rework on shipeditor

This commit is contained in:
shenjack-5600u 2024-06-09 17:14:10 +08:00
parent bf8286aafa
commit aa6ab62fc8
Signed by: shenjack
GPG Key ID: FDF9864E11C7E79F
3 changed files with 382 additions and 371 deletions

View File

@ -100,9 +100,9 @@ class DR_mod(ModInfo): # NOQA
game.console_class = RustConsole # 替换掉原来的 console 类
if old_self:
from .sr1_ship import SR1ShipRender
from .sr1_ship import SR1ShipEditor
game.client.window.add_sub_screen("SR1_ship", SR1ShipRender)
game.client.window.add_sub_screen("SR1_ship", SR1ShipEditor)
else:
self.config.flush_option()
logger.info("on_load")

View File

@ -104,9 +104,9 @@ class Menu(BaseScreen):
)
def on_release(button: PressTextButton, x, y):
from .sr1_ship import SR1ShipRender
from .sr1_ship import SR1ShipEditor
main_window.remove_sub_screen("DR_game_menu")
main_window.add_sub_screen("SR1_ship", SR1ShipRender)
main_window.add_sub_screen("SR1_ship", SR1ShipEditor)
logger.info("added SR1_ship screen", tag="dr_game")
self.enter_ship_editor_button.set_handler("on_release", on_release)

View File

@ -19,7 +19,7 @@ from pyglet.text import Label
from pyglet.sprite import Sprite
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Box
from pyglet.window import mouse
# from pyglet.window import mouse
from . import DR_mod_runtime
from .types import SR1Textures, SR1Rotation
@ -76,11 +76,20 @@ class SR1ShipRenderStatus(Options): # NOQA
draw_mouse_d_pos: bool = False
class SR1ShipRender(BaseScreen):
"""用于渲染 sr1 船的类"""
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)
"""
name = "DR_game_sr1_ship_selecter"
name = "DR_game_sr1_ship_render"
ships_buttons = []
class SR1ShipEditor(BaseScreen):
"""SR1 飞船编辑器"""
name = "DR_game_sr1_ship_editor"
def __init__(self, main_window: ClientWindow):
super().__init__(main_window)
@ -170,103 +179,103 @@ class SR1ShipRender(BaseScreen):
self.buttons_group = Group(100, parent=main_window.main_group)
self.ships_buttons_group = Group(100, parent=main_window.main_group)
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.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)
# 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)
# 扫描所有飞船
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.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)
# 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)
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,
)
)
# ships_path = "./ships/"
# ships_files = self.scan_all_ships_list(ships_path)
main_window.push_handlers(self.ships_buttons[-1])
# 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,
# )
# )
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,
)
# main_window.push_handlers(self.ships_buttons[-1])
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,
)
# 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,
# )
# self.ships_buttons_group.visible = False
# self.show_ships_buttons = True
@ -322,9 +331,9 @@ class SR1ShipRender(BaseScreen):
texture = self.textures.get_texture(part_type.sprite)
part_sprite = Sprite(
img=texture,
x=part_data.x * 60,
y=part_data.y * 60,
z=randomer.random(),
x=int(part_data.x * 60),
y=int(part_data.y * 60),
z=randomer.randint(-100, 100),
batch=batch,
group=part_group,
)
@ -385,15 +394,18 @@ class SR1ShipRender(BaseScreen):
count = 0
# 渲染未连接的部件
for (part_groups, part_connections) in self.rust_ship.disconnected_parts():
self.logger.info(part_groups[0], tag="sprite_batch")
for (part_type, part_data) in part_groups[0]:
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
part_sprite, part_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
part_box.opacity = 100
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
self.part_sprites[part_data.id] = (part_sprite, part_box)
@ -494,8 +506,8 @@ class SR1ShipRender(BaseScreen):
self.window_pointer.height,
)
self.main_batch.draw() # use group camera, no need to with
if self.show_ships_buttons:
self.ships_buttons_batch.draw()
# if self.show_ships_buttons:
# self.ships_buttons_batch.draw()
self.buttons_batch.draw() # use group camera, no need to with
gl.glViewport(0, 0, self.window_pointer.width, self.window_pointer.height)
gl.glScissor(0, 0, self.window_pointer.width, self.window_pointer.height)
@ -508,6 +520,8 @@ class SR1ShipRender(BaseScreen):
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
@ -529,18 +543,19 @@ class SR1ShipRender(BaseScreen):
def on_mouse_scroll(
self, x: int, y: int, scroll_x: int, scroll_y: int, window: ClientWindow
):
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 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:
mouse_dx = x - (self.width / 2) + self.dx
mouse_dy = y - (self.height / 2) + self.dy
# 鼠标缩放位置相对于屏幕中心的位置
@ -572,37 +587,37 @@ class SR1ShipRender(BaseScreen):
if size_y < 10:
size_y = 10
self.size = size_x, size_y
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)
# 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 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
# 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
"""
# 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)
# 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)
def on_command(self, command: CommandText, window: ClientWindow):
"""解析命令"""
@ -621,7 +636,7 @@ class SR1ShipRender(BaseScreen):
self.logger.info(f"sr1 mouse {self.status.draw_mouse_d_pos}")
elif command.find("ship"):
if self.status.draw_done:
for index, sprite in self.part_sprites.items():
for index, sprite in self.part_sprites.values():
sprite.visible = not sprite.visible
elif command.find("get_buf"):
@ -646,61 +661,61 @@ class SR1ShipRender(BaseScreen):
image_data = screenshot(self.window_pointer)
image_data.save("test.png")
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 part, sprites in self.part_sprites.items():
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),
)
# 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,
)
# 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.FLIP_TOP_BOTTOM)
if part_data[part][index][1].flip_x:
pil_image.transpose(Image.FLIP_LEFT_RIGHT)
# 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.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")
# img.save(f"test{time.time()}.png", "PNG")
elif command.find("save"):
print("应该保存飞船的")
@ -733,34 +748,30 @@ class SR1ShipRender(BaseScreen):
self.dx += dx
self.dy += dy
def scan_all_ships_list(self, ships_path: str):
# 当前目录
base_dir = ships_path
# 获取当前目录下的所有文件
files = [os.path.join(base_dir, file) for file in os.listdir(base_dir)]
return files
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()
# 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()
def on_file_drop(self, x: int, y: int, paths: List[str], window: ClientWindow):
if len(paths) > 1:
for path in paths:
try:
self.load_xml(path)
except Exception:
traceback.print_exc()
if len(paths) == 1:
# only file/path
...
else:
self.begin_ship_render_from_path(paths[0])
...
# 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])
# for path in paths:
# if self.load_xml(path): # 加载成功一个就停下
# break
@ -775,166 +786,166 @@ class SR1ShipRender(BaseScreen):
self.window_pointer.view = value
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
# 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")
# 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
logger.info("进入游戏")
# 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")
class PressSelectShipButton(PressTextButton):
path_var = "./assets/builtin/dock1.xml"
# logger.info("进入游戏")
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
# class PressSelectShipButton(PressTextButton):
# path_var = "./assets/builtin/dock1.xml"
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
# 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
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 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
def get_ship_path(self):
logger.info("加载飞船from " + self.path_var)
return self.path_var
# 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)
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")
# 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
# 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 set_y(self, y):
# self.y = y
def get_y(self):
return self.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
# 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)
# self.parent_window.begin_ship_render_from_path(self.ship_path)
# logger.info("加载飞船from " + self.ship_path)