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Copy pathdwarfmode.lua
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618 lines (531 loc) · 18.9 KB
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-- Support for messing with the dwarfmode screen
local _ENV = mkmodule('gui.dwarfmode')
local gui = require('gui')
local utils = require('utils')
local dscreen = dfhack.screen
local g_cursor = df.global.cursor
local g_sel_rect = df.global.selection_rect
local world_map = df.global.world.map
AREA_MAP_WIDTH = 23
MENU_WIDTH = 30
refreshSidebar = dfhack.gui.refreshSidebar
-- maps a ui_sidebar_mode to the keycode that would activate that mode when the
-- current screen is 'dwarfmode/Default'
SIDEBAR_MODE_KEYS = {
[df.ui_sidebar_mode.Default]='',
[df.ui_sidebar_mode.DesignateMine]='D_DESIGNATE',
[df.ui_sidebar_mode.QueryBuilding]='D_BUILDJOB',
[df.ui_sidebar_mode.LookAround]='D_LOOK',
[df.ui_sidebar_mode.BuildingItems]='D_BUILDITEM',
[df.ui_sidebar_mode.Stockpiles]='D_STOCKPILES',
[df.ui_sidebar_mode.Zones]='D_CIVZONE',
[df.ui_sidebar_mode.ViewUnits]='D_VIEWUNIT',
}
-- Sends ESC keycodes until we get to dwarfmode/Default and then enters the
-- specified sidebar mode with the corresponding keycode. If we don't get to
-- Default after max_esc presses of ESC (default value is 10), we throw an
-- error. The target sidebar mode must be a member of SIDEBAR_MODE_KEYS
function enterSidebarMode(sidebar_mode, max_esc)
local navkey = SIDEBAR_MODE_KEYS[sidebar_mode]
if not navkey then
error(('Invalid or unsupported sidebar mode: %s (%s)')
:format(sidebar_mode, df.ui_sidebar_mode[sidebar_mode]))
end
local max_esc_num = tonumber(max_esc)
if max_esc and (not max_esc_num or max_esc_num <= 0) then
error(('max_esc must be a positive number: got %s')
:format(tostring(max_esc)))
end
local remaining_esc = max_esc_num or 10
local focus_string = ''
while remaining_esc > 0 do
local screen = dfhack.gui.getCurViewscreen(true)
focus_string = dfhack.gui.getFocusString(screen)
if df.global.ui.main.mode == df.ui_sidebar_mode.Default and
focus_string == 'dwarfmode/Default' then
if #navkey > 0 then gui.simulateInput(screen, navkey) end
if navkey == 'D_DESIGNATE' then
-- if the z-level happens to be on the surface, the mode will be
-- set to DesignateChopTrees. we need an extra step to get to
-- DesignateMine
gui.simulateInput(dfhack.gui.getCurViewscreen(true),
'DESIGNATE_DIG')
end
return
end
gui.simulateInput(screen, 'LEAVESCREEN')
remaining_esc = remaining_esc - 1
end
error(('Unable to get into target sidebar mode (%s) from' ..
' current UI viewscreen (%s).'):format(
df.ui_sidebar_mode[sidebar_mode], focus_string))
end
function getPanelLayout()
local dims = dfhack.gui.getDwarfmodeViewDims()
local area_pos = df.global.ui_menu_width[1]
local menu_pos = df.global.ui_menu_width[0]
if dims.menu_forced then
menu_pos = area_pos - 1
end
local rv = {
menu_pos = menu_pos,
area_pos = area_pos,
map = gui.mkdims_xy(dims.map_x1, dims.map_y1, dims.map_x2, dims.map_y2),
}
if dims.menu_forced then
rv.menu_forced = true
end
if dims.menu_on then
rv.menu = gui.mkdims_xy(dims.menu_x1, dims.y1, dims.menu_x2, dims.y2)
end
if dims.area_on then
rv.area_map = gui.mkdims_xy(dims.area_x1, dims.y1, dims.area_x2, dims.y2)
end
return rv
end
function getCursorPos()
if g_cursor.x ~= -30000 then
return copyall(g_cursor)
end
end
function setCursorPos(cursor)
df.global.cursor = copyall(cursor)
end
function clearCursorPos()
df.global.cursor = xyz2pos(nil)
end
function getSelection()
local p1, p2
if g_sel_rect.start_x ~= -30000 then
p1 = xyz2pos(g_sel_rect.start_x, g_sel_rect.start_y, g_sel_rect.start_z)
end
if g_sel_rect.end_x ~= -30000 then
p2 = xyz2pos(g_sel_rect.end_x, g_sel_rect.end_y, g_sel_rect.end_z)
end
return p1, p2
end
function setSelectionStart(pos)
g_sel_rect.start_x = pos.x
g_sel_rect.start_y = pos.y
g_sel_rect.start_z = pos.z
end
function setSelectionEnd(pos)
g_sel_rect.end_x = pos.x
g_sel_rect.end_y = pos.y
g_sel_rect.end_z = pos.z
end
function clearSelection()
g_sel_rect.start_x = -30000
g_sel_rect.start_y = -30000
g_sel_rect.start_z = -30000
g_sel_rect.end_x = -30000
g_sel_rect.end_y = -30000
g_sel_rect.end_z = -30000
end
function getSelectionRange(p1, p2)
local r1 = xyz2pos(
math.min(p1.x, p2.x), math.min(p1.y, p2.y), math.min(p1.z, p2.z)
)
local r2 = xyz2pos(
math.max(p1.x, p2.x), math.max(p1.y, p2.y), math.max(p1.z, p2.z)
)
local sz = xyz2pos(
r2.x - r1.x + 1, r2.y - r1.y + 1, r2.z - r1.z + 1
)
return r1, sz, r2
end
Viewport = defclass(Viewport)
function Viewport.make(map,x,y,z)
local self = gui.mkdims_wh(x,y,map.width,map.height)
self.z = z
return mkinstance(Viewport, self)
end
function Viewport.get(layout)
return Viewport.make(
(layout or getPanelLayout()).map,
df.global.window_x,
df.global.window_y,
df.global.window_z
)
end
function Viewport:resize(layout)
return Viewport.make(
(layout or getPanelLayout()).map,
self.x1, self.y1, self.z
)
end
function Viewport:set()
local vp = self:clip()
df.global.window_x = vp.x1
df.global.window_y = vp.y1
df.global.window_z = vp.z
return vp
end
function Viewport:getPos()
return xyz2pos(self.x1, self.y1, self.z)
end
function Viewport:getSize()
return xy2pos(self.width, self.height)
end
function Viewport:clip(x,y,z)
return self:make(
math.max(0, math.min(x or self.x1, world_map.x_count-self.width)),
math.max(0, math.min(y or self.y1, world_map.y_count-self.height)),
math.max(0, math.min(z or self.z, world_map.z_count-1))
)
end
function Viewport:isVisibleXY(target,gap)
gap = gap or 0
return math.max(target.x-gap,0) >= self.x1
and math.min(target.x+gap,world_map.x_count-1) <= self.x2
and math.max(target.y-gap,0) >= self.y1
and math.min(target.y+gap,world_map.y_count-1) <= self.y2
end
function Viewport:isVisible(target,gap)
gap = gap or 0
return self:isVisibleXY(target,gap) and target.z == self.z
end
function Viewport:tileToScreen(coord)
return xyz2pos(coord.x - self.x1, coord.y - self.y1, coord.z - self.z)
end
function Viewport:getCenter()
return xyz2pos(
math.floor((self.x2+self.x1)/2),
math.floor((self.y2+self.y1)/2),
self.z
)
end
function Viewport:centerOn(target)
return self:clip(
target.x - math.floor(self.width/2),
target.y - math.floor(self.height/2),
target.z
)
end
function Viewport:scrollTo(target,gap)
gap = math.max(0, gap or 5)
if gap*2 >= math.min(self.width, self.height) then
gap = math.floor(math.min(self.width, self.height)/2)
end
local x = math.min(self.x1, target.x-gap)
x = math.max(x, target.x+gap+1-self.width)
local y = math.min(self.y1, target.y-gap)
y = math.max(y, target.y+gap+1-self.height)
return self:clip(x, y, target.z)
end
function Viewport:reveal(target,gap,max_scroll,scroll_gap,scroll_z)
gap = math.max(0, gap or 5)
if self:isVisible(target, gap) then
return self
end
max_scroll = math.max(0, max_scroll or 5)
if self:isVisibleXY(target, -max_scroll)
and (scroll_z or target.z == self.z) then
return self:scrollTo(target, scroll_gap or gap)
else
return self:centerOn(target)
end
end
MOVEMENT_KEYS = {
CURSOR_UP = { 0, -1, 0 }, CURSOR_DOWN = { 0, 1, 0 },
CURSOR_LEFT = { -1, 0, 0 }, CURSOR_RIGHT = { 1, 0, 0 },
CURSOR_UPLEFT = { -1, -1, 0 }, CURSOR_UPRIGHT = { 1, -1, 0 },
CURSOR_DOWNLEFT = { -1, 1, 0 }, CURSOR_DOWNRIGHT = { 1, 1, 0 },
CURSOR_UP_FAST = { 0, -1, 0, true }, CURSOR_DOWN_FAST = { 0, 1, 0, true },
CURSOR_LEFT_FAST = { -1, 0, 0, true }, CURSOR_RIGHT_FAST = { 1, 0, 0, true },
CURSOR_UPLEFT_FAST = { -1, -1, 0, true }, CURSOR_UPRIGHT_FAST = { 1, -1, 0, true },
CURSOR_DOWNLEFT_FAST = { -1, 1, 0, true }, CURSOR_DOWNRIGHT_FAST = { 1, 1, 0, true },
CURSOR_UP_Z = { 0, 0, 1 }, CURSOR_DOWN_Z = { 0, 0, -1 },
CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
}
function get_movement_delta(key, delta, big_step)
local info = MOVEMENT_KEYS[key]
if info then
if info[4] then
delta = big_step
end
return delta*info[1], delta*info[2], info[3]
end
end
HOTKEY_KEYS = {}
for i,v in ipairs(df.global.ui.main.hotkeys) do
HOTKEY_KEYS['D_HOTKEY'..(i+1)] = v
end
function get_hotkey_target(key)
local hk = HOTKEY_KEYS[key]
if hk and hk.cmd == df.ui_hotkey.T_cmd.Zoom then
return xyz2pos(hk.x, hk.y, hk.z)
end
end
function Viewport:scrollByKey(key)
local dx, dy, dz = get_movement_delta(key, 10, 20)
if dx then
return self:clip(
self.x1 + dx,
self.y1 + dy,
self.z + dz
)
else
local hk_pos = get_hotkey_target(key)
if hk_pos then
return self:centerOn(hk_pos)
else
return self
end
end
end
DwarfOverlay = defclass(DwarfOverlay, gui.Screen)
function DwarfOverlay:updateLayout(parent_rect)
self.df_layout = getPanelLayout()
DwarfOverlay.super.updateLayout(self, parent_rect)
end
function DwarfOverlay:getViewport(old_vp)
if old_vp then
return old_vp:resize(self.df_layout)
else
return Viewport.get(self.df_layout)
end
end
function DwarfOverlay:moveCursorTo(cursor,viewport,gap)
setCursorPos(cursor)
self:zoomViewportTo(cursor,viewport,gap)
end
function DwarfOverlay:zoomViewportTo(target, viewport, gap)
if gap and self:getViewport():isVisible(target, gap) then
return
end
self:getViewport(viewport):reveal(target, 5, 0, 10):set()
end
function DwarfOverlay:selectBuilding(building,cursor,viewport,gap)
cursor = cursor or utils.getBuildingCenter(building)
df.global.world.selected_building = building
self:moveCursorTo(cursor, viewport, gap)
end
function DwarfOverlay:propagateMoveKeys(keys)
for code,_ in pairs(keys) do
if MOVEMENT_KEYS[code] or HOTKEY_KEYS[code] then
if not HOTKEY_KEYS[code] or get_hotkey_target(code) then
self:sendInputToParent(code)
end
return code
end
end
end
function DwarfOverlay:simulateViewScroll(keys, anchor, no_clip_cursor)
local layout = self.df_layout
local cursor = getCursorPos()
anchor = anchor or cursor
if anchor and keys.A_MOVE_SAME_SQUARE then
self:getViewport():centerOn(anchor):set()
return 'A_MOVE_SAME_SQUARE'
end
for code,_ in pairs(keys) do
if MOVEMENT_KEYS[code] or HOTKEY_KEYS[code] then
local vp = self:getViewport():scrollByKey(code)
if (cursor and not no_clip_cursor) or no_clip_cursor == false then
vp = vp:reveal(anchor,4,20,4,true)
end
vp:set()
return code
end
end
end
function DwarfOverlay:simulateCursorMovement(keys, anchor)
local layout = self.df_layout
local cursor = getCursorPos()
local cx, cy, cz = pos2xyz(cursor)
if anchor and keys.A_MOVE_SAME_SQUARE then
setCursorPos(anchor)
self:getViewport():centerOn(anchor):set()
return 'A_MOVE_SAME_SQUARE'
end
for code,_ in pairs(keys) do
if MOVEMENT_KEYS[code] then
local dx, dy, dz = get_movement_delta(code, 1, 10)
local ncur = xyz2pos(cx+dx, cy+dy, cz+dz)
if dfhack.maps.isValidTilePos(ncur) then
setCursorPos(ncur)
self:getViewport():reveal(ncur,4,10,6,true):set()
end
return code
elseif HOTKEY_KEYS[code] then
local pos = get_hotkey_target(code)
if pos and dfhack.maps.isValidTilePos(pos) then
setCursorPos(pos)
self:getViewport():centerOn(pos):set()
end
return code
end
end
end
function DwarfOverlay:onAboutToShow(parent)
if not df.viewscreen_dwarfmodest:is_instance(parent) then
error("This screen requires the main dwarfmode view")
end
end
MenuOverlay = defclass(MenuOverlay, DwarfOverlay)
MenuOverlay.ATTRS {
frame_inset = 0,
frame_background = gui.CLEAR_PEN,
-- if sidebar_mode is set, we will enter the specified sidebar mode on show
-- and restore the previous sidebar mode on dismiss. otherwise it is up to
-- the caller to ensure we are in a sidebar mode where the menu is visible.
sidebar_mode = DEFAULT_NIL,
}
function MenuOverlay:init()
if not dfhack.isMapLoaded() then
-- sidebar menus are only valid when a fort map is loaded
error('A fortress map must be loaded.')
end
if self.sidebar_mode then
self.saved_sidebar_mode = df.global.ui.main.mode
-- what mode should we restore when this window is dismissed? ideally, we'd
-- restore the mode that the user has set, but we should fall back to
-- restoring the default mode if either of the following conditions are
-- true:
-- 1) enterSidebarMode doesn't support getting back into the current mode
-- 2) a dfhack viewscreen is currently visible. in this case, we can't trust
-- that the current sidebar mode was set by the user. it could just be a
-- MenuOverlay subclass that is currently being shown that has set the
-- sidebar mode for its own purposes.
if not SIDEBAR_MODE_KEYS[self.saved_sidebar_mode]
or dfhack.gui.getCurFocus(true):find('^dfhack/') then
self.saved_sidebar_mode = df.ui_sidebar_mode.Default
end
enterSidebarMode(self.sidebar_mode)
end
end
function MenuOverlay:computeFrame(parent_rect)
return self.df_layout.menu, gui.inset_frame(self.df_layout.menu, self.frame_inset)
end
function MenuOverlay:onAboutToShow(parent)
self:updateLayout()
if not self.df_layout.menu then
error("The menu panel of dwarfmode is not visible")
end
end
function MenuOverlay:onDismiss()
if self.saved_sidebar_mode then
enterSidebarMode(self.saved_sidebar_mode)
end
end
function MenuOverlay:render(dc)
self:renderParent()
local menu = self.df_layout.menu
if menu then
-- Paint signature on the frame.
dscreen.paintString(
{fg=COLOR_BLACK,bg=COLOR_DARKGREY},
menu.x1+1, menu.y2+1, "DFHack"
)
if self.frame_background then
dc:fill(menu, self.frame_background)
end
MenuOverlay.super.render(self, dc)
end
end
-- Framework for managing rendering over the map area. This function is intended
-- to be called from a subclass's onRenderBody() function.
--
-- get_overlay_char_fn takes a coordinate position and an is_cursor boolean and
-- returns the char to render at that position and, optionally, the foreground
-- and background colors to use to draw the char. If nothing should be rendered
-- at that position, the function should return nil. If no foreground color is
-- specified, it defaults to COLOR_GREEN. If no background color is specified,
-- it defaults to COLOR_BLACK.
--
-- bounds_rect has elements {x1, x2, y1, y2} in global map coordinates (not
-- screen coordinates). The rect is intersected with the visible map viewport to
-- get the range over which get_overlay_char_fn is called. If bounds_rect is not
-- specified, the entire viewport is scanned.
--
-- example call from a subclass:
-- function MyMenuOverlaySubclass:onRenderBody()
-- local function get_overlay_char(pos)
-- return safe_index(self.overlay_chars, pos.z, pos.y, pos.x), COLOR_RED
-- end
-- self:renderMapOverlay(get_overlay_char, self.overlay_bounds)
-- end
function MenuOverlay:renderMapOverlay(get_overlay_char_fn, bounds_rect)
local vp = self:getViewport()
local rect = gui.ViewRect{rect=vp,
clip_view=bounds_rect and gui.ViewRect{rect=bounds_rect} or nil}
-- nothing to do if the viewport is completely separate from the bounds_rect
if rect:isDefunct() then return end
local dc = gui.Painter.new(self.df_layout.map)
local z = df.global.window_z
local cursor = getCursorPos()
for y=rect.clip_y1,rect.clip_y2 do
for x=rect.clip_x1,rect.clip_x2 do
local pos = xyz2pos(x, y, z)
local overlay_char, fg_color, bg_color = get_overlay_char_fn(
pos, same_xy(cursor, pos))
if not overlay_char then goto continue end
local stile = vp:tileToScreen(pos)
dc:map(true):seek(stile.x, stile.y):
pen(fg_color or COLOR_GREEN, bg_color or COLOR_BLACK):
char(overlay_char):map(false)
::continue::
end
end
end
--fakes a "real" workshop sidebar menu, but on exactly selected workshop
WorkshopOverlay = defclass(WorkshopOverlay, MenuOverlay)
WorkshopOverlay.focus_path="WorkshopOverlay"
WorkshopOverlay.ATTRS={
workshop=DEFAULT_NIL,
}
function WorkshopOverlay:onAboutToShow(below)
WorkshopOverlay.super.onAboutToShow(self,below)
if df.global.world.selected_building ~= self.workshop then
error("The workshop overlay tried to show up for incorrect workshop")
end
end
function WorkshopOverlay:onInput(keys)
local allowedKeys={ --TODO add options: job management, profile, etc...
"CURSOR_RIGHT","CURSOR_RIGHT_FAST","CURSOR_LEFT","CURSOR_LEFT_FAST","CURSOR_UP","CURSOR_UP_FAST","CURSOR_DOWN","CURSOR_DOWN_FAST",
"CURSOR_UPRIGHT","CURSOR_UPRIGHT_FAST","CURSOR_UPLEFT","CURSOR_UPLEFT_FAST","CURSOR_DOWNRIGHT","CURSOR_DOWNRIGHT_FAST","CURSOR_DOWNLEFT","CURSOR_DOWNLEFT_FAST",
"CURSOR_UP_Z","CURSOR_DOWN_Z","DESTROYBUILDING","CHANGETAB","SUSPENDBUILDING"}
if keys.LEAVESCREEN then
self:dismiss()
self:sendInputToParent('LEAVESCREEN')
elseif keys.CHANGETAB then
self:sendInputToParent("CHANGETAB")
self:inputToSubviews(keys)
self:updateLayout()
else
for _,name in ipairs(allowedKeys) do
if keys[name] then
self:sendInputToParent(name)
break
end
end
self:inputToSubviews(keys)
end
if df.global.world.selected_building ~= self.workshop then
self:dismiss()
return
end
end
function WorkshopOverlay:onGetSelectedBuilding()
return self.workshop
end
local function is_slated_for_remove( bld )
for i,v in ipairs(bld.jobs) do
if v.job_type==df.job_type.DestroyBuilding then
return true
end
end
return false
end
function WorkshopOverlay:render(dc)
self:renderParent()
if df.global.world.selected_building ~= self.workshop then
return
end
if is_slated_for_remove(self.workshop) then
return
end
WorkshopOverlay.super.render(self, dc)
end
return _ENV