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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021-2022 by shenjackyuanjie 3695888@qq.com
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# All rights reserved
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# -------------------------------
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2023-01-19 16:32:36 +08:00
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import math
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2022-12-26 11:46:05 +08:00
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from xml.etree import ElementTree
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from xml.etree.ElementTree import Element
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from typing import List, TYPE_CHECKING, Union, Dict, Optional
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2022-12-11 10:39:05 +08:00
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# third party package
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from defusedxml.ElementTree import parse
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# pyglet
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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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# Difficult Rocket
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from Difficult_Rocket import DR_option
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from Difficult_Rocket.api.types import Fonts
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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.types.SR1 import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool
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if TYPE_CHECKING:
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from Difficult_Rocket.client import ClientWindow
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def get_part_data_from_xml(part_xml: Element) -> Optional[SR1PartData]:
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if part_xml.tag != 'Part':
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return None
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# print(f"tag: {part.tag} attrib: {part.attrib}")
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part_id = int(part_xml.attrib.get('id'))
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part_type = part_xml.attrib.get('partType')
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part_x = float(part_xml.attrib.get('x'))
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part_y = float(part_xml.attrib.get('y'))
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part_activate = xml_bool(part_xml.attrib.get('activated'))
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part_angle = float(part_xml.attrib.get('angle'))
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part_angle_v = float(part_xml.attrib.get('angleV'))
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part_editor_angle = int(part_xml.attrib.get('editorAngle'))
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part_flip_x = xml_bool(part_xml.attrib.get('flippedX'))
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part_flip_y = xml_bool(part_xml.attrib.get('flippedY'))
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part_explode = xml_bool(part_xml.attrib.get('exploded'))
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if part_type not in SR1PartTexture.part_type_sprite:
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part_textures = None
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else:
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part_textures = SR1PartTexture.get_textures_from_type(part_type)
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# print(f'id: {part_id:<4} type: {part_type:<10} x: {part_x} y: {part_y} activated: {part_activate} '
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# f'angle: {part_angle} angle_v: {part_angle_v} editor_angle: {part_editor_angle} '
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# f'flip_x: {part_flip_x} flip_y: {part_flip_y} explode: {part_explode} '
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# f'textures: {SR1PartTexture.get_textures_from_type(part_type)}')
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part_data = SR1PartData(x=part_x, y=part_y, id=part_id, type=part_type,
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active=part_activate, angle=part_angle, angle_v=part_angle_v,
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editor_angle=part_editor_angle, flip_x=part_flip_x,
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flip_y=part_flip_y, explode=part_explode, textures=part_textures)
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return part_data
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class SR1ShipRender(BaseScreen):
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"""用于渲染 sr1 船的类"""
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def __init__(self,
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main_window: "ClientWindow",
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scale: float):
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super().__init__(main_window)
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self.rendered = False
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self.scale = scale
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self.focus = True
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self.dx = 0
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self.dy = 0
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self.textures: Union[SR1Textures, None] = None
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self.xml_doc: ElementTree = parse('configs/dock1.xml')
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self.xml_root: ElementTree.Element = self.xml_doc.getroot()
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self.part_batch = Batch()
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self.part_group = Group()
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self.debug_label = Label(x=20, y=main_window.height - 20, font_size=DR_option.std_font_size,
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text='SR1 render!', font_name=Fonts.微软等宽无线,
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width=main_window.width - 20, height=20,
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anchor_x='left', anchor_y='top',
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batch=self.part_batch)
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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def load_xml(self, file_path: str) -> bool:
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try:
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cache_doc = parse(file_path)
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self.xml_doc = cache_doc
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self.xml_root = self.xml_doc.getroot()
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return True
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except:
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return False
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def load_textures(self):
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self.textures = SR1Textures()
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def render_ship(self):
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if self.textures is None:
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self.load_textures()
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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parts = self.xml_root.find('Parts')
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for part_xml in parts:
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if part_xml.tag != 'Part':
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continue # 如果不是部件,则跳过
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# print(f"tag: {part.tag} attrib: {part.attrib}")
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part_render = True
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part = get_part_data_from_xml(part_xml)
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if part.id in self.part_data:
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print(f'hey! warning! id{part.id}')
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self.part_data[part.id] = part
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# 下面就是调用 pyglet 去渲染的部分
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render_scale = DR_option.gui_scale # 这个是 DR 的缩放比例 可以调节的(
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# 主要是 Windows 下有一个缩放系数嘛,我待会试试这玩意能不能获取(估计得 ctypes
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# 在不缩放的情况下,XML的1个单位长度对应60个像素
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render_x = part.x * render_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx
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render_y = part.y * render_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy
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# 你就这里改吧
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cache_sprite = Sprite(img=self.textures.get_texture(part.textures),
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x=render_x, y=render_y,
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batch=self.part_batch, group=self.part_group)
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# 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系(OK
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# 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑
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cache_sprite.rotation = SR1Rotation.get_rotation(part.angle)
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if part.flip_x:
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cache_sprite.scale_x = -1 # 就是直接取反缩放,应该没问题····吧?(待会试试就知道了
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if part.flip_y:
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cache_sprite.scale_y = -1
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cache_sprite.scale = self.scale * DR_option.gui_scale
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cache_sprite.x = cache_sprite.x - cache_sprite.scale_x / 2
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cache_sprite.y = cache_sprite.y - cache_sprite.scale_y / 2
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if not part_render: # 如果不渲染(渲染有毛病)
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self.parts_sprite[part.id].visible = False
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self.parts_sprite[part.id] = cache_sprite
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self.rendered = True
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def update_parts(self) -> bool:
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if not self.rendered:
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return False
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for part_id in self.part_data:
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# x y scale
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self.parts_sprite[part_id].x = self.part_data[part_id].x * DR_option.gui_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx
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self.parts_sprite[part_id].y = self.part_data[part_id].y * DR_option.gui_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy
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self.parts_sprite[part_id].scale = self.scale * DR_option.gui_scale
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def on_draw(self):
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self.part_batch.draw()
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def on_resize(self, width: int, height: int):
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if not self.rendered:
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return
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self.update_parts()
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def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int):
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if not self.rendered:
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return
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if not (self.scale + scroll_y * 0.1 == 0.0):
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self.scale += scroll_y * 0.1
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self.update_parts()
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def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int):
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if not self.focus:
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return
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self.dx += dx
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self.dy += dy
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self.update_parts()
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def on_file_drop(self, x: int, y: int, paths: List[str]):
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for path in paths:
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if self.load_xml(path): # 加载成功一个就停下
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break
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self.render_ship()
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