dfhack/plugins/tweak/tweaks/hide-priority.h

79 lines
2.8 KiB
C++

#include "modules/Gui.h"
#include "df/viewscreen_dwarfmodest.h"
using namespace DFHack;
using df::global::gps;
using df::global::game;
struct hide_priority_hook : df::viewscreen_dwarfmodest {
typedef df::viewscreen_dwarfmodest interpose_base;
static bool was_valid_mode;
static bool toggled_manually;
static bool last_show_priorities_setting;
inline bool valid_mode ()
{
switch (plotinfo->main.mode)
{
case df::ui_sidebar_mode::DesignateMine:
case df::ui_sidebar_mode::DesignateRemoveRamps:
case df::ui_sidebar_mode::DesignateUpStair:
case df::ui_sidebar_mode::DesignateDownStair:
case df::ui_sidebar_mode::DesignateUpDownStair:
case df::ui_sidebar_mode::DesignateUpRamp:
case df::ui_sidebar_mode::DesignateChannel:
case df::ui_sidebar_mode::DesignateGatherPlants:
case df::ui_sidebar_mode::DesignateRemoveDesignation:
case df::ui_sidebar_mode::DesignateSmooth:
case df::ui_sidebar_mode::DesignateCarveTrack:
case df::ui_sidebar_mode::DesignateEngrave:
case df::ui_sidebar_mode::DesignateCarveFortification:
case df::ui_sidebar_mode::DesignateChopTrees:
case df::ui_sidebar_mode::DesignateToggleEngravings:
case df::ui_sidebar_mode::DesignateToggleMarker:
case df::ui_sidebar_mode::DesignateRemoveConstruction:
return true;
default:
return false;
}
}
DEFINE_VMETHOD_INTERPOSE(void, render, ())
{
if (!was_valid_mode && valid_mode() && toggled_manually) {
game->designation.priority_set = last_show_priorities_setting;
}
INTERPOSE_NEXT(render)();
if (valid_mode())
{
auto dims = Gui::getDwarfmodeViewDims();
if (dims.menu_on)
{
int x = dims.menu_x1 + 1, y = gps->dimy - (gps->dimy > 26 ? 8 : 7);
OutputToggleString(x, y, "Show priorities", df::interface_key::CUSTOM_ALT_P,
game->designation.priority_set, true, 0,
COLOR_WHITE, COLOR_LIGHTRED);
}
}
was_valid_mode = valid_mode();
}
DEFINE_VMETHOD_INTERPOSE(void, feed, (std::set<df::interface_key> *input))
{
if (valid_mode() && input->count(df::interface_key::CUSTOM_ALT_P))
{
game->designation.priority_set = !game->designation.priority_set;
toggled_manually = true;
last_show_priorities_setting = game->designation.priority_set;
}
else
INTERPOSE_NEXT(feed)(input);
}
};
bool hide_priority_hook::was_valid_mode = false;
bool hide_priority_hook::toggled_manually = false;
bool hide_priority_hook::last_show_priorities_setting = false;
IMPLEMENT_VMETHOD_INTERPOSE(hide_priority_hook, feed);
IMPLEMENT_VMETHOD_INTERPOSE(hide_priority_hook, render);