Difficult-Rocket/mods/dr_game/sr1_ship.py

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# -------------------------------
# Difficult Rocket
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# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
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# All rights reserved
# -------------------------------
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import time
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import random
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import traceback
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from pathlib import Path
from typing import List, Dict, Optional, Generator, Tuple
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from pyglet.gl import gl
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from pyglet.math import Mat4
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from pyglet.text import Label
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from pyglet.sprite import Sprite
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from pyglet.graphics import Batch, Group
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from pyglet.shapes import Line, Box
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# from pyglet.window import mouse
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from . import DR_mod_runtime
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from .types import SR1Textures
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# Difficult Rocket
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from Difficult_Rocket import DR_status
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from Difficult_Rocket.utils.translate import Tr
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from Difficult_Rocket.client import ClientWindow
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from Difficult_Rocket.api.types import Fonts, Options
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from Difficult_Rocket.command.line import CommandText
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from Difficult_Rocket.client.screen import BaseScreen
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from Difficult_Rocket.api.camera import CenterGroupCamera, GroupCamera
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from lib_not_dr import loggers
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if DR_mod_runtime.use_DR_rust:
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from .Difficult_Rocket_rs import (
SR1PartList_rs,
SR1Ship_rs,
SR1PartData_rs,
SR1PartType_rs,
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# SR1Connection_rs
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)
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logger = loggers.get_logger("client.dr_game_sr1_ship")
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sr_tr = Tr(lang_path=Path(__file__).parent / "lang")
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class SR1ShipRenderStatus(Options): # NOQA
name = "SR1ShipRenderStatus"
# main status
draw_done: bool = False
draw_call: bool = False
update_call: bool = False
focus: bool = True
moving: bool = False
# button status
show_moving: bool = False
show_focus: bool = False
show_scale: bool = False
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# debug status
draw_d_pos: bool = False
draw_mouse_pos: bool = False
draw_mouse_d_pos: bool = False
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class SR1ShipSelecter(BaseScreen):
"""
SR1 飞船选择器
考虑到 sss 写的那一大堆东西实在有点离谱
所以单独拿出来写个screen
我估计以后还得有一堆类似重构(瘫倒)
"""
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name = "DR_game_sr1_ship_selecter"
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def __init__(self, main_window: ClientWindow):
super().__init__(main_window)
self.main_batch = Batch()
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self.main_group = GroupCamera(window=main_window)
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self.folder_path: Path = Path("ships")
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def set_folder(self, path: Path):
if not path.is_dir():
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logger.warn(
sr_tr().sr1.ship.folder.invalid().format(path), tag="ship explorer"
)
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return
for file in path.iterdir():
if not file.is_file:
continue
# 尝试加载一下
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class SR1ShipEditor(BaseScreen):
"""SR1 飞船编辑器"""
name = "DR_game_sr1_ship_editor"
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def __init__(self, main_window: ClientWindow):
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super().__init__(main_window)
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self.logger = logger
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logger.info(sr_tr().mod.info.setup.start(), tag="setup")
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load_start_time = time.time_ns()
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# status
self.status = SR1ShipRenderStatus()
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self.dx = 0
self.dy = 0
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self.width = main_window.width
self.height = main_window.height
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self.main_batch = Batch()
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self.buttons_batch = Batch()
self.ships_buttons_batch = Batch()
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self.group_camera = CenterGroupCamera(
window=main_window,
order=10,
parent=main_window.main_group,
min_zoom=(1 / 2) ** 10,
max_zoom=10,
)
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self.part_group = Group(0, parent=self.group_camera)
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self.debug_label = Label(
x=20,
y=main_window.height - 100,
font_size=DR_status.std_font_size,
text="SR1 render!",
font_name=Fonts.微软等宽无线,
width=main_window.width - 20,
height=20,
anchor_x="left",
anchor_y="top",
batch=self.main_batch,
group=Group(5, parent=self.part_group),
)
self.render_d_line = Line(
0,
0,
0,
0,
width=5,
color=(200, 200, 10, 255),
batch=self.main_batch,
group=Group(5, parent=self.part_group),
)
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self.render_d_line.visible = self.status.draw_d_pos
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self.render_d_label = Label(
"debug label NODATA",
font_name=Fonts.微软等宽无线,
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x=main_window.width // 2,
y=main_window.height // 2,
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)
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self.render_d_label.visible = self.status.draw_d_pos
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# Optional data
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self.textures: SR1Textures = SR1Textures()
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self.gen_draw: Optional[Generator] = None
self.rust_ship: Optional[SR1Ship_rs] = None
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self.ship_name: Optional[str] = None
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# List/Dict data
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self.part_sprites: Dict[int, Tuple[Sprite, Box]] = {}
self.part_outlines: Dict[int, List[Line]] = {}
self.connection_lines: List[Line] = []
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if DR_mod_runtime.use_DR_rust:
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self.rust_parts = None
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self.part_list_rs = SR1PartList_rs(
"assets/builtin/PartList.xml", "builtin_part_list"
)
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self.load_xml("assets/builtin/dock1.xml")
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load_end_time = time.time_ns()
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logger.info(
sr_tr()
.mod.info.setup.use_time()
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.format((load_end_time - load_start_time) / 1000000000),
tag="setup",
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)
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# Buttons
self.buttons_group = Group(100, parent=main_window.main_group)
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self.ships_buttons_group = Group(100, parent=main_window.main_group)
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# self.enter_game_button = PressEnterGameButton(
# window=main_window,
# parent_window=main_window,
# x=500,
# y=100,
# width=150,
# height=30,
# text="进入游戏",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# self.select_ship_button = PressSelectShipButton(
# window=main_window,
# parent_window=self,
# x=100,
# y=100,
# width=150,
# height=30,
# text="加载飞船",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# main_window.push_handlers(self.enter_game_button)
# main_window.push_handlers(self.select_ship_button)
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# 扫描所有飞船
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# self.show_ships_buttons = False
# self.ships_buttons_w = 150
# self.ships_buttons_h = 30
# self.ships_buttons_begin_x = self.width - self.ships_buttons_w
# self.ships_buttons_begin_y = 0
# self.ships_buttons_end_x = self.width
# self.ships_buttons_end_y = self.height - self.ships_buttons_h * 1
# self.control_ships_list_button = PressControlShipsListButton(
# window=main_window,
# parent_window=self,
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y,
# width=self.ships_buttons_w,
# height=self.ships_buttons_h,
# text="飞船列表",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# main_window.push_handlers(self.control_ships_list_button)
# ships_path = "./ships/"
# ships_files = self.scan_all_ships_list(ships_path)
# for i in range(len(ships_files)):
# self.ships_buttons.append(
# PressOpenShipButton(
# window=main_window,
# ship_path=ships_files[i],
# parent_window=self,
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y - (i + 1) * self.ships_buttons_h,
# width=self.ships_buttons_w,
# height=self.ships_buttons_h,
# text=ships_files[i][8:],
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# )
# main_window.push_handlers(self.ships_buttons[-1])
# self.ship_list_line_back = Line(
# self.ships_buttons_begin_x - 4,
# self.ships_buttons_begin_y,
# self.ships_buttons_begin_x - 4,
# self.ships_buttons_end_y,
# width=5,
# color=(100, 100, 100, 255),
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# )
# self.ship_list_line = Line(
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y
# - (self.ships_buttons_end_y - self.ships_buttons_begin_y) ** 2
# / ((len(ships_files) + 1) * self.ships_buttons_h),
# x2=self.ships_buttons_begin_x,
# y2=self.ships_buttons_end_y,
# width=20,
# color=(200, 200, 200, 255),
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# )
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# self.ships_buttons_group.visible = False
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# self.show_ships_buttons = True
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@property
def size(self) -> Tuple[int, int]:
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"""渲染器的渲染大小"""
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return self.width, self.height
@size.setter
def size(self, value: Tuple[int, int]):
if not self.width == value[0] or not self.height == value[1]:
self.width, self.height = value
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def load_xml(self, file_path: str) -> bool:
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"""
加载 xml 文件
:param file_path:
:return:
"""
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try:
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start_time = time.time_ns()
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logger.info(sr_tr().sr1.ship.xml.loading().format(file_path), tag="load_xml")
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self.ship_name = file_path.split("/")[-1].split(".")[0]
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if DR_mod_runtime.use_DR_rust:
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self.rust_ship = SR1Ship_rs(file_path, self.part_list_rs, "a_new_ship")
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logger.info(sr_tr().sr1.ship.xml.load_done(), tag="load_xml")
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logger.info(
sr_tr()
.sr1.ship.xml.load_time()
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.format((time.time_ns() - start_time) / 1000000000),
tag="load_xml",
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)
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return True
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except Exception:
traceback.print_exc()
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self.logger.error(traceback.format_exc(), tag="load_xml")
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return False
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def part_render_init(
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self,
part_data: SR1PartData_rs,
part_type: SR1PartType_rs,
part_group: Group,
line_group: Group,
batch: Batch,
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) -> Tuple[Sprite, Box]:
"""
还是重写一下渲染逻辑
把渲染单个部件的逻辑提取出来放到这里
"""
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randomer = random.Random(part_data.id)
texture = self.textures.get_texture(part_type.sprite)
part_sprite = Sprite(
img=texture,
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x=int(part_data.x * 60),
y=int(part_data.y * 60),
z=randomer.randint(-100, 100),
batch=batch,
group=part_group,
)
part_sprite.rotation = part_data.angle_r
part_sprite.scale_x = -1 if part_data.flip_x else 1
part_sprite.scale_y = -1 if part_data.flip_y else 1
line_colors = (
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randomer.randrange(0, 255),
randomer.randrange(0, 255),
randomer.randrange(0, 255),
200,
)
width = 4
(x, y), (x2, y2) = part_data.get_part_box_by_type(part_type)
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box = Box(
x=x * 30,
y=y * 30,
width=part_type.width * 30,
height=part_type.height * 30,
thickness=width,
color=line_colors,
batch=batch,
group=line_group,
)
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box.rotation = part_data.angle_r
return part_sprite, box
def sprite_batch(self, draw_batch: int = 100) -> Generator:
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"""
生成 sprite
通过生成器减少一次性渲染的压力
:param each_count: 每次生成的数量 (默认 100) (过大会导致卡顿)
:return: 生成器
"""
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count = 0
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self.status.draw_done = False
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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self.rust_ship: SR1Ship_rs
# 2 先渲染
# 6 后渲染
# 保证部件不会遮盖住连接线
part_group = Group(2, parent=self.part_group)
line_group = Group(6, parent=self.part_group)
# 渲染连接的部件
for part_type, part_data in self.rust_ship.as_list():
# 渲染部件
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part_sprite, part_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
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part_box.opacity = 100
self.part_sprites[part_data.id] = (part_sprite, part_box)
# TODO: 连接线渲染
count += 2
if count >= draw_batch:
yield count
count = 0
# 渲染未连接的部件
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for part_groups, part_connections in self.rust_ship.disconnected_parts():
for part_type, part_data in part_groups:
# 出于一些魔法原因, 这玩意居然能跑, part_groups 不需要加 [0]
# 未连接的需要同时把连接线也给渲染了
# TODO: 连接线渲染
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part_sprite, part_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
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part_box.opacity = 100
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part_box._thickness = 2
part_box._update_vertices()
# ignore, pyglet 没写这个的 @property, 等我 issue + pr
# 未连接的部件透明度降低
part_sprite.opacity = 100
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self.part_sprites[part_data.id] = (part_sprite, part_box)
count += 2
if count >= draw_batch:
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yield count
count = 0
# for connect in self.rust_ship.connections().get_raw_data():
# # 连接线
# # parent_part_data = cache[connect[2]][0][1]
# # child_part_data = cache[connect[3]][0][1]
# # color = (
# # random.randrange(100, 255),
# # random.randrange(0, 255),
# # random.randrange(0, 255),
# # 255,
# # )
# # self.part_line_list.append(
# # Line(
# # x=parent_part_data.x * 60,
# # y=parent_part_data.y * 60,
# # x2=child_part_data.x * 60,
# # y2=child_part_data.y * 60,
# # batch=self.main_batch,
# # group=connect_line_group,
# # width=1,
# # color=color,
# # )
# # )
# count += 1
# if count >= draw_batch * 3:
# count = 0
# yield count
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self.status.draw_done = True
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raise GeneratorExit
def render_ship(self):
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"""
渲染船
"""
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self.status.draw_done = False
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logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship")
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start_time = time.perf_counter_ns()
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self.part_sprites = {}
self.connection_lines: List[Line] = []
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self.group_camera.reset()
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# 调用生成器 减少卡顿
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try:
self.gen_draw = self.sprite_batch()
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if not self.status.draw_done:
next(self.gen_draw)
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except (GeneratorExit, StopIteration):
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self.status.draw_done = True
self.status.draw_call = False
full_mass = 0
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if DR_mod_runtime.use_DR_rust:
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full_mass = self.rust_ship.mass
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logger.info(
sr_tr()
.sr1.ship.ship.load_time()
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.format((time.perf_counter_ns() - start_time) / 1000000000),
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tag="ship",
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)
logger.info(
sr_tr()
.sr1.ship.ship.info()
.format(
len(self.rust_ship.as_list()),
f"{full_mass}kg"
if DR_mod_runtime.use_DR_rust
else sr_tr().game.require_DR_rs(),
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),
tag="ship",
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)
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def draw_batch(self, window: ClientWindow):
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if self.status.draw_done:
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self.render_d_label.text = (
f"x: {self.group_camera.view_x} y: {self.group_camera.view_y}"
)
self.render_d_label.position = (
self.group_camera.view_x + (self.window_pointer.width / 2),
self.group_camera.view_y + (self.window_pointer.height / 2) + 10,
0,
) # 0 for z
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self.render_d_line.x2 = self.group_camera.view_x
self.render_d_line.y2 = self.group_camera.view_y
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# 外面这一层 gl 是用来实现子窗口的
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gl.glEnable(gl.GL_SCISSOR_TEST)
gl.glScissor(int(self.dx), int(self.dy), int(self.width), int(self.height))
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gl.glViewport(
int(self.dx),
int(self.dy),
self.window_pointer.width,
self.window_pointer.height,
)
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self.main_batch.draw() # use group camera, no need to with
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# if self.show_ships_buttons:
# self.ships_buttons_batch.draw()
self.buttons_batch.draw() # use group camera, no need to with
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gl.glViewport(0, 0, self.window_pointer.width, self.window_pointer.height)
gl.glScissor(0, 0, self.window_pointer.width, self.window_pointer.height)
gl.glDisable(gl.GL_SCISSOR_TEST)
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def on_draw(self, window: ClientWindow):
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# if self.status.draw_call:
# self.render_ship()
# if not self.status.draw_done:
# try:
# assert isinstance(
# self.gen_draw, Generator
# ), f"self.gen_graw is not a Generator, but a {type(self.gen_draw)}"
# next(self.gen_draw)
# except (GeneratorExit, StopIteration):
# self.status.draw_done = True
# self.logger.info(sr_tr().sr1.ship.ship.render.done())
# except TypeError:
# pass
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self.debug_label.draw()
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def on_resize(self, width: int, height: int, window: ClientWindow):
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self.debug_label.y = height - 100
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if not self.status.draw_done:
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return
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self.render_d_line.x2 = width // 2
self.render_d_line.y2 = height // 2
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self.width = width
self.height = height
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def on_mouse_scroll(
self, x: int, y: int, scroll_x: int, scroll_y: int, window: ClientWindow
):
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# if self.status.focus and (
# not self.show_ships_buttons
# or (
# not (
# self.show_ships_buttons
# and x >= self.ships_buttons_begin_x
# and x <= self.ships_buttons_end_x
# and y >= self.ships_buttons_begin_y
# and y <= self.ships_buttons_end_y
# )
# )
# ):
if self.status.focus:
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mouse_dx = x - (self.width / 2) + self.dx
mouse_dy = y - (self.height / 2) + self.dy
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# 鼠标缩放位置相对于屏幕中心的位置
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mouse_dx_d = mouse_dx - self.group_camera.view_x
mouse_dy_d = mouse_dy - self.group_camera.view_y
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# 鼠标相对偏移量的偏移量
if scroll_y == 0:
zoom_d = 1
else:
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zoom_d = ((2**scroll_y) - 1) * 0.5 + 1
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# 缩放的变换量
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if not (self.group_camera.zoom == 10 and scroll_y > 0):
if self.group_camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.group_camera.zoom
self.group_camera.zoom = 10
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else:
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self.group_camera.zoom *= zoom_d
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mouse_dx_d *= 1 - zoom_d
mouse_dy_d *= 1 - zoom_d
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self.group_camera.view_x += int(mouse_dx_d)
self.group_camera.view_y += int(mouse_dy_d)
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elif self.status.moving:
# 如果是在移动整体渲染位置
size_x, size_y = self.size
size_x += round(scroll_y) * 10
size_y += round(scroll_y) * 10
if size_x < 10:
size_x = 10
if size_y < 10:
size_y = 10
self.size = size_x, size_y
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# elif (
# self.show_ships_buttons
# and x >= self.ships_buttons_begin_x
# and x <= self.ships_buttons_end_x
# and y >= self.ships_buttons_begin_y
# and y <= self.ships_buttons_end_y
# ):
# min_y = 9999999
# max_y = 0
# for ship_button in self.ships_buttons:
# min_y = min(min_y, ship_button.y)
# max_y = max(max_y, ship_button.y)
# if max_y + scroll_y * 50 <= self.ships_buttons_end_y - self.ships_buttons_h:
# scroll_y = (self.ships_buttons_end_y - self.ships_buttons_h - max_y) / 50
# if min_y + scroll_y * 50 >= 0:
# scroll_y = (0 - min_y) / 50
# for ship_button in self.ships_buttons:
# ship_button.y = ship_button.y + scroll_y * 50
# """
# if ship_button.y >= self.ships_buttons_begin_y and ship_button.y <= self.ships_buttons_end_y - self.ships_buttons_h:
# ship_button.x = self.ships_buttons_begin_x
# else:
# ship_button.x = self.width + self.ships_buttons_w
# """
# self.ship_list_line.y = self.ship_list_line.y - scroll_y * 50 * (
# self.ships_buttons_end_y - self.ships_buttons_begin_y
# ) / ((len(self.ships_buttons) + 1) * self.ships_buttons_h)
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def on_command(self, command: CommandText, window: ClientWindow):
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"""解析命令"""
self.logger.info(f"command: {command}")
if command.find("render"):
if command.find("reset"):
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self.group_camera.reset()
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else:
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self.status.draw_call = True
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print("应该渲染飞船的")
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elif command.find("debug"):
if command.find("delta"):
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self.render_d_line.visible = not self.render_d_line.visible
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self.status.draw_mouse_d_pos = self.render_d_line.visible
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self.logger.info(f"sr1 mouse {self.status.draw_mouse_d_pos}")
elif command.find("ship"):
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if self.status.draw_done:
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for index, sprite in self.part_sprites.values():
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sprite.visible = not sprite.visible
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elif command.find("get_buf"):
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def screenshot(window):
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"""
从窗口截图
:param window:
:return:
"""
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from pyglet.gl import GLubyte, GL_RGBA, GL_UNSIGNED_BYTE, glReadPixels
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import pyglet
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format_str = "RGBA"
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buf = (GLubyte * (len(format_str) * window.width * window.height))()
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glReadPixels(
0, 0, window.width, window.height, GL_RGBA, GL_UNSIGNED_BYTE, buf
)
return pyglet.image.ImageData(
window.width, window.height, format_str, buf
)
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image_data = screenshot(self.window_pointer)
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image_data.save("test.png")
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# elif command.find("gen_img"):
# if not self.status.draw_done:
# return
# if not DR_mod_runtime.use_DR_rust:
# # 这个功能依赖于 DR rs (简称,我懒得在Python端实现)
# return
# img_box = self.rust_ship.img_pos
# img_size = (img_box[2] - img_box[0], img_box[3] - img_box[1])
# # 中心点是左上角坐标
# img_center = (abs(img_box[0]), abs(img_box[3]))
# try:
# from PIL import Image
# except ImportError:
# traceback.print_exc()
# print("PIL not found")
# return
# img = Image.new("RGBA", img_size)
# part_data = self.rust_ship.as_dict()
# for sprites, box in self.part_sprites.values():
# for index, sprite in enumerate(sprites):
# sprite_img = sprite.image
# print(
# f"sprite_img: {sprite_img} {part_data[part][index][1].x * 60} "
# f"{part_data[part][index][1].y * 60}"
# )
# img_data = sprite_img.get_image_data()
# fmt = img_data.format
# if fmt != "RGB":
# fmt = "RGBA"
# pitch = -(img_data.width * len(fmt))
# pil_image = Image.frombytes(
# fmt,
# (img_data.width, img_data.height),
# img_data.get_data(fmt, pitch),
# )
# pil_image = pil_image.rotate(
# -SR1Rotation.get_rotation(part_data[part][index][1].angle),
# expand=True,
# )
# if part_data[part][index][1].flip_y:
# pil_image.transpose(Image.Transpose.FLIP_TOP_BOTTOM)
# if part_data[part][index][1].flip_x:
# pil_image.transpose(Image.Transpose.FLIP_LEFT_RIGHT)
# img.paste(
# pil_image,
# (
# int(part_data[part][index][1].x * 60 + img_center[0]),
# int(-part_data[part][index][1].y * 60 + img_center[1]),
# ),
# )
# img.save(f"test{time.time()}.png", "PNG")
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elif command.find("save"):
print("应该保存飞船的")
# if command.find("save"):
if not self.status.draw_done:
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logger.warn("not draw done", tag="save ship")
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return
if not DR_mod_runtime.use_DR_rust:
return
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print("saving")
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logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship))
self.rust_ship.save("./test-save.xml")
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def on_mouse_drag(
self,
x: int,
y: int,
dx: int,
dy: int,
buttons: int,
modifiers: int,
window: ClientWindow,
):
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if self.status.focus:
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self.group_camera.view_x += dx
self.group_camera.view_y += dy
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self.status.update_call = True
elif self.status.moving:
# 如果是在移动整体渲染位置
self.dx += dx
self.dy += dy
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# def begin_ship_render_from_path(self, ship_path: str):
# if Path(ship_path).is_dir():
# for path in Path(ship_path).glob("*.xml"):
# try:
# self.load_xml(str(path))
# except ValueError:
# traceback.print_exc()
# if self.load_xml(ship_path):
# self.render_ship()
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def on_file_drop(self, x: int, y: int, paths: List[str], window: ClientWindow):
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if len(paths) == 1:
# only file/path
...
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else:
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...
# if len(paths) > 1:
# for path in paths:
# try:
# self.load_xml(path)
# except Exception:
# traceback.print_exc()
# else:
# self.begin_ship_render_from_path(paths[0])
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# for path in paths:
# if self.load_xml(path): # 加载成功一个就停下
# break
# self.render_ship()
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@property
def view(self):
return self.window_pointer.view
@view.setter
def view(self, value: Mat4):
self.window_pointer.view = value
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# class PressEnterGameButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# from .game_layout import GameLayout
# self.parent_window.remove_sub_screen("SR1_ship")
# self.parent_window.add_sub_screen("Dr_game_layout", GameLayout)
# logger.info("added Dr_game_layout screen", tag="dr_game")
# logger.info("进入游戏")
# class PressSelectShipButton(PressTextButton):
# path_var = "./assets/builtin/dock1.xml"
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# root = Tk() # 创建一个Tkinter.Tk()实例
# root.withdraw() # 将Tkinter.Tk()实例隐藏
# file_name = filedialog.askopenfilename(
# title="选择一个飞船存档",
# initialdir="./", # 打开当前程序工作目录
# )
# self.path_var = file_name
# self.parent_window.begin_ship_render_from_path(file_name)
# logger.info("加载飞船from " + self.path_var)
# def get_ship_path(self):
# logger.info("加载飞船from " + self.path_var)
# return self.path_var
# class PressControlShipsListButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# self.parent_window.show_ships_buttons = not(self.parent_window.show_ships_buttons)
# logger.info("显示飞船列表")
# class PressOpenShipButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# ship_path,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# self.ship_path = ship_path
# def set_y(self, y):
# self.y = y
# def get_y(self):
# return self.y
# def on_mouse_release(self, x, y, buttons, modifiers):
# if (
# self.parent_window.show_ships_buttons
# and x >= self.parent_window.ships_buttons_begin_x
# and x <= self.parent_window.ships_buttons_end_x
# and y >= self.parent_window.ships_buttons_begin_y
# and y <= self.parent_window.ships_buttons_end_y
# ):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# self.parent_window.begin_ship_render_from_path(self.ship_path)
# logger.info("加载飞船from " + self.ship_path)