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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

View file

@ -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)