From: sapier Date: Sun, 14 Jul 2013 11:19:37 +0000 (+0200) Subject: Replace worldlist by generic filterlist implementation X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=868f35e27a0553b440fe057cc13e9a4d5acc6770;p=zefram%2Fminetest%2Fminetest_engine.git Replace worldlist by generic filterlist implementation --- diff --git a/builtin/mainmenu.lua b/builtin/mainmenu.lua index 8cb78604..91084c2c 100644 --- a/builtin/mainmenu.lua +++ b/builtin/mainmenu.lua @@ -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() diff --git a/builtin/mainmenu_worldlist.lua b/builtin/mainmenu_worldlist.lua index 4f7ba097..846a4793 100644 --- a/builtin/mainmenu_worldlist.lua +++ b/builtin/mainmenu_worldlist.lua @@ -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) + + 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.m_processed_worldlist = nil - worldlist.m_raw_worldlist = engine.get_worlds() + this.m_processed_list = nil + this.m_raw_list = this.m_raw_list_fct() - worldlist.process() + 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 @@ -103,98 +128,102 @@ 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() - end - -end - --------------------------------------------------------------------------------- -function worldlist.compare(world1,world2) - - if world1.path ~= world2.path then - return false - end - - if world1.name ~= world2.name then - return false - end - - if world1.gameid ~= world2.gameid then - return false + 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 - - return true end -------------------------------------------------------------------------------- -function worldlist.size() - if worldlist.m_processed_worldlist == nil then +function filterlist.size(this) + if this.m_processed_list == nil then return 0 end - return #worldlist.m_processed_worldlist + return #this.m_processed_list end -------------------------------------------------------------------------------- -function worldlist.exists(worldname) - for i,v in ipairs(worldlist.m_raw_worldlist) do - if v.name == worldname then +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 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 +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 worlds than one with same name we can't decide which + -- 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 worldcount > 1 then - worldidx=0 + 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 + end + + if world1.name ~= world2.name then + return false + end + + if world1.gameid ~= world2.gameid then + return false end - return worldidx + return true end -------------------------------------------------------------------------------- -function worldlist.sort_alphabetic() +function sort_worlds_alphabetic(this) - 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)