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-rw-r--r--builtin/mainmenu_worldlist.lua215
1 files changed, 122 insertions, 93 deletions
diff --git a/builtin/mainmenu_worldlist.lua b/builtin/mainmenu_worldlist.lua
index 4f7ba097c..846a4793e 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)