Files
ReSkate/Extension/Customization/item_browser_order.h
T
AyeZeeBB 89a97caed7 Plugins: an item grid's own list and marks, items worn on top, keys kept from the game, the menu's category icons
General APIs from pull request 269 (the player's own item tabs and outfit layers), whose tabs,
panels and prompts are now a plugin's (contrib/plugins/item-tabs, kept on this machine):
- reskate.menu.grid_show(keys): a plugin's list in the item grid that has the focus, drawn from
  every grid of the screen; reskate.menu.grid_mark(keys): the game's check on tiles. menu.grid()
  also says whether a list shows, whether it is empty, and where the grid's own prompts end.
- reskate.outfit.on_top(items) and on_top_state(): items worn on top of the outfit in the slots it
  leaves empty, the item given the slot's category, a slot tried and left if the game reports a
  failed load (ReSkate.layer_slots.txt remembers which load where); paid store items refused.
  Part of the shared outfit service, with reskate.outfit.set.
- reskate.input.game_keys(keys): presses the game does not see, by any way it reads the keyboard;
  "Delete" is a key name.
- d:game_image draws the customization menu's 17 category icons ("cas_tops", ...).
dingosdk_plugin_tests skips the test of a contrib plugin that is not on this machine.
2026-10-21 19:18:01 -05:00

85 lines
3.8 KiB
C++

#pragma once
#include <algorithm>
#include <cstdint>
#include <set>
#include <span>
#include <string>
#include <string_view>
#include <vector>
// Which tiles of an item grid are shown, and in what order. Pure: no game state, so it is tested on its own.
namespace dingosdk::item_browser {
enum class Filter : std::uint8_t { all, favorites, mods, game };
using Keys = std::set<std::string, std::less<>>;
inline constexpr std::string_view filter_names[]{"All", "Favorites", "Mods", "Game items"};
struct Item {
std::string key, title, category;
bool modded{};
std::uint64_t content{}; // the tile's native item model
};
inline std::string folded(std::string_view text) {
std::string result(text);
for (auto& c : result) if (c >= 'A' && c <= 'Z') c = static_cast<char>(c + ('a' - 'A'));
return result;
}
// Every word typed must be in the item's name. From three letters on a word may also be in the item's
// asset name, where the brand of a stock item is ("Own_ShoeSneaker_Vans_..."); shorter ones would match
// the "Own_" every asset name starts with.
inline bool matches(const Item& item, std::string_view search) {
const auto title = folded(item.title);
auto key = folded(item.key);
if (key.starts_with("own_")) key.erase(0, 4);
std::replace(key.begin(), key.end(), '_', ' ');
const auto text = folded(search);
for (std::size_t at = 0; at < text.size();) {
const auto end = std::min(text.find(' ', at), text.size());
const std::string_view word(text.data() + at, end - at);
at = end + 1;
if (word.empty()) continue;
if (title.find(word) == std::string::npos && (word.size() < 3 || key.find(word) == std::string::npos)) return false;
}
return true;
}
// The game lists the item being worn first and the rest by name. When the first tile is out of that
// order it is the worn one, and it keeps its place ahead of the favorites.
inline bool worn_first(std::span<const Item> native) {
return native.size() >= 2 && folded(native[0].title) > folded(native[1].title);
}
// How many tiles at the front of a grid show no item: the "none" tile that takes an accessory off.
inline unsigned leading_blanks(std::span<const Item> native) {
unsigned count = 0;
while (count < native.size() && native[count].key.empty()) ++count;
return count;
}
// Indices into `native` (the game's own order): the tiles that show no item (they stay where they
// are, in front, whatever is searched for), the worn item, the favorites, then everything else,
// each kept in the game's order, less what the search and the filter leave out. Never empty for a
// grid that has tiles: a grid with nothing in it cannot take the focus back.
inline std::vector<unsigned> arrange(std::span<const Item> native, const std::set<std::string, std::less<>>& favorites,
std::string_view search, Filter filter) {
const auto shown = [&](const Item& item) {
if (filter == Filter::favorites && !favorites.contains(item.key)) return false;
if (filter == Filter::mods && !item.modded) return false;
if (filter == Filter::game && item.modded) return false;
return matches(item, search);
};
std::vector<unsigned> result;
result.reserve(native.size());
const unsigned blanks = leading_blanks(native);
for (unsigned i = 0; i < blanks; ++i) result.push_back(i);
const unsigned first = blanks + (worn_first(native.subspan(blanks)) ? 1 : 0);
if (first > blanks && shown(native[blanks])) result.push_back(blanks);
for (unsigned pass = 0; pass < 2; ++pass)
for (unsigned i = first; i < native.size(); ++i)
if (favorites.contains(native[i].key) == (pass == 0) && shown(native[i])) result.push_back(i);
if (result.empty() && !native.empty()) result.push_back(0);
return result;
}
} // namespace dingosdk::item_browser