Difficult-Rocket/Difficult_Rocket/client/__init__.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 os
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import sys
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import time
import logging
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import inspect
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import functools
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import traceback
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from pathlib import Path
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from decimal import Decimal
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from typing import Callable, Dict, List, TYPE_CHECKING, Optional, Type
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# third function
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import rtoml
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import pyglet
# from pyglet import gl
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# from pyglet.gl import glClearColor
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# from pyglet.libs.win32 import _user32
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from pyglet.graphics import Group, Batch
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from pyglet.window import Window
from pyglet.window import key, mouse
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from pyglet.gui.widgets import TextEntry
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# Difficult_Rocket function
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if TYPE_CHECKING:
from Difficult_Rocket.main import Game
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from Difficult_Rocket import DR_status
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from Difficult_Rocket.utils import tools
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from Difficult_Rocket.command import line
from Difficult_Rocket.api.types import Options
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from Difficult_Rocket.utils.translate import tr
from Difficult_Rocket.runtime import DR_runtime
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from Difficult_Rocket.api.screen import BaseScreen
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from Difficult_Rocket.utils.thread import new_thread
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from Difficult_Rocket.client.screen import DRDEBUGScreen
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from Difficult_Rocket.client.fps.fps_log import FpsLogger
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from Difficult_Rocket.exception.language import LanguageNotFound
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logger = logging.getLogger('client')
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class ClientOption(Options):
fps: int = 60
width: int = 1024
height: int = 768
file_drop: bool = True
fullscreen: bool = False
resizeable: bool = True
visible: bool = True
gui_scale: float = 1.0
caption: str = "Difficult Rocket v{DR_version}"
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def load_file(self) -> None:
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file: dict = tools.load_file('./config/main.toml')
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self.fps = int(file['runtime']['fps'])
self.width = int(file['window']['width'])
self.height = int(file['window']['height'])
self.fullscreen = tools.format_bool(file['window']['full_screen'])
self.resizeable = tools.format_bool(file['window']['resizable'])
self.gui_scale = float(file['window']['gui_scale'])
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self.caption = DR_status.format(file['window']['caption'])
self.caption = DR_runtime.format(self.caption)
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class Client:
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def __init__(self, game: "Game", net_mode='local'):
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start_time = time.time_ns()
# logging
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self.logger = logging.getLogger('client')
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self.logger.info(tr().client.setup.start())
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# config
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self.config = ClientOption()
# value
self.process_id = 'Client'
self.process_name = 'Client process'
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self.process_pid = os.getpid()
self.net_mode = net_mode
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self.game = game
self.window = ClientWindow(game=game, net_mode=self.net_mode,
width=self.config.width, height=self.config.height,
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fullscreen=self.config.fullscreen, caption=self.config.caption,
resizable=self.config.resizeable, visible=self.config.visible,
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file_drops=True)
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end_time = time.time_ns()
self.use_time = end_time - start_time
self.logger.info(tr().client.setup.use_time().format(Decimal(self.use_time) / 1000000000))
self.logger.debug(tr().client.setup.use_time_ns().format(self.use_time))
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def start(self):
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DR_runtime.running = True
self.window.start_game() # 游戏启动
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# TODO 写一下服务端启动相关,还是需要服务端啊
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def __repr__(self):
return f'<Client {self.process_name} {self.process_pid}>'
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def pyglet_load_fonts_folder(folder) -> None:
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font_path = Path(folder)
if not font_path.exists():
font_path.mkdir(parents=True)
return None
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file_folder_list = os.listdir(folder)
for obj in file_folder_list:
if os.path.isfile(os.path.join(folder, obj)):
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if obj[-4:] == '.ttf' or obj[-4:] == '.otf':
logger.debug(f'loading font {os.path.join(folder, obj)}')
try:
pyglet.font.add_file(os.path.join(folder, obj))
except Exception:
logger.error(traceback.format_exc())
logger.error(f'loading font {os.path.join(folder, obj)} failed')
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else:
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logger.info(f'loading font folder {os.path.join(folder, obj)}')
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pyglet_load_fonts_folder(os.path.join(folder, obj))
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def _call_back(call_back: Callable) -> Callable:
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"""
>>> def call_back():
>>> pass
>>> @_call_back(call_back)
>>> def on_draw(self):
>>> pass
用于在调用窗口函数后调用指定函数 的装饰器
:param call_back: 需要调用的函数
:return: 包装后的函数
"""
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def wrapper(func):
@functools.wraps(func)
def warp(self: "ClientWindow", *args, **kwargs):
result = func(self, *args, **kwargs)
call_back(self)
return result
return warp
return wrapper
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def _call_screen_after(func: Callable) -> Callable:
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"""
>>> @_call_screen_after
>>> def on_draw(self):
>>> pass
用于在调用窗口函数后调用子窗口函数 的装饰器
:param func: 需要包装的函数
:return: 包装后的函数
"""
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@functools.wraps(func)
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def warped(self: "ClientWindow", *args, **kwargs):
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result = func(self, *args, **kwargs)
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for title, a_screen in self.screen_list.items():
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a_screen.window_pointer = self
# 提前帮子窗口设置好指针
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if hasattr(a_screen, func.__name__):
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try:
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getattr(a_screen, func.__name__)(*args, **kwargs, window=self)
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except Exception:
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traceback.print_exc()
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return result
warped.__signature__ = inspect.signature(func)
return warped
def _call_screen_before(func: Callable) -> Callable:
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"""
>>> @_call_screen_before
>>> def on_draw(self):
>>> pass
用于在调用窗口函数前调用子窗口函数 的装饰器
:param func: 需要包装的函数
:return: 包装后的函数
"""
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@functools.wraps(func)
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def warped(self: "ClientWindow", *args, **kwargs):
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for title, a_screen in self.screen_list.items():
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a_screen.window_pointer = self
# 提前帮子窗口设置好指针
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if hasattr(a_screen, func.__name__):
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try:
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getattr(a_screen, func.__name__)(*args, **kwargs, window=self)
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except Exception:
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traceback.print_exc()
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result = func(self, *args, **kwargs)
return result
warped.__signature__ = inspect.signature(func)
return warped
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class ClientWindow(Window):
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def __init__(self, game: "Game", net_mode='local', *args, **kwargs):
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"""
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@param net_mode:
@param args:
@param kwargs:
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"""
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start_time = time.time_ns()
super().__init__(*args, **kwargs)
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# logging
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self.logger = logging.getLogger('client')
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self.logger.info(tr().window.setup.start())
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# value
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self.game = game
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self.net_mode = net_mode
self.run_input = False
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self.command_list: List[str] = []
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# config
self.main_config = tools.load_file('./config/main.toml')
self.game_config = tools.load_file('./config/game.config')
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# FPS
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self.FPS = Decimal(int(self.main_config['runtime']['fps']))
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self.SPF = Decimal('1') / self.FPS
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self.fps_log = FpsLogger(stable_fps=int(self.FPS))
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# batch
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self.main_batch = Batch()
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self.main_group = Group(0)
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# frame
self.frame = pyglet.gui.Frame(self, order=20)
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self.M_frame = pyglet.gui.MovableFrame(self, modifier=key.LCTRL)
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self.screen_list: Dict[str, BaseScreen] = {}
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# setup
self.setup()
# 命令显示
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self.input_box = TextEntry(x=50, y=30, width=300,
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batch=self.main_batch, text='', group=Group(1000, parent=self.main_group)) # 实例化
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self.input_box.push_handlers(self)
self.input_box.set_handler('on_commit', self.on_input)
self.set_handlers(self.input_box)
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self.input_box.enabled = True
# 设置刷新率
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# pyglet.clock.schedule_interval(self.draw_update, float(self.SPF))
# 完成设置后的信息输出
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self.logger.info(tr().window.os.pid_is().format(os.getpid(), os.getppid()))
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end_time = time.time_ns()
self.use_time = end_time - start_time
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DR_runtime.client_setup_cause_ns = self.use_time
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self.logger.info(tr().window.setup.use_time().format(Decimal(self.use_time) / 1000000000))
self.logger.debug(tr().window.setup.use_time_ns().format(self.use_time))
self.count = 0
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def setup(self):
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self.set_icon(pyglet.image.load('./textures/icon.png'))
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self.load_fonts()
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self.screen_list['DR_debug'] = DRDEBUGScreen(self)
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self.game.dispatch_mod_event('on_client_start', game=self.game, client=self)
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def load_fonts(self) -> None:
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fonts_folder_path = self.main_config['runtime']['fonts_folder']
# 加载字体路径
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# 淦,还写了个递归来处理
pyglet_load_fonts_folder(fonts_folder_path)
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def start_game(self) -> None:
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self.set_icon(pyglet.image.load('./textures/icon.png'))
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try:
pyglet.app.event_loop.run(1 / self.main_config['runtime']['fps'])
except KeyboardInterrupt:
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self.logger.warning("==========client stop. KeyboardInterrupt info==========")
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traceback.print_exc()
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self.logger.warning("==========client stop. KeyboardInterrupt info end==========")
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self.dispatch_event("on_close", 'input')
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sys.exit(0)
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@new_thread('window save_info')
def save_info(self):
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self.logger.info(tr().client.config.save.start())
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config_file: dict = tools.load_file('./config/main.toml')
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config_file['window']['width'] = self.width
config_file['window']['height'] = self.height
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config_file['runtime']['language'] = DR_runtime.language
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rtoml.dump(config_file, open('./config/main.toml', 'w'))
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self.logger.info(tr().client.config.save.done())
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"""
client api
"""
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def add_sub_screen(self, title: str, sub_screen: Type[BaseScreen]):
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self.screen_list[title] = sub_screen(self)
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def remove_sub_screen(self, title: str):
self.screen_list.pop(title)
"""
draws and some event
"""
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@_call_screen_after
def draw_update(self, tick: float):
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decimal_tick = Decimal(str(tick)[:10])
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now_FPS = pyglet.clock.get_frequency()
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self.fps_log.update_tick(now_FPS, decimal_tick)
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@_call_screen_after
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def on_draw(self, *dt):
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while (command := self.game.console.get_command()) is not None:
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self.on_command(line.CommandText(command))
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pyglet.gl.glClearColor(0.1, 0, 0, 0.0)
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self.clear()
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self.draw_update(float(self.SPF))
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self.draw_batch()
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@_call_screen_after
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def on_resize(self, width: int, height: int):
super().on_resize(width, height)
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@_call_screen_after
def on_refresh(self, dt):
...
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@_call_screen_after
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def on_show(self):
# HWND_TOPMOST = -1
# _user32.SetWindowPos(self._hwnd, HWND_TOPMOST, 0, 0, self.width, self.height, 0)
...
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@_call_screen_after
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def on_hide(self):
# self.set_location(*self.get_location())
print('on hide!')
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@_call_screen_before
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def draw_batch(self):
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self.main_batch.draw()
"""
command line event
"""
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def on_input(self, message: str) -> None:
command_text = line.CommandText(message)
self.on_command(command_text)
self.input_box.value = ''
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def new_command(self):
self.game.console.new_command()
@_call_back(new_command)
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@_call_screen_after
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def on_command(self, command: line.CommandText):
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command.text = command.text.rstrip('\n').rstrip(' ').strip('/')
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self.logger.info(tr().window.command.text().format(f"|{command.text}|"))
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if command.find('stop'):
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self.logger.info("command stop!")
# HUGE THANKS to Discord @nokiyasos for this fix!
pyglet.app.exit()
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elif command.find('fps'):
if command.find('log'):
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self.logger.debug(self.fps_log.fps_list)
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elif command.find('max'):
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self.logger.info(self.fps_log.max_fps)
self.command.push_line(self.fps_log.max_fps, block_line=True)
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elif command.find('min'):
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self.logger.info(self.fps_log.min_fps)
self.command.push_line(self.fps_log.min_fps, block_line=True)
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elif command.find('default'):
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self.set_size(int(self.main_config['window_default']['width']),
int(self.main_config['window_default']['height']))
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elif command.find('lang'):
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try:
lang = command.text[5:]
tr._language = lang
self.logger.info(tr().language_set_to())
except LanguageNotFound:
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self.logger.info(tr().language_available().format(os.listdir('./config/lang')))
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self.save_info()
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elif command.find('mods'):
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if command.find('list'):
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self.logger.info(tr().mod.list())
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for mod in self.game.mod_manager.loaded_mod_modules.values():
self.logger.info(f"mod: {mod.name} id: {mod.mod_id} version: {mod.version}")
elif command.find('reload'):
if not len(command.text) == 0:
print(f"reload mod: |{command.text}|")
self.game.mod_manager.reload_mod(command.text, game=self.game)
else:
logger.info(tr().window.command.mods.reload.no_mod_id())
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@_call_screen_after
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def on_message(self, message: line.CommandText):
self.logger.info(tr().window.message.text().format(message))
"""
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keyboard and mouse input
"""
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@_call_screen_after
def on_activate(self):
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super().activate()
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@_call_screen_after
def on_deactivate(self):
...
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@_call_screen_before
def on_move(self, x, y):
...
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@_call_screen_after
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def on_mouse_motion(self, x, y, dx, dy) -> None:
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...
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@_call_screen_after
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
...
@_call_screen_after
def on_mouse_enter(self, x, y):
...
@_call_screen_after
def on_mouse_leave(self, x, y):
...
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@_call_screen_after
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def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers) -> None:
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...
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@_call_screen_after
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def on_mouse_press(self, x, y, button, modifiers) -> None:
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self.logger.debug(
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tr().window.mouse.press().format(
[x, y], tr().window.mouse[mouse.buttons_string(button)]()
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)
)
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@_call_screen_after
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def on_mouse_release(self, x, y, button, modifiers) -> None:
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self.logger.debug(
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tr().window.mouse.release().format(
[x, y], tr().window.mouse[mouse.buttons_string(button)]()
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)
)
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@_call_screen_after
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def on_key_press(self, symbol, modifiers) -> None:
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if symbol == key.ESCAPE and not (modifiers & ~(key.MOD_NUMLOCK |
key.MOD_CAPSLOCK |
key.MOD_SCROLLLOCK)):
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self.dispatch_event('on_close', 'window')
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if symbol == key.SLASH:
self.input_box._set_focus(True)
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self.logger.debug(
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tr().window.key.press().format(key.symbol_string(symbol), key.modifiers_string(modifiers)))
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@_call_screen_after
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def on_key_release(self, symbol, modifiers) -> None:
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self.logger.debug(
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tr().window.key.release().format(key.symbol_string(symbol), key.modifiers_string(modifiers)))
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@_call_screen_after
def on_file_drop(self, x, y, paths):
...
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@_call_screen_after
def on_text(self, text):
if text == '\r':
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self.logger.debug(tr().window.text.new_line())
else:
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self.logger.debug(tr().window.text.input().format(text))
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if text == 't':
self.input_box.enabled = True
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@_call_screen_after
def on_text_motion(self, motion):
motion_string = key.motion_string(motion)
self.logger.debug(tr().window.text.motion().format(motion_string))
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@_call_screen_after
def on_text_motion_select(self, motion):
motion_string = key.motion_string(motion)
self.logger.debug(tr().window.text.motion_select().format(motion_string))
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@_call_screen_before
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def on_close(self, source: str = 'window') -> None:
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self.game.dispatch_mod_event('on_close', game=self.game, client=self, source=source)
self.logger.info(tr().window.game.stop_get().format(tr().game[source]()))
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self.logger.info(tr().window.game.stop())
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# self.fps_log.check_list = False
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DR_runtime.running = False
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if self.run_input:
self.run_input = False
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self.save_info()
super().on_close()
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self.logger.info(tr().window.game.end())
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ClientWindow.register_event_type("on_command")