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data to clipboard; simplify types

Laserlicht 1 年之前
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39aaa6fe32

+ 1 - 2
Mods/vcmi/config/vcmi/english.json

@@ -163,8 +163,7 @@
 	"vcmi.systemOptions.townsGroup" : "Town Screen",
 
 	"vcmi.statisticWindow.statistic" : "Statistic",
-	"vcmi.statisticWindow.csvSave" : "Save as CSV",
-	"vcmi.statisticWindow.csvSaved" : "CSV saved!",
+	"vcmi.statisticWindow.tsvCopy" : "Data to clipboard",
 	"vcmi.statisticWindow.selectView" : "Select view",
 	"vcmi.statisticWindow.value" : "Value",
 	"vcmi.statisticWindow.title.overview" : "Overview",

+ 1 - 2
Mods/vcmi/config/vcmi/german.json

@@ -163,8 +163,7 @@
 	"vcmi.systemOptions.townsGroup" : "Stadt-Bildschirm",
 
 	"vcmi.statisticWindow.statistic" : "Statistik",
-	"vcmi.statisticWindow.csvSave" : "Speichere als CSV",
-	"vcmi.statisticWindow.csvSaved" : "CSV gespeichert!",
+	"vcmi.statisticWindow.tsvCopy" : "Daten in Zwischenabl.",
 	"vcmi.statisticWindow.selectView" : "Ansicht wählen",
 	"vcmi.statisticWindow.value" : "Wert",
 	"vcmi.statisticWindow.title.overview" : "Überblick",

+ 6 - 0
client/eventsSDL/InputHandler.cpp

@@ -32,6 +32,7 @@
 
 #include <SDL_events.h>
 #include <SDL_timer.h>
+#include <SDL_clipboard.h>
 
 InputHandler::InputHandler()
 	: enableMouse(settings["input"]["enableMouse"].Bool())
@@ -142,6 +143,11 @@ InputMode InputHandler::getCurrentInputMode()
 	return currentInputMode;
 }
 
+void InputHandler::copyToClipBoard(std::string text)
+{
+	SDL_SetClipboardText(text.c_str());
+}
+
 std::vector<SDL_Event> InputHandler::acquireEvents()
 {
 	boost::unique_lock<boost::mutex> lock(eventsMutex);

+ 2 - 0
client/eventsSDL/InputHandler.h

@@ -103,4 +103,6 @@ public:
 	bool isKeyboardShiftDown() const;
 
 	InputMode getCurrentInputMode();
+
+	void copyToClipBoard(std::string text);
 };

+ 7 - 9
client/mainmenu/CStatisticScreen.cpp

@@ -15,6 +15,7 @@
 
 #include "../gui/CGuiHandler.h"
 #include "../gui/WindowHandler.h"
+#include "../eventsSDL/InputHandler.h"
 #include "../gui/Shortcut.h"
 
 #include "../render/Graphics.h"
@@ -74,23 +75,20 @@ CStatisticScreen::CStatisticScreen(StatisticDataSet stat)
 	});
 	buttonSelect->setTextOverlay(CGI->generaltexth->translate("vcmi.statisticWindow.selectView"), EFonts::FONT_SMALL, Colors::YELLOW);
 
-	buttonCsvSave = std::make_shared<CToggleButton>(Point(150, 564), AnimationPath::builtin("GSPBUT2"), CButton::tooltip(), [this](bool on){
-		std::string path = statistic.writeCsv();
-		CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.statisticWindow.csvSaved") + "\n\n" + path, {});
-	});
-	buttonCsvSave->setTextOverlay(CGI->generaltexth->translate("vcmi.statisticWindow.csvSave"), EFonts::FONT_SMALL, Colors::YELLOW);
+	buttonCsvSave = std::make_shared<CToggleButton>(Point(150, 564), AnimationPath::builtin("GSPBUT2"), CButton::tooltip(), [this](bool on){ GH.input().copyToClipBoard(statistic.toCsv("\t"));	});
+	buttonCsvSave->setTextOverlay(CGI->generaltexth->translate("vcmi.statisticWindow.tsvCopy"), EFonts::FONT_SMALL, Colors::YELLOW);
 
 	mainContent = getContent(OVERVIEW, EGameResID::NONE);
 }
 
-std::map<ColorRGBA, std::vector<float>> CStatisticScreen::extractData(StatisticDataSet stat, std::function<float(StatisticDataSetEntry val)> selector)
+TData CStatisticScreen::extractData(StatisticDataSet stat, std::function<float(StatisticDataSetEntry val)> selector)
 {
 	auto tmpData = stat.data;
 	std::sort(tmpData.begin(), tmpData.end(), [](StatisticDataSetEntry v1, StatisticDataSetEntry v2){ return v1.player == v2.player ? v1.day < v2.day : v1.player < v2.player; });
 
 	PlayerColor tmpColor = PlayerColor::NEUTRAL;
 	std::vector<float> tmpColorSet;
-	std::map<ColorRGBA, std::vector<float>> plotData;
+	TData plotData;
 	for(auto & val : tmpData)
 	{
 		if(tmpColor != val.player)
@@ -114,8 +112,8 @@ std::map<ColorRGBA, std::vector<float>> CStatisticScreen::extractData(StatisticD
 
 std::shared_ptr<CIntObject> CStatisticScreen::getContent(Content c, EGameResID res)
 {
-	LineChart::TData plotData;
-	LineChart::TIcons icons;
+	TData plotData;
+	TIcons icons;
 
 	switch (c)
 	{

+ 4 - 4
client/mainmenu/CStatisticScreen.h

@@ -20,6 +20,9 @@ class ComboBox;
 class CSlider;
 class IImage;
 
+using TData = std::map<ColorRGBA, std::vector<float>>;
+using TIcons = std::map<ColorRGBA, std::vector<std::pair<int, std::shared_ptr<IImage>>>>;
+
 class CStatisticScreen : public CWindowObject
 {
 	enum Content {
@@ -61,7 +64,7 @@ class CStatisticScreen : public CWindowObject
 	std::shared_ptr<CIntObject> mainContent;
 	Rect contentArea;
 
-	std::map<ColorRGBA, std::vector<float>> extractData(StatisticDataSet stat, std::function<float(StatisticDataSetEntry val)> selector);
+	TData extractData(StatisticDataSet stat, std::function<float(StatisticDataSetEntry val)> selector);
 	std::shared_ptr<CIntObject> getContent(Content c, EGameResID res);
 public:
 	CStatisticScreen(StatisticDataSet stat);
@@ -116,9 +119,6 @@ class LineChart : public CIntObject
 
 	void updateStatusBar(const Point & cursorPosition);
 public:
-	using TData = std::map<ColorRGBA, std::vector<float>>;
-	using TIcons = std::map<ColorRGBA, std::vector<std::pair<int, std::shared_ptr<IImage>>>>;
-
 	LineChart(Rect position, std::string title, TData data, TIcons icons, float maxY);
 
 	void mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance) override;

+ 72 - 72
lib/gameState/GameStatistics.cpp

@@ -81,98 +81,98 @@ StatisticDataSetEntry StatisticDataSet::createEntry(const PlayerState * ps, cons
 	return data;
 }
 
-std::string StatisticDataSet::toCsv()
+std::string StatisticDataSet::toCsv(std::string sep)
 {
 	std::stringstream ss;
 
 	auto resources = std::vector<EGameResID>{EGameResID::GOLD, EGameResID::WOOD, EGameResID::MERCURY, EGameResID::ORE, EGameResID::SULFUR, EGameResID::CRYSTAL, EGameResID::GEMS};
 
-	ss << "Map" << ";";
-	ss << "Timestamp" << ";";
-	ss << "Day" << ";";
-	ss << "Player" << ";";
-	ss << "PlayerName" << ";";
-	ss << "Team" << ";";
-	ss << "IsHuman" << ";";
-	ss << "Status" << ";";
-	ss << "NumberHeroes" << ";";
-	ss << "NumberTowns" << ";";
-	ss << "NumberArtifacts" << ";";
-	ss << "NumberDwellings" << ";";
-	ss << "ArmyStrength" << ";";
-	ss << "TotalExperience" << ";";
-	ss << "Income" << ";";
-	ss << "MapExploredRatio" << ";";
-	ss << "ObeliskVisitedRatio" << ";";
-	ss << "TownBuiltRatio" << ";";
-	ss << "HasGrail" << ";";
-	ss << "Score" << ";";
-	ss << "MaxHeroLevel" << ";";
-	ss << "NumBattlesNeutral" << ";";
-	ss << "NumBattlesPlayer" << ";";
-	ss << "NumWinBattlesNeutral" << ";";
-	ss << "NumWinBattlesPlayer" << ";";
-	ss << "NumHeroSurrendered" << ";";
-	ss << "NumHeroEscaped" << ";";
-	ss << "EventCapturedTown" << ";";
-	ss << "EventDefeatedStrongestHero" << ";";
-	ss << "EventRansackingDragonUtopia" << ";";
+	ss << "Map" << sep;
+	ss << "Timestamp" << sep;
+	ss << "Day" << sep;
+	ss << "Player" << sep;
+	ss << "PlayerName" << sep;
+	ss << "Team" << sep;
+	ss << "IsHuman" << sep;
+	ss << "Status" << sep;
+	ss << "NumberHeroes" << sep;
+	ss << "NumberTowns" << sep;
+	ss << "NumberArtifacts" << sep;
+	ss << "NumberDwellings" << sep;
+	ss << "ArmyStrength" << sep;
+	ss << "TotalExperience" << sep;
+	ss << "Income" << sep;
+	ss << "MapExploredRatio" << sep;
+	ss << "ObeliskVisitedRatio" << sep;
+	ss << "TownBuiltRatio" << sep;
+	ss << "HasGrail" << sep;
+	ss << "Score" << sep;
+	ss << "MaxHeroLevel" << sep;
+	ss << "NumBattlesNeutral" << sep;
+	ss << "NumBattlesPlayer" << sep;
+	ss << "NumWinBattlesNeutral" << sep;
+	ss << "NumWinBattlesPlayer" << sep;
+	ss << "NumHeroSurrendered" << sep;
+	ss << "NumHeroEscaped" << sep;
+	ss << "EventCapturedTown" << sep;
+	ss << "EventDefeatedStrongestHero" << sep;
+	ss << "EventRansackingDragonUtopia" << sep;
 	ss << "MovementPointsUsed";
 	for(auto & resource : resources)
-		ss << ";" << GameConstants::RESOURCE_NAMES[resource];
+		ss << sep << GameConstants::RESOURCE_NAMES[resource];
 	for(auto & resource : resources)
-		ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "Mines";
+		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "Mines";
 	for(auto & resource : resources)
-		ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
+		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForArmy";
 	for(auto & resource : resources)
-		ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
+		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "SpentResourcesForBuildings";
 	for(auto & resource : resources)
-		ss << ";" << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
+		ss << sep << GameConstants::RESOURCE_NAMES[resource] + "TradeVolume";
 	ss << "\r\n";
 
 	for(auto & entry : data)
 	{
-		ss << entry.map << ";";
-		ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << ";";
-		ss << entry.day << ";";
-		ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << ";";
-		ss << entry.playerName << ";";
-		ss << entry.team.getNum() << ";";
-		ss << entry.isHuman << ";";
-		ss << static_cast<int>(entry.status) << ";";
-		ss << entry.numberHeroes << ";";
-		ss << entry.numberTowns <<  ";";
-		ss << entry.numberArtifacts << ";";
-		ss << entry.numberDwellings << ";";
-		ss << entry.armyStrength << ";";
-		ss << entry.totalExperience << ";";
-		ss << entry.income << ";";
-		ss << entry.mapExploredRatio << ";";
-		ss << entry.obeliskVisitedRatio << ";";
-		ss << entry.townBuiltRatio << ";";
-		ss << entry.hasGrail << ";";
-		ss << entry.score << ";";
-		ss << entry.maxHeroLevel << ";";
-		ss << entry.numBattlesNeutral << ";";
-		ss << entry.numBattlesPlayer << ";";
-		ss << entry.numWinBattlesNeutral << ";";
-		ss << entry.numWinBattlesPlayer << ";";
-		ss << entry.numHeroSurrendered << ";";
-		ss << entry.numHeroEscaped << ";";
-		ss << entry.eventCapturedTown << ";";
-		ss << entry.eventDefeatedStrongestHero << ";";
-		ss << entry.eventRansackingDragonUtopia << ";";
+		ss << entry.map << sep;
+		ss << vstd::getFormattedDateTime(entry.timestamp, "%Y-%m-%dT%H:%M:%S") << sep;
+		ss << entry.day << sep;
+		ss << GameConstants::PLAYER_COLOR_NAMES[entry.player] << sep;
+		ss << entry.playerName << sep;
+		ss << entry.team.getNum() << sep;
+		ss << entry.isHuman << sep;
+		ss << static_cast<int>(entry.status) << sep;
+		ss << entry.numberHeroes << sep;
+		ss << entry.numberTowns <<  sep;
+		ss << entry.numberArtifacts << sep;
+		ss << entry.numberDwellings << sep;
+		ss << entry.armyStrength << sep;
+		ss << entry.totalExperience << sep;
+		ss << entry.income << sep;
+		ss << entry.mapExploredRatio << sep;
+		ss << entry.obeliskVisitedRatio << sep;
+		ss << entry.townBuiltRatio << sep;
+		ss << entry.hasGrail << sep;
+		ss << entry.score << sep;
+		ss << entry.maxHeroLevel << sep;
+		ss << entry.numBattlesNeutral << sep;
+		ss << entry.numBattlesPlayer << sep;
+		ss << entry.numWinBattlesNeutral << sep;
+		ss << entry.numWinBattlesPlayer << sep;
+		ss << entry.numHeroSurrendered << sep;
+		ss << entry.numHeroEscaped << sep;
+		ss << entry.eventCapturedTown << sep;
+		ss << entry.eventDefeatedStrongestHero << sep;
+		ss << entry.eventRansackingDragonUtopia << sep;
 		ss << entry.movementPointsUsed;
 		for(auto & resource : resources)
-			ss << ";" << entry.resources[resource];
+			ss << sep << entry.resources[resource];
 		for(auto & resource : resources)
-			ss << ";" << entry.numMines[resource];
+			ss << sep << entry.numMines[resource];
 		for(auto & resource : resources)
-			ss << ";" << entry.spentResourcesForArmy[resource];
+			ss << sep << entry.spentResourcesForArmy[resource];
 		for(auto & resource : resources)
-			ss << ";" << entry.spentResourcesForBuildings[resource];
+			ss << sep << entry.spentResourcesForBuildings[resource];
 		for(auto & resource : resources)
-			ss << ";" << entry.tradeVolume[resource];
+			ss << sep << entry.tradeVolume[resource];
 		ss << "\r\n";
 	}
 
@@ -186,7 +186,7 @@ std::string StatisticDataSet::writeCsv()
 
 	const boost::filesystem::path filePath = outPath / (vstd::getDateTimeISO8601Basic(std::time(nullptr)) + ".csv");
 	std::ofstream file(filePath.c_str());
-	std::string csv = toCsv();
+	std::string csv = toCsv(";");
 	file << csv;
 
 	return filePath.string();

+ 1 - 1
lib/gameState/GameStatistics.h

@@ -104,7 +104,7 @@ class DLL_LINKAGE StatisticDataSet
 public:
     void add(StatisticDataSetEntry entry);
 	static StatisticDataSetEntry createEntry(const PlayerState * ps, const CGameState * gs);
-    std::string toCsv();
+    std::string toCsv(std::string sep);
     std::string writeCsv();
 
 	struct PlayerAccumulatedValueStorage // holds some actual values needed for stats