Replace worldlist by generic filterlist implementation

This commit is contained in:
sapier 2013-07-14 13:19:37 +02:00 committed by PilzAdam
parent 5c7ecdb7c5
commit 868f35e27a
2 changed files with 178 additions and 127 deletions

@ -10,6 +10,7 @@ dofile(scriptpath .. DIR_DELIM .. "gamemgr.lua")
local menu = {}
local tabbuilder = {}
local menubar = {}
local worldlist = nil
--------------------------------------------------------------------------------
function render_favourite(spec,render_details)
@ -166,7 +167,7 @@ function menu.update_gametype()
local gamedetails = menu.lastgame()
engine.set_topleft_text(gamedetails.name)
worldlist.set_gamefilter(gamedetails.id)
filterlist.set_filtercriteria(worldlist,gamedetails.id)
--background
local background_set = false
@ -208,7 +209,7 @@ end
--------------------------------------------------------------------------------
function menu.reset_gametype()
worldlist.set_gamefilter(nil)
filterlist.set_filtercriteria(worldlist,nil)
menu.game_last_check = nil
local path_background_texture = menu.basetexturedir .. "menu_background.png"
@ -246,6 +247,27 @@ end
function init_globals()
--init gamedata
gamedata.worldindex = 0
worldlist = filterlist.create(
engine.get_worlds,
compare_worlds,
function(element,uid)
if element.name == uid then
return true
end
return false
end, --unique id compare fct
function(element,gameid)
if element.gameid == gameid then
return true
end
return false
end --filter fct
)
filterlist.add_sort_mechanism(worldlist,"alphabetic",sort_worlds_alphabetic)
filterlist.set_sortmode(worldlist,"alphabetic")
end
--------------------------------------------------------------------------------
@ -309,7 +331,7 @@ end
function menu.render_world_list()
local retval = ""
local current_worldlist = worldlist.get_list()
local current_worldlist = filterlist.get_list(worldlist)
for i,v in ipairs(current_worldlist) do
if retval ~= "" then
@ -371,7 +393,7 @@ end
--------------------------------------------------------------------------------
function menu.update_last_game()
local current_world = worldlist.get_raw_world(
local current_world = filterlist.get_raw_element(worldlist,
engine.setting_get("mainmenu_last_selected_world")
)
@ -397,17 +419,17 @@ function menu.handle_key_up_down(fields,textlist,settingname)
if oldidx > 1 then
local newidx = oldidx -1
engine.setting_set(settingname,
worldlist.get_engine_index(newidx))
filterlist.get_engine_index(worldlist,newidx))
end
end
if fields["key_down"] then
local oldidx = engine.get_textlist_index(textlist)
if oldidx < worldlist.size() then
if oldidx < filterlist.size(worldlist) then
local newidx = oldidx + 1
engine.setting_set(settingname,
worldlist.get_engine_index(newidx))
filterlist.get_engine_index(worldlist,newidx))
end
end
end
@ -508,7 +530,7 @@ end
--------------------------------------------------------------------------------
function tabbuilder.dialog_delete_world()
return "label[2,2;Delete World \"" .. worldlist.get_raw_list()[menu.world_to_del].name .. "\"?]"..
return "label[2,2;Delete World \"" .. filterlist.get_raw_list(worldlist)[menu.world_to_del].name .. "\"?]"..
"button[3.5,4.2;2.6,0.5;world_delete_confirm;Yes]" ..
"button[6,4.2;2.8,0.5;world_delete_cancel;No]"
end
@ -570,7 +592,7 @@ function tabbuilder.handle_create_world_buttons(fields)
local message = nil
if not worldlist.exists(worldname) then
if not filterlist.uid_exists(worldlist,worldname) then
engine.setting_set("mg_name",fields["dd_mapgen"])
message = engine.create_world(worldname,gameindex)
else
@ -583,9 +605,9 @@ function tabbuilder.handle_create_world_buttons(fields)
menu.last_game = gameindex
engine.setting_set("main_menu_last_game_idx",gameindex)
worldlist.refresh()
filterlist.refresh(worldlist)
engine.setting_set("mainmenu_last_selected_world",
worldlist.engine_index_by_name(worldname))
filterlist.engine_index_by_uid(worldlist,worldname))
end
else
gamedata.errormessage = "No worldname given or no game selected"
@ -608,10 +630,10 @@ function tabbuilder.handle_delete_world_buttons(fields)
if fields["world_delete_confirm"] then
if menu.world_to_del > 0 and
menu.world_to_del <= #worldlist.get_raw_list() then
menu.world_to_del <= #filterlist.get_raw_list(worldlist) then
engine.delete_world(menu.world_to_del)
menu.world_to_del = 0
worldlist.refresh()
filterlist.refresh(worldlist)
end
end
@ -756,7 +778,7 @@ function tabbuilder.handle_server_buttons(fields)
end
if event.typ == "CHG" then
engine.setting_set("mainmenu_last_selected_world",
worldlist.get_engine_index(engine.get_textlist_index("srv_worlds")))
filterlist.get_engine_index(worldlist,engine.get_textlist_index("srv_worlds")))
end
end
@ -783,7 +805,7 @@ function tabbuilder.handle_server_buttons(fields)
gamedata.password = fields["te_passwd"]
gamedata.port = fields["te_serverport"]
gamedata.address = ""
gamedata.selected_world = worldlist.get_engine_index(selected)
gamedata.selected_world = filterlist.get_engine_index(worldlist,selected)
menu.update_last_game(gamedata.selected_world)
engine.start()
@ -799,12 +821,12 @@ function tabbuilder.handle_server_buttons(fields)
if fields["world_delete"] ~= nil then
local selected = engine.get_textlist_index("srv_worlds")
if selected > 0 and
selected <= worldlist.size() then
local world = worldlist.get_list()[selected]
selected <= filterlist.size(worldlist) then
local world = filterlist.get_list(worldlist)[selected]
if world ~= nil and
world.name ~= nil and
world.name ~= "" then
menu.world_to_del = worldlist.get_engine_index(selected)
menu.world_to_del = filterlist.get_engine_index(worldlist,selected)
tabbuilder.current_tab = "dialog_delete_world"
tabbuilder.is_dialog = true
tabbuilder.show_buttons = false
@ -817,7 +839,7 @@ function tabbuilder.handle_server_buttons(fields)
if fields["world_configure"] ~= nil then
selected = engine.get_textlist_index("srv_worlds")
if selected > 0 then
modmgr.world_config_selected_world = worldlist.get_engine_index(selected)
modmgr.world_config_selected_world = filterlist.get_engine_index(worldlist,selected)
if modmgr.init_worldconfig() then
tabbuilder.current_tab = "dialog_configure_world"
tabbuilder.is_dialog = true
@ -897,7 +919,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
if event.typ == "CHG" then
engine.setting_set("mainmenu_last_selected_world",
worldlist.get_engine_index(engine.get_textlist_index("sp_worlds")))
filterlist.get_engine_index(worldlist,engine.get_textlist_index("sp_worlds")))
end
end
@ -916,7 +938,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
fields["key_enter"] then
local selected = engine.get_textlist_index("sp_worlds")
if selected > 0 then
gamedata.selected_world = worldlist.get_engine_index(selected)
gamedata.selected_world = filterlist.get_engine_index(worldlist,selected)
gamedata.singleplayer = true
menu.update_last_game(gamedata.selected_world)
@ -934,12 +956,12 @@ function tabbuilder.handle_singleplayer_buttons(fields)
if fields["world_delete"] ~= nil then
local selected = engine.get_textlist_index("sp_worlds")
if selected > 0 and
selected <= worldlist.size() then
local world = worldlist.get_list()[selected]
selected <= filterlist.size(worldlist) then
local world = filterlist.get_list(worldlist)[selected]
if world ~= nil and
world.name ~= nil and
world.name ~= "" then
menu.world_to_del = worldlist.get_engine_index(selected)
menu.world_to_del = filterlist.get_engine_index(worldlist,selected)
tabbuilder.current_tab = "dialog_delete_world"
tabbuilder.is_dialog = true
tabbuilder.show_buttons = false
@ -952,7 +974,7 @@ function tabbuilder.handle_singleplayer_buttons(fields)
if fields["world_configure"] ~= nil then
selected = engine.get_textlist_index("sp_worlds")
if selected > 0 then
modmgr.world_config_selected_world = worldlist.get_engine_index(selected)
modmgr.world_config_selected_world = filterlist.get_engine_index(worldlist,selected)
if modmgr.init_worldconfig() then
tabbuilder.current_tab = "dialog_configure_world"
tabbuilder.is_dialog = true
@ -1102,7 +1124,7 @@ end
--------------------------------------------------------------------------------
function tabbuilder.tab_server()
local index = worldlist.get_current_index(
local index = filterlist.get_current_index(worldlist,
tonumber(engine.setting_get("mainmenu_last_selected_world"))
)
@ -1154,7 +1176,7 @@ end
--------------------------------------------------------------------------------
function tabbuilder.tab_singleplayer()
local index = worldlist.get_current_index(
local index = filterlist.get_current_index(worldlist,
tonumber(engine.setting_get("mainmenu_last_selected_world"))
)
@ -1300,6 +1322,7 @@ engine.event_handler = function(event)
tabbuilder.is_dialog = false
tabbuilder.show_buttons = true
tabbuilder.current_tab = engine.setting_get("main_menu_tab")
menu.update_gametype()
update_menu()
else
engine.close()
@ -1313,7 +1336,6 @@ end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
init_globals()
worldlist.init()
menu.init()
tabbuilder.init()
menubar.refresh()

@ -1,80 +1,105 @@
worldlist = {}
--------------------------------------------------------------------------------
-- Generic implementation of a filter/sortable list --
--------------------------------------------------------------------------------
filterlist = {}
--------------------------------------------------------------------------------
function worldlist.refresh()
worldlist.m_raw_worldlist = engine.get_worlds()
worldlist.process()
function filterlist.refresh(this)
this.m_raw_list = this.m_raw_list_fct()
filterlist.process(this)
end
--------------------------------------------------------------------------------
function worldlist.init()
worldlist.m_gamefilter = nil
worldlist.m_sortmode = "alphabetic"
function filterlist.create(raw_fct,compare_fct,uid_match_fct,filter_fct)
worldlist.m_processed_worldlist = nil
worldlist.m_raw_worldlist = engine.get_worlds()
assert((raw_fct ~= nil) and (type(raw_fct) == "function"))
assert((compare_fct ~= nil) and (type(compare_fct) == "function"))
local this = {}
this.m_raw_list_fct = raw_fct
this.m_compare_fct = compare_fct
this.m_filter_fct = filter_fct
this.m_uid_match_fct = uid_match_fct
this.m_filtercriteria = nil
this.m_sortmode = "none"
this.m_sort_list = {}
worldlist.process()
this.m_processed_list = nil
this.m_raw_list = this.m_raw_list_fct()
filterlist.process(this)
return this
end
--------------------------------------------------------------------------------
function worldlist.set_gamefilter(gameid)
if gameid == worldlist.m_gamefilter then
function filterlist.add_sort_mechanism(this,name,fct)
this.m_sort_list[name] = fct
end
--------------------------------------------------------------------------------
function filterlist.set_filtercriteria(this,criteria)
if criteria == this.m_filtercriteria then
return
end
worldlist.m_gamefilter = gameid
worldlist.process()
this.m_filtercriteria = criteria
filterlist.process(this)
end
--------------------------------------------------------------------------------
function worldlist.get_gamefilter()
return worldlist.m_gamefilter
function filterlist.get_filtercriteria(this)
return this.m_filtercriteria
end
--------------------------------------------------------------------------------
--supported sort mode "alphabetic|none"
function worldlist.set_sortmode(mode)
if (mode == worldlist.m_sortmode) then
function filterlist.set_sortmode(this,mode)
if (mode == this.m_sortmode) then
return
end
worldlist.m_sortmode = mode
worldlist.process()
this.m_sortmode = mode
filterlist.process(this)
end
--------------------------------------------------------------------------------
function worldlist.get_list()
return worldlist.m_processed_worldlist
function filterlist.get_list(this)
return this.m_processed_list
end
--------------------------------------------------------------------------------
function worldlist.get_raw_list()
return worldlist.m_raw_worldlist
function filterlist.get_raw_list(this)
return this.m_raw_list
end
--------------------------------------------------------------------------------
function worldlist.get_raw_world(idx)
function filterlist.get_raw_element(this,idx)
if type(idx) ~= "number" then
idx = tonumber(idx)
end
if idx ~= nil and idx > 0 and idx < #worldlist.m_raw_worldlist then
return worldlist.m_raw_worldlist[idx]
if idx ~= nil and idx > 0 and idx < #this.m_raw_list then
return this.m_raw_list[idx]
end
return nil
end
--------------------------------------------------------------------------------
function worldlist.get_engine_index(worldlistindex)
assert(worldlist.m_processed_worldlist ~= nil)
function filterlist.get_engine_index(this,listindex)
assert(this.m_processed_list ~= nil)
if worldlistindex ~= nil and worldlistindex > 0 and
worldlistindex <= #worldlist.m_processed_worldlist then
local entry = worldlist.m_processed_worldlist[worldlistindex]
if listindex ~= nil and listindex > 0 and
listindex <= #this.m_processed_list then
local entry = this.m_processed_list[listindex]
for i,v in ipairs(worldlist.m_raw_worldlist) do
for i,v in ipairs(this.m_raw_list) do
if worldlist.compare(v,entry) then
if this.m_compare_fct(v,entry) then
return i
end
end
@ -84,16 +109,16 @@ function worldlist.get_engine_index(worldlistindex)
end
--------------------------------------------------------------------------------
function worldlist.get_current_index(worldlistindex)
assert(worldlist.m_processed_worldlist ~= nil)
function filterlist.get_current_index(this,listindex)
assert(this.m_processed_list ~= nil)
if worldlistindex ~= nil and worldlistindex > 0 and
worldlistindex <= #worldlist.m_raw_worldlist then
local entry = worldlist.m_raw_worldlist[worldlistindex]
if listindex ~= nil and listindex > 0 and
listindex <= #this.m_raw_list then
local entry = this.m_raw_list[listindex]
for i,v in ipairs(worldlist.m_processed_worldlist) do
for i,v in ipairs(this.m_processed_list) do
if worldlist.compare(v,entry) then
if this.m_compare_fct(v,entry) then
return i
end
end
@ -103,37 +128,82 @@ function worldlist.get_current_index(worldlistindex)
end
--------------------------------------------------------------------------------
function worldlist.process()
assert(worldlist.m_raw_worldlist ~= nil)
function filterlist.process(this)
assert(this.m_raw_list ~= nil)
if worldlist.m_sortmode == "none" and
worldlist.m_gamefilter == nil then
worldlist.m_processed_worldlist = worldlist.m_raw_worldlist
if this.m_sortmode == "none" and
this.m_filtercriteria == nil then
this.m_processed_list = this.m_raw_list
return
end
worldlist.m_processed_worldlist = {}
this.m_processed_list = {}
for i,v in ipairs(worldlist.m_raw_worldlist) do
for i,v in ipairs(this.m_raw_list) do
if worldlist.m_gamefilter == nil or
v.gameid == worldlist.m_gamefilter then
table.insert(worldlist.m_processed_worldlist,v)
if this.m_filtercriteria == nil or
this.m_filter_fct(v,this.m_filtercriteria) then
table.insert(this.m_processed_list,v)
end
end
if worldlist.m_sortmode == "none" then
if this.m_sortmode == "none" then
return
end
if worldlist.m_sortmode == "alphabetic" then
worldlist.sort_alphabetic()
if this.m_sort_list[this.m_sortmode] ~= nil and
type(this.m_sort_list[this.m_sortmode]) == "function" then
this.m_sort_list[this.m_sortmode](this)
end
end
--------------------------------------------------------------------------------
function worldlist.compare(world1,world2)
function filterlist.size(this)
if this.m_processed_list == nil then
return 0
end
return #this.m_processed_list
end
--------------------------------------------------------------------------------
function filterlist.uid_exists_raw(this,uid)
for i,v in ipairs(this.m_raw_list) do
if this.m_uid_match_fct(v,uid) then
return true
end
end
return false
end
--------------------------------------------------------------------------------
function filterlist.engine_index_by_uid(this, uid)
local elementcount = 0
local elementidx = 0
for i,v in ipairs(this.m_raw_list) do
if this.m_uid_match_fct(v,uid) then
elementcount = elementcount +1
elementidx = i
end
end
-- If there are more elements than one with same name uid can't decide which
-- one is meant. This shouldn't be possible but just for sure.
if elementcount > 1 then
elementidx=0
end
return elementidx
end
--------------------------------------------------------------------------------
-- COMMON helper functions --
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function compare_worlds(world1,world2)
if world1.path ~= world2.path then
return false
@ -151,50 +221,9 @@ function worldlist.compare(world1,world2)
end
--------------------------------------------------------------------------------
function worldlist.size()
if worldlist.m_processed_worldlist == nil then
return 0
end
return #worldlist.m_processed_worldlist
end
function sort_worlds_alphabetic(this)
--------------------------------------------------------------------------------
function worldlist.exists(worldname)
for i,v in ipairs(worldlist.m_raw_worldlist) do
if v.name == worldname then
return true
end
end
return false
end
--------------------------------------------------------------------------------
function worldlist.engine_index_by_name(worldname)
local worldcount = 0
local worldidx = 0
for i,v in ipairs(worldlist.m_raw_worldlist) do
if v.name == worldname then
worldcount = worldcount +1
worldidx = i
end
end
-- If there are more worlds than one with same name we can't decide which
-- one is meant. This shouldn't be possible but just for sure.
if worldcount > 1 then
worldidx=0
end
return worldidx
end
--------------------------------------------------------------------------------
function worldlist.sort_alphabetic()
table.sort(worldlist.m_processed_worldlist, function(a, b)
table.sort(this.m_processed_list, function(a, b)
local n1 = a.name
local n2 = b.name
local count = math.min(#n1, #n2)