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<div class="document" id="dfhack-lua-api">
<h1 class="title">DFHack Lua API</h1>
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
<li><a class="reference internal" href="#df-data-structure-wrapper" id="id3">DF data structure wrapper</a><ul>
<li><a class="reference internal" href="#typed-object-references" id="id4">Typed object references</a><ul>
<li><a class="reference internal" href="#primitive-references" id="id5">Primitive references</a></li>
<li><a class="reference internal" href="#struct-references" id="id6">Struct references</a></li>
<li><a class="reference internal" href="#container-references" id="id7">Container references</a></li>
<li><a class="reference internal" href="#bitfield-references" id="id8">Bitfield references</a></li>
</ul>
</li>
<li><a class="reference internal" href="#named-types" id="id9">Named types</a></li>
<li><a class="reference internal" href="#global-functions" id="id10">Global functions</a></li>
<li><a class="reference internal" href="#recursive-table-assignment" id="id11">Recursive table assignment</a></li>
</ul>
</li>
<li><a class="reference internal" href="#dfhack-api" id="id12">DFHack API</a><ul>
<li><a class="reference internal" href="#native-utilities" id="id13">Native utilities</a><ul>
<li><a class="reference internal" href="#input-output" id="id14">Input &amp; Output</a></li>
<li><a class="reference internal" href="#exception-handling" id="id15">Exception handling</a></li>
<li><a class="reference internal" href="#miscellaneous" id="id16">Miscellaneous</a></li>
<li><a class="reference internal" href="#locking-and-finalization" id="id17">Locking and finalization</a></li>
<li><a class="reference internal" href="#persistent-configuration-storage" id="id18">Persistent configuration storage</a></li>
<li><a class="reference internal" href="#material-info-lookup" id="id19">Material info lookup</a></li>
<li><a class="reference internal" href="#random-number-generation" id="id20">Random number generation</a></li>
</ul>
</li>
<li><a class="reference internal" href="#c-function-wrappers" id="id21">C++ function wrappers</a><ul>
<li><a class="reference internal" href="#gui-module" id="id22">Gui module</a></li>
<li><a class="reference internal" href="#job-module" id="id23">Job module</a></li>
<li><a class="reference internal" href="#units-module" id="id24">Units module</a></li>
<li><a class="reference internal" href="#items-module" id="id25">Items module</a></li>
<li><a class="reference internal" href="#maps-module" id="id26">Maps module</a></li>
<li><a class="reference internal" href="#burrows-module" id="id27">Burrows module</a></li>
<li><a class="reference internal" href="#buildings-module" id="id28">Buildings module</a></li>
<li><a class="reference internal" href="#constructions-module" id="id29">Constructions module</a></li>
<li><a class="reference internal" href="#screen-api" id="id30">Screen API</a></li>
<li><a class="reference internal" href="#filesystem-module" id="id31">Filesystem module</a></li>
<li><a class="reference internal" href="#internal-api" id="id32">Internal API</a></li>
</ul>
</li>
<li><a class="reference internal" href="#core-interpreter-context" id="id33">Core interpreter context</a><ul>
<li><a class="reference internal" href="#event-type" id="id34">Event type</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#lua-modules" id="id35">Lua Modules</a><ul>
<li><a class="reference internal" href="#global-environment" id="id36">Global environment</a></li>
<li><a class="reference internal" href="#utils" id="id37">utils</a></li>
<li><a class="reference internal" href="#dumper" id="id38">dumper</a></li>
<li><a class="reference internal" href="#class" id="id39">class</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-ui-library" id="id40">In-game UI Library</a><ul>
<li><a class="reference internal" href="#gui" id="id41">gui</a><ul>
<li><a class="reference internal" href="#misc" id="id42">Misc</a></li>
<li><a class="reference internal" href="#viewrect-class" id="id43">ViewRect class</a></li>
<li><a class="reference internal" href="#painter-class" id="id44">Painter class</a></li>
<li><a class="reference internal" href="#view-class" id="id45">View class</a></li>
<li><a class="reference internal" href="#screen-class" id="id46">Screen class</a></li>
<li><a class="reference internal" href="#framedscreen-class" id="id47">FramedScreen class</a></li>
</ul>
</li>
<li><a class="reference internal" href="#gui-widgets" id="id48">gui.widgets</a><ul>
<li><a class="reference internal" href="#widget-class" id="id49">Widget class</a></li>
<li><a class="reference internal" href="#panel-class" id="id50">Panel class</a></li>
<li><a class="reference internal" href="#pages-class" id="id51">Pages class</a></li>
<li><a class="reference internal" href="#editfield-class" id="id52">EditField class</a></li>
<li><a class="reference internal" href="#label-class" id="id53">Label class</a></li>
<li><a class="reference internal" href="#list-class" id="id54">List class</a></li>
<li><a class="reference internal" href="#filteredlist-class" id="id55">FilteredList class</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#plugins" id="id56">Plugins</a><ul>
<li><a class="reference internal" href="#burrows" id="id57">burrows</a></li>
<li><a class="reference internal" href="#sort" id="id58">sort</a></li>
<li><a class="reference internal" href="#eventful" id="id59">Eventful</a><ul>
<li><a class="reference internal" href="#list-of-events" id="id60">List of events</a></li>
<li><a class="reference internal" href="#events-from-eventmanager" id="id61">Events from EventManager</a></li>
<li><a class="reference internal" href="#functions" id="id62">Functions</a></li>
<li><a class="reference internal" href="#examples" id="id63">Examples</a></li>
</ul>
</li>
<li><a class="reference internal" href="#building-hacks" id="id64">Building-hacks</a><ul>
<li><a class="reference internal" href="#id1" id="id65">Functions</a></li>
<li><a class="reference internal" href="#id2" id="id66">Examples</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id67">Scripts</a><ul>
<li><a class="reference internal" href="#save-init-script" id="id68">Save init script</a></li>
</ul>
</li>
</ul>
</div>
<p>The current version of DFHack has extensive support for
the Lua scripting language, providing access to:</p>
<ol class="arabic simple">
<li>Raw data structures used by the game.</li>
<li>Many C++ functions for high-level access to these
structures, and interaction with dfhack itself.</li>
<li>Some functions exported by C++ plugins.</li>
</ol>
<p>Lua code can be used both for writing scripts, which
are treated by DFHack command line prompt almost as
native C++ commands, and invoked by plugins written in c++.</p>
<p>This document describes native API available to Lua in detail.
It does not describe all of the utility functions
implemented by Lua files located in hack/lua/...</p>
<div class="section" id="df-data-structure-wrapper">
<h1><a class="toc-backref" href="#id3">DF data structure wrapper</a></h1>
<p>Data structures of the game are defined in XML files located in library/xml
(and online at <a class="reference external" href="http://github.com/DFHack/df-structures">http://github.com/DFHack/df-structures</a>), and automatically exported
to lua code as a tree of objects and functions under the <tt class="docutils literal">df</tt> global, which
also broadly maps to the <tt class="docutils literal">df</tt> namespace in the headers generated for C++.</p>
<p><strong>WARNING</strong>: The wrapper provides almost raw access to the memory
of the game, so mistakes in manipulating objects are as likely to
crash the game as equivalent plain C++ code would be. E.g. NULL
pointer access is safely detected, but dangling pointers aren't.</p>
<p>Objects managed by the wrapper can be broadly classified into the following groups:</p>
<ol class="arabic">
<li><p class="first">Typed object pointers (references).</p>
<p>References represent objects in DF memory with a known type.</p>
<p>In addition to fields and methods defined by the wrapped type,
every reference has some built-in properties and methods.</p>
</li>
<li><p class="first">Untyped pointers</p>
<p>Represented as lightuserdata.</p>
<p>In assignment to a pointer NULL can be represented either as
<tt class="docutils literal">nil</tt>, or a NULL lightuserdata; reading a NULL pointer field
returns <tt class="docutils literal">nil</tt>.</p>
</li>
<li><p class="first">Named types</p>
<p>Objects in the <tt class="docutils literal">df</tt> tree that represent identity of struct, class,
enum and bitfield types. They host nested named types, static
methods, builtin properties &amp; methods, and, for enums and bitfields,
the bi-directional mapping between key names and values.</p>
</li>
<li><p class="first">The <tt class="docutils literal">global</tt> object</p>
<p><tt class="docutils literal">df.global</tt> corresponds to the <tt class="docutils literal"><span class="pre">df::global</span></tt> namespace, and
behaves as a mix between a named type and a reference, containing
both nested types and fields corresponding to global symbols.</p>
</li>
</ol>
<p>In addition to the <tt class="docutils literal">global</tt> object and top-level types the <tt class="docutils literal">df</tt>
global also contains a few global builtin utility functions.</p>
<div class="section" id="typed-object-references">
<h2><a class="toc-backref" href="#id4">Typed object references</a></h2>
<p>The underlying primitive lua object is userdata with a metatable.
Every structured field access produces a new userdata instance.</p>
<p>All typed objects have the following built-in features:</p>
<ul>
<li><p class="first"><tt class="docutils literal">ref1 == ref2</tt>, <tt class="docutils literal">tostring(ref)</tt></p>
<p>References implement equality by type &amp; pointer value, and string conversion.</p>
</li>
<li><p class="first"><tt class="docutils literal">pairs(ref)</tt></p>
<p>Returns an iterator for the sequence of actual C++ field names
and values. Fields are enumerated in memory order. Methods and
lua wrapper properties are not included in the iteration.</p>
<p><strong>WARNING</strong>: a few of the data structures (like ui_look_list)
contain unions with pointers to different types with vtables.
Using pairs on such structs is an almost sure way to crash with
an access violation.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref._kind</tt></p>
<p>Returns one of: <tt class="docutils literal">primitive</tt>, <tt class="docutils literal">struct</tt>, <tt class="docutils literal">container</tt>,
or <tt class="docutils literal">bitfield</tt>, as appropriate for the referenced object.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref._type</tt></p>
<p>Returns the named type object or a string that represents
the referenced object type.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:sizeof()</tt></p>
<p>Returns <em>size, address</em></p>
</li>
<li><p class="first"><tt class="docutils literal">ref:new()</tt></p>
<p>Allocates a new instance of the same type, and copies data
from the current object.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:delete()</tt></p>
<p>Destroys the object with the C++ <tt class="docutils literal">delete</tt> operator.
If destructor is not available, returns <em>false</em>.</p>
<p><strong>WARNING</strong>: the lua reference object remains as a dangling
pointer, like a raw C++ pointer would.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:assign(object)</tt></p>
<p>Assigns data from object to ref. Object must either be another
ref of a compatible type, or a lua table; in the latter case
special recursive assignment rules are applied.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">ref:_displace(index[,step])</span></tt></p>
<p>Returns a new reference with the pointer adjusted by index*step.
Step defaults to the natural object size.</p>
</li>
</ul>
<div class="section" id="primitive-references">
<h3><a class="toc-backref" href="#id5">Primitive references</a></h3>
<p>References of the <em>_kind</em> <tt class="docutils literal">'primitive'</tt> are used for objects
that don't fit any of the other reference types. Such
references can only appear as a value of a pointer field,
or as a result of calling the <tt class="docutils literal">_field()</tt> method.</p>
<p>They behave as structs with one field <tt class="docutils literal">value</tt> of the right type.</p>
<p>To make working with numeric buffers easier, they also allow
numeric indices. Note that other than excluding negative values
no bound checking is performed, since buffer length is not available.
Index 0 is equivalent to the <tt class="docutils literal">value</tt> field.</p>
</div>
<div class="section" id="struct-references">
<h3><a class="toc-backref" href="#id6">Struct references</a></h3>
<p>Struct references are used for class and struct objects.</p>
<p>They implement the following features:</p>
<ul>
<li><p class="first"><tt class="docutils literal">ref.field</tt>, <tt class="docutils literal">ref.field = value</tt></p>
<p>Valid fields of the structure may be accessed by subscript.</p>
<p>Primitive typed fields, i.e. numbers &amp; strings, are converted
to/from matching lua values. The value of a pointer is a reference
to the target, or nil/NULL. Complex types are represented by
a reference to the field within the structure; unless recursive
lua table assignment is used, such fields can only be read.</p>
<p><strong>NOTE:</strong> In case of inheritance, <em>superclass</em> fields have precedence
over the subclass, but fields shadowed in this way can still
be accessed as <tt class="docutils literal"><span class="pre">ref['subclasstype.field']</span></tt>.
This shadowing order is necessary because vtable-based classes
are automatically exposed in their exact type, and the reverse
rule would make access to superclass fields unreliable.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref._field(field)</tt></p>
<p>Returns a reference to a valid field. That is, unlike regular
subscript, it returns a reference to the field within the structure
even for primitive typed fields and pointers.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">ref:vmethod(args...)</span></tt></p>
<p>Named virtual methods are also exposed, subject to the same
shadowing rules.</p>
</li>
<li><p class="first"><tt class="docutils literal">pairs(ref)</tt></p>
<p>Enumerates all real fields (but not methods) in memory
(= declaration) order.</p>
</li>
</ul>
</div>
<div class="section" id="container-references">
<h3><a class="toc-backref" href="#id7">Container references</a></h3>
<p>Containers represent vectors and arrays, possibly resizable.</p>
<p>A container field can associate an enum to the container
reference, which allows accessing elements using string keys
instead of numerical indices.</p>
<p>Implemented features:</p>
<ul>
<li><p class="first"><tt class="docutils literal">ref._enum</tt></p>
<p>If the container has an associated enum, returns the matching
named type object.</p>
</li>
<li><p class="first"><tt class="docutils literal">#ref</tt></p>
<p>Returns the <em>length</em> of the container.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref[index]</tt></p>
<p>Accesses the container element, using either a <em>0-based</em> numerical
index, or, if an enum is associated, a valid enum key string.</p>
<p>Accessing an invalid index is an error, but some container types
may return a default value, or auto-resize instead for convenience.
Currently this relaxed mode is implemented by df-flagarray aka BitArray.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref._field(index)</tt></p>
<p>Like with structs, returns a pointer to the array element, if possible.
Flag and bit arrays cannot return such pointer, so it fails with an error.</p>
</li>
<li><p class="first"><tt class="docutils literal">pairs(ref)</tt>, <tt class="docutils literal">ipairs(ref)</tt></p>
<p>If the container has no associated enum, both behave identically,
iterating over numerical indices in order. Otherwise, ipairs still
uses numbers, while pairs tries to substitute enum keys whenever
possible.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:resize(new_size)</tt></p>
<p>Resizes the container if supported, or fails with an error.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:insert(index,item)</tt></p>
<p>Inserts a new item at the specified index. To add at the end,
use <tt class="docutils literal">#ref</tt>, or just <tt class="docutils literal">'#'</tt> as index.</p>
</li>
<li><p class="first"><tt class="docutils literal">ref:erase(index)</tt></p>
<p>Removes the element at the given valid index.</p>
</li>
</ul>
</div>
<div class="section" id="bitfield-references">
<h3><a class="toc-backref" href="#id8">Bitfield references</a></h3>
<p>Bitfields behave like special fixed-size containers.
Consider them to be something in between structs and
fixed-size vectors.</p>
<p>The <tt class="docutils literal">_enum</tt> property points to the bitfield type.
Numerical indices correspond to the shift value,
and if a subfield occupies multiple bits, the
<tt class="docutils literal">ipairs</tt> order would have a gap.</p>
<p>Since currently there is no API to allocate a bitfield
object fully in GC-managed lua heap, consider using the
lua table assignment feature outlined below in order to
pass bitfield values to dfhack API functions that need
them, e.g. <tt class="docutils literal">matinfo:matches{metal=true}</tt>.</p>
</div>
</div>
<div class="section" id="named-types">
<h2><a class="toc-backref" href="#id9">Named types</a></h2>
<p>Named types are exposed in the <tt class="docutils literal">df</tt> tree with names identical
to the C++ version, except for the <tt class="docutils literal">::</tt> vs <tt class="docutils literal">.</tt> difference.</p>
<p>All types and the global object have the following features:</p>
<ul>
<li><p class="first"><tt class="docutils literal">type._kind</tt></p>
<p>Evaluates to one of <tt class="docutils literal"><span class="pre">struct-type</span></tt>, <tt class="docutils literal"><span class="pre">class-type</span></tt>, <tt class="docutils literal"><span class="pre">enum-type</span></tt>,
<tt class="docutils literal"><span class="pre">bitfield-type</span></tt> or <tt class="docutils literal">global</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">type._identity</tt></p>
<p>Contains a lightuserdata pointing to the underlying
DFHack::type_instance object.</p>
</li>
</ul>
<p>Types excluding the global object also support:</p>
<ul>
<li><p class="first"><tt class="docutils literal">type:sizeof()</tt></p>
<p>Returns the size of an object of the type.</p>
</li>
<li><p class="first"><tt class="docutils literal">type:new()</tt></p>
<p>Creates a new instance of an object of the type.</p>
</li>
<li><p class="first"><tt class="docutils literal">type:is_instance(object)</tt></p>
<p>Returns true if object is same or subclass type, or a reference
to an object of same or subclass type. It is permissible to pass
nil, NULL or non-wrapper value as object; in this case the
method returns nil.</p>
</li>
</ul>
<p>In addition to this, enum and bitfield types contain a
bi-directional mapping between key strings and values, and
also map <tt class="docutils literal">_first_item</tt> and <tt class="docutils literal">_last_item</tt> to the min and
max values.</p>
<p>Struct and class types with instance-vector attribute in the
xml have a <tt class="docutils literal">type.find(key)</tt> function that wraps the find
method provided in C++.</p>
</div>
<div class="section" id="global-functions">
<h2><a class="toc-backref" href="#id10">Global functions</a></h2>
<p>The <tt class="docutils literal">df</tt> table itself contains the following functions and values:</p>
<ul>
<li><p class="first"><tt class="docutils literal">NULL</tt>, <tt class="docutils literal">df.NULL</tt></p>
<p>Contains the NULL lightuserdata.</p>
</li>
<li><p class="first"><tt class="docutils literal">df.isnull(obj)</tt></p>
<p>Evaluates to true if obj is nil or NULL; false otherwise.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">df.isvalid(obj[,allow_null])</span></tt></p>
<p>For supported objects returns one of <tt class="docutils literal">type</tt>, <tt class="docutils literal">voidptr</tt>, <tt class="docutils literal">ref</tt>.</p>
<p>If <em>allow_null</em> is true, and obj is nil or NULL, returns <tt class="docutils literal">null</tt>.</p>
<p>Otherwise returns <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">df.sizeof(obj)</tt></p>
<p>For types and refs identical to <tt class="docutils literal">obj:sizeof()</tt>.
For lightuserdata returns <em>nil, address</em></p>
</li>
<li><p class="first"><tt class="docutils literal">df.new(obj)</tt>, <tt class="docutils literal">df.delete(obj)</tt>, <tt class="docutils literal">df.assign(obj, obj2)</tt></p>
<p>Equivalent to using the matching methods of obj.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">df._displace(obj,index[,step])</span></tt></p>
<p>For refs equivalent to the method, but also works with
lightuserdata (step is mandatory then).</p>
</li>
<li><p class="first"><tt class="docutils literal">df.is_instance(type,obj)</tt></p>
<p>Equivalent to the method, but also allows a reference as proxy for its type.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">df.new(ptype[,count])</span></tt></p>
<p>Allocate a new instance, or an array of built-in types.
The <tt class="docutils literal">ptype</tt> argument is a string from the following list:
<tt class="docutils literal">string</tt>, <tt class="docutils literal">int8_t</tt>, <tt class="docutils literal">uint8_t</tt>, <tt class="docutils literal">int16_t</tt>, <tt class="docutils literal">uint16_t</tt>,
<tt class="docutils literal">int32_t</tt>, <tt class="docutils literal">uint32_t</tt>, <tt class="docutils literal">int64_t</tt>, <tt class="docutils literal">uint64_t</tt>, <tt class="docutils literal">bool</tt>,
<tt class="docutils literal">float</tt>, <tt class="docutils literal">double</tt>. All of these except <tt class="docutils literal">string</tt> can be
used with the count argument to allocate an array.</p>
</li>
<li><p class="first"><tt class="docutils literal">df.reinterpret_cast(type,ptr)</tt></p>
<p>Converts ptr to a ref of specified type. The type may be anything
acceptable to <tt class="docutils literal">df.is_instance</tt>. Ptr may be <em>nil</em>, a ref,
a lightuserdata, or a number.</p>
<p>Returns <em>nil</em> if NULL, or a ref.</p>
</li>
</ul>
</div>
<div class="section" id="recursive-table-assignment">
<h2><a class="toc-backref" href="#id11">Recursive table assignment</a></h2>
<p>Recursive assignment is invoked when a lua table is assigned
to a C++ object or field, i.e. one of:</p>
<ul class="simple">
<li><tt class="docutils literal"><span class="pre">ref:assign{...}</span></tt></li>
<li><tt class="docutils literal">ref.field = <span class="pre">{...}</span></tt></li>
</ul>
<p>The general mode of operation is that all fields of the table
are assigned to the fields of the target structure, roughly
emulating the following code:</p>
<pre class="literal-block">
function rec_assign(ref,table)
for key,value in pairs(table) do
ref[key] = value
end
end
</pre>
<p>Since assigning a table to a field using = invokes the same
process, it is recursive.</p>
<p>There are however some variations to this process depending
on the type of the field being assigned to:</p>
<ol class="arabic">
<li><p class="first">If the table contains an <tt class="docutils literal">assign</tt> field, it is
applied first, using the <tt class="docutils literal">ref:assign(value)</tt> method.
It is never assigned as a usual field.</p>
</li>
<li><p class="first">When a table is assigned to a non-NULL pointer field
using the <tt class="docutils literal">ref.field = <span class="pre">{...}</span></tt> syntax, it is applied
to the target of the pointer instead.</p>
<p>If the pointer is NULL, the table is checked for a <tt class="docutils literal">new</tt> field:</p>
<ol class="loweralpha simple">
<li>If it is <em>nil</em> or <em>false</em>, assignment fails with an error.</li>
<li>If it is <em>true</em>, the pointer is initialized with a newly
allocated object of the declared target type of the pointer.</li>
<li>Otherwise, <tt class="docutils literal">table.new</tt> must be a named type, or an
object of a type compatible with the pointer. The pointer
is initialized with the result of calling <tt class="docutils literal">table.new:new()</tt>.</li>
</ol>
<p>After this auto-vivification process, assignment proceeds
as if the pointer wasn't NULL.</p>
<p>Obviously, the <tt class="docutils literal">new</tt> field inside the table is always skipped
during the actual per-field assignment processing.</p>
</li>
<li><p class="first">If the target of the assignment is a container, a separate
rule set is used:</p>
<ol class="loweralpha">
<li><p class="first">If the table contains neither <tt class="docutils literal">assign</tt> nor <tt class="docutils literal">resize</tt>
fields, it is interpreted as an ordinary <em>1-based</em> lua
array. The container is resized to the #-size of the
table, and elements are assigned in numeric order:</p>
<pre class="literal-block">
ref:resize(#table);
for i=1,#table do ref[i-1] = table[i] end
</pre>
</li>
<li><p class="first">Otherwise, <tt class="docutils literal">resize</tt> must be <em>true</em>, <em>false</em>, or
an explicit number. If it is not false, the container
is resized. After that the usual struct-like 'pairs'
assignment is performed.</p>
<p>In case <tt class="docutils literal">resize</tt> is <em>true</em>, the size is computed
by scanning the table for the largest numeric key.</p>
</li>
</ol>
<p>This means that in order to reassign only one element of
a container using this system, it is necessary to use:</p>
<pre class="literal-block">
{ resize=false, [idx]=value }
</pre>
</li>
</ol>
<p>Since nil inside a table is indistinguishable from missing key,
it is necessary to use <tt class="docutils literal">df.NULL</tt> as a null pointer value.</p>
<p>This system is intended as a way to define a nested object
tree using pure lua data structures, and then materialize it in
C++ memory in one go. Note that if pointer auto-vivification
is used, an error in the middle of the recursive walk would
not destroy any objects allocated in this way, so the user
should be prepared to catch the error and do the necessary
cleanup.</p>
</div>
</div>
<div class="section" id="dfhack-api">
<h1><a class="toc-backref" href="#id12">DFHack API</a></h1>
<p>DFHack utility functions are placed in the <tt class="docutils literal">dfhack</tt> global tree.</p>
<div class="section" id="native-utilities">
<h2><a class="toc-backref" href="#id13">Native utilities</a></h2>
<div class="section" id="input-output">
<h3><a class="toc-backref" href="#id14">Input &amp; Output</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.print(args...)</span></tt></p>
<p>Output tab-separated args as standard lua print would do,
but without a newline.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">print(args...)</span></tt>, <tt class="docutils literal"><span class="pre">dfhack.println(args...)</span></tt></p>
<p>A replacement of the standard library print function that
works with DFHack output infrastructure.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.printerr(args...)</span></tt></p>
<p>Same as println; intended for errors. Uses red color and logs to stderr.log.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.color([color])</span></tt></p>
<p>Sets the current output color. If color is <em>nil</em> or <em>-1</em>, resets to default.
Returns the previous color value.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.is_interactive()</tt></p>
<p>Checks if the thread can access the interactive console and returns <em>true</em> or <em>false</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.lineedit([prompt[,history_filename]])</span></tt></p>
<p>If the thread owns the interactive console, shows a prompt
and returns the entered string. Otherwise returns <em>nil, error</em>.</p>
<p>Depending on the context, this function may actually yield the
running coroutine and let the C++ code release the core suspend
lock. Using an explicit <tt class="docutils literal">dfhack.with_suspend</tt> will prevent
this, forcing the function to block on input with lock held.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.interpreter([prompt[,history_filename[,env]]])</span></tt></p>
<p>Starts an interactive lua interpreter, using the specified prompt
string, global environment and command-line history file.</p>
<p>If the interactive console is not accessible, returns <em>nil, error</em>.</p>
</li>
</ul>
</div>
<div class="section" id="exception-handling">
<h3><a class="toc-backref" href="#id15">Exception handling</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.error(msg[,level[,verbose]])</span></tt></p>
<p>Throws a dfhack exception object with location and stack trace.
The verbose parameter controls whether the trace is printed by default.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">qerror(msg[,level])</span></tt></p>
<p>Calls <tt class="docutils literal">dfhack.error()</tt> with <tt class="docutils literal">verbose</tt> being <em>false</em>. Intended to
be used for user-caused errors in scripts, where stack traces are not
desirable.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.pcall(f[,args...])</span></tt></p>
<p>Invokes f via xpcall, using an error function that attaches
a stack trace to the error. The same function is used by SafeCall
in C++, and dfhack.safecall.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">safecall(f[,args...])</span></tt>, <tt class="docutils literal"><span class="pre">dfhack.safecall(f[,args...])</span></tt></p>
<p>Just like pcall, but also prints the error using printerr before
returning. Intended as a convenience function.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.saferesume(coroutine[,args...])</span></tt></p>
<p>Compares to coroutine.resume like dfhack.safecall vs pcall.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.exception</tt></p>
<p>Metatable of error objects used by dfhack. The objects have the
following properties:</p>
<dl class="docutils">
<dt><tt class="docutils literal">err.where</tt></dt>
<dd><p class="first last">The location prefix string, or <em>nil</em>.</p>
</dd>
<dt><tt class="docutils literal">err.message</tt></dt>
<dd><p class="first last">The base message string.</p>
</dd>
<dt><tt class="docutils literal">err.stacktrace</tt></dt>
<dd><p class="first last">The stack trace string, or <em>nil</em>.</p>
</dd>
<dt><tt class="docutils literal">err.cause</tt></dt>
<dd><p class="first last">A different exception object, or <em>nil</em>.</p>
</dd>
<dt><tt class="docutils literal">err.thread</tt></dt>
<dd><p class="first last">The coroutine that has thrown the exception.</p>
</dd>
<dt><tt class="docutils literal">err.verbose</tt></dt>
<dd><p class="first last">Boolean, or <em>nil</em>; specifies if where and stacktrace should be printed.</p>
</dd>
<dt><tt class="docutils literal">tostring(err)</tt>, or <tt class="docutils literal"><span class="pre">err:tostring([verbose])</span></tt></dt>
<dd><p class="first last">Converts the exception to string.</p>
</dd>
</dl>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.exception.verbose</tt></p>
<p>The default value of the <tt class="docutils literal">verbose</tt> argument of <tt class="docutils literal">err:tostring()</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="miscellaneous">
<h3><a class="toc-backref" href="#id16">Miscellaneous</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.VERSION</tt></p>
<p>DFHack version string constant.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.curry(func,args...)</span></tt>, or <tt class="docutils literal"><span class="pre">curry(func,args...)</span></tt></p>
<p>Returns a closure that invokes the function with args combined
both from the curry call and the closure call itself. I.e.
<tt class="docutils literal"><span class="pre">curry(func,a,b)(c,d)</span></tt> equals <tt class="docutils literal">func(a,b,c,d)</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="locking-and-finalization">
<h3><a class="toc-backref" href="#id17">Locking and finalization</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_suspend(f[,args...])</span></tt></p>
<p>Calls <tt class="docutils literal">f</tt> with arguments after grabbing the DF core suspend lock.
Suspending is necessary for accessing a consistent state of DF memory.</p>
<p>Returned values and errors are propagated through after releasing
the lock. It is safe to nest suspends.</p>
<p>Every thread is allowed only one suspend per DF frame, so it is best
to group operations together in one big critical section. A plugin
can choose to run all lua code inside a C++-side suspend lock.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.call_with_finalizer(num_cleanup_args,always,cleanup_fn[,cleanup_args...],fn[,args...])</span></tt></p>
<p>Invokes <tt class="docutils literal">fn</tt> with <tt class="docutils literal">args</tt>, and after it returns or throws an
error calls <tt class="docutils literal">cleanup_fn</tt> with <tt class="docutils literal">cleanup_args</tt>. Any return values from
<tt class="docutils literal">fn</tt> are propagated, and errors are re-thrown.</p>
<p>The <tt class="docutils literal">num_cleanup_args</tt> integer specifies the number of <tt class="docutils literal">cleanup_args</tt>,
and the <tt class="docutils literal">always</tt> boolean specifies if cleanup should be called in any case,
or only in case of an error.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_finalize(cleanup_fn,fn[,args...])</span></tt></p>
<p>Calls <tt class="docutils literal">fn</tt> with arguments, then finalizes with <tt class="docutils literal">cleanup_fn</tt>.
Implemented using <tt class="docutils literal"><span class="pre">call_with_finalizer(0,true,...)</span></tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_onerror(cleanup_fn,fn[,args...])</span></tt></p>
<p>Calls <tt class="docutils literal">fn</tt> with arguments, then finalizes with <tt class="docutils literal">cleanup_fn</tt> on any thrown error.
Implemented using <tt class="docutils literal"><span class="pre">call_with_finalizer(0,false,...)</span></tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.with_temp_object(obj,fn[,args...])</span></tt></p>
<p>Calls <tt class="docutils literal"><span class="pre">fn(obj,args...)</span></tt>, then finalizes with <tt class="docutils literal">obj:delete()</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="persistent-configuration-storage">
<h3><a class="toc-backref" href="#id18">Persistent configuration storage</a></h3>
<p>This api is intended for storing configuration options in the world itself.
It probably should be restricted to data that is world-dependent.</p>
<p>Entries are identified by a string <tt class="docutils literal">key</tt>, but it is also possible to manage
multiple entries with the same key; their identity is determined by <tt class="docutils literal">entry_id</tt>.
Every entry has a mutable string <tt class="docutils literal">value</tt>, and an array of 7 mutable <tt class="docutils literal">ints</tt>.</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.persistent.get(key)</tt>, <tt class="docutils literal">entry:get()</tt></p>
<p>Retrieves a persistent config record with the given string key,
or refreshes an already retrieved entry. If there are multiple
entries with the same key, it is undefined which one is retrieved
by the first version of the call.</p>
<p>Returns entry, or <em>nil</em> if not found.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.persistent.delete(key)</tt>, <tt class="docutils literal">entry:delete()</tt></p>
<p>Removes an existing entry. Returns <em>true</em> if succeeded.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.persistent.get_all(key[,match_prefix])</span></tt></p>
<p>Retrieves all entries with the same key, or starting with key..'/'.
Calling <tt class="docutils literal"><span class="pre">get_all('',true)</span></tt> will match all entries.</p>
<p>If none found, returns nil; otherwise returns an array of entries.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.persistent.save({key=str1,</span> <span class="pre">...}[,new])</span></tt>, <tt class="docutils literal"><span class="pre">entry:save([new])</span></tt></p>
<p>Saves changes in an entry, or creates a new one. Passing true as
new forces creation of a new entry even if one already exists;
otherwise the existing one is simply updated.
Returns <em>entry, did_create_new</em></p>
</li>
</ul>
<p>Since the data is hidden in data structures owned by the DF world,
and automatically stored in the save game, these save and retrieval
functions can just copy values in memory without doing any actual I/O.
However, currently every entry has a 180+-byte dead-weight overhead.</p>
<p>It is also possible to associate one bit per map tile with an entry,
using these two methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">entry:getTilemask(block[, create])</tt></p>
<p>Retrieves the tile bitmask associated with this entry in the given map
block. If <tt class="docutils literal">create</tt> is <em>true</em>, an empty mask is created if none exists;
otherwise the function returns <em>nil</em>, which must be assumed to be the same
as an all-zero mask.</p>
</li>
<li><p class="first"><tt class="docutils literal">entry:deleteTilemask(block)</tt></p>
<p>Deletes the associated tile mask from the given map block.</p>
</li>
</ul>
<p>Note that these masks are only saved in fortress mode, and also that deleting
the persistent entry will <strong>NOT</strong> delete the associated masks.</p>
</div>
<div class="section" id="material-info-lookup">
<h3><a class="toc-backref" href="#id19">Material info lookup</a></h3>
<p>A material info record has fields:</p>
<ul>
<li><p class="first"><tt class="docutils literal">type</tt>, <tt class="docutils literal">index</tt>, <tt class="docutils literal">material</tt></p>
<p>DF material code pair, and a reference to the material object.</p>
</li>
<li><p class="first"><tt class="docutils literal">mode</tt></p>
<p>One of <tt class="docutils literal">'builtin'</tt>, <tt class="docutils literal">'inorganic'</tt>, <tt class="docutils literal">'plant'</tt>, <tt class="docutils literal">'creature'</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">inorganic</tt>, <tt class="docutils literal">plant</tt>, <tt class="docutils literal">creature</tt></p>
<p>If the material is of the matching type, contains a reference to the raw object.</p>
</li>
<li><p class="first"><tt class="docutils literal">figure</tt></p>
<p>For a specific creature material contains a ref to the historical figure.</p>
</li>
</ul>
<p>Functions:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.matinfo.decode(type,index)</tt></p>
<p>Looks up material info for the given number pair; if not found, returs <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">....decode(matinfo)</span></tt>, <tt class="docutils literal"><span class="pre">....decode(item)</span></tt>, <tt class="docutils literal"><span class="pre">....decode(obj)</span></tt></p>
<p>Uses <tt class="docutils literal">matinfo.type</tt>/<tt class="docutils literal">matinfo.index</tt>, item getter vmethods,
or <tt class="docutils literal">obj.mat_type</tt>/<tt class="docutils literal">obj.mat_index</tt> to get the code pair.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.matinfo.find(token[,token...])</span></tt></p>
<p>Looks up material by a token string, or a pre-split string token sequence.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.matinfo.getToken(...)</span></tt>, <tt class="docutils literal">info:getToken()</tt></p>
<p>Applies <tt class="docutils literal">decode</tt> and constructs a string token.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">info:toString([temperature[,named]])</span></tt></p>
<p>Returns the human-readable name at the given temperature.</p>
</li>
<li><p class="first"><tt class="docutils literal">info:getCraftClass()</tt></p>
<p>Returns the classification used for craft skills.</p>
</li>
<li><p class="first"><tt class="docutils literal">info:matches(obj)</tt></p>
<p>Checks if the material matches job_material_category or job_item.
Accept dfhack_material_category auto-assign table.</p>
</li>
</ul>
</div>
<div class="section" id="random-number-generation">
<h3><a class="toc-backref" href="#id20">Random number generation</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.random.new([seed[,perturb_count]])</span></tt></p>
<p>Creates a new random number generator object. Without any
arguments, the object is initialized using current time.
Otherwise, the seed must be either a non-negative integer,
or a list of such integers. The second argument may specify
the number of additional randomization steps performed to
improve the initial state.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">rng:init([seed[,perturb_count]])</span></tt></p>
<p>Re-initializes an already existing random number generator object.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">rng:random([limit])</span></tt></p>
<p>Returns a random integer. If <tt class="docutils literal">limit</tt> is specified, the value
is in the range [0, limit); otherwise it uses the whole 32-bit
unsigned integer range.</p>
</li>
<li><p class="first"><tt class="docutils literal">rng:drandom()</tt></p>
<p>Returns a random floating-point number in the range [0,1).</p>
</li>
<li><p class="first"><tt class="docutils literal">rng:drandom0()</tt></p>
<p>Returns a random floating-point number in the range (0,1).</p>
</li>
<li><p class="first"><tt class="docutils literal">rng:drandom1()</tt></p>
<p>Returns a random floating-point number in the range [0,1].</p>
</li>
<li><p class="first"><tt class="docutils literal">rng:unitrandom()</tt></p>
<p>Returns a random floating-point number in the range [-1,1].</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">rng:unitvector([size])</span></tt></p>
<p>Returns multiple values that form a random vector of length 1,
uniformly distributed over the corresponding sphere surface.
The default size is 3.</p>
</li>
<li><p class="first"><tt class="docutils literal">fn = <span class="pre">rng:perlin([dim]);</span> <span class="pre">fn(x[,y[,z]])</span></tt></p>
<p>Returns a closure that computes a classical Perlin noise function
of dimension <em>dim</em>, initialized from this random generator.
Dimension may be 1, 2 or 3 (default).</p>
</li>
</ul>
</div>
</div>
<div class="section" id="c-function-wrappers">
<h2><a class="toc-backref" href="#id21">C++ function wrappers</a></h2>
<p>Thin wrappers around C++ functions, similar to the ones for virtual methods.
One notable difference is that these explicit wrappers allow argument count
adjustment according to the usual lua rules, so trailing false/nil arguments
can be omitted.</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.getOSType()</tt></p>
<p>Returns the OS type string from <tt class="docutils literal">symbols.xml</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.getDFVersion()</tt></p>
<p>Returns the DF version string from <tt class="docutils literal">symbols.xml</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.getDFPath()</tt></p>
<p>Returns the DF directory path.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.getHackPath()</tt></p>
<p>Returns the dfhack directory path, i.e. <tt class="docutils literal"><span class="pre">&quot;.../df/hack/&quot;</span></tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.getSavePath()</tt></p>
<p>Returns the path to the current save directory, or <em>nil</em> if no save loaded.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.getTickCount()</tt></p>
<p>Returns the tick count in ms, exactly as DF ui uses.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.isWorldLoaded()</tt></p>
<p>Checks if the world is loaded.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.isMapLoaded()</tt></p>
<p>Checks if the world and map are loaded.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.TranslateName(name[,in_english,only_last_name])</span></tt></p>
<p>Convert a language_name or only the last name part to string.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.df2utf(string)</tt></p>
<p>Convert a string from DF's CP437 encoding to UTF-8.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.utf2df(string)</tt></p>
<p>Convert a string from UTF-8 to DF's CP437 encoding.</p>
</li>
</ul>
<div class="section" id="gui-module">
<h3><a class="toc-backref" href="#id22">Gui module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getCurViewscreen([skip_dismissed])</span></tt></p>
<p>Returns the topmost viewscreen. If <tt class="docutils literal">skip_dismissed</tt> is <em>true</em>,
ignores screens already marked to be removed.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.getFocusString(viewscreen)</tt></p>
<p>Returns a string representation of the current focus position
in the ui. The string has a &quot;screen/foo/bar/baz...&quot; format.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getCurFocus([skip_dismissed])</span></tt></p>
<p>Returns the focus string of the current viewscreen.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedWorkshopJob([silent])</span></tt></p>
<p>When a job is selected in <em>'q'</em> mode, returns the job, else
prints error unless silent and returns <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedJob([silent])</span></tt></p>
<p>Returns the job selected in a workshop or unit/jobs screen.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedUnit([silent])</span></tt></p>
<p>Returns the unit selected via <em>'v'</em>, <em>'k'</em>, unit/jobs, or
a full-screen item view of a cage or suchlike.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedItem([silent])</span></tt></p>
<p>Returns the item selected via <em>'v'</em> -&gt;inventory, <em>'k'</em>, <em>'t'</em>, or
a full-screen item view of a container. Note that in the
last case, the highlighted <em>contained item</em> is returned, not
the container itself.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.getSelectedBuilding([silent])</span></tt></p>
<p>Returns the building selected via <em>'q'</em>, <em>'t'</em>, <em>'k'</em> or <em>'i'</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.writeToGamelog(text)</tt></p>
<p>Writes a string to gamelog.txt without doing an announcement.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.makeAnnouncement(type,flags,pos,text,color[,is_bright])</span></tt></p>
<p>Adds an announcement with given announcement_type, text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.</p>
<p>The announcement is written to gamelog.txt. The announcement_flags
argument provides a custom set of announcements.txt options,
which specify if the message should actually be displayed in the
announcement list, and whether to recenter or show a popup.</p>
<p>Returns the index of the new announcement in <tt class="docutils literal">df.global.world.status.reports</tt>, or -1.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.addCombatReport(unit,slot,report_index)</tt></p>
<p>Adds the report with the given index (returned by makeAnnouncement)
to the specified group of the given unit. Returns <em>true</em> on success.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.gui.addCombatReportAuto(unit,flags,report_index)</tt></p>
<p>Adds the report with the given index to the appropriate group(s)
of the given unit, as requested by the flags.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAnnouncement(text,color[,is_bright])</span></tt></p>
<p>Adds a regular announcement with given text, color, and brightness.
The is_bright boolean actually seems to invert the brightness.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showZoomAnnouncement(type,pos,text,color[,is_bright])</span></tt></p>
<p>Like above, but also specifies a position you can zoom to from the announcement menu.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showPopupAnnouncement(text,color[,is_bright])</span></tt></p>
<p>Pops up a titan-style modal announcement window.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.gui.showAutoAnnouncement(type,pos,text,color[,is_bright,unit1,unit2])</span></tt></p>
<p>Uses the type to look up options from announcements.txt, and calls the above
operations accordingly. The units are used to call <tt class="docutils literal">addCombatReportAuto</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="job-module">
<h3><a class="toc-backref" href="#id23">Job module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.job.cloneJobStruct(job)</tt></p>
<p>Creates a deep copy of the given job.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.printJobDetails(job)</tt></p>
<p>Prints info about the job.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.printItemDetails(jobitem,idx)</tt></p>
<p>Prints info about the job item.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getGeneralRef(job, type)</tt></p>
<p>Searches for a general_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getSpecificRef(job, type)</tt></p>
<p>Searches for a specific_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getHolder(job)</tt></p>
<p>Returns the building holding the job.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getWorker(job)</tt></p>
<p>Returns the unit performing the job.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.setJobCooldown(building,worker,timeout)</tt></p>
<p>Prevent the worker from taking jobs at the specified workshop for the specified time.
This doesn't decrease the timeout in any circumstances.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.removeWorker(job,timeout)</tt></p>
<p>Removes the worker from the specified workshop job, and sets the cooldown.
Returns <em>true</em> on success.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.checkBuildingsNow()</tt></p>
<p>Instructs the game to check buildings for jobs next frame and assign workers.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.checkDesignationsNow()</tt></p>
<p>Instructs the game to check designations for jobs next frame and assign workers.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.is_equal(job1,job2)</tt></p>
<p>Compares important fields in the job and nested item structures.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.is_item_equal(job_item1,job_item2)</tt></p>
<p>Compares important fields in the job item structures.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.linkIntoWorld(job,new_id)</tt></p>
<p>Adds job into <tt class="docutils literal">df.global.job_list</tt>, and if new_id
is true, then also sets it's id and increases
<tt class="docutils literal">df.global.job_next_id</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.listNewlyCreated(first_id)</tt></p>
<p>Returns the current value of <tt class="docutils literal">df.global.job_next_id</tt>, and
if there are any jobs with <tt class="docutils literal">first_id &lt;= id &lt; job_next_id</tt>,
a lua list containing them.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.isSuitableItem(job_item, item_type, item_subtype)</tt></p>
<p>Does basic sanity checks to verify if the suggested item type matches
the flags in the job item.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.isSuitableMaterial(job_item, mat_type, mat_index)</tt></p>
<p>Likewise, if replacing material.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.job.getName(job)</tt></p>
<p>Returns the job's description, as seen in the Units and Jobs screens.</p>
</li>
</ul>
</div>
<div class="section" id="units-module">
<h3><a class="toc-backref" href="#id24">Units module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.units.getPosition(unit)</tt></p>
<p>Returns true <em>x,y,z</em> of the unit, or <em>nil</em> if invalid; may be not equal to unit.pos if caged.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getGeneralRef(unit, type)</tt></p>
<p>Searches for a general_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getSpecificRef(unit, type)</tt></p>
<p>Searches for a specific_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getContainer(unit)</tt></p>
<p>Returns the container (cage) item or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.setNickname(unit,nick)</tt></p>
<p>Sets the unit's nickname properly.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getVisibleName(unit)</tt></p>
<p>Returns the language_name object visible in game, accounting for false identities.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getIdentity(unit)</tt></p>
<p>Returns the false identity of the unit if it has one, or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getNemesis(unit)</tt></p>
<p>Returns the nemesis record of the unit if it has one, or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isHidingCurse(unit)</tt></p>
<p>Checks if the unit hides improved attributes from its curse.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getPhysicalAttrValue(unit, attr_type)</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getMentalAttrValue(unit, attr_type)</tt></p>
<p>Computes the effective attribute value, including curse effect.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isCrazed(unit)</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isOpposedToLife(unit)</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.hasExtravision(unit)</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isBloodsucker(unit)</tt></p>
<p>Simple checks of caste attributes that can be modified by curses.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getMiscTrait(unit, type[, create])</tt></p>
<p>Finds (or creates if requested) a misc trait object with the given id.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isDead(unit)</tt></p>
<p>The unit is completely dead and passive, or a ghost.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isAlive(unit)</tt></p>
<p>The unit isn't dead or undead.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isSane(unit)</tt></p>
<p>The unit is capable of rational action, i.e. not dead, insane, zombie, or active werewolf.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isDwarf(unit)</tt></p>
<p>The unit is of the correct race of the fortress.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.isCitizen(unit)</tt></p>
<p>The unit is an alive sane citizen of the fortress; wraps the
same checks the game uses to decide game-over by extinction.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getAge(unit[,true_age])</span></tt></p>
<p>Returns the age of the unit in years as a floating-point value.
If <tt class="docutils literal">true_age</tt> is true, ignores false identities.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getNominalSkill(unit, skill[, use_rust])</tt></p>
<p>Retrieves the nominal skill level for the given unit. If <tt class="docutils literal">use_rust</tt>
is <em>true</em>, subtracts the rust penalty.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getEffectiveSkill(unit, skill)</tt></p>
<p>Computes the effective rating for the given skill, taking into account exhaustion, pain etc.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getExperience(unit, skill[, total])</tt></p>
<p>Returns the experience value for the given skill. If <tt class="docutils literal">total</tt> is true, adds experience implied by the current rating.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.computeMovementSpeed(unit)</tt></p>
<p>Computes number of frames * 100 it takes the unit to move in its current state of mind and body.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.computeSlowdownFactor(unit)</tt></p>
<p>Meandering and floundering in liquid introduces additional slowdown. It is
random, but the function computes and returns the expected mean factor as a float.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getNoblePositions(unit)</tt></p>
<p>Returns a list of tables describing noble position assignments, or <em>nil</em>.
Every table has fields <tt class="docutils literal">entity</tt>, <tt class="docutils literal">assignment</tt> and <tt class="docutils literal">position</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getProfessionName(unit[,ignore_noble,plural])</span></tt></p>
<p>Retrieves the profession name using custom profession, noble assignments
or raws. The <tt class="docutils literal">ignore_noble</tt> boolean disables the use of noble positions.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getCasteProfessionName(race,caste,prof_id[,plural])</span></tt></p>
<p>Retrieves the profession name for the given race/caste using raws.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.units.getProfessionColor(unit[,ignore_noble])</span></tt></p>
<p>Retrieves the color associated with the profession, using noble assignments
or raws. The <tt class="docutils literal">ignore_noble</tt> boolean disables the use of noble positions.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.units.getCasteProfessionColor(race,caste,prof_id)</tt></p>
<p>Retrieves the profession color for the given race/caste using raws.</p>
</li>
</ul>
</div>
<div class="section" id="items-module">
<h3><a class="toc-backref" href="#id25">Items module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.items.getPosition(item)</tt></p>
<p>Returns true <em>x,y,z</em> of the item, or <em>nil</em> if invalid; may be not equal to item.pos if in inventory.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getDescription(item, type[, decorate])</tt></p>
<p>Returns the string description of the item, as produced by the getItemDescription
method. If decorate is true, also adds markings for quality and improvements.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getGeneralRef(item, type)</tt></p>
<p>Searches for a general_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getSpecificRef(item, type)</tt></p>
<p>Searches for a specific_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getOwner(item)</tt></p>
<p>Returns the owner unit or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.setOwner(item,unit)</tt></p>
<p>Replaces the owner of the item. If unit is <em>nil</em>, removes ownership.
Returns <em>false</em> in case of error.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getContainer(item)</tt></p>
<p>Returns the container item or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getContainedItems(item)</tt></p>
<p>Returns a list of items contained in this one.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getHolderBuilding(item)</tt></p>
<p>Returns the holder building or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getHolderUnit(item)</tt></p>
<p>Returns the holder unit or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.moveToGround(item,pos)</tt></p>
<p>Move the item to the ground at position. Returns <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.moveToContainer(item,container)</tt></p>
<p>Move the item to the container. Returns <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.moveToBuilding(item,building,use_mode)</tt></p>
<p>Move the item to the building. Returns <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.moveToInventory(item,unit,use_mode,body_part)</tt></p>
<p>Move the item to the unit inventory. Returns <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.remove(item[, no_uncat])</tt></p>
<p>Removes the item, and marks it for garbage collection unless <tt class="docutils literal">no_uncat</tt> is true.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.makeProjectile(item)</tt></p>
<p>Turns the item into a projectile, and returns the new object, or <em>nil</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.isCasteMaterial(item_type)</tt></p>
<p>Returns <em>true</em> if this item type uses a creature/caste pair as its material.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getSubtypeCount(item_type)</tt></p>
<p>Returns the number of raw-defined subtypes of the given item type, or <em>-1</em> if not applicable.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getSubtypeDef(item_type, subtype)</tt></p>
<p>Returns the raw definition for the given item type and subtype, or <em>nil</em> if invalid.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getItemBaseValue(item_type, subtype, material, mat_index)</tt></p>
<p>Calculates the base value for an item of the specified type and material.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.items.getValue(item)</tt></p>
<p>Calculates the Basic Value of an item, as seen in the View Item screen.</p>
</li>
</ul>
</div>
<div class="section" id="maps-module">
<h3><a class="toc-backref" href="#id26">Maps module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getSize()</tt></p>
<p>Returns map size in blocks: <em>x, y, z</em></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileSize()</tt></p>
<p>Returns map size in tiles: <em>x, y, z</em></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getBlock(x,y,z)</tt></p>
<p>Returns a map block object for given x,y,z in local block coordinates.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.isValidTilePos(coords)</tt>, or <tt class="docutils literal">isValidTilePos(x,y,z)</tt></p>
<p>Checks if the given df::coord or x,y,z in local tile coordinates are valid.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileBlock(coords)</tt>, or <tt class="docutils literal">getTileBlock(x,y,z)</tt></p>
<p>Returns a map block object for given df::coord or x,y,z in local tile coordinates.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.ensureTileBlock(coords)</tt>, or <tt class="docutils literal">ensureTileBlock(x,y,z)</tt></p>
<p>Like <tt class="docutils literal">getTileBlock</tt>, but if the block is not allocated, try creating it.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileType(coords)</tt>, or <tt class="docutils literal">getTileType(x,y,z)</tt></p>
<p>Returns the tile type at the given coordinates, or <em>nil</em> if invalid.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileFlags(coords)</tt>, or <tt class="docutils literal">getTileFlags(x,y,z)</tt></p>
<p>Returns designation and occupancy references for the given coordinates, or <em>nil, nil</em> if invalid.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getRegionBiome(region_coord2d)</tt>, or <tt class="docutils literal">getRegionBiome(x,y)</tt></p>
<p>Returns the biome info struct for the given global map region.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.maps.enableBlockUpdates(block[,flow,temperature])</span></tt></p>
<p>Enables updates for liquid flow or temperature, unless already active.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.spawnFlow(pos,type,mat_type,mat_index,dimension)</tt></p>
<p>Spawns a new flow (i.e. steam/mist/dust/etc) at the given pos, and with
the given parameters. Returns it, or <em>nil</em> if unsuccessful.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getGlobalInitFeature(index)</tt></p>
<p>Returns the global feature object with the given index.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getLocalInitFeature(region_coord2d,index)</tt></p>
<p>Returns the local feature object with the given region coords and index.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileBiomeRgn(coords)</tt>, or <tt class="docutils literal">getTileBiomeRgn(x,y,z)</tt></p>
<p>Returns <em>x, y</em> for use with <tt class="docutils literal">getRegionBiome</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.canWalkBetween(pos1, pos2)</tt></p>
<p>Checks if a dwarf may be able to walk between the two tiles,
using a pathfinding cache maintained by the game. Note that
this cache is only updated when the game is unpaused, and thus
can get out of date if doors are forbidden or unforbidden, or
tools like liquids or tiletypes are used. It also cannot possibly
take into account anything that depends on the actual units, like
burrows, or the presence of invaders.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.hasTileAssignment(tilemask)</tt></p>
<p>Checks if the tile_bitmask object is not <em>nil</em> and contains any set bits; returns <em>true</em> or <em>false</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.getTileAssignment(tilemask,x,y)</tt></p>
<p>Checks if the tile_bitmask object is not <em>nil</em> and has the relevant bit set; returns <em>true</em> or <em>false</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.maps.setTileAssignment(tilemask,x,y,enable)</tt></p>
<p>Sets the relevant bit in the tile_bitmask object to the <em>enable</em> argument.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.maps.resetTileAssignment(tilemask[,enable])</span></tt></p>
<p>Sets all bits in the mask to the <em>enable</em> argument.</p>
</li>
</ul>
</div>
<div class="section" id="burrows-module">
<h3><a class="toc-backref" href="#id27">Burrows module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.findByName(name)</tt></p>
<p>Returns the burrow pointer or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.clearUnits(burrow)</tt></p>
<p>Removes all units from the burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.isAssignedUnit(burrow,unit)</tt></p>
<p>Checks if the unit is in the burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.setAssignedUnit(burrow,unit,enable)</tt></p>
<p>Adds or removes the unit from the burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.clearTiles(burrow)</tt></p>
<p>Removes all tiles from the burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.listBlocks(burrow)</tt></p>
<p>Returns a table of map block pointers.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.isAssignedTile(burrow,tile_coord)</tt></p>
<p>Checks if the tile is in burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.setAssignedTile(burrow,tile_coord,enable)</tt></p>
<p>Adds or removes the tile from the burrow. Returns <em>false</em> if invalid coords.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.isAssignedBlockTile(burrow,block,x,y)</tt></p>
<p>Checks if the tile within the block is in burrow.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.burrows.setAssignedBlockTile(burrow,block,x,y,enable)</tt></p>
<p>Adds or removes the tile from the burrow. Returns <em>false</em> if invalid coords.</p>
</li>
</ul>
</div>
<div class="section" id="buildings-module">
<h3><a class="toc-backref" href="#id28">Buildings module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getGeneralRef(building, type)</tt></p>
<p>Searches for a general_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getSpecificRef(building, type)</tt></p>
<p>Searches for a specific_ref with the given type.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.setOwner(item,unit)</tt></p>
<p>Replaces the owner of the building. If unit is <em>nil</em>, removes ownership.
Returns <em>false</em> in case of error.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getSize(building)</tt></p>
<p>Returns <em>width, height, centerx, centery</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.findAtTile(pos)</tt>, or <tt class="docutils literal">findAtTile(x,y,z)</tt></p>
<p>Scans the buildings for the one located at the given tile.
Does not work on civzones. Warning: linear scan if the map
tile indicates there are buildings at it.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.findCivzonesAt(pos)</tt>, or <tt class="docutils literal">findCivzonesAt(x,y,z)</tt></p>
<p>Scans civzones, and returns a lua sequence of those that touch
the given tile, or <em>nil</em> if none.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getCorrectSize(width, height, type, subtype, custom, direction)</tt></p>
<p>Computes correct dimensions for the specified building type and orientation,
using width and height for flexible dimensions.
Returns <em>is_flexible, width, height, center_x, center_y</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.buildings.checkFreeTiles(pos,size[,extents,change_extents,allow_occupied])</span></tt></p>
<p>Checks if the rectangle defined by <tt class="docutils literal">pos</tt> and <tt class="docutils literal">size</tt>, and possibly extents,
can be used for placing a building. If <tt class="docutils literal">change_extents</tt> is true, bad tiles
are removed from extents. If <tt class="docutils literal">allow_occupied</tt>, the occupancy test is skipped.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.countExtentTiles(extents,defval)</tt></p>
<p>Returns the number of tiles included by extents, or defval.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.containsTile(building, x, y[, room])</tt></p>
<p>Checks if the building contains the specified tile, either directly, or as room.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.hasSupport(pos,size)</tt></p>
<p>Checks if a bridge constructed at specified position would have
support from terrain, and thus won't collapse if retracted.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getStockpileContents(stockpile)</tt></p>
<p>Returns a list of items stored on the given stockpile.
Ignores empty bins, barrels, and wheelbarrows assigned as storage and transport for that stockpile.</p>
</li>
</ul>
<p>Low-level building creation functions;</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.allocInstance(pos, type, subtype, custom)</tt></p>
<p>Creates a new building instance of given type, subtype and custom type,
at specified position. Returns the object, or <em>nil</em> in case of an error.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.setSize(building, width, height, direction)</tt></p>
<p>Configures an object returned by <tt class="docutils literal">allocInstance</tt>, using specified
parameters wherever appropriate. If the building has fixed size along
any dimension, the corresponding input parameter will be ignored.
Returns <em>false</em> if the building cannot be placed, or <em>true, width,
height, rect_area, true_area</em>. Returned width and height are the
final values used by the building; true_area is less than rect_area
if any tiles were removed from designation.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.constructAbstract(building)</tt></p>
<p>Links a fully configured object created by <tt class="docutils literal">allocInstance</tt> into the
world. The object must be an abstract building, i.e. a stockpile or civzone.
Returns <em>true</em>, or <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.constructWithItems(building, items)</tt></p>
<p>Links a fully configured object created by <tt class="docutils literal">allocInstance</tt> into the
world for construction, using a list of specific items as material.
Returns <em>true</em>, or <em>false</em> if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.constructWithFilters(building, job_items)</tt></p>
<p>Links a fully configured object created by <tt class="docutils literal">allocInstance</tt> into the
world for construction, using a list of job_item filters as inputs.
Returns <em>true</em>, or <em>false</em> if impossible. Filter objects are claimed
and possibly destroyed in any case.
Use a negative <tt class="docutils literal">quantity</tt> field value to auto-compute the amount
from the size of the building.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.deconstruct(building)</tt></p>
<p>Destroys the building, or queues a deconstruction job.
Returns <em>true</em> if the building was destroyed and deallocated immediately.</p>
</li>
</ul>
<p>More high-level functions are implemented in lua and can be loaded by
<tt class="docutils literal"><span class="pre">require('dfhack.buildings')</span></tt>. See <tt class="docutils literal">hack/lua/dfhack/buildings.lua</tt>.</p>
<p>Among them are:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.buildings.getFiltersByType(argtable,type,subtype,custom)</tt></p>
<p>Returns a sequence of lua structures, describing input item filters
suitable for the specified building type, or <em>nil</em> if unknown or invalid.
The returned sequence is suitable for use as the <tt class="docutils literal">job_items</tt> argument
of <tt class="docutils literal">constructWithFilters</tt>.
Uses tables defined in <tt class="docutils literal">buildings.lua</tt>.</p>
<p>Argtable members <tt class="docutils literal">material</tt> (the default name), <tt class="docutils literal">bucket</tt>, <tt class="docutils literal">barrel</tt>,
<tt class="docutils literal">chain</tt>, <tt class="docutils literal">mechanism</tt>, <tt class="docutils literal">screw</tt>, <tt class="docutils literal">pipe</tt>, <tt class="docutils literal">anvil</tt>, <tt class="docutils literal">weapon</tt> are used to
augment the basic attributes with more detailed information if the
building has input items with the matching name (see the tables for naming details).
Note that it is impossible to <em>override</em> any properties this way, only supply those that
are not mentioned otherwise; one exception is that flags2.non_economic
is automatically cleared if an explicit material is specified.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.buildings.constructBuilding{...}</span></tt></p>
<p>Creates a building in one call, using options contained
in the argument table. Returns the building, or <em>nil, error</em>.</p>
<p><strong>NOTE:</strong> Despite the name, unless the building is abstract,
the function creates it in an 'unconstructed' stage, with
a queued in-game job that will actually construct it. I.e.
the function replicates programmatically what can be done
through the construct building menu in the game ui, except
that it does less environment constraint checking.</p>
<p>The following options can be used:</p>
<ul>
<li><p class="first"><tt class="docutils literal">pos = coordinates</tt>, or <tt class="docutils literal">x = <span class="pre">...,</span> y = <span class="pre">...,</span> z = ...</tt></p>
<p>Mandatory. Specifies the left upper corner of the building.</p>
</li>
<li><p class="first"><tt class="docutils literal">type = df.building_type.FOO, subtype = <span class="pre">...,</span> custom = ...</tt></p>
<p>Mandatory. Specifies the type of the building. Obviously, subtype
and custom are only expected if the type requires them.</p>
</li>
<li><p class="first"><tt class="docutils literal">fields = { ... }</tt></p>
<p>Initializes fields of the building object after creation with <tt class="docutils literal">df.assign</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">width = <span class="pre">...,</span> height = <span class="pre">...,</span> direction = ...</tt></p>
<p>Sets size and orientation of the building. If it is
fixed-size, specified dimensions are ignored.</p>
</li>
<li><p class="first"><tt class="docutils literal">full_rectangle = true</tt></p>
<p>For buildings like stockpiles or farm plots that can normally
accomodate individual tile exclusion, forces an error if any
tiles within the specified width*height are obstructed.</p>
</li>
<li><p class="first"><tt class="docutils literal">items = { item, item ... }</tt>, or <tt class="docutils literal">filters = { <span class="pre">{...},</span> <span class="pre">{...}...</span> }</tt></p>
<p>Specifies explicit items or item filters to use in construction.
It is the job of the user to ensure they are correct for the building type.</p>
</li>
<li><p class="first"><tt class="docutils literal">abstract = true</tt></p>
<p>Specifies that the building is abstract and does not require construction.
Required for stockpiles and civzones; an error otherwise.</p>
</li>
<li><p class="first"><tt class="docutils literal">material = <span class="pre">{...},</span> mechanism = <span class="pre">{...},</span> ...</tt></p>
<p>If none of <tt class="docutils literal">items</tt>, <tt class="docutils literal">filter</tt>, or <tt class="docutils literal">abstract</tt> is used,
the function uses <tt class="docutils literal">getFiltersByType</tt> to compute the input
item filters, and passes the argument table through. If no filters
can be determined this way, <tt class="docutils literal">constructBuilding</tt> throws an error.</p>
</li>
</ul>
</li>
</ul>
</div>
<div class="section" id="constructions-module">
<h3><a class="toc-backref" href="#id29">Constructions module</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.constructions.designateNew(pos,type,item_type,mat_index)</tt></p>
<p>Designates a new construction at given position. If there already is
a planned but not completed construction there, changes its type.
Returns <em>true</em>, or <em>false</em> if obstructed.
Note that designated constructions are technically buildings.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.constructions.designateRemove(pos)</tt>, or <tt class="docutils literal">designateRemove(x,y,z)</tt></p>
<p>If there is a construction or a planned construction at the specified
coordinates, designates it for removal, or instantly cancels the planned one.
Returns <em>true, was_only_planned</em> if removed; or <em>false</em> if none found.</p>
</li>
</ul>
</div>
<div class="section" id="screen-api">
<h3><a class="toc-backref" href="#id30">Screen API</a></h3>
<p>The screen module implements support for drawing to the tiled screen of the game.
Note that drawing only has any effect when done from callbacks, so it can only
be feasibly used in the core context.</p>
<p>Basic painting functions:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.screen.getWindowSize()</tt></p>
<p>Returns <em>width, height</em> of the screen.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.getMousePos()</tt></p>
<p>Returns <em>x,y</em> of the tile the mouse is over.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.inGraphicsMode()</tt></p>
<p>Checks if [GRAPHICS:YES] was specified in init.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.screen.paintTile(pen,x,y[,char,tile])</span></tt></p>
<p>Paints a tile using given parameters. See below for a description of pen.</p>
<p>Returns <em>false</em> if coordinates out of bounds, or other error.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.readTile(x,y)</tt></p>
<p>Retrieves the contents of the specified tile from the screen buffers.
Returns a pen object, or <em>nil</em> if invalid or TrueType.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.paintString(pen,x,y,text)</tt></p>
<p>Paints the string starting at <em>x,y</em>. Uses the string characters
in sequence to override the <tt class="docutils literal">ch</tt> field of pen.</p>
<p>Returns <em>true</em> if painting at least one character succeeded.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.fillRect(pen,x1,y1,x2,y2)</tt></p>
<p>Fills the rectangle specified by the coordinates with the given pen.
Returns <em>true</em> if painting at least one character succeeded.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.findGraphicsTile(pagename,x,y)</tt></p>
<p>Finds a tile from a graphics set (i.e. the raws used for creatures),
if in graphics mode and loaded.</p>
<p>Returns: <em>tile, tile_grayscale</em>, or <em>nil</em> if not found.
The values can then be used for the <em>tile</em> field of <em>pen</em> structures.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.clear()</tt></p>
<p>Fills the screen with blank background.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.invalidate()</tt></p>
<p>Requests repaint of the screen by setting a flag. Unlike other
functions in this section, this may be used at any time.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.getKeyDisplay(key)</tt></p>
<p>Returns the string that should be used to represent the given
logical keybinding on the screen in texts like &quot;press Key to ...&quot;.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.keyToChar(key)</tt></p>
<p>Returns the integer character code of the string input
character represented by the given logical keybinding,
or <em>nil</em> if not a string input key.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.charToKey(charcode)</tt></p>
<p>Returns the keybinding representing the given string input
character, or <em>nil</em> if impossible.</p>
</li>
</ul>
<p>The &quot;pen&quot; argument used by functions above may be represented by
a table with the following possible fields:</p>
<blockquote>
<dl class="docutils">
<dt><tt class="docutils literal">ch</tt></dt>
<dd>Provides the ordinary tile character, as either a 1-character string or a number.
Can be overridden with the <tt class="docutils literal">char</tt> function parameter.</dd>
<dt><tt class="docutils literal">fg</tt></dt>
<dd>Foreground color for the ordinary tile. Defaults to COLOR_GREY (7).</dd>
<dt><tt class="docutils literal">bg</tt></dt>
<dd>Background color for the ordinary tile. Defaults to COLOR_BLACK (0).</dd>
<dt><tt class="docutils literal">bold</tt></dt>
<dd>Bright/bold text flag. If <em>nil</em>, computed based on (fg &amp; 8); fg is masked to 3 bits.
Otherwise should be <em>true/false</em>.</dd>
<dt><tt class="docutils literal">tile</tt></dt>
<dd>Graphical tile id. Ignored unless [GRAPHICS:YES] was in init.txt.</dd>
<dt><tt class="docutils literal">tile_color = true</tt></dt>
<dd>Specifies that the tile should be shaded with <em>fg/bg</em>.</dd>
<dt><tt class="docutils literal">tile_fg, tile_bg</tt></dt>
<dd>If specified, overrides <em>tile_color</em> and supplies shading colors directly.</dd>
</dl>
</blockquote>
<p>Alternatively, it may be a pre-parsed native object with the following API:</p>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.pen.make(base[,pen_or_fg,bg,bold])</span></tt></p>
<p>Creates a new pre-parsed pen by combining its arguments according to the
following rules:</p>
<ol class="arabic simple">
<li>The <tt class="docutils literal">base</tt> argument may be a pen object, a pen table as specified above,
or a single color value. In the single value case, it is split into
<tt class="docutils literal">fg</tt> and <tt class="docutils literal">bold</tt> properties, and others are initialized to 0.
This argument will be converted to a pre-parsed object and returned
if there are no other arguments.</li>
<li>If the <tt class="docutils literal">pen_or_fg</tt> argument is specified as a table or object, it
completely replaces the base, and is returned instead of it.</li>
<li>Otherwise, the non-nil subset of the optional arguments is used
to update the <tt class="docutils literal">fg</tt>, <tt class="docutils literal">bg</tt> and <tt class="docutils literal">bold</tt> properties of the base.
If the <tt class="docutils literal">bold</tt> flag is <em>nil</em>, but <em>pen_or_fg</em> is a number, <tt class="docutils literal">bold</tt>
is deduced from it like in the simple base case.</li>
</ol>
<p>This function always returns a new pre-parsed pen, or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.pen.parse(base[,pen_or_fg,bg,bold])</span></tt></p>
<p>Exactly like the above function, but returns <tt class="docutils literal">base</tt> or <tt class="docutils literal">pen_or_fg</tt>
directly if they are already a pre-parsed native object.</p>
</li>
<li><p class="first"><tt class="docutils literal">pen.property</tt>, <tt class="docutils literal">pen.property = value</tt>, <tt class="docutils literal">pairs(pen)</tt></p>
<p>Pre-parsed pens support reading and setting their properties,
but don't behave exactly like a simple table would; for instance,
assigning to <tt class="docutils literal">pen.tile_color</tt> also resets <tt class="docutils literal">pen.tile_fg</tt> and
<tt class="docutils literal">pen.tile_bg</tt> to <em>nil</em>.</p>
</li>
</ul>
<p>In order to actually be able to paint to the screen, it is necessary
to create and register a viewscreen (basically a modal dialog) with
the game.</p>
<p><strong>NOTE</strong>: As a matter of policy, in order to avoid user confusion, all
interface screens added by dfhack should bear the &quot;DFHack&quot; signature.</p>
<p>Screens are managed with the following functions:</p>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.screen.show(screen[,below])</span></tt></p>
<p>Displays the given screen, possibly placing it below a different one.
The screen must not be already shown. Returns <em>true</em> if success.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.screen.dismiss(screen[,to_first])</span></tt></p>
<p>Marks the screen to be removed when the game enters its event loop.
If <tt class="docutils literal">to_first</tt> is <em>true</em>, all screens up to the first one will be deleted.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.screen.isDismissed(screen)</tt></p>
<p>Checks if the screen is already marked for removal.</p>
</li>
</ul>
<p>Apart from a native viewscreen object, these functions accept a table
as a screen. In this case, <tt class="docutils literal">show</tt> creates a new native viewscreen
that delegates all processing to methods stored in that table.</p>
<p><strong>NOTE</strong>: Lua-implemented screens are only supported in the core context.</p>
<p>Supported callbacks and fields are:</p>
<ul>
<li><p class="first"><tt class="docutils literal">screen._native</tt></p>
<p>Initialized by <tt class="docutils literal">show</tt> with a reference to the backing viewscreen
object, and removed again when the object is deleted.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onShow()</tt></p>
<p>Called by <tt class="docutils literal">dfhack.screen.show</tt> if successful.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onDismiss()</tt></p>
<p>Called by <tt class="docutils literal">dfhack.screen.dismiss</tt> if successful.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onDestroy()</tt></p>
<p>Called from the destructor when the viewscreen is deleted.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onResize(w, h)</tt></p>
<p>Called before <tt class="docutils literal">onRender</tt> or <tt class="docutils literal">onIdle</tt> when the window size has changed.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onRender()</tt></p>
<p>Called when the viewscreen should paint itself. This is the only context
where the above painting functions work correctly.</p>
<p>If omitted, the screen is cleared; otherwise it should do that itself.
In order to make a see-through dialog, call <tt class="docutils literal">self._native.parent:render()</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onIdle()</tt></p>
<p>Called every frame when the screen is on top of the stack.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onHelp()</tt></p>
<p>Called when the help keybinding is activated (usually '?').</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onInput(keys)</tt></p>
<p>Called when keyboard or mouse events are available.
If any keys are pressed, the keys argument is a table mapping them to <em>true</em>.
Note that this refers to logical keybingings computed from real keys via
options; if multiple interpretations exist, the table will contain multiple keys.</p>
<p>The table also may contain special keys:</p>
<dl class="docutils">
<dt><tt class="docutils literal">_STRING</tt></dt>
<dd><p class="first last">Maps to an integer in range 0-255. Duplicates a separate &quot;STRING_A???&quot; code for convenience.</p>
</dd>
<dt><tt class="docutils literal">_MOUSE_L, _MOUSE_R</tt></dt>
<dd><p class="first last">If the left or right mouse button is being pressed.</p>
</dd>
<dt><tt class="docutils literal">_MOUSE_L_DOWN, _MOUSE_R_DOWN</tt></dt>
<dd><p class="first last">If the left or right mouse button was just pressed.</p>
</dd>
</dl>
<p>If this method is omitted, the screen is dismissed on receival of the <tt class="docutils literal">LEAVESCREEN</tt> key.</p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedUnit()</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedItem()</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedJob()</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">function screen:onGetSelectedBuilding()</tt></p>
<p>Implement these to provide a return value for the matching
<tt class="docutils literal"><span class="pre">dfhack.gui.getSelected...</span></tt> function.</p>
</li>
</ul>
</div>
<div class="section" id="filesystem-module">
<h3><a class="toc-backref" href="#id31">Filesystem module</a></h3>
<p>Most of these functions return <tt class="docutils literal">true</tt> on success and <tt class="docutils literal">false</tt> on failure,
unless otherwise noted.</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.exists(path)</tt></p>
<p>Returns <tt class="docutils literal">true</tt> if <tt class="docutils literal">path</tt> exists.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.isfile(path)</tt></p>
<p>Returns <tt class="docutils literal">true</tt> if <tt class="docutils literal">path</tt> exists and is a file.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.isdir(path)</tt></p>
<p>Returns <tt class="docutils literal">true</tt> if <tt class="docutils literal">path</tt> exists and is a directory.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.getcwd()</tt></p>
<p>Returns the current working directory. To retrieve the DF path, use <tt class="docutils literal">dfhack.getDFPath()</tt> instead.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.chdir(path)</tt></p>
<p>Changes the current directory to <tt class="docutils literal">path</tt>. Use with caution.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.mkdir(path)</tt></p>
<p>Creates a new directory. Returns <tt class="docutils literal">false</tt> if unsuccessful, including if <tt class="docutils literal">path</tt> already exists.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.rmdir(path)</tt></p>
<p>Removes a directory. Only works if the directory is already empty.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.mtime(path)</tt></p>
<p>Returns the modification time (in seconds) of the file or directory specified by <tt class="docutils literal">path</tt>,
or -1 if <tt class="docutils literal">path</tt> does not exist. This depends on the system clock and should only be used locally.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.atime(path)</tt></p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.ctime(path)</tt></p>
<p>Return values vary across operating systems - return the <tt class="docutils literal">st_atime</tt> and <tt class="docutils literal">st_ctime</tt>
fields of a C++ stat struct, respectively.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.listdir(path)</tt></p>
<p>Lists files/directories in a directory. Returns <tt class="docutils literal">{}</tt> if <tt class="docutils literal">path</tt> does not exist.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.filesystem.listdir_recursive(path [, depth = 10])</tt></p>
<p>Lists all files/directories in a directory and its subdirectories. All directories
are listed before their contents. Returns a table with subtables of the format:</p>
<pre class="literal-block">
{path: 'path to file', isdir: true|false}
</pre>
<p>Note that <tt class="docutils literal">listdir()</tt> returns only the base name of each directory entry, while
<tt class="docutils literal">listdir_recursive()</tt> returns the initial path and all components following it
for each entry.</p>
</li>
</ul>
</div>
<div class="section" id="internal-api">
<h3><a class="toc-backref" href="#id32">Internal API</a></h3>
<p>These functions are intended for the use by dfhack developers,
and are only documented here for completeness:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.internal.scripts</tt></p>
<p>The table used by <tt class="docutils literal">dfhack.run_script()</tt> to give every script its own
global environment, persistent between calls to the script.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getAddress(name)</tt></p>
<p>Returns the global address <tt class="docutils literal">name</tt>, or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.setAddress(name, value)</tt></p>
<p>Sets the global address <tt class="docutils literal">name</tt>. Returns the value of <tt class="docutils literal">getAddress</tt> before the change.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getVTable(name)</tt></p>
<p>Returns the pre-extracted vtable address <tt class="docutils literal">name</tt>, or <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getImageBase()</tt></p>
<p>Returns the mmap base of the executable.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getRebaseDelta()</tt></p>
<p>Returns the ASLR rebase offset of the DF executable.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.internal.adjustOffset(offset[,to_file])</span></tt></p>
<p>Returns the re-aligned offset, or <em>nil</em> if invalid.
If <tt class="docutils literal">to_file</tt> is true, the offset is adjusted from memory to file.
This function returns the original value everywhere except windows.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getMemRanges()</tt></p>
<p>Returns a sequence of tables describing virtual memory ranges of the process.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.patchMemory(dest,src,count)</tt></p>
<p>Like memmove below, but works even if dest is read-only memory, e.g. code.
If destination overlaps a completely invalid memory region, or another error
occurs, returns false.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.patchBytes(write_table[, verify_table])</tt></p>
<p>The first argument must be a lua table, which is interpreted as a mapping from
memory addresses to byte values that should be stored there. The second argument
may be a similar table of values that need to be checked before writing anything.</p>
<p>The function takes care to either apply all of <tt class="docutils literal">write_table</tt>, or none of it.
An empty <tt class="docutils literal">write_table</tt> with a nonempty <tt class="docutils literal">verify_table</tt> can be used to reasonably
safely check if the memory contains certain values.</p>
<p>Returns <em>true</em> if successful, or <em>nil, error_msg, address</em> if not.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.memmove(dest,src,count)</tt></p>
<p>Wraps the standard memmove function. Accepts both numbers and refs as pointers.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.memcmp(ptr1,ptr2,count)</tt></p>
<p>Wraps the standard memcmp function.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.memscan(haystack,count,step,needle,nsize)</tt></p>
<p>Searches for <tt class="docutils literal">needle</tt> of <tt class="docutils literal">nsize</tt> bytes in <tt class="docutils literal">haystack</tt>,
using <tt class="docutils literal">count</tt> steps of <tt class="docutils literal">step</tt> bytes.
Returns: <em>step_idx, sum_idx, found_ptr</em>, or <em>nil</em> if not found.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.diffscan(old_data, new_data, start_idx, end_idx, eltsize[, oldval, newval, delta])</tt></p>
<p>Searches for differences between buffers at ptr1 and ptr2, as integers of size eltsize.
The oldval, newval or delta arguments may be used to specify additional constraints.
Returns: <em>found_index</em>, or <em>nil</em> if end reached.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.internal.getDir(path)</tt></p>
<p>Lists files/directories in a directory.
Returns: <em>file_names</em> or empty table if not found. Identical to <tt class="docutils literal">dfhack.filesystem.listdir(path)</tt>.</p>
</li>
</ul>
</div>
</div>
<div class="section" id="core-interpreter-context">
<h2><a class="toc-backref" href="#id33">Core interpreter context</a></h2>
<p>While plugins can create any number of interpreter instances,
there is one special context managed by dfhack core. It is the
only context that can receive events from DF and plugins.</p>
<p>Core context specific functions:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.is_core_context</tt></p>
<p>Boolean value; <em>true</em> in the core context.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.timeout(time,mode,callback)</tt></p>
<p>Arranges for the callback to be called once the specified
period of time passes. The <tt class="docutils literal">mode</tt> argument specifies the
unit of time used, and may be one of <tt class="docutils literal">'frames'</tt> (raw FPS),
<tt class="docutils literal">'ticks'</tt> (unpaused FPS), <tt class="docutils literal">'days'</tt>, <tt class="docutils literal">'months'</tt>,
<tt class="docutils literal">'years'</tt> (in-game time). All timers other than
<tt class="docutils literal">'frames'</tt> are cancelled when the world is unloaded,
and cannot be queued until it is loaded again.
Returns the timer id, or <em>nil</em> if unsuccessful due to
world being unloaded.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.timeout_active(id[,new_callback])</span></tt></p>
<p>Returns the active callback with the given id, or <em>nil</em>
if inactive or nil id. If called with 2 arguments, replaces
the current callback with the given value, if still active.
Using <tt class="docutils literal">timeout_active(id,nil)</tt> cancels the timer.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.onStateChange.foo = function(code)</tt></p>
<p>Event. Receives the same codes as plugin_onstatechange in C++.</p>
</li>
</ul>
<div class="section" id="event-type">
<h3><a class="toc-backref" href="#id34">Event type</a></h3>
<p>An event is a native object transparently wrapping a lua table,
and implementing a __call metamethod. When it is invoked, it loops
through the table with next and calls all contained values.
This is intended as an extensible way to add listeners.</p>
<p>This type itself is available in any context, but only the
core context has the actual events defined by C++ code.</p>
<p>Features:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.event.new()</tt></p>
<p>Creates a new instance of an event.</p>
</li>
<li><p class="first"><tt class="docutils literal">event[key] = function</tt></p>
<p>Sets the function as one of the listeners. Assign <em>nil</em> to remove it.</p>
<p><strong>NOTE</strong>: The <tt class="docutils literal">df.NULL</tt> key is reserved for the use by
the C++ owner of the event; it is an error to try setting it.</p>
</li>
<li><p class="first"><tt class="docutils literal">#event</tt></p>
<p>Returns the number of non-nil listeners.</p>
</li>
<li><p class="first"><tt class="docutils literal">pairs(event)</tt></p>
<p>Iterates over all listeners in the table.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">event(args...)</span></tt></p>
<p>Invokes all listeners contained in the event in an arbitrary
order using <tt class="docutils literal">dfhack.safecall</tt>.</p>
</li>
</ul>
</div>
</div>
</div>
<div class="section" id="lua-modules">
<h1><a class="toc-backref" href="#id35">Lua Modules</a></h1>
<p>DFHack sets up the lua interpreter so that the built-in <tt class="docutils literal">require</tt>
function can be used to load shared lua code from hack/lua/.
The <tt class="docutils literal">dfhack</tt> namespace reference itself may be obtained via
<tt class="docutils literal"><span class="pre">require('dfhack')</span></tt>, although it is initially created as a
global by C++ bootstrap code.</p>
<p>The following module management functions are provided:</p>
<ul>
<li><p class="first"><tt class="docutils literal">mkmodule(name)</tt></p>
<p>Creates an environment table for the module. Intended to be used as:</p>
<pre class="literal-block">
local _ENV = mkmodule('foo')
...
return _ENV
</pre>
<p>If called the second time, returns the same table; thus providing reload support.</p>
</li>
<li><p class="first"><tt class="docutils literal">reload(name)</tt></p>
<p>Reloads a previously <tt class="docutils literal">require</tt>-d module <em>&quot;name&quot;</em> from the file.
Intended as a help for module development.</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.BASE_G</tt></p>
<p>This variable contains the root global environment table, which is
used as a base for all module and script environments. Its contents
should be kept limited to the standard Lua library and API described
in this document.</p>
</li>
</ul>
<div class="section" id="global-environment">
<h2><a class="toc-backref" href="#id36">Global environment</a></h2>
<p>A number of variables and functions are provided in the base global
environment by the mandatory init file dfhack.lua:</p>
<ul>
<li><p class="first">Color constants</p>
<p>These are applicable both for <tt class="docutils literal">dfhack.color()</tt> and color fields
in DF functions or structures:</p>
<p>COLOR_RESET, COLOR_BLACK, COLOR_BLUE, COLOR_GREEN, COLOR_CYAN,
COLOR_RED, COLOR_MAGENTA, COLOR_BROWN, COLOR_GREY, COLOR_DARKGREY,
COLOR_LIGHTBLUE, COLOR_LIGHTGREEN, COLOR_LIGHTCYAN, COLOR_LIGHTRED,
COLOR_LIGHTMAGENTA, COLOR_YELLOW, COLOR_WHITE</p>
</li>
<li><p class="first"><tt class="docutils literal">dfhack.onStateChange</tt> event codes</p>
<p>Available only in the core context, as is the event itself:</p>
<p>SC_WORLD_LOADED, SC_WORLD_UNLOADED, SC_MAP_LOADED,
SC_MAP_UNLOADED, SC_VIEWSCREEN_CHANGED, SC_CORE_INITIALIZED</p>
</li>
<li><p class="first">Functions already described above</p>
<p>safecall, qerror, mkmodule, reload</p>
</li>
<li><p class="first">Miscellaneous constants</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name" colspan="2">NEWLINE, COMMA, PERIOD:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">evaluate to the relevant character strings.</td>
</tr>
<tr class="field"><th class="field-name">DEFAULT_NIL:</th><td class="field-body">is an unspecified unique token used by the class module below.</td>
</tr>
</tbody>
</table>
</li>
<li><p class="first"><tt class="docutils literal">printall(obj)</tt></p>
<p>If the argument is a lua table or DF object reference, prints all fields.</p>
</li>
<li><p class="first"><tt class="docutils literal">copyall(obj)</tt></p>
<p>Returns a shallow copy of the table or reference as a lua table.</p>
</li>
<li><p class="first"><tt class="docutils literal">pos2xyz(obj)</tt></p>
<p>The object must have fields x, y and z. Returns them as 3 values.
If obj is <em>nil</em>, or x is -30000 (the usual marker for undefined
coordinates), returns <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">xyz2pos(x,y,z)</tt></p>
<p>Returns a table with x, y and z as fields.</p>
</li>
<li><p class="first"><tt class="docutils literal">same_xyz(a,b)</tt></p>
<p>Checks if <tt class="docutils literal">a</tt> and <tt class="docutils literal">b</tt> have the same x, y and z fields.</p>
</li>
<li><p class="first"><tt class="docutils literal">get_path_xyz(path,i)</tt></p>
<p>Returns <tt class="docutils literal">path.x[i], path.y[i], path.z[i]</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">pos2xy(obj)</tt>, <tt class="docutils literal">xy2pos(x,y)</tt>, <tt class="docutils literal">same_xy(a,b)</tt>, <tt class="docutils literal">get_path_xy(a,b)</tt></p>
<p>Same as above, but for 2D coordinates.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">safe_index(obj,index...)</span></tt></p>
<p>Walks a sequence of dereferences, which may be represented by numbers or strings.
Returns <em>nil</em> if any of obj or indices is <em>nil</em>, or a numeric index is out of array bounds.</p>
</li>
</ul>
</div>
<div class="section" id="utils">
<h2><a class="toc-backref" href="#id37">utils</a></h2>
<ul>
<li><p class="first"><tt class="docutils literal">utils.compare(a,b)</tt></p>
<p>Comparator function; returns <em>-1</em> if a&lt;b, <em>1</em> if a&gt;b, <em>0</em> otherwise.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.compare_name(a,b)</tt></p>
<p>Comparator for names; compares empty string last.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.is_container(obj)</tt></p>
<p>Checks if obj is a container ref.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.make_index_sequence(start,end)</tt></p>
<p>Returns a lua sequence of numbers in start..end.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.make_sort_order(data, ordering)</tt></p>
<p>Computes a sorted permutation of objects in data, as a table of integer
indices into the data sequence. Uses <tt class="docutils literal">data.n</tt> as input length
if present.</p>
<p>The ordering argument is a sequence of ordering specs, represented
as lua tables with following possible fields:</p>
<dl class="docutils">
<dt>ord.key = <em>function(value)</em></dt>
<dd><p class="first last">Computes comparison key from input data value. Not called on nil.
If omitted, the comparison key is the value itself.</p>
</dd>
<dt>ord.key_table = <em>function(data)</em></dt>
<dd><p class="first last">Computes a key table from the data table in one go.</p>
</dd>
<dt>ord.compare = <em>function(a,b)</em></dt>
<dd><p class="first last">Comparison function. Defaults to <tt class="docutils literal">utils.compare</tt> above.
Called on non-nil keys; nil sorts last.</p>
</dd>
<dt>ord.nil_first = <em>true/false</em></dt>
<dd><p class="first last">If true, nil keys are sorted first instead of last.</p>
</dd>
<dt>ord.reverse = <em>true/false</em></dt>
<dd><p class="first last">If true, sort non-nil keys in descending order.</p>
</dd>
</dl>
<p>For every comparison during sorting the specs are applied in
order until an unambiguous decision is reached. Sorting is stable.</p>
<p>Example of sorting a sequence by field foo:</p>
<pre class="literal-block">
local spec = { key = function(v) return v.foo end }
local order = utils.make_sort_order(data, { spec })
local output = {}
for i = 1,#order do output[i] = data[order[i]] end
</pre>
<p>Separating the actual reordering of the sequence in this
way enables applying the same permutation to multiple arrays.
This function is used by the sort plugin.</p>
</li>
<li><p class="first"><tt class="docutils literal">for link,item in utils.listpairs(list)</tt></p>
<p>Iterates a df-list structure, for example <tt class="docutils literal">df.global.world.job_list</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.assign(tgt, src)</tt></p>
<p>Does a recursive assignment of src into tgt.
Uses <tt class="docutils literal">df.assign</tt> if tgt is a native object ref; otherwise
recurses into lua tables.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.clone(obj, deep)</tt></p>
<p>Performs a shallow, or semi-deep copy of the object as a lua table tree.
The deep mode recurses into lua tables and subobjects, except pointers
to other heap objects.
Null pointers are represented as df.NULL. Zero-based native containers
are converted to 1-based lua sequences.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.clone_with_default(obj, default, force)</tt></p>
<p>Copies the object, using the <tt class="docutils literal">default</tt> lua table tree
as a guide to which values should be skipped as uninteresting.
The <tt class="docutils literal">force</tt> argument makes it always return a non-<em>nil</em> value.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.parse_bitfield_int(value, type_ref)</tt></p>
<p>Given an int <tt class="docutils literal">value</tt>, and a bitfield type in the <tt class="docutils literal">df</tt> tree,
it returns a lua table mapping the enabled bit keys to <em>true</em>,
unless value is 0, in which case it returns <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.list_bitfield_flags(bitfield[, list])</tt></p>
<p>Adds all enabled bitfield keys to <tt class="docutils literal">list</tt> or a newly-allocated
empty sequence, and returns it. The <tt class="docutils literal">bitfield</tt> argument may
be <em>nil</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.sort_vector(vector,field,cmpfun)</tt></p>
<p>Sorts a native vector or lua sequence using the comparator function.
If <tt class="docutils literal">field</tt> is not <em>nil</em>, applies the comparator to the field instead
of the whole object.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">utils.linear_index(vector,key[,field])</span></tt></p>
<p>Searches for <tt class="docutils literal">key</tt> in the vector, and returns <em>index, found_value</em>,
or <em>nil</em> if none found.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.binsearch(vector,key,field,cmpfun,min,max)</tt></p>
<p>Does a binary search in a native vector or lua sequence for
<tt class="docutils literal">key</tt>, using <tt class="docutils literal">cmpfun</tt> and <tt class="docutils literal">field</tt> like sort_vector.
If <tt class="docutils literal">min</tt> and <tt class="docutils literal">max</tt> are specified, they are used as the
search subrange bounds.</p>
<p>If found, returns <em>item, true, idx</em>. Otherwise returns
<em>nil, false, insert_idx</em>, where <em>insert_idx</em> is the correct
insertion point.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.insert_sorted(vector,item,field,cmpfun)</tt></p>
<p>Does a binary search, and inserts item if not found.
Returns <em>did_insert, vector[idx], idx</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.insert_or_update(vector,item,field,cmpfun)</tt></p>
<p>Like <tt class="docutils literal">insert_sorted</tt>, but also assigns the item into
the vector cell if insertion didn't happen.</p>
<p>As an example, you can use this to set skill values:</p>
<pre class="literal-block">
utils.insert_or_update(soul.skills, {new=true, id=..., rating=...}, 'id')
</pre>
<p>(For an explanation of <tt class="docutils literal">new=true</tt>, see table assignment in the wrapper section)</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.erase_sorted_key(vector,key,field,cmpfun)</tt></p>
<p>Removes the item with the given key from the list. Returns: <em>did_erase, vector[idx], idx</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.erase_sorted(vector,item,field,cmpfun)</tt></p>
<p>Exactly like <tt class="docutils literal">erase_sorted_key</tt>, but if field is specified, takes the key from <tt class="docutils literal">item[field]</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">utils.call_with_string(obj,methodname,...)</span></tt></p>
<p>Allocates a temporary string object, calls <tt class="docutils literal"><span class="pre">obj:method(tmp,...)</span></tt>, and
returns the value written into the temporary after deleting it.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.getBuildingName(building)</tt></p>
<p>Returns the string description of the given building.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.getBuildingCenter(building)</tt></p>
<p>Returns an x/y/z table pointing at the building center.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.split_string(string, delimiter)</tt></p>
<p>Splits the string by the given delimiter, and returns a sequence of results.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.prompt_yes_no(prompt, default)</tt></p>
<p>Presents a yes/no prompt to the user. If <tt class="docutils literal">default</tt> is not <em>nil</em>,
allows just pressing Enter to submit the default choice.
If the user enters <tt class="docutils literal">'abort'</tt>, throws an error.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.prompt_input(prompt, checkfun, quit_str)</tt></p>
<p>Presents a prompt to input data, until a valid string is entered.
Once <tt class="docutils literal">checkfun(input)</tt> returns <em>true, ...</em>, passes the values
through. If the user enters the quit_str (defaults to <tt class="docutils literal"><span class="pre">'~~~'</span></tt>),
throws an error.</p>
</li>
<li><p class="first"><tt class="docutils literal">utils.check_number(text)</tt></p>
<p>A <tt class="docutils literal">prompt_input</tt> <tt class="docutils literal">checkfun</tt> that verifies a number input.</p>
</li>
</ul>
</div>
<div class="section" id="dumper">
<h2><a class="toc-backref" href="#id38">dumper</a></h2>
<p>A third-party lua table dumper module from
<a class="reference external" href="http://lua-users.org/wiki/DataDumper">http://lua-users.org/wiki/DataDumper</a>. Defines one
function:</p>
<ul>
<li><p class="first"><tt class="docutils literal">dumper.DataDumper(value, varname, fastmode, ident, indent_step)</tt></p>
<p>Returns <tt class="docutils literal">value</tt> converted to a string. The <tt class="docutils literal">indent_step</tt>
argument specifies the indentation step size in spaces. For
the other arguments see the original documentation link above.</p>
</li>
</ul>
</div>
<div class="section" id="class">
<h2><a class="toc-backref" href="#id39">class</a></h2>
<p>Implements a trivial single-inheritance class system.</p>
<ul>
<li><p class="first"><tt class="docutils literal">Foo = defclass(Foo[, ParentClass])</tt></p>
<p>Defines or updates class Foo. The <tt class="docutils literal">Foo = defclass(Foo)</tt> syntax
is needed so that when the module or script is reloaded, the
class identity will be preserved through the preservation of
global variable values.</p>
<p>The <tt class="docutils literal">defclass</tt> function is defined as a stub in the global
namespace, and using it will auto-load the class module.</p>
</li>
<li><p class="first"><tt class="docutils literal">Class.super</tt></p>
<p>This class field is set by defclass to the parent class, and
allows a readable <tt class="docutils literal">Class.super.method(self, <span class="pre">...)</span></tt> syntax for
calling superclass methods.</p>
</li>
<li><p class="first"><tt class="docutils literal">Class.ATTRS { foo = xxx, bar = yyy }</tt></p>
<p>Declares certain instance fields to be attributes, i.e. auto-initialized
from fields in the table used as the constructor argument. If omitted,
they are initialized with the default values specified in this declaration.</p>
<p>If the default value should be <em>nil</em>, use <tt class="docutils literal">ATTRS { foo = DEFAULT_NIL }</tt>.</p>
<p>Declaring an attribute is mostly the same as defining your <tt class="docutils literal">init</tt> method like this:</p>
<pre class="literal-block">
function Class.init(args)
self.attr1 = args.attr1 or default1
self.attr2 = args.attr2 or default2
...
end
</pre>
<p>The main difference is that attributes are processed as a separate
initialization step, before any <tt class="docutils literal">init</tt> methods are called. They
also make the directy relation between instance fields and constructor
arguments more explicit.</p>
</li>
<li><p class="first"><tt class="docutils literal">new_obj = Class{ foo = arg, bar = arg, ... }</tt></p>
<p>Calling the class as a function creates and initializes a new instance.
Initialization happens in this order:</p>
<ol class="arabic simple">
<li>An empty instance table is created, and its metatable set.</li>
<li>The <tt class="docutils literal">preinit</tt> methods are called via <tt class="docutils literal">invoke_before</tt> (see below)
with the table used as argument to the class. These methods are intended
for validating and tweaking that argument table.</li>
<li>Declared ATTRS are initialized from the argument table or their default values.</li>
<li>The <tt class="docutils literal">init</tt> methods are called via <tt class="docutils literal">invoke_after</tt> with the argument table.
This is the main constructor method.</li>
<li>The <tt class="docutils literal">postinit</tt> methods are called via <tt class="docutils literal">invoke_after</tt> with the argument table.
Place code that should be called after the object is fully constructed here.</li>
</ol>
</li>
</ul>
<p>Predefined instance methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">instance:assign{ foo = xxx }</tt></p>
<p>Assigns all values in the input table to the matching instance fields.</p>
</li>
<li><p class="first"><tt class="docutils literal">instance:callback(method_name, <span class="pre">[args...])</span></tt></p>
<p>Returns a closure that invokes the specified method of the class,
properly passing in self, and optionally a number of initial arguments too.
The arguments given to the closure are appended to these.</p>
</li>
<li><p class="first"><tt class="docutils literal">instance:cb_getfield(field_name)</tt></p>
<p>Returns a closure that returns the specified field of the object when called.</p>
</li>
<li><p class="first"><tt class="docutils literal">instance:cb_setfield(field_name)</tt></p>
<p>Returns a closure that sets the specified field to its argument when called.</p>
</li>
<li><p class="first"><tt class="docutils literal">instance:invoke_before(method_name, <span class="pre">args...)</span></tt></p>
<p>Navigates the inheritance chain of the instance starting from the most specific
class, and invokes the specified method with the arguments if it is defined in
that specific class. Equivalent to the following definition in every class:</p>
<pre class="literal-block">
function Class:invoke_before(method, ...)
if rawget(Class, method) then
rawget(Class, method)(self, ...)
end
Class.super.invoke_before(method, ...)
end
</pre>
</li>
<li><p class="first"><tt class="docutils literal">instance:invoke_after(method_name, <span class="pre">args...)</span></tt></p>
<p>Like invoke_before, only the method is called after the recursive call to super,
i.e. invocations happen in the parent to child order.</p>
<p>These two methods are inspired by the Common Lisp before and after methods, and
are intended for implementing similar protocols for certain things. The class
library itself uses them for constructors.</p>
</li>
</ul>
<p>To avoid confusion, these methods cannot be redefined.</p>
</div>
</div>
<div class="section" id="in-game-ui-library">
<h1><a class="toc-backref" href="#id40">In-game UI Library</a></h1>
<p>A number of lua modules with names starting with <tt class="docutils literal">gui</tt> are dedicated
to wrapping the natives of the <tt class="docutils literal">dfhack.screen</tt> module in a way that
is easy to use. This allows relatively easily and naturally creating
dialogs that integrate in the main game UI window.</p>
<p>These modules make extensive use of the <tt class="docutils literal">class</tt> module, and define
things ranging from the basic <tt class="docutils literal">Painter</tt>, <tt class="docutils literal">View</tt> and <tt class="docutils literal">Screen</tt>
classes, to fully functional predefined dialogs.</p>
<div class="section" id="gui">
<h2><a class="toc-backref" href="#id41">gui</a></h2>
<p>This module defines the most important classes and functions for
implementing interfaces. This documents those of them that are
considered stable.</p>
<div class="section" id="misc">
<h3><a class="toc-backref" href="#id42">Misc</a></h3>
<ul>
<li><p class="first"><tt class="docutils literal">USE_GRAPHICS</tt></p>
<p>Contains the value of <tt class="docutils literal">dfhack.screen.inGraphicsMode()</tt>, which cannot be
changed without restarting the game and thus is constant during the session.</p>
</li>
<li><p class="first"><tt class="docutils literal">CLEAR_PEN</tt></p>
<p>The black pen used to clear the screen.</p>
</li>
<li><p class="first"><tt class="docutils literal">simulateInput(screen, <span class="pre">keys...)</span></tt></p>
<p>This function wraps an undocumented native function that passes a set of
keycodes to a screen, and is the official way to do that.</p>
<p>Every argument after the initial screen may be <em>nil</em>, a numeric keycode,
a string keycode, a sequence of numeric or string keycodes, or a mapping
of keycodes to <em>true</em> or <em>false</em>. For instance, it is possible to use the
table passed as argument to <tt class="docutils literal">onInput</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">mkdims_xy(x1,y1,x2,y2)</tt></p>
<p>Returns a table containing the arguments as fields, and also <tt class="docutils literal">width</tt> and
<tt class="docutils literal">height</tt> that contains the rectangle dimensions.</p>
</li>
<li><p class="first"><tt class="docutils literal">mkdims_wh(x1,y1,width,height)</tt></p>
<p>Returns the same kind of table as <tt class="docutils literal">mkdims_xy</tt>, only this time it computes
<tt class="docutils literal">x2</tt> and <tt class="docutils literal">y2</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">is_in_rect(rect,x,y)</tt></p>
<p>Checks if the given point is within a rectangle, represented by a table produced
by one of the <tt class="docutils literal">mkdims</tt> functions.</p>
</li>
<li><p class="first"><tt class="docutils literal">blink_visible(delay)</tt></p>
<p>Returns <em>true</em> or <em>false</em>, with the value switching to the opposite every <tt class="docutils literal">delay</tt>
msec. This is intended for rendering blinking interface objects.</p>
</li>
<li><p class="first"><tt class="docutils literal">getKeyDisplay(keycode)</tt></p>
<p>Wraps <tt class="docutils literal">dfhack.screen.getKeyDisplay</tt> in order to allow using strings for the keycode argument.</p>
</li>
</ul>
</div>
<div class="section" id="viewrect-class">
<h3><a class="toc-backref" href="#id43">ViewRect class</a></h3>
<p>This class represents an on-screen rectangle with an associated independent
clip area rectangle. It is the base of the <tt class="docutils literal">Painter</tt> class, and is used by
<tt class="docutils literal">Views</tt> to track their client area.</p>
<ul>
<li><p class="first"><tt class="docutils literal">ViewRect{ rect = <span class="pre">...,</span> clip_rect = <span class="pre">...,</span> view_rect = <span class="pre">...,</span> clip_view = ... }</tt></p>
<p>The constructor has the following arguments:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">rect:</th><td class="field-body">The <tt class="docutils literal">mkdims</tt> rectangle in screen coordinates of the logical viewport.
Defaults to the whole screen.</td>
</tr>
<tr class="field"><th class="field-name">clip_rect:</th><td class="field-body">The clip rectangle in screen coordinates. Defaults to <tt class="docutils literal">rect</tt>.</td>
</tr>
<tr class="field"><th class="field-name">view_rect:</th><td class="field-body">A ViewRect object to copy from; overrides both <tt class="docutils literal">rect</tt> and <tt class="docutils literal">clip_rect</tt>.</td>
</tr>
<tr class="field"><th class="field-name">clip_view:</th><td class="field-body">A ViewRect object to intersect the specified clip area with.</td>
</tr>
</tbody>
</table>
</li>
<li><p class="first"><tt class="docutils literal">rect:isDefunct()</tt></p>
<p>Returns <em>true</em> if the clip area is empty, i.e. no painting is possible.</p>
</li>
<li><p class="first"><tt class="docutils literal">rect:inClipGlobalXY(x,y)</tt></p>
<p>Checks if these global coordinates are within the clip rectangle.</p>
</li>
<li><p class="first"><tt class="docutils literal">rect:inClipLocalXY(x,y)</tt></p>
<p>Checks if these coordinates (specified relative to <tt class="docutils literal">x1,y1</tt>) are within the clip rectangle.</p>
</li>
<li><p class="first"><tt class="docutils literal">rect:localXY(x,y)</tt></p>
<p>Converts a pair of global coordinates to local; returns <em>x_local,y_local</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">rect:globalXY(x,y)</tt></p>
<p>Converts a pair of local coordinates to global; returns <em>x_global,y_global</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">rect:viewport(x,y,w,h)</tt> or <tt class="docutils literal">rect:viewport(subrect)</tt></p>
<p>Returns a ViewRect representing a sub-rectangle of the current one.
The arguments are specified in local coordinates; the <tt class="docutils literal">subrect</tt>
argument must be a <tt class="docutils literal">mkdims</tt> table. The returned object consists of
the exact specified rectangle, and a clip area produced by intersecting
it with the clip area of the original object.</p>
</li>
</ul>
</div>
<div class="section" id="painter-class">
<h3><a class="toc-backref" href="#id44">Painter class</a></h3>
<p>The painting natives in <tt class="docutils literal">dfhack.screen</tt> apply to the whole screen, are
completely stateless and don't implement clipping.</p>
<p>The Painter class inherits from ViewRect to provide clipping and local
coordinates, and tracks current cursor position and current pen.</p>
<ul>
<li><p class="first"><tt class="docutils literal">Painter{ <span class="pre">...,</span> pen = <span class="pre">...,</span> key_pen = ... }</tt></p>
<p>In addition to ViewRect arguments, Painter accepts a suggestion of
the initial value for the main pen, and the keybinding pen. They
default to COLOR_GREY and COLOR_LIGHTGREEN otherwise.</p>
<p>There are also some convenience functions that wrap this constructor:</p>
<ul class="simple">
<li><tt class="docutils literal">Painter.new(rect,pen)</tt></li>
<li><tt class="docutils literal">Painter.new_view(view_rect,pen)</tt></li>
<li><tt class="docutils literal">Painter.new_xy(x1,y1,x2,y2,pen)</tt></li>
<li><tt class="docutils literal">Painter.new_wh(x1,y1,width,height,pen)</tt></li>
</ul>
</li>
<li><p class="first"><tt class="docutils literal">painter:isValidPos()</tt></p>
<p>Checks if the current cursor position is within the clip area.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:viewport(x,y,w,h)</tt></p>
<p>Like the superclass method, but returns a Painter object.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:cursor()</tt></p>
<p>Returns the current cursor <em>x,y</em> in local coordinates.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:seek(x,y)</tt></p>
<p>Sets the current cursor position, and returns <em>self</em>.
Either of the arguments may be <em>nil</em> to keep the current value.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:advance(dx,dy)</tt></p>
<p>Adds the given offsets to the cursor position, and returns <em>self</em>.
Either of the arguments may be <em>nil</em> to keep the current value.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:newline([dx])</span></tt></p>
<p>Advances the cursor to the start of the next line plus the given x offset, and returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:pen(...)</span></tt></p>
<p>Sets the current pen to <tt class="docutils literal"><span class="pre">dfhack.pen.parse(old_pen,...)</span></tt>, and returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:key_pen(...)</span></tt></p>
<p>Sets the current keybinding pen to <tt class="docutils literal"><span class="pre">dfhack.pen.parse(old_pen,...)</span></tt>, and returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:clear()</tt></p>
<p>Fills the whole clip rectangle with <tt class="docutils literal">CLEAR_PEN</tt>, and returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:fill(x1,y1,x2,y2[,...])</span></tt> or <tt class="docutils literal"><span class="pre">painter:fill(rect[,...])</span></tt></p>
<p>Fills the specified local coordinate rectangle with <tt class="docutils literal"><span class="pre">dfhack.pen.parse(cur_pen,...)</span></tt>,
and returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:char([char[,</span> <span class="pre">...]])</span></tt></p>
<p>Paints one character using <tt class="docutils literal">char</tt> and <tt class="docutils literal"><span class="pre">dfhack.pen.parse(cur_pen,...)</span></tt>; returns <em>self</em>.
The <tt class="docutils literal">char</tt> argument, if not nil, is used to override the <tt class="docutils literal">ch</tt> property of the pen.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">painter:tile([char,</span> tile[, <span class="pre">...]])</span></tt></p>
<p>Like above, but also allows overriding the <tt class="docutils literal">tile</tt> property on ad-hoc basis.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:string(text[, <span class="pre">...])</span></tt></p>
<p>Paints the string with <tt class="docutils literal"><span class="pre">dfhack.pen.parse(cur_pen,...)</span></tt>; returns <em>self</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">painter:key(keycode[, <span class="pre">...])</span></tt></p>
<p>Paints the description of the keycode using <tt class="docutils literal"><span class="pre">dfhack.pen.parse(cur_key_pen,...)</span></tt>; returns <em>self</em>.</p>
</li>
</ul>
<p>As noted above, all painting methods return <em>self</em>, in order to allow chaining them like this:</p>
<pre class="literal-block">
painter:pen(foo):seek(x,y):char(1):advance(1):string('bar')...
</pre>
</div>
<div class="section" id="view-class">
<h3><a class="toc-backref" href="#id45">View class</a></h3>
<p>This class is the common abstract base of both the stand-alone screens
and common widgets to be used inside them. It defines the basic layout,
rendering and event handling framework.</p>
<p>The class defines the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">visible:</th><td class="field-body">Specifies that the view should be painted.</td>
</tr>
<tr class="field"><th class="field-name">active:</th><td class="field-body">Specifies that the view should receive events, if also visible.</td>
</tr>
<tr class="field"><th class="field-name">view_id:</th><td class="field-body">Specifies an identifier to easily identify the view among subviews.
This is reserved for implementation of top-level views, and should
not be used by widgets for their internal subviews.</td>
</tr>
</tbody>
</table>
<p>It also always has the following fields:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">subviews:</th><td class="field-body">Contains a table of all subviews. The sequence part of the
table is used for iteration. In addition, subviews are also
indexed under their <em>view_id</em>, if any; see <tt class="docutils literal">addviews()</tt> below.</td>
</tr>
</tbody>
</table>
<p>These fields are computed by the layout process:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name" colspan="2">frame_parent_rect:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">The ViewRect represeting the client area of the parent view.</td>
</tr>
<tr class="field"><th class="field-name">frame_rect:</th><td class="field-body">The <tt class="docutils literal">mkdims</tt> rect of the outer frame in parent-local coordinates.</td>
</tr>
<tr class="field"><th class="field-name">frame_body:</th><td class="field-body">The ViewRect representing the body part of the View's own frame.</td>
</tr>
</tbody>
</table>
<p>The class has the following methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">view:addviews(list)</tt></p>
<p>Adds the views in the list to the <tt class="docutils literal">subviews</tt> sequence. If any of the views
in the list have <tt class="docutils literal">view_id</tt> attributes that don't conflict with existing keys
in <tt class="docutils literal">subviews</tt>, also stores them under the string keys. Finally, copies any
non-conflicting string keys from the <tt class="docutils literal">subviews</tt> tables of the listed views.</p>
<p>Thus, doing something like this:</p>
<pre class="literal-block">
self:addviews{
Panel{
view_id = 'panel',
subviews = {
Label{ view_id = 'label' }
}
}
}
</pre>
<p>Would make the label accessible as both <tt class="docutils literal">self.subviews.label</tt> and
<tt class="docutils literal">self.subviews.panel.subviews.label</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:getWindowSize()</tt></p>
<p>Returns the dimensions of the <tt class="docutils literal">frame_body</tt> rectangle.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:getMousePos()</tt></p>
<p>Returns the mouse <em>x,y</em> in coordinates local to the <tt class="docutils literal">frame_body</tt>
rectangle if it is within its clip area, or nothing otherwise.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">view:updateLayout([parent_rect])</span></tt></p>
<p>Recomputes layout of the view and its subviews. If no argument is
given, re-uses the previous parent rect. The process goes as follows:</p>
<ol class="arabic simple">
<li>Calls <tt class="docutils literal">preUpdateLayout(parent_rect)</tt> via <tt class="docutils literal">invoke_before</tt>.</li>
<li>Uses <tt class="docutils literal">computeFrame(parent_rect)</tt> to compute the desired frame.</li>
<li>Calls <tt class="docutils literal">postComputeFrame(frame_body)</tt> via <tt class="docutils literal">invoke_after</tt>.</li>
<li>Calls <tt class="docutils literal">updateSubviewLayout(frame_body)</tt> to update children.</li>
<li>Calls <tt class="docutils literal">postUpdateLayout(frame_body)</tt> via <tt class="docutils literal">invoke_after</tt>.</li>
</ol>
</li>
<li><p class="first"><tt class="docutils literal">view:computeFrame(parent_rect)</tt> <em>(for overriding)</em></p>
<p>Called by <tt class="docutils literal">updateLayout</tt> in order to compute the frame rectangle(s).
Should return the <tt class="docutils literal">mkdims</tt> rectangle for the outer frame, and optionally
also for the body frame. If only one rectangle is returned, it is used
for both frames, and the margin becomes zero.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:updateSubviewLayout(frame_body)</tt></p>
<p>Calls <tt class="docutils literal">updateLayout</tt> on all children.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:render(painter)</tt></p>
<p>Given the parent's painter, renders the view via the following process:</p>
<ol class="arabic simple">
<li>Calls <tt class="docutils literal">onRenderFrame(painter, frame_rect)</tt> to paint the outer frame.</li>
<li>Creates a new painter using the <tt class="docutils literal">frame_body</tt> rect.</li>
<li>Calls <tt class="docutils literal">onRenderBody(new_painter)</tt> to paint the client area.</li>
<li>Calls <tt class="docutils literal">renderSubviews(new_painter)</tt> to paint visible children.</li>
</ol>
</li>
<li><p class="first"><tt class="docutils literal">view:renderSubviews(painter)</tt></p>
<p>Calls <tt class="docutils literal">render</tt> on all <tt class="docutils literal">visible</tt> subviews in the order they
appear in the <tt class="docutils literal">subviews</tt> sequence.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:onRenderFrame(painter, rect)</tt> <em>(for overriding)</em></p>
<p>Called by <tt class="docutils literal">render</tt> to paint the outer frame; by default does nothing.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:onRenderBody(painter)</tt> <em>(for overriding)</em></p>
<p>Called by <tt class="docutils literal">render</tt> to paint the client area; by default does nothing.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:onInput(keys)</tt> <em>(for overriding)</em></p>
<p>Override this to handle events. By default directly calls <tt class="docutils literal">inputToSubviews</tt>.
Return a true value from this method to signal that the event has been handled
and should not be passed on to more views.</p>
</li>
<li><p class="first"><tt class="docutils literal">view:inputToSubviews(keys)</tt></p>
<p>Calls <tt class="docutils literal">onInput</tt> on all visible active subviews, iterating the <tt class="docutils literal">subviews</tt>
sequence in <em>reverse order</em>, so that topmost subviews get events first.
Returns <em>true</em> if any of the subviews handled the event.</p>
</li>
</ul>
</div>
<div class="section" id="screen-class">
<h3><a class="toc-backref" href="#id46">Screen class</a></h3>
<p>This is a View subclass intended for use as a stand-alone dialog or screen.
It adds the following methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">screen:isShown()</tt></p>
<p>Returns <em>true</em> if the screen is currently in the game engine's display stack.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:isDismissed()</tt></p>
<p>Returns <em>true</em> if the screen is dismissed.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:isActive()</tt></p>
<p>Returns <em>true</em> if the screen is shown and not dismissed.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:invalidate()</tt></p>
<p>Requests a repaint. Note that currently using it is not necessary, because
repaints are constantly requested automatically, due to issues with native
screens happening otherwise.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:renderParent()</tt></p>
<p>Asks the parent native screen to render itself, or clears the screen if impossible.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">screen:sendInputToParent(...)</span></tt></p>
<p>Uses <tt class="docutils literal">simulateInput</tt> to send keypresses to the native parent screen.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">screen:show([parent])</span></tt></p>
<p>Adds the screen to the display stack with the given screen as the parent;
if parent is not specified, places this one one topmost. Before calling
<tt class="docutils literal">dfhack.screen.show</tt>, calls <tt class="docutils literal">self:onAboutToShow(parent)</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:onAboutToShow(parent)</tt> <em>(for overriding)</em></p>
<p>Called when <tt class="docutils literal">dfhack.screen.show</tt> is about to be called.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:onShow()</tt></p>
<p>Called by <tt class="docutils literal">dfhack.screen.show</tt> once the screen is successfully shown.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:dismiss()</tt></p>
<p>Dismisses the screen. A dismissed screen does not receive any more
events or paint requests, but may remain in the display stack for
a short time until the game removes it.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:onDismiss()</tt> <em>(for overriding)</em></p>
<p>Called by <tt class="docutils literal">dfhack.screen.dismiss()</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:onDestroy()</tt> <em>(for overriding)</em></p>
<p>Called by the native code when the screen is fully destroyed and removed
from the display stack. Place code that absolutely must be called whenever
the screen is removed by any means here.</p>
</li>
<li><p class="first"><tt class="docutils literal">screen:onResize</tt>, <tt class="docutils literal">screen:onRender</tt></p>
<p>Defined as callbacks for native code.</p>
</li>
</ul>
</div>
<div class="section" id="framedscreen-class">
<h3><a class="toc-backref" href="#id47">FramedScreen class</a></h3>
<p>A Screen subclass that paints a visible frame around its body.
Most dialogs should inherit from this class.</p>
<p>A framed screen has the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">frame_style:</th><td class="field-body">A table that defines a set of pens to draw various parts of the frame.</td>
</tr>
<tr class="field"><th class="field-name">frame_title:</th><td class="field-body">A string to display in the middle of the top of the frame.</td>
</tr>
<tr class="field"><th class="field-name">frame_width:</th><td class="field-body">Desired width of the client area. If <em>nil</em>, the screen will occupy the whole width.</td>
</tr>
<tr class="field"><th class="field-name">frame_height:</th><td class="field-body">Likewise, for height.</td>
</tr>
<tr class="field"><th class="field-name">frame_inset:</th><td class="field-body">The gap between the frame and the client area. Defaults to 0.</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">frame_background:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">The pen to fill in the frame with. Defaults to CLEAR_PEN.</td>
</tr>
</tbody>
</table>
<p>There are the following predefined frame style tables:</p>
<ul>
<li><p class="first"><tt class="docutils literal">GREY_FRAME</tt></p>
<p>A plain grey-colored frame.</p>
</li>
<li><p class="first"><tt class="docutils literal">BOUNDARY_FRAME</tt></p>
<p>The same frame as used by the usual full-screen DF views, like dwarfmode.</p>
</li>
<li><p class="first"><tt class="docutils literal">GREY_LINE_FRAME</tt></p>
<p>A frame consisting of grey lines, similar to the one used by titan announcements.</p>
</li>
</ul>
</div>
</div>
<div class="section" id="gui-widgets">
<h2><a class="toc-backref" href="#id48">gui.widgets</a></h2>
<p>This module implements some basic widgets based on the View infrastructure.</p>
<div class="section" id="widget-class">
<h3><a class="toc-backref" href="#id49">Widget class</a></h3>
<p>Base of all the widgets. Inherits from View and has the following attributes:</p>
<ul>
<li><p class="first"><tt class="docutils literal">frame = <span class="pre">{...}</span></tt></p>
<p>Specifies the constraints on the outer frame of the widget.
If omitted, the widget will occupy the whole parent rectangle.</p>
<p>The frame is specified as a table with the following possible fields:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">l:</th><td class="field-body">gap between the left edges of the frame and the parent.</td>
</tr>
<tr class="field"><th class="field-name">t:</th><td class="field-body">gap between the top edges of the frame and the parent.</td>
</tr>
<tr class="field"><th class="field-name">r:</th><td class="field-body">gap between the right edges of the frame and the parent.</td>
</tr>
<tr class="field"><th class="field-name">b:</th><td class="field-body">gap between the bottom edges of the frame and the parent.</td>
</tr>
<tr class="field"><th class="field-name">w:</th><td class="field-body">maximum width of the frame.</td>
</tr>
<tr class="field"><th class="field-name">h:</th><td class="field-body">maximum heigth of the frame.</td>
</tr>
<tr class="field"><th class="field-name">xalign:</th><td class="field-body">X alignment of the frame.</td>
</tr>
<tr class="field"><th class="field-name">yalign:</th><td class="field-body">Y alignment of the frame.</td>
</tr>
</tbody>
</table>
<p>First the <tt class="docutils literal">l,t,r,b</tt> fields restrict the available area for
placing the frame. If <tt class="docutils literal">w</tt> and <tt class="docutils literal">h</tt> are not specified or
larger then the computed area, it becomes the frame. Otherwise
the smaller frame is placed within the are based on the
<tt class="docutils literal">xalign/yalign</tt> fields. If the align hints are omitted, they
are assumed to be 0, 1, or 0.5 based on which of the <tt class="docutils literal">l/r/t/b</tt>
fields are set.</p>
</li>
<li><p class="first"><tt class="docutils literal">frame_inset = <span class="pre">{...}</span></tt></p>
<p>Specifies the gap between the outer frame, and the client area.
The attribute may be a simple integer value to specify a uniform
inset, or a table with the following fields:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">l:</th><td class="field-body">left margin.</td>
</tr>
<tr class="field"><th class="field-name">t:</th><td class="field-body">top margin.</td>
</tr>
<tr class="field"><th class="field-name">r:</th><td class="field-body">right margin.</td>
</tr>
<tr class="field"><th class="field-name">b:</th><td class="field-body">bottom margin.</td>
</tr>
<tr class="field"><th class="field-name">x:</th><td class="field-body">left/right margin, if <tt class="docutils literal">l</tt> and/or <tt class="docutils literal">r</tt> are omitted.</td>
</tr>
<tr class="field"><th class="field-name">y:</th><td class="field-body">top/bottom margin, if <tt class="docutils literal">t</tt> and/or <tt class="docutils literal">b</tt> are omitted.</td>
</tr>
</tbody>
</table>
</li>
<li><p class="first"><tt class="docutils literal">frame_background = pen</tt></p>
<p>The pen to fill the outer frame with. Defaults to no fill.</p>
</li>
</ul>
</div>
<div class="section" id="panel-class">
<h3><a class="toc-backref" href="#id50">Panel class</a></h3>
<p>Inherits from Widget, and intended for grouping a number of subviews.</p>
<p>Has attributes:</p>
<ul>
<li><p class="first"><tt class="docutils literal">subviews = {}</tt></p>
<p>Used to initialize the subview list in the constructor.</p>
</li>
<li><p class="first"><tt class="docutils literal">on_render = function(painter)</tt></p>
<p>Called from <tt class="docutils literal">onRenderBody</tt>.</p>
</li>
</ul>
</div>
<div class="section" id="pages-class">
<h3><a class="toc-backref" href="#id51">Pages class</a></h3>
<p>Subclass of Panel; keeps exactly one child visible.</p>
<ul>
<li><p class="first"><tt class="docutils literal">Pages{ <span class="pre">...,</span> selected = ... }</tt></p>
<p>Specifies which child to select initially; defaults to the first one.</p>
</li>
<li><p class="first"><tt class="docutils literal">pages:getSelected()</tt></p>
<p>Returns the selected <em>index, child</em>.</p>
</li>
<li><p class="first"><tt class="docutils literal">pages:setSelected(index)</tt></p>
<p>Selects the specified child, hiding the previous selected one.
It is permitted to use the subview object, or its <tt class="docutils literal">view_id</tt> as index.</p>
</li>
</ul>
</div>
<div class="section" id="editfield-class">
<h3><a class="toc-backref" href="#id52">EditField class</a></h3>
<p>Subclass of Widget; implements a simple edit field.</p>
<p>Attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">text:</th><td class="field-body">The current contents of the field.</td>
</tr>
<tr class="field"><th class="field-name">text_pen:</th><td class="field-body">The pen to draw the text with.</td>
</tr>
<tr class="field"><th class="field-name">on_char:</th><td class="field-body">Input validation callback; used as <tt class="docutils literal">on_char(new_char,text)</tt>.
If it returns false, the character is ignored.</td>
</tr>
<tr class="field"><th class="field-name">on_change:</th><td class="field-body">Change notification callback; used as <tt class="docutils literal">on_change(new_text,old_text)</tt>.</td>
</tr>
<tr class="field"><th class="field-name">on_submit:</th><td class="field-body">Enter key callback; if set the field will handle the key and call <tt class="docutils literal">on_submit(text)</tt>.</td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="label-class">
<h3><a class="toc-backref" href="#id53">Label class</a></h3>
<p>This Widget subclass implements flowing semi-static text.</p>
<p>It has the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">text_pen:</th><td class="field-body">Specifies the pen for active text.</td>
</tr>
<tr class="field"><th class="field-name">text_dpen:</th><td class="field-body">Specifies the pen for disabled text.</td>
</tr>
<tr class="field"><th class="field-name">disabled:</th><td class="field-body">Boolean or a callback; if true, the label is disabled.</td>
</tr>
<tr class="field"><th class="field-name">enabled:</th><td class="field-body">Boolean or a callback; if false, the label is disabled.</td>
</tr>
<tr class="field"><th class="field-name">auto_height:</th><td class="field-body">Sets self.frame.h from the text height.</td>
</tr>
<tr class="field"><th class="field-name">auto_width:</th><td class="field-body">Sets self.frame.w from the text width.</td>
</tr>
</tbody>
</table>
<p>The text itself is represented as a complex structure, and passed
to the object via the <tt class="docutils literal">text</tt> argument of the constructor, or via
the <tt class="docutils literal">setText</tt> method, as one of:</p>
<ul class="simple">
<li>A simple string, possibly containing newlines.</li>
<li>A sequence of tokens.</li>
</ul>
<p>Every token in the sequence in turn may be either a string, possibly
containing newlines, or a table with the following possible fields:</p>
<ul>
<li><p class="first"><tt class="docutils literal">token.text = ...</tt></p>
<p>Specifies the main text content of a token, and may be a string, or
a callback returning a string.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.gap = ...</tt></p>
<p>Specifies the number of character positions to advance on the line
before rendering the token.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.tile = pen</tt></p>
<p>Specifies a pen to paint as one tile before the main part of the token.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.width = ...</tt></p>
<p>If specified either as a value or a callback, the text field is padded
or truncated to the specified number.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.pad_char = <span class="pre">'?'</span></tt></p>
<p>If specified together with <tt class="docutils literal">width</tt>, the padding area is filled with
this character instead of just being skipped over.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.key = <span class="pre">'...'</span></tt></p>
<p>Specifies the keycode associated with the token. The string description
of the key binding is added to the text content of the token.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.key_sep = <span class="pre">'...'</span></tt></p>
<p>Specifies the separator to place between the keybinding label produced
by <tt class="docutils literal">token.key</tt>, and the main text of the token. If the separator is
'()', the token is formatted as <tt class="docutils literal"><span class="pre">text..'</span> <span class="pre">('..binding..')'</span></tt>. Otherwise
it is simply <tt class="docutils literal"><span class="pre">binding..sep..text</span></tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.enabled</tt>, <tt class="docutils literal">token.disabled</tt></p>
<p>Same as the attributes of the label itself, but applies only to the token.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.pen</tt>, <tt class="docutils literal">token.dpen</tt></p>
<p>Specify the pen and disabled pen to be used for the token's text.
The field may be either the pen itself, or a callback that returns it.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.on_activate</tt></p>
<p>If this field is not nil, and <tt class="docutils literal">token.key</tt> is set, the token will actually
respond to that key binding unless disabled, and call this callback. Eventually
this may be extended with mouse click support.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.id</tt></p>
<p>Specifies a unique identifier for the token.</p>
</li>
<li><p class="first"><tt class="docutils literal">token.line</tt>, <tt class="docutils literal">token.x1</tt>, <tt class="docutils literal">token.x2</tt></p>
<p>Reserved for internal use.</p>
</li>
</ul>
<p>The Label widget implements the following methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">label:setText(new_text)</tt></p>
<p>Replaces the text currently contained in the widget.</p>
</li>
<li><p class="first"><tt class="docutils literal">label:itemById(id)</tt></p>
<p>Finds a token by its <tt class="docutils literal">id</tt> field.</p>
</li>
<li><p class="first"><tt class="docutils literal">label:getTextHeight()</tt></p>
<p>Computes the height of the text.</p>
</li>
<li><p class="first"><tt class="docutils literal">label:getTextWidth()</tt></p>
<p>Computes the width of the text.</p>
</li>
</ul>
</div>
<div class="section" id="list-class">
<h3><a class="toc-backref" href="#id54">List class</a></h3>
<p>The List widget implements a simple list with paging.</p>
<p>It has the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">text_pen:</th><td class="field-body">Specifies the pen for deselected list entries.</td>
</tr>
<tr class="field"><th class="field-name">cursor_pen:</th><td class="field-body">Specifies the pen for the selected entry.</td>
</tr>
<tr class="field"><th class="field-name">inactive_pen:</th><td class="field-body">If specified, used for the cursor when the widget is not active.</td>
</tr>
<tr class="field"><th class="field-name">icon_pen:</th><td class="field-body">Default pen for icons.</td>
</tr>
<tr class="field"><th class="field-name">on_select:</th><td class="field-body">Selection change callback; called as <tt class="docutils literal">on_select(index,choice)</tt>.
This is also called with <em>nil</em> arguments if <tt class="docutils literal">setChoices</tt> is called
with an empty list.</td>
</tr>
<tr class="field"><th class="field-name">on_submit:</th><td class="field-body">Enter key callback; if specified, the list reacts to the key
and calls it as <tt class="docutils literal">on_submit(index,choice)</tt>.</td>
</tr>
<tr class="field"><th class="field-name">on_submit2:</th><td class="field-body">Shift-Enter key callback; if specified, the list reacts to the key
and calls it as <tt class="docutils literal">on_submit2(index,choice)</tt>.</td>
</tr>
<tr class="field"><th class="field-name">row_height:</th><td class="field-body">Height of every row in text lines.</td>
</tr>
<tr class="field"><th class="field-name">icon_width:</th><td class="field-body">If not <em>nil</em>, the specified number of character columns
are reserved to the left of the list item for the icons.</td>
</tr>
<tr class="field"><th class="field-name">scroll_keys:</th><td class="field-body">Specifies which keys the list should react to as a table.</td>
</tr>
</tbody>
</table>
<p>Every list item may be specified either as a string, or as a lua table
with the following fields:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">text:</th><td class="field-body">Specifies the label text in the same format as the Label text.</td>
</tr>
<tr class="field"><th class="field-name">caption, [1]:</th><td class="field-body">Deprecated legacy aliases for <strong>text</strong>.</td>
</tr>
<tr class="field"><th class="field-name">text_*:</th><td class="field-body">Reserved for internal use.</td>
</tr>
<tr class="field"><th class="field-name">key:</th><td class="field-body">Specifies a keybinding that acts as a shortcut for the specified item.</td>
</tr>
<tr class="field"><th class="field-name">icon:</th><td class="field-body">Specifies an icon string, or a pen to paint a single character. May be a callback.</td>
</tr>
<tr class="field"><th class="field-name">icon_pen:</th><td class="field-body">When the icon is a string, used to paint it.</td>
</tr>
</tbody>
</table>
<p>The list supports the following methods:</p>
<ul>
<li><p class="first"><tt class="docutils literal">List{ <span class="pre">...,</span> choices = <span class="pre">...,</span> selected = ... }</tt></p>
<p>Same as calling <tt class="docutils literal">setChoices</tt> after construction.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:setChoices(choices[, selected])</tt></p>
<p>Replaces the list of choices, possibly also setting the currently selected index.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:setSelected(selected)</tt></p>
<p>Sets the currently selected index. Returns the index after validation.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getChoices()</tt></p>
<p>Returns the list of choices.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getSelected()</tt></p>
<p>Returns the selected <em>index, choice</em>, or nothing if the list is empty.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getContentWidth()</tt></p>
<p>Returns the minimal width to draw all choices without clipping.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getContentHeight()</tt></p>
<p>Returns the minimal width to draw all choices without scrolling.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:submit()</tt></p>
<p>Call the <tt class="docutils literal">on_submit</tt> callback, as if the Enter key was handled.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:submit2()</tt></p>
<p>Call the <tt class="docutils literal">on_submit2</tt> callback, as if the Shift-Enter key was handled.</p>
</li>
</ul>
</div>
<div class="section" id="filteredlist-class">
<h3><a class="toc-backref" href="#id55">FilteredList class</a></h3>
<p>This widget combines List, EditField and Label into a combo-box like
construction that allows filtering the list by subwords of its items.</p>
<p>In addition to passing through all attributes supported by List, it
supports:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">edit_pen:</th><td class="field-body">If specified, used instead of <tt class="docutils literal">cursor_pen</tt> for the edit field.</td>
</tr>
<tr class="field"><th class="field-name">edit_below:</th><td class="field-body">If true, the edit field is placed below the list instead of above.</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">not_found_label:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body">Specifies the text of the label shown when no items match the filter.</td>
</tr>
</tbody>
</table>
<p>The list choices may include the following attributes:</p>
<table class="docutils field-list" frame="void" rules="none">
<col class="field-name" />
<col class="field-body" />
<tbody valign="top">
<tr class="field"><th class="field-name">search_key:</th><td class="field-body">If specified, used instead of <strong>text</strong> to match against the filter.</td>
</tr>
</tbody>
</table>
<p>The widget implements:</p>
<ul>
<li><p class="first"><tt class="docutils literal">list:setChoices(choices[, selected])</tt></p>
<p>Resets the filter, and passes through to the inner list.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getChoices()</tt></p>
<p>Returns the list of <em>all</em> choices.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getFilter()</tt></p>
<p>Returns the current filter string, and the <em>filtered</em> list of choices.</p>
</li>
<li><p class="first"><tt class="docutils literal"><span class="pre">list:setFilter(filter[,pos])</span></tt></p>
<p>Sets the new filter string, filters the list, and selects the item at
index <tt class="docutils literal">pos</tt> in the <em>unfiltered</em> list if possible.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:canSubmit()</tt></p>
<p>Checks if there are currently any choices in the filtered list.</p>
</li>
<li><p class="first"><tt class="docutils literal">list:getSelected()</tt>, <tt class="docutils literal">list:getContentWidth()</tt>, <tt class="docutils literal">list:getContentHeight()</tt>, <tt class="docutils literal">list:submit()</tt></p>
<p>Same as with an ordinary list.</p>
</li>
</ul>
</div>
</div>
</div>
<div class="section" id="plugins">
<h1><a class="toc-backref" href="#id56">Plugins</a></h1>
<p>DFHack plugins may export native functions and events
to lua contexts. They are automatically imported by
<tt class="docutils literal"><span class="pre">mkmodule('plugins.&lt;name&gt;')</span></tt>; this means that a lua
module file is still necessary for <tt class="docutils literal">require</tt> to read.</p>
<p>The following plugins have lua support.</p>
<div class="section" id="burrows">
<h2><a class="toc-backref" href="#id57">burrows</a></h2>
<p>Implements extended burrow manipulations.</p>
<p>Events:</p>
<ul>
<li><p class="first"><tt class="docutils literal">onBurrowRename.foo = function(burrow)</tt></p>
<p>Emitted when a burrow might have been renamed either through
the game UI, or <tt class="docutils literal">renameBurrow()</tt>.</p>
</li>
<li><p class="first"><tt class="docutils literal">onDigComplete.foo = function(job_type,pos,old_tiletype,new_tiletype,worker)</tt></p>
<p>Emitted when a tile might have been dug out. Only tracked if the
auto-growing burrows feature is enabled.</p>
</li>
</ul>
<p>Native functions:</p>
<ul>
<li><p class="first"><tt class="docutils literal">renameBurrow(burrow,name)</tt></p>
<p>Renames the burrow, emitting <tt class="docutils literal">onBurrowRename</tt> and updating auto-grow state properly.</p>
</li>
<li><p class="first"><tt class="docutils literal">findByName(burrow,name)</tt></p>
<p>Finds a burrow by name, using the same rules as the plugin command line interface.
Namely, trailing <tt class="docutils literal">'+'</tt> characters marking auto-grow burrows are ignored.</p>
</li>
<li><p class="first"><tt class="docutils literal">copyUnits(target,source,enable)</tt></p>
<p>Applies units from <tt class="docutils literal">source</tt> burrow to <tt class="docutils literal">target</tt>. The <tt class="docutils literal">enable</tt>
parameter specifies if they are to be added or removed.</p>
</li>
<li><p class="first"><tt class="docutils literal">copyTiles(target,source,enable)</tt></p>
<p>Applies tiles from <tt class="docutils literal">source</tt> burrow to <tt class="docutils literal">target</tt>. The <tt class="docutils literal">enable</tt>
parameter specifies if they are to be added or removed.</p>
</li>
<li><p class="first"><tt class="docutils literal">setTilesByKeyword(target,keyword,enable)</tt></p>
<p>Adds or removes tiles matching a predefined keyword. The keyword
set is the same as used by the command line.</p>
</li>
</ul>
<p>The lua module file also re-exports functions from <tt class="docutils literal">dfhack.burrows</tt>.</p>
</div>
<div class="section" id="sort">
<h2><a class="toc-backref" href="#id58">sort</a></h2>
<p>Does not export any native functions as of now. Instead, it
calls lua code to perform the actual ordering of list items.</p>
</div>
<div class="section" id="eventful">
<h2><a class="toc-backref" href="#id59">Eventful</a></h2>
<p>This plugin exports some events to lua thus allowing to run lua functions
on DF world events.</p>
<div class="section" id="list-of-events">
<h3><a class="toc-backref" href="#id60">List of events</a></h3>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">onReactionComplete(reaction,unit,input_items,input_reagents,output_items,call_native)</tt></p>
<p>Auto activates if detects reactions starting with <tt class="docutils literal">LUA_HOOK_</tt>. Is called when reaction finishes.</p>
</li>
<li><p class="first"><tt class="docutils literal">onItemContaminateWound(item,unit,wound,number1,number2)</tt></p>
<p>Is called when item tries to contaminate wound (e.g. stuck in).</p>
</li>
<li><p class="first"><tt class="docutils literal">onProjItemCheckMovement(projectile)</tt></p>
<p>Is called when projectile moves.</p>
</li>
<li><p class="first"><tt class="docutils literal">onProjItemCheckImpact(projectile,somebool)</tt></p>
<p>Is called when projectile hits something.</p>
</li>
<li><p class="first"><tt class="docutils literal">onProjUnitCheckMovement(projectile)</tt></p>
<p>Is called when projectile moves.</p>
</li>
<li><p class="first"><tt class="docutils literal">onProjUnitCheckImpact(projectile,somebool)</tt></p>
<p>Is called when projectile hits something.</p>
</li>
<li><p class="first"><tt class="docutils literal">onWorkshopFillSidebarMenu(workshop,callnative)</tt></p>
<p>Is called when viewing a workshop in 'q' mode, to populate reactions, useful for custom viewscreens for shops.</p>
</li>
<li><p class="first"><tt class="docutils literal">postWorkshopFillSidebarMenu(workshop)</tt></p>
<p>Is called after calling (or not) native fillSidebarMenu(). Useful for job button
tweaking (e.g. adding custom reactions)</p>
</li>
</ol>
</div>
<div class="section" id="events-from-eventmanager">
<h3><a class="toc-backref" href="#id61">Events from EventManager</a></h3>
<p>These events are straight from EventManager module. Each of them first needs to be enabled. See functions for more info. If you register a listener before the game is loaded, be aware that no events will be triggered immediately after loading, so you might need to add another event listener for when the game first loads in some cases.</p>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">onBuildingCreatedDestroyed(building_id)</tt></p>
<p>Gets called when building is created or destroyed.</p>
</li>
<li><p class="first"><tt class="docutils literal">onConstructionCreatedDestroyed(building_id)</tt></p>
<p>Gets called when construction is created or destroyed.</p>
</li>
<li><p class="first"><tt class="docutils literal">onJobInitiated(job)</tt></p>
<p>Gets called when job is issued.</p>
</li>
<li><p class="first"><tt class="docutils literal">onJobCompleted(job)</tt></p>
<p>Gets called when job is finished. The job that is passed to this function is a copy. Requires a frequency of 0 in order to distinguish between workshop jobs that were cancelled by the user and workshop jobs that completed successfully.</p>
</li>
<li><p class="first"><tt class="docutils literal">onUnitDeath(unit_id)</tt></p>
<p>Gets called on unit death.</p>
</li>
<li><p class="first"><tt class="docutils literal">onItemCreated(item_id)</tt></p>
<p>Gets called when item is created (except due to traders, migrants, invaders and spider webs).</p>
</li>
<li><p class="first"><tt class="docutils literal">onSyndrome(unit_id,syndrome_index)</tt></p>
<p>Gets called when new syndrome appears on a unit.</p>
</li>
<li><p class="first"><tt class="docutils literal">onInvasion(invasion_id)</tt></p>
<p>Gets called when new invasion happens.</p>
</li>
<li><p class="first"><tt class="docutils literal">onInventoryChange(unit_id,item_id,old_equip,new_equip)</tt></p>
<p>Gets called when someone picks up an item, puts one down, or changes the way they are holding it. If an item is picked up, old_equip will be null. If an item is dropped, new_equip will be null. If an item is re-equipped in a new way, then neither will be null. You absolutely must NOT alter either old_equip or new_equip or you might break other plugins.</p>
</li>
<li><p class="first"><tt class="docutils literal">onReport(reportId)</tt></p>
<p>Gets called when a report happens. This happens more often than you probably think, even if it doesn't show up in the announcements.</p>
</li>
<li><p class="first"><tt class="docutils literal">onUnitAttack(attackerId, defenderId, woundId)</tt></p>
<p>Called when a unit wounds another with a weapon. Is NOT called if blocked, dodged, deflected, or parried.</p>
</li>
<li><p class="first"><tt class="docutils literal">onUnload()</tt></p>
<p>A convenience event in case you don't want to register for every onStateChange event.</p>
</li>
<li><p class="first"><tt class="docutils literal">onInteraction(attackVerb, defendVerb, attackerId, defenderId, attackReportId, defendReportId)</tt></p>
<p>Called when a unit uses an interaction on another.</p>
</li>
</ol>
</div>
<div class="section" id="functions">
<h3><a class="toc-backref" href="#id62">Functions</a></h3>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">registerReaction(reaction_name,callback)</tt></p>
<p>Simplified way of using onReactionComplete; the callback is function (same params as event).</p>
</li>
<li><p class="first"><tt class="docutils literal">removeNative(shop_name)</tt></p>
<p>Removes native choice list from the building.</p>
</li>
<li><p class="first"><tt class="docutils literal">addReactionToShop(reaction_name,shop_name)</tt></p>
<p>Add a custom reaction to the building.</p>
</li>
<li><p class="first"><tt class="docutils literal">enableEvent(evType,frequency)</tt></p>
<p>Enable event checking for EventManager events. For event types use <tt class="docutils literal">eventType</tt> table. Note that different types of events require different frequencies to be effective. The frequency is how many ticks EventManager will wait before checking if that type of event has happened. If multiple scripts or plugins use the same event type, the smallest frequency is the one that is used, so you might get events triggered more often than the frequency you use here.</p>
</li>
<li><p class="first"><tt class="docutils literal">registerSidebar(shop_name,callback)</tt></p>
<p>Enable callback when sidebar for <tt class="docutils literal">shop_name</tt> is drawn. Usefull for custom workshop views e.g. using gui.dwarfmode lib. Also accepts a <tt class="docutils literal">class</tt> instead of function
as callback. Best used with <tt class="docutils literal">gui.dwarfmode</tt> class <tt class="docutils literal">WorkshopOverlay</tt>.</p>
</li>
</ol>
</div>
<div class="section" id="examples">
<h3><a class="toc-backref" href="#id63">Examples</a></h3>
<p>Spawn dragon breath on each item attempt to contaminate wound:</p>
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
b.onItemContaminateWound.one=function(item,unit,un_wound,x,y)
local flw=dfhack.maps.spawnFlow(unit.pos,6,0,0,50000)
end
</pre>
<p>Reaction complete example:</p>
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
b.registerReaction(&quot;LUA_HOOK_LAY_BOMB&quot;,function(reaction,unit,in_items,in_reag,out_items,call_native)
local pos=copyall(unit.pos)
-- spawn dragonbreath after 100 ticks
dfhack.timeout(100,&quot;ticks&quot;,function() dfhack.maps.spawnFlow(pos,6,0,0,50000) end)
--do not call real item creation code
call_native.value=false
end)
</pre>
<p>Grenade example:</p>
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
b.onProjItemCheckImpact.one=function(projectile)
-- you can check if projectile.item e.g. has correct material
dfhack.maps.spawnFlow(projectile.cur_pos,6,0,0,50000)
end
</pre>
<p>Integrated tannery:</p>
<pre class="literal-block">
b=require &quot;plugins.eventful&quot;
b.addReactionToShop(&quot;TAN_A_HIDE&quot;,&quot;LEATHERWORKS&quot;)
</pre>
</div>
</div>
<div class="section" id="building-hacks">
<h2><a class="toc-backref" href="#id64">Building-hacks</a></h2>
<p>This plugin overwrites some methods in workshop df class so that mechanical workshops are possible. Although
plugin export a function it's recommended to use lua decorated function.</p>
<div class="section" id="id1">
<h3><a class="toc-backref" href="#id65">Functions</a></h3>
<dl class="docutils">
<dt><tt class="docutils literal">registerBuilding(table)</tt> where table must contain name, as a workshop raw name, the rest are optional:</dt>
<dd><ol class="first last arabic simple">
<li>name -- custom workshop id e.g. <tt class="docutils literal">SOAPMAKER</tt></li>
<li>fix_impassible -- if true make impassible tiles impassible to liquids too</li>
<li>consume -- how much machine power is needed to work. Disables reactions if not supplied enough</li>
<li>produce -- how much machine power is produced. Use discouraged as there is no way to change this at runtime</li>
<li>gears -- a table or <tt class="docutils literal"><span class="pre">{x=?,y=?}</span></tt> of connection points for machines</li>
<li>action -- a table of number (how much ticks to skip) and a function which gets called on shop update</li>
<li>animate -- a table of frames which can be a table of:<ol class="loweralpha">
<li>tables of 4 numbers <tt class="docutils literal">{tile,fore,back,bright}</tt> OR</li>
<li>empty table (tile not modified) OR</li>
<li><tt class="docutils literal"><span class="pre">{x=&lt;number&gt;</span> <span class="pre">y=&lt;number&gt;</span> + 4 numbers like in first case}</tt>, this generates full frame useful for animations that change little (1-2 tiles)</li>
</ol>
</li>
<li>canBeRoomSubset -- a flag if this building can be counted in room. 1 means it can, 0 means it can't and -1 default building behaviour</li>
</ol>
</dd>
<dt>Animate table also might contain:</dt>
<dd><ol class="first last arabic simple">
<li>frameLenght -- how many ticks does one frame take OR</li>
<li>isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)</li>
</ol>
</dd>
</dl>
</div>
<div class="section" id="id2">
<h3><a class="toc-backref" href="#id66">Examples</a></h3>
<p>Simple mechanical workshop:</p>
<pre class="literal-block">
require('plugins.building-hacks').registerBuilding{name=&quot;BONE_GRINDER&quot;,
consume=15,
gears={x=0,y=0}, --connection point
animate={
isMechanical=true, --animate the same connection point as vanilla gear
frames={
{{x=0,y=0,42,7,0,0}}, --first frame, 1 changed tile
{{x=0,y=0,15,7,0,0}} -- second frame, same
}
}
</pre>
</div>
</div>
</div>
<div class="section" id="scripts">
<h1><a class="toc-backref" href="#id67">Scripts</a></h1>
<p>Any files with the .lua extension placed into hack/scripts/*
are automatically used by the DFHack core as commands. The
matching command name consists of the name of the file without
the extension. First DFHack searches for the script in the save folder/raw/scripts folder. If it is not found there, it searches in the DF/raw/scripts folder. If it is not there, it searches in DF/hack/scripts. If it is not there, it gives up.</p>
<p>If the first line of the script is a one-line comment, it is
used by the built-in <tt class="docutils literal">ls</tt> and <tt class="docutils literal">help</tt> commands.</p>
<p><strong>NOTE:</strong> Scripts placed in subdirectories still can be accessed, but
do not clutter the <tt class="docutils literal">ls</tt> command list; thus it is preferred
for obscure developer-oriented scripts and scripts used by tools.
When calling such scripts, always use '/' as the separator for
directories, e.g. <tt class="docutils literal"><span class="pre">devel/lua-example</span></tt>.</p>
<p>Scripts are re-read from disk every time they are used
(this may be changed later to check the file change time); however
the global variable values persist in memory between calls.
Every script gets its own separate environment for global
variables.</p>
<p>Arguments are passed in to the scripts via the <strong>...</strong> built-in
quasi-variable; when the script is called by the DFHack core,
they are all guaranteed to be non-nil strings.</p>
<p>DFHack core invokes the scripts in the <em>core context</em> (see above);
however it is possible to call them from any lua code (including
from other scripts) in any context, via the same function the core uses:</p>
<ul>
<li><p class="first"><tt class="docutils literal"><span class="pre">dfhack.run_script(name[,args...])</span></tt></p>
<p>Run a lua script in hack/scripts/, as if it was started from dfhack command-line.
The <tt class="docutils literal">name</tt> argument should be the name stem, as would be used on the command line.</p>
</li>
</ul>
<p>Note that this function lets errors propagate to the caller.</p>
<ul>
<li><p class="first"><tt class="docutils literal">dfhack.script_environment(name)</tt></p>
<p>Run an Lua script and return its environment.
This command allows you to use scripts like modules for increased portability.
It is highly recommended that if you are a modder you put your custom modules in <tt class="docutils literal">raw/scripts</tt> and use <tt class="docutils literal">script_environment</tt> instead of <tt class="docutils literal">require</tt> so that saves with your mod installed will be self-contained and can be transferred to people who do have DFHack but do not have your mod installed.
You can say <tt class="docutils literal"><span class="pre">dfhack.script_environment('add-thought').addEmotionToUnit([arguments</span> go here])</tt> and it will have the desired effect.
It will call the script in question with the global <tt class="docutils literal">moduleMode</tt> set to <tt class="docutils literal">true</tt> so that the script can return early.
This is useful because if the script is called from the console it should deal with its console arguments and if it is called by <tt class="docutils literal">script_environment</tt> it should only create its global functions and return.
You can also access global variables with, for example <tt class="docutils literal"><span class="pre">print(dfhack.script_environment('add-thought').validArgs)</span></tt>
The function <tt class="docutils literal">script_environment</tt> is fast enough that it is recommended that you not store its result in a nonlocal variable, because your script might need to load a different version of that script if the save is unloaded and a save with a different mod that overrides the same script with a slightly different functionality is loaded.
This will not be an issue in most cases.
This function also permits circular dependencies of scripts.</p>
</li>
</ul>
<div class="section" id="save-init-script">
<h2><a class="toc-backref" href="#id68">Save init script</a></h2>
<p>If a save directory contains a file called <tt class="docutils literal">raw/init.lua</tt>, it is
automatically loaded and executed every time the save is loaded.
The same applies to any files called <tt class="docutils literal"><span class="pre">raw/init.d/*.lua</span></tt>. Every
such script can define the following functions to be called by dfhack:</p>
<ul>
<li><p class="first"><tt class="docutils literal">function onStateChange(op) ... end</tt></p>
<p>Automatically called from the regular onStateChange event as long
as the save is still loaded. This avoids the need to install a hook
into the global <tt class="docutils literal">dfhack.onStateChange</tt> table, with associated
cleanup concerns.</p>
</li>
<li><p class="first"><tt class="docutils literal">function onUnload() ... end</tt></p>
<p>Called when the save containing the script is unloaded. This function
should clean up any global hooks installed by the script. Note that
when this is called, the world is already completely unloaded.</p>
</li>
</ul>
<p>Within the init script, the path to the save directory is available as <tt class="docutils literal">SAVE_PATH</tt>.</p>
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