
|
|
-- example call from a subclass:
|
|
-- function MyMenuOverlaySubclass:onRenderBody()
|
|
-- local function get_overlay_char(pos)
|
|
-- return safe_index(self.overlay_chars, pos.z, pos.y, pos.x), COLOR_RED
|
|
-- end
|
|
-- self:renderMapOverlay(get_overlay_char, self.overlay_bounds)
|
|
-- end
|
|
function MenuOverlay:renderMapOverlay(get_overlay_char_fn, bounds_rect)
|
|
local vp = self:getViewport()
|
|
local rect = gui.ViewRect{rect=vp,
|
|
clip_view=bounds_rect and gui.ViewRect{rect=bounds_rect} or nil}
|
|
|
|
-- nothing to do if the viewport is completely separate from the bounds_rect
|
|
if rect:isDefunct() then return end
|
|
|
|
local dc = gui.Painter.new(self.df_layout.map)
|
|
local z = df.global.window_z
|
|
local cursor = getCursorPos()
|
|
for y=rect.clip_y1,rect.clip_y2 do
|
|
for x=rect.clip_x1,rect.clip_x2 do
|
|
local pos = xyz2pos(x, y, z)
|
|
local overlay_char, fg_color, bg_color = get_overlay_char_fn(
|
|
pos, same_xy(cursor, pos))
|
|
if not overlay_char then goto continue end
|
|
local stile = vp:tileToScreen(pos)
|
|
dc:map(true):seek(stile.x, stile.y):
|
|
pen(fg_color or COLOR_GREEN, bg_color or COLOR_BLACK):
|
|
char(overlay_char):map(false)
|
|
::continue::
|
|
end
|
|
end
|
|
end
|
|
|
|
return _ENV
|