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253e3b62fb
...
dd7038272c
Author | SHA1 | Date | |
---|---|---|---|
dd7038272c | |||
f1172c30be | |||
6c68da7edf | |||
951784cf64 | |||
6887660ee1 | |||
3df29bee64 | |||
b70705fb67 | |||
ce0fe298e6 | |||
0c5647fee2 |
@ -15,7 +15,7 @@ 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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from typing import Callable, Dict, List, TYPE_CHECKING, Type
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# third function
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import rtoml
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@ -71,6 +71,9 @@ class ClientOption(Options):
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class Client:
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"""
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客户端
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"""
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def __init__(self, game: "Game", net_mode='local'):
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start_time = time.time_ns()
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# logging
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@ -95,6 +98,9 @@ class Client:
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self.logger.debug(tr().client.setup.use_time_ns().format(self.use_time))
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def start(self):
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"""
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启动客户端
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"""
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DR_runtime.running = True
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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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@ -104,6 +110,11 @@ class Client:
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def pyglet_load_fonts_folder(folder) -> None:
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"""
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递归加载字体文件夹
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:param folder:
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:return:
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"""
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font_path = Path(folder)
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if not font_path.exists():
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font_path.mkdir(parents=True)
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|
@ -333,10 +333,10 @@ class _ModuleProxy:
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# Lazily load all modules, except if performing
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# type checking or code inspection.
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if TYPE_CHECKING:
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from . import types
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from . import app
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from . import canvas
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from . import clock
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from . import customtypes
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from . import event
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from . import font
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from . import gl
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@ -354,10 +354,10 @@ if TYPE_CHECKING:
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from . import text
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from . import window
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else:
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types = _ModuleProxy('types')
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app = _ModuleProxy('app')
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canvas = _ModuleProxy('canvas')
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clock = _ModuleProxy('clock')
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customtypes = _ModuleProxy('customtypes')
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event = _ModuleProxy('event')
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font = _ModuleProxy('font')
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gl = _ModuleProxy('gl')
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|
@ -1,7 +1,9 @@
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"""Holds type aliases used throughout the codebase."""
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import ctypes
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from typing import Union
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__all__ = [
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"Buffer"
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]
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6
libs/pyglet/experimental/__init__.py
Normal file
6
libs/pyglet/experimental/__init__.py
Normal file
@ -0,0 +1,6 @@
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"""Experimental modules.
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This package contains experimental modules, included here for wider testing
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and experimentation. Anything contined within may be broken, refactored, or
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removed without notice.
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"""
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804
libs/pyglet/experimental/geoshader_sprite.py
Normal file
804
libs/pyglet/experimental/geoshader_sprite.py
Normal file
@ -0,0 +1,804 @@
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import sys
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import pyglet
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from pyglet.gl import *
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from pyglet import clock
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from pyglet import event
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from pyglet import graphics
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from pyglet import image
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_is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run
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vertex_source = """#version 150
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in vec3 position;
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in vec4 size;
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in vec4 color;
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in vec4 texture_uv;
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in float rotation;
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out vec4 geo_size;
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out vec4 geo_color;
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out vec4 geo_tex_coords;
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out float geo_rotation;
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void main() {
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gl_Position = vec4(position, 1);
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geo_size = size;
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geo_color = color;
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geo_tex_coords = texture_uv;
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geo_rotation = rotation;
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}
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"""
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geometry_source = """#version 150
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// We are taking single points from the vertex shader
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// and emitting 4 new vertices creating a quad/sprites
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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// Since geometry shader can take multiple values from a vertex
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// shader we need to define the inputs from it as arrays.
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// In our instance we just take single values (points)
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in vec4 geo_size[];
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in vec4 geo_color[];
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in vec4 geo_tex_coords[];
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in float geo_rotation[];
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out vec2 uv;
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out vec4 frag_color;
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void main() {
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// We grab the position value from the vertex shader
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vec2 center = gl_in[0].gl_Position.xy;
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// Calculate the half size of the sprites for easier calculations
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vec2 hsize = geo_size[0].xy / 2.0;
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// Alias the Z value to save space
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float z = gl_in[0].gl_Position.z;
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// Convert the rotation to radians
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float angle = radians(-geo_rotation[0]);
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// Create a scale vector
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vec2 scale = vec2(geo_size[0][2], geo_size[0][3]);
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// Create a 2d rotation matrix
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mat2 rot = mat2(cos(angle), sin(angle),
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-sin(angle), cos(angle));
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// Calculate the left, bottom, right, top:
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float tl = geo_tex_coords[0].s;
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float tb = geo_tex_coords[0].t;
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float tr = geo_tex_coords[0].s + geo_tex_coords[0].p;
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float tt = geo_tex_coords[0].t + geo_tex_coords[0].q;
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// Emit a triangle strip creating a quad (4 vertices).
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// Here we need to make sure the rotation is applied before we position the sprite.
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// We just use hardcoded texture coordinates here. If an atlas is used we
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// can pass an additional vec4 for specific texture coordinates.
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// Each EmitVertex() emits values down the shader pipeline just like a single
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// run of a vertex shader, but in geomtry shaders we can do it multiple times!
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// Upper left
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gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, hsize.y) * scale + center, z, 1.0);
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uv = vec2(tl, tt);
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frag_color = geo_color[0];
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EmitVertex();
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// lower left
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gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, -hsize.y) * scale + center, z, 1.0);
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uv = vec2(tl, tb);
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frag_color = geo_color[0];
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EmitVertex();
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// upper right
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gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, hsize.y) * scale + center, z, 1.0);
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uv = vec2(tr, tt);
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frag_color = geo_color[0];
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EmitVertex();
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// lower right
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gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, -hsize.y) * scale + center, z, 1.0);
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uv = vec2(tr, tb);
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frag_color = geo_color[0];
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EmitVertex();
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// We are done with this triangle strip now
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EndPrimitive();
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}
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"""
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fragment_source = """#version 150
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in vec2 uv;
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in vec4 frag_color;
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out vec4 final_color;
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uniform sampler2D sprite_texture;
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void main() {
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final_color = texture(sprite_texture, uv) * frag_color;
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}
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"""
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fragment_array_source = """#version 150 core
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in vec2 uv;
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in vec4 frag_color;
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out vec4 final_colors;
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uniform sampler2DArray sprite_texture;
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void main()
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{
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final_colors = texture(sprite_texture, uv) * frag_color;
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}
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"""
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def get_default_shader():
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try:
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return pyglet.gl.current_context.pyglet_sprite_default_shader
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except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
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frag_shader = graphics.shader.Shader(fragment_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
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pyglet.gl.current_context.pyglet_sprite_default_shader = default_shader_program
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return pyglet.gl.current_context.pyglet_sprite_default_shader
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def get_default_array_shader():
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try:
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return pyglet.gl.current_context.pyglet_sprite_default_array_shader
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except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
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frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
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pyglet.gl.current_context.pyglet_sprite_default_array_shader = default_shader_program
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return pyglet.gl.current_context.pyglet_sprite_default_array_shader
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class SpriteGroup(graphics.Group):
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"""Shared sprite rendering group.
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The group is automatically coalesced with other sprite groups sharing the
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same parent group, texture and blend parameters.
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"""
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def __init__(self, texture, blend_src, blend_dest, program, parent=None):
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"""Create a sprite group.
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The group is created internally when a :py:class:`~pyglet.sprite.Sprite`
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is created; applications usually do not need to explicitly create it.
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:Parameters:
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`texture` : `~pyglet.image.Texture`
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The (top-level) texture containing the sprite image.
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`blend_src` : int
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OpenGL blend source mode; for example,
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``GL_SRC_ALPHA``.
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`blend_dest` : int
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OpenGL blend destination mode; for example,
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``GL_ONE_MINUS_SRC_ALPHA``.
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`program` : `~pyglet.graphics.shader.ShaderProgram`
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A custom ShaderProgram.
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`order` : int
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Change the order to render above or below other Groups.
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`parent` : `~pyglet.graphics.Group`
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Optional parent group.
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"""
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super().__init__(parent=parent)
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self.texture = texture
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self.blend_src = blend_src
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self.blend_dest = blend_dest
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self.program = program
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def set_state(self):
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self.program.use()
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(self.texture.target, self.texture.id)
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glEnable(GL_BLEND)
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glBlendFunc(self.blend_src, self.blend_dest)
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def unset_state(self):
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glDisable(GL_BLEND)
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self.program.stop()
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|
||||
def __repr__(self):
|
||||
return "{0}({1})".format(self.__class__.__name__, self.texture)
|
||||
|
||||
def __eq__(self, other):
|
||||
return (other.__class__ is self.__class__ and
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||||
self.program is other.program and
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||||
self.parent == other.parent and
|
||||
self.texture.target == other.texture.target and
|
||||
self.texture.id == other.texture.id and
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||||
self.blend_src == other.blend_src and
|
||||
self.blend_dest == other.blend_dest)
|
||||
|
||||
def __hash__(self):
|
||||
return hash((self.program, self.parent,
|
||||
self.texture.id, self.texture.target,
|
||||
self.blend_src, self.blend_dest))
|
||||
|
||||
|
||||
class Sprite(event.EventDispatcher):
|
||||
|
||||
_batch = None
|
||||
_animation = None
|
||||
_frame_index = 0
|
||||
_paused = False
|
||||
_rotation = 0
|
||||
_rgba = [255, 255, 255, 255]
|
||||
_scale = 1.0
|
||||
_scale_x = 1.0
|
||||
_scale_y = 1.0
|
||||
_visible = True
|
||||
_vertex_list = None
|
||||
group_class = SpriteGroup
|
||||
|
||||
def __init__(self,
|
||||
img, x=0, y=0, z=0,
|
||||
blend_src=GL_SRC_ALPHA, blend_dest=GL_ONE_MINUS_SRC_ALPHA,
|
||||
batch=None, group=None, subpixel=False, program=None):
|
||||
"""Create a sprite.
|
||||
|
||||
:Parameters:
|
||||
`img` : `~pyglet.image.AbstractImage` or `~pyglet.image.Animation`
|
||||
Image or animation to display.
|
||||
`x` : int
|
||||
X coordinate of the sprite.
|
||||
`y` : int
|
||||
Y coordinate of the sprite.
|
||||
`z` : int
|
||||
Z coordinate of the sprite.
|
||||
`blend_src` : int
|
||||
OpenGL blend source mode. The default is suitable for
|
||||
compositing sprites drawn from back-to-front.
|
||||
`blend_dest` : int
|
||||
OpenGL blend destination mode. The default is suitable for
|
||||
compositing sprites drawn from back-to-front.
|
||||
`batch` : `~pyglet.graphics.Batch`
|
||||
Optional batch to add the sprite to.
|
||||
`group` : `~pyglet.graphics.Group`
|
||||
Optional parent group of the sprite.
|
||||
`subpixel` : bool
|
||||
Allow floating-point coordinates for the sprite. By default,
|
||||
coordinates are restricted to integer values.
|
||||
`program` : `~pyglet.graphics.shader.ShaderProgram`
|
||||
A custom shader to use. This shader program must contain the
|
||||
exact same attribute names and types as the default shader.
|
||||
The class methods and properties depend on this, and will
|
||||
crash otherwise.
|
||||
"""
|
||||
self._x = x
|
||||
self._y = y
|
||||
self._z = z
|
||||
self._img = img
|
||||
|
||||
if isinstance(img, image.Animation):
|
||||
self._animation = img
|
||||
self._texture = img.frames[0].image.get_texture()
|
||||
self._next_dt = img.frames[0].duration
|
||||
if self._next_dt:
|
||||
clock.schedule_once(self._animate, self._next_dt)
|
||||
else:
|
||||
self._texture = img.get_texture()
|
||||
|
||||
if not program:
|
||||
if isinstance(img, image.TextureArrayRegion):
|
||||
self._program = get_default_array_shader()
|
||||
else:
|
||||
self._program = get_default_shader()
|
||||
else:
|
||||
self._program = program
|
||||
|
||||
self._batch = batch or graphics.get_default_batch()
|
||||
self._user_group = group
|
||||
self._group = self.group_class(self._texture, blend_src, blend_dest, self.program, group)
|
||||
self._subpixel = subpixel
|
||||
|
||||
self._create_vertex_list()
|
||||
|
||||
def _create_vertex_list(self):
|
||||
texture = self._texture
|
||||
self._vertex_list = self.program.vertex_list(
|
||||
1, GL_POINTS, self._batch, self._group,
|
||||
position=('f', (self._x, self._y, self._z)),
|
||||
size=('f', (texture.width, texture.height, 1, 1)),
|
||||
color=('Bn', self._rgba),
|
||||
texture_uv=('f', texture.uv),
|
||||
rotation=('f', (self._rotation,)))
|
||||
|
||||
@property
|
||||
def program(self):
|
||||
return self._program
|
||||
|
||||
@program.setter
|
||||
def program(self, program):
|
||||
if self._program == program:
|
||||
return
|
||||
self._group = self.group_class(self._texture,
|
||||
self._group.blend_src,
|
||||
self._group.blend_dest,
|
||||
program,
|
||||
self._user_group)
|
||||
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
|
||||
self._program = program
|
||||
|
||||
def delete(self):
|
||||
"""Force immediate removal of the sprite from video memory.
|
||||
|
||||
This is often necessary when using batches, as the Python garbage
|
||||
collector will not necessarily call the finalizer as soon as the
|
||||
sprite is garbage.
|
||||
"""
|
||||
if self._animation:
|
||||
clock.unschedule(self._animate)
|
||||
self._vertex_list.delete()
|
||||
self._vertex_list = None
|
||||
self._texture = None
|
||||
self._group = None
|
||||
|
||||
def _animate(self, dt):
|
||||
self._frame_index += 1
|
||||
if self._frame_index >= len(self._animation.frames):
|
||||
self._frame_index = 0
|
||||
self.dispatch_event('on_animation_end')
|
||||
if self._vertex_list is None:
|
||||
return # Deleted in event handler.
|
||||
|
||||
frame = self._animation.frames[self._frame_index]
|
||||
self._set_texture(frame.image.get_texture())
|
||||
|
||||
if frame.duration is not None:
|
||||
duration = frame.duration - (self._next_dt - dt)
|
||||
duration = min(max(0, duration), frame.duration)
|
||||
clock.schedule_once(self._animate, duration)
|
||||
self._next_dt = duration
|
||||
else:
|
||||
self.dispatch_event('on_animation_end')
|
||||
|
||||
@property
|
||||
def batch(self):
|
||||
"""Graphics batch.
|
||||
|
||||
The sprite can be migrated from one batch to another, or removed from
|
||||
its batch (for individual drawing). Note that this can be an expensive
|
||||
operation.
|
||||
|
||||
:type: :py:class:`pyglet.graphics.Batch`
|
||||
"""
|
||||
return self._batch
|
||||
|
||||
@batch.setter
|
||||
def batch(self, batch):
|
||||
if self._batch == batch:
|
||||
return
|
||||
|
||||
if batch is not None and self._batch is not None:
|
||||
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, batch)
|
||||
self._batch = batch
|
||||
else:
|
||||
self._vertex_list.delete()
|
||||
self._batch = batch
|
||||
self._create_vertex_list()
|
||||
|
||||
@property
|
||||
def group(self):
|
||||
"""Parent graphics group.
|
||||
|
||||
The sprite can change its rendering group, however this can be an
|
||||
expensive operation.
|
||||
|
||||
:type: :py:class:`pyglet.graphics.Group`
|
||||
"""
|
||||
return self._group.parent
|
||||
|
||||
@group.setter
|
||||
def group(self, group):
|
||||
if self._group.parent == group:
|
||||
return
|
||||
self._group = self.group_class(self._texture,
|
||||
self._group.blend_src,
|
||||
self._group.blend_dest,
|
||||
self._group.program,
|
||||
group)
|
||||
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
|
||||
|
||||
@property
|
||||
def image(self):
|
||||
"""Image or animation to display.
|
||||
|
||||
:type: :py:class:`~pyglet.image.AbstractImage` or
|
||||
:py:class:`~pyglet.image.Animation`
|
||||
"""
|
||||
if self._animation:
|
||||
return self._animation
|
||||
return self._texture
|
||||
|
||||
@image.setter
|
||||
def image(self, img):
|
||||
if self._animation is not None:
|
||||
clock.unschedule(self._animate)
|
||||
self._animation = None
|
||||
|
||||
if isinstance(img, image.Animation):
|
||||
self._animation = img
|
||||
self._frame_index = 0
|
||||
self._set_texture(img.frames[0].image.get_texture())
|
||||
self._next_dt = img.frames[0].duration
|
||||
if self._next_dt:
|
||||
clock.schedule_once(self._animate, self._next_dt)
|
||||
else:
|
||||
self._set_texture(img.get_texture())
|
||||
|
||||
def _set_texture(self, texture):
|
||||
if texture.id is not self._texture.id:
|
||||
self._group = self._group.__class__(texture,
|
||||
self._group.blend_src,
|
||||
self._group.blend_dest,
|
||||
self._group.program,
|
||||
self._group.parent)
|
||||
self._vertex_list.delete()
|
||||
self._texture = texture
|
||||
self._create_vertex_list()
|
||||
else:
|
||||
self._vertex_list.texture_uv[:] = texture.uv
|
||||
self._texture = texture
|
||||
|
||||
@property
|
||||
def position(self):
|
||||
"""The (x, y, z) coordinates of the sprite, as a tuple.
|
||||
|
||||
:Parameters:
|
||||
`x` : int
|
||||
X coordinate of the sprite.
|
||||
`y` : int
|
||||
Y coordinate of the sprite.
|
||||
`z` : int
|
||||
Z coordinate of the sprite.
|
||||
"""
|
||||
return self._x, self._y, self._z
|
||||
|
||||
@position.setter
|
||||
def position(self, position):
|
||||
self._x, self._y, self._z = position
|
||||
self._vertex_list.position[:] = position
|
||||
|
||||
@property
|
||||
def x(self):
|
||||
"""X coordinate of the sprite.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
return self._x
|
||||
|
||||
@x.setter
|
||||
def x(self, x):
|
||||
self._x = x
|
||||
self._vertex_list.position[:] = x, self._y, self._z
|
||||
|
||||
@property
|
||||
def y(self):
|
||||
"""Y coordinate of the sprite.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
return self._y
|
||||
|
||||
@y.setter
|
||||
def y(self, y):
|
||||
self._y = y
|
||||
self._vertex_list.position[:] = self._x, y, self._z
|
||||
|
||||
@property
|
||||
def z(self):
|
||||
"""Z coordinate of the sprite.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
return self._z
|
||||
|
||||
@z.setter
|
||||
def z(self, z):
|
||||
self._z = z
|
||||
self._vertex_list.position[:] = self._x, self._y, z
|
||||
|
||||
@property
|
||||
def rotation(self):
|
||||
"""Clockwise rotation of the sprite, in degrees.
|
||||
|
||||
The sprite image will be rotated about its image's (anchor_x, anchor_y)
|
||||
position.
|
||||
|
||||
:type: float
|
||||
"""
|
||||
return self._rotation
|
||||
|
||||
@rotation.setter
|
||||
def rotation(self, rotation):
|
||||
self._rotation = rotation
|
||||
self._vertex_list.rotation[0] = self._rotation
|
||||
|
||||
@property
|
||||
def scale(self):
|
||||
"""Base Scaling factor.
|
||||
|
||||
A scaling factor of 1 (the default) has no effect. A scale of 2 will
|
||||
draw the sprite at twice the native size of its image.
|
||||
|
||||
:type: float
|
||||
"""
|
||||
return self._scale
|
||||
|
||||
@scale.setter
|
||||
def scale(self, scale):
|
||||
self._scale = scale
|
||||
self._vertex_list.scale[:] = scale * self._scale_x, scale * self._scale_y
|
||||
|
||||
@property
|
||||
def scale_x(self):
|
||||
"""Horizontal scaling factor.
|
||||
|
||||
A scaling factor of 1 (the default) has no effect. A scale of 2 will
|
||||
draw the sprite at twice the native width of its image.
|
||||
|
||||
:type: float
|
||||
"""
|
||||
return self._scale_x
|
||||
|
||||
@scale_x.setter
|
||||
def scale_x(self, scale_x):
|
||||
self._scale_x = scale_x
|
||||
self._vertex_list.scale[:] = self._scale * scale_x, self._scale * self._scale_y
|
||||
|
||||
@property
|
||||
def scale_y(self):
|
||||
"""Vertical scaling factor.
|
||||
|
||||
A scaling factor of 1 (the default) has no effect. A scale of 2 will
|
||||
draw the sprite at twice the native height of its image.
|
||||
|
||||
:type: float
|
||||
"""
|
||||
return self._scale_y
|
||||
|
||||
@scale_y.setter
|
||||
def scale_y(self, scale_y):
|
||||
self._scale_y = scale_y
|
||||
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * scale_y
|
||||
|
||||
def update(self, x=None, y=None, z=None, rotation=None, scale=None, scale_x=None, scale_y=None):
|
||||
"""Simultaneously change the position, rotation or scale.
|
||||
|
||||
This method is provided for convenience. There is not much
|
||||
performance benefit to updating multiple Sprite attributes at once.
|
||||
|
||||
:Parameters:
|
||||
`x` : int
|
||||
X coordinate of the sprite.
|
||||
`y` : int
|
||||
Y coordinate of the sprite.
|
||||
`z` : int
|
||||
Z coordinate of the sprite.
|
||||
`rotation` : float
|
||||
Clockwise rotation of the sprite, in degrees.
|
||||
`scale` : float
|
||||
Scaling factor.
|
||||
`scale_x` : float
|
||||
Horizontal scaling factor.
|
||||
`scale_y` : float
|
||||
Vertical scaling factor.
|
||||
"""
|
||||
|
||||
translations_outdated = False
|
||||
|
||||
# only bother updating if the translation actually changed
|
||||
if x is not None:
|
||||
self._x = x
|
||||
translations_outdated = True
|
||||
if y is not None:
|
||||
self._y = y
|
||||
translations_outdated = True
|
||||
if z is not None:
|
||||
self._z = z
|
||||
translations_outdated = True
|
||||
|
||||
if translations_outdated:
|
||||
self._vertex_list.position[:] = (self._x, self._y, self._z)
|
||||
|
||||
if rotation is not None and rotation != self._rotation:
|
||||
self._rotation = rotation
|
||||
self._vertex_list.rotation[:] = rotation
|
||||
|
||||
scales_outdated = False
|
||||
|
||||
# only bother updating if the scale actually changed
|
||||
if scale is not None:
|
||||
self._scale = scale
|
||||
scales_outdated = True
|
||||
if scale_x is not None:
|
||||
self._scale_x = scale_x
|
||||
scales_outdated = True
|
||||
if scale_y is not None:
|
||||
self._scale_y = scale_y
|
||||
scales_outdated = True
|
||||
|
||||
if scales_outdated:
|
||||
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * self._scale_y
|
||||
|
||||
@property
|
||||
def width(self):
|
||||
"""Scaled width of the sprite.
|
||||
|
||||
Invariant under rotation.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
w = self._texture.width * abs(self._scale_x) * abs(self._scale)
|
||||
return w if self._subpixel else int(w)
|
||||
|
||||
@width.setter
|
||||
def width(self, width):
|
||||
self.scale_x = width / (self._texture.width * abs(self._scale))
|
||||
|
||||
|
||||
@property
|
||||
def height(self):
|
||||
"""Scaled height of the sprite.
|
||||
|
||||
Invariant under rotation.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
h = self._texture.height * abs(self._scale_y) * abs(self._scale)
|
||||
return h if self._subpixel else int(h)
|
||||
|
||||
@height.setter
|
||||
def height(self, height):
|
||||
self.scale_y = height / (self._texture.height * abs(self._scale))
|
||||
|
||||
@property
|
||||
def opacity(self):
|
||||
"""Blend opacity.
|
||||
|
||||
This property sets the alpha component of the colour of the sprite's
|
||||
vertices. With the default blend mode (see the constructor), this
|
||||
allows the sprite to be drawn with fractional opacity, blending with the
|
||||
background.
|
||||
|
||||
An opacity of 255 (the default) has no effect. An opacity of 128 will
|
||||
make the sprite appear translucent.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
return self._rgba[3]
|
||||
|
||||
@opacity.setter
|
||||
def opacity(self, opacity):
|
||||
self._rgba[3] = opacity
|
||||
self._vertex_list.color[:] = self._rgba
|
||||
|
||||
@property
|
||||
def color(self):
|
||||
"""Blend color.
|
||||
|
||||
This property sets the color of the sprite's vertices. This allows the
|
||||
sprite to be drawn with a color tint.
|
||||
|
||||
The color is specified as an RGB tuple of integers '(red, green, blue)'.
|
||||
Each color component must be in the range 0 (dark) to 255 (saturated).
|
||||
|
||||
:type: (int, int, int)
|
||||
"""
|
||||
return self._rgba[:3]
|
||||
|
||||
@color.setter
|
||||
def color(self, rgb):
|
||||
self._rgba[:3] = list(map(int, rgb))
|
||||
self._vertex_list.color[:] = self._rgba
|
||||
|
||||
@property
|
||||
def visible(self):
|
||||
"""True if the sprite will be drawn.
|
||||
|
||||
:type: bool
|
||||
"""
|
||||
return self._visible
|
||||
|
||||
@visible.setter
|
||||
def visible(self, visible):
|
||||
self._visible = visible
|
||||
self._vertex_list.texture_uv[:] = (0, 0, 0, 0) if not visible else self._texture.uv
|
||||
|
||||
@property
|
||||
def paused(self):
|
||||
"""Pause/resume the Sprite's Animation
|
||||
|
||||
If `Sprite.image` is an Animation, you can pause or resume
|
||||
the animation by setting this property to True or False.
|
||||
If not an Animation, this has no effect.
|
||||
|
||||
:type: bool
|
||||
"""
|
||||
return self._paused
|
||||
|
||||
@paused.setter
|
||||
def paused(self, pause):
|
||||
if not hasattr(self, '_animation') or pause == self._paused:
|
||||
return
|
||||
if pause is True:
|
||||
clock.unschedule(self._animate)
|
||||
else:
|
||||
frame = self._animation.frames[self._frame_index]
|
||||
self._next_dt = frame.duration
|
||||
if self._next_dt:
|
||||
clock.schedule_once(self._animate, self._next_dt)
|
||||
self._paused = pause
|
||||
|
||||
@property
|
||||
def frame_index(self):
|
||||
"""The current Animation frame.
|
||||
|
||||
If the `Sprite.image` is an `Animation`,
|
||||
you can query or set the current frame.
|
||||
If not an Animation, this will always
|
||||
be 0.
|
||||
|
||||
:type: int
|
||||
"""
|
||||
return self._frame_index
|
||||
|
||||
@frame_index.setter
|
||||
def frame_index(self, index):
|
||||
# Bound to available number of frames
|
||||
if self._animation is None:
|
||||
return
|
||||
self._frame_index = max(0, min(index, len(self._animation.frames)-1))
|
||||
|
||||
def draw(self):
|
||||
"""Draw the sprite at its current position.
|
||||
|
||||
See the module documentation for hints on drawing multiple sprites
|
||||
efficiently.
|
||||
"""
|
||||
self._group.set_state_recursive()
|
||||
self._vertex_list.draw(GL_POINTS)
|
||||
self._group.unset_state_recursive()
|
||||
|
||||
def __del__(self):
|
||||
try:
|
||||
if self._vertex_list is not None:
|
||||
self._vertex_list.delete()
|
||||
except:
|
||||
pass
|
||||
|
||||
if _is_pyglet_doc_run:
|
||||
def on_animation_end(self):
|
||||
"""The sprite animation reached the final frame.
|
||||
|
||||
The event is triggered only if the sprite has an animation, not an
|
||||
image. For looping animations, the event is triggered each time
|
||||
the animation loops.
|
||||
|
||||
:event:
|
||||
"""
|
||||
|
||||
|
||||
Sprite.register_event_type('on_animation_end')
|
@ -68,10 +68,10 @@ class Frame:
|
||||
widget.on_mouse_drag(x, y, dx, dy, buttons, modifiers)
|
||||
self._mouse_pos = x, y
|
||||
|
||||
def on_mouse_scroll(self, x, y, index, direction):
|
||||
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
|
||||
"""Pass the event to any widgets within range of the mouse"""
|
||||
for widget in self._cells.get(self._hash(x, y), set()):
|
||||
widget.on_mouse_scroll(x, y, index, direction)
|
||||
widget.on_mouse_scroll(x, y, scroll_x, scroll_y)
|
||||
|
||||
def on_mouse_motion(self, x, y, dx, dy):
|
||||
"""Pass the event to any widgets within range of the mouse"""
|
||||
|
@ -122,7 +122,7 @@ class WidgetBase(EventDispatcher):
|
||||
def on_mouse_motion(self, x, y, dx, dy):
|
||||
pass
|
||||
|
||||
def on_mouse_scroll(self, x, y, mouse, direction):
|
||||
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
|
||||
pass
|
||||
|
||||
def on_text(self, text):
|
||||
@ -348,11 +348,11 @@ class Slider(WidgetBase):
|
||||
if self._in_update:
|
||||
self._update_knob(x)
|
||||
|
||||
def on_mouse_scroll(self, x, y, mouse, direction):
|
||||
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
|
||||
if not self.enabled:
|
||||
return
|
||||
if self._check_hit(x, y):
|
||||
self._update_knob(self._knob_spr.x + self._half_knob_width + direction)
|
||||
self._update_knob(self._knob_spr.x + self._half_knob_width + scroll_y)
|
||||
|
||||
def on_mouse_release(self, x, y, buttons, modifiers):
|
||||
if not self.enabled:
|
||||
|
@ -1427,6 +1427,12 @@ class Texture(AbstractImage):
|
||||
order = self.tex_coords_order
|
||||
self.tex_coords_order = (order[bl], order[br], order[tr], order[tl])
|
||||
|
||||
@property
|
||||
def uv(self):
|
||||
"""Tuple containing the left, bottom, right, top 2D texture coordinates."""
|
||||
tex_coords = self.tex_coords
|
||||
return tex_coords[0], tex_coords[1], tex_coords[3], tex_coords[7]
|
||||
|
||||
def __repr__(self):
|
||||
return "{}(id={}, size={}x{})".format(self.__class__.__name__, self.id, self.width, self.height)
|
||||
|
||||
|
@ -145,7 +145,7 @@ class Allocator:
|
||||
class TextureAtlas:
|
||||
"""Collection of images within a texture."""
|
||||
|
||||
def __init__(self, width: int=2048, height: int=2048) -> None:
|
||||
def __init__(self, width: int = 2048, height: int = 2048) -> None:
|
||||
"""Create a texture atlas of the given size.
|
||||
|
||||
:Parameters:
|
||||
@ -252,7 +252,7 @@ class TextureArrayBin:
|
||||
ones as necessary as the depth is exceeded.
|
||||
"""
|
||||
|
||||
def __init__(self, texture_width: int=2048, texture_height: int=2048, max_depth: Optional[int]=None) -> None:
|
||||
def __init__(self, texture_width: int = 2048, texture_height: int = 2048, max_depth: Optional[int] = None) -> None:
|
||||
max_texture_size = pyglet.image.get_max_texture_size()
|
||||
self.max_depth = max_depth or pyglet.image.get_max_array_texture_layers()
|
||||
self.texture_width = min(texture_width, max_texture_size)
|
||||
|
@ -9,9 +9,9 @@ for creating orthographic and perspective projection matrixes.
|
||||
Matrices behave just like they do in GLSL: they are specified in column-major
|
||||
order and multiply on the left of vectors, which are treated as columns.
|
||||
|
||||
:note: For performance, Matrixes subclass the `tuple` type. They
|
||||
are therefore immutable - all operations return a new object;
|
||||
the object is not updated in-place.
|
||||
.. note:: For performance reasons, Matrix types subclass `tuple`. They are
|
||||
therefore immutable. All operations return a new object; the object
|
||||
is not updated in-place.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
@ -719,29 +719,23 @@ class Mat3(tuple):
|
||||
|
||||
|
||||
class Mat4(tuple):
|
||||
"""A 4x4 Matrix class
|
||||
|
||||
`Mat4` is an immutable 4x4 Matrix, including most common
|
||||
operators. Matrix multiplication must be performed using
|
||||
the "@" operator.
|
||||
Class methods are available for creating orthogonal
|
||||
and perspective projections matrixes.
|
||||
"""
|
||||
|
||||
def __new__(cls, values: _Iterable[float] = (1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0,)) -> Mat4:
|
||||
"""Create a 4x4 Matrix
|
||||
"""Create a 4x4 Matrix.
|
||||
|
||||
`Mat4` is an immutable 4x4 Matrix, which includs most common
|
||||
operators. This includes class methods for creating orthogonal
|
||||
and perspective projection matrixes, to be used by OpenGL.
|
||||
|
||||
A Matrix can be created with a list or tuple of 16 values.
|
||||
If no values are provided, an "identity matrix" will be created
|
||||
(1.0 on the main diagonal). Matrix objects are immutable, so
|
||||
all operations return a new Mat4 object.
|
||||
|
||||
:Parameters:
|
||||
`values` : tuple of float or int
|
||||
A tuple or list containing 16 floats or ints.
|
||||
.. note:: Matrix multiplication is performed using the "@" operator.
|
||||
"""
|
||||
|
||||
new = super().__new__(Mat4, values)
|
||||
@ -749,19 +743,12 @@ class Mat4(tuple):
|
||||
return new
|
||||
|
||||
@classmethod
|
||||
def orthogonal_projection(
|
||||
cls: type[Mat4T],
|
||||
left: float,
|
||||
right: float,
|
||||
bottom: float,
|
||||
top: float,
|
||||
z_near: float,
|
||||
z_far: float
|
||||
) -> Mat4T:
|
||||
def orthogonal_projection(cls: type[Mat4T], left: float, right: float, bottom: float, top: float, z_near: float, z_far: float) -> Mat4T:
|
||||
"""Create a Mat4 orthographic projection matrix for use with OpenGL.
|
||||
|
||||
This matrix doesn't actually perform the projection; it transforms the
|
||||
space so that OpenGL's vertex processing performs it.
|
||||
Given left, right, bottom, top values, and near/far z planes,
|
||||
create a 4x4 Projection Matrix. This is useful for setting
|
||||
:py:attr:`~pyglet.window.Window.projection`.
|
||||
"""
|
||||
width = right - left
|
||||
height = top - bottom
|
||||
@ -781,24 +768,12 @@ class Mat4(tuple):
|
||||
tx, ty, tz, 1.0))
|
||||
|
||||
@classmethod
|
||||
def perspective_projection(
|
||||
cls: type[Mat4T],
|
||||
aspect: float,
|
||||
z_near: float,
|
||||
z_far: float,
|
||||
fov: float = 60
|
||||
) -> Mat4T:
|
||||
"""
|
||||
Create a Mat4 perspective projection matrix for use with OpenGL.
|
||||
def perspective_projection(cls: type[Mat4T], aspect: float, z_near: float, z_far: float, fov: float = 60) -> Mat4T:
|
||||
"""Create a Mat4 perspective projection matrix for use with OpenGL.
|
||||
|
||||
This matrix doesn't actually perform the projection; it transforms the
|
||||
space so that OpenGL's vertex processing performs it.
|
||||
|
||||
:Parameters:
|
||||
`aspect` : The aspect ratio as a `float`
|
||||
`z_near` : The near plane as a `float`
|
||||
`z_far` : The far plane as a `float`
|
||||
`fov` : Field of view in degrees as a `float`
|
||||
Given a desired aspect ratio, near/far planes, and fov (field of view),
|
||||
create a 4x4 Projection Matrix. This is useful for setting
|
||||
:py:attr:`~pyglet.window.Window.projection`.
|
||||
"""
|
||||
xy_max = z_near * _math.tan(fov * _math.pi / 360)
|
||||
y_min = -xy_max
|
||||
|
@ -139,6 +139,7 @@ def parse_obj_file(filename, file=None):
|
||||
|
||||
elif values[0] == 'o':
|
||||
mesh = Mesh(name=values[1])
|
||||
mesh.material = default_material
|
||||
mesh_list.append(mesh)
|
||||
|
||||
elif values[0] == 'f':
|
||||
|
@ -1792,7 +1792,7 @@ class Polygon(ShapeBase):
|
||||
:Parameters:
|
||||
`coordinates` : List[[int, int]]
|
||||
The coordinates for each point in the polygon.
|
||||
`color` : (int, int, int)
|
||||
`color` : (int, int, int, int)
|
||||
The RGB or RGBA color of the polygon, specified as a
|
||||
tuple of 3 or 4 ints in the range of 0-255. RGB colors
|
||||
will be treated as having an opacity of 255.
|
||||
|
@ -284,11 +284,7 @@ pub mod part_list {
|
||||
explosion_power: Some(0u32),
|
||||
explosion_size: Some(0u32),
|
||||
});
|
||||
let attach_points: Option<Vec<AttachPoint>> = if let Some(attach_points) = &self.attach_points {
|
||||
Some(attach_points.unzip())
|
||||
} else {
|
||||
None
|
||||
};
|
||||
let attach_points: Option<Vec<AttachPoint>> = self.attach_points.as_ref().map(|attach_points| attach_points.unzip());
|
||||
SR1PartType {
|
||||
id: self.id.clone(),
|
||||
name: self.name.clone(),
|
||||
|
@ -4,16 +4,12 @@
|
||||
# All rights reserved
|
||||
# -------------------------------
|
||||
|
||||
# import math
|
||||
import re
|
||||
import time
|
||||
import random
|
||||
import logging
|
||||
import traceback
|
||||
|
||||
from pathlib import Path
|
||||
# from defusedxml.ElementTree import parse
|
||||
# from xml.etree.ElementTree import Element, ElementTree
|
||||
from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
|
||||
|
||||
from pyglet.math import Vec4
|
||||
@ -23,8 +19,6 @@ from pyglet.sprite import Sprite
|
||||
from pyglet.graphics import Batch, Group
|
||||
from pyglet.shapes import Line, Rectangle
|
||||
from pyglet.image import Framebuffer, Texture
|
||||
# pyglet OpenGL
|
||||
from pyglet.gl import glViewport
|
||||
|
||||
from . import DR_mod_runtime
|
||||
|
||||
@ -35,7 +29,7 @@ from Difficult_Rocket.api.camera import CenterCamera
|
||||
from Difficult_Rocket.api.types import Fonts, Options
|
||||
from Difficult_Rocket.command.line import CommandText
|
||||
from Difficult_Rocket.client.screen import BaseScreen
|
||||
from .types import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool
|
||||
from .types import SR1Textures, SR1Rotation
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from Difficult_Rocket.client import ClientWindow
|
||||
@ -184,25 +178,23 @@ class SR1ShipRender(BaseScreen):
|
||||
|
||||
batch.append(part_sprite)
|
||||
line_box_group = Group(6, parent=self.part_group)
|
||||
part_debug_box = self.rust_ship.get_part_box(p_id)
|
||||
if part_debug_box:
|
||||
part_box = self.rust_ship.get_part_box(p_id)
|
||||
if part_box:
|
||||
# 线框
|
||||
part_line_box = []
|
||||
width = 4
|
||||
color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255),
|
||||
random.randrange(100, 200))
|
||||
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[0][1] * 30,
|
||||
x2=part_debug_box[0][0] * 30, y2=part_debug_box[1][1] * 30,
|
||||
(x, y), (x2, y2) = part_box
|
||||
part_line_box.append(Line(x=x * 30, y=y * 30, x2=x * 30, y2=y2 * 30,
|
||||
batch=self.main_batch, width=width, color=color, group=line_box_group))
|
||||
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[1][1] * 30,
|
||||
x2=part_debug_box[1][0] * 30, y2=part_debug_box[1][1] * 30,
|
||||
part_line_box.append(Line(x=x * 30, y=y2 * 30, x2=x2 * 30, y2=y2 * 30,
|
||||
batch=self.main_batch, width=width, color=color, group=line_box_group))
|
||||
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[1][1] * 30,
|
||||
x2=part_debug_box[1][0] * 30, y2=part_debug_box[0][1] * 30,
|
||||
part_line_box.append(Line(x=x2 * 30, y=y2 * 30, x2=x2 * 30, y2=y * 30,
|
||||
batch=self.main_batch, width=width, color=color, group=line_box_group))
|
||||
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[0][1] * 30,
|
||||
x2=part_debug_box[0][0] * 30, y2=part_debug_box[0][1] * 30,
|
||||
part_line_box.append(Line(x=x2 * 30, y=y * 30, x2=x * 30, y2=y * 30,
|
||||
batch=self.main_batch, width=width, color=color, group=line_box_group))
|
||||
# 直接用循环得了
|
||||
self.part_line_box[p_id] = part_line_box
|
||||
self.parts_sprite[p_id] = batch
|
||||
count += 1
|
||||
@ -291,11 +283,9 @@ class SR1ShipRender(BaseScreen):
|
||||
self.buffer.bind()
|
||||
window.clear()
|
||||
with self.camera:
|
||||
# glViewport(int(self.camera.dx), int(self.camera.dy), window.width // 2, window.height // 2)
|
||||
self.main_batch.draw()
|
||||
# glViewport(0, 0, window.width, window.height)
|
||||
self.buffer.unbind()
|
||||
self.render_texture.blit(x=0, y=0, z=0, width=self.width, height=self.height)
|
||||
self.render_texture.blit(x=self.dx, y=self.dy, z=0, width=self.width, height=self.height)
|
||||
|
||||
def on_draw(self, window: "ClientWindow"):
|
||||
if self.status.draw_call:
|
||||
@ -318,32 +308,42 @@ class SR1ShipRender(BaseScreen):
|
||||
return
|
||||
self.render_d_line.x2 = width // 2
|
||||
self.render_d_line.y2 = height // 2
|
||||
self.size = width - 100, height - 100
|
||||
|
||||
def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"):
|
||||
if not self.status.draw_done:
|
||||
return
|
||||
mouse_dx = x - (window.width / 2)
|
||||
mouse_dy = y - (window.height / 2)
|
||||
# 鼠标缩放位置相对于屏幕中心的位置
|
||||
mouse_dx_d = mouse_dx - self.camera.dx
|
||||
mouse_dy_d = mouse_dy - self.camera.dy
|
||||
# 鼠标相对偏移量的偏移量
|
||||
if scroll_y == 0:
|
||||
zoom_d = 1
|
||||
else:
|
||||
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
|
||||
# 缩放的变换量
|
||||
if not (self.camera.zoom == 10 and scroll_y > 0):
|
||||
if self.camera.zoom * zoom_d >= 10:
|
||||
zoom_d = 10 / self.camera.zoom
|
||||
self.camera.zoom = 10
|
||||
if self.status.focus:
|
||||
mouse_dx = x - (window.width / 2)
|
||||
mouse_dy = y - (window.height / 2)
|
||||
# 鼠标缩放位置相对于屏幕中心的位置
|
||||
mouse_dx_d = mouse_dx - self.camera.dx
|
||||
mouse_dy_d = mouse_dy - self.camera.dy
|
||||
# 鼠标相对偏移量的偏移量
|
||||
if scroll_y == 0:
|
||||
zoom_d = 1
|
||||
else:
|
||||
self.camera.zoom *= zoom_d
|
||||
mouse_dx_d *= (1 - zoom_d)
|
||||
mouse_dy_d *= (1 - zoom_d)
|
||||
self.camera.dx += mouse_dx_d
|
||||
self.camera.dy += mouse_dy_d
|
||||
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
|
||||
# 缩放的变换量
|
||||
if not (self.camera.zoom == 10 and scroll_y > 0):
|
||||
if self.camera.zoom * zoom_d >= 10:
|
||||
zoom_d = 10 / self.camera.zoom
|
||||
self.camera.zoom = 10
|
||||
else:
|
||||
self.camera.zoom *= zoom_d
|
||||
mouse_dx_d *= (1 - zoom_d)
|
||||
mouse_dy_d *= (1 - zoom_d)
|
||||
self.camera.dx += mouse_dx_d
|
||||
self.camera.dy += mouse_dy_d
|
||||
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
|
||||
|
||||
def on_command(self, command: CommandText, window: "ClientWindow"):
|
||||
""" 解析命令 """
|
||||
@ -427,7 +427,6 @@ class SR1ShipRender(BaseScreen):
|
||||
int(part_data[part][index][1].x * 60 + img_center[0]),
|
||||
int(-part_data[part][index][1].y * 60 + img_center[1])))
|
||||
|
||||
img.show("???")
|
||||
img.save(f'test{time.time()}.png', 'PNG')
|
||||
|
||||
elif command.find('test'):
|
||||
@ -438,15 +437,16 @@ class SR1ShipRender(BaseScreen):
|
||||
return
|
||||
logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship))
|
||||
self.rust_ship.save('./test-save.xml')
|
||||
elif command.find('render'):
|
||||
glViewport(0, 0, 1000, 1000)
|
||||
|
||||
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: "ClientWindow"):
|
||||
if not self.status.focus:
|
||||
return
|
||||
self.camera.dx += dx
|
||||
self.camera.dy += dy
|
||||
self.status.update_call = True
|
||||
if self.status.focus:
|
||||
self.camera.dx += dx
|
||||
self.camera.dy += dy
|
||||
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
|
||||
|
||||
def on_file_drop(self, x: int, y: int, paths: List[str], window: "ClientWindow"):
|
||||
if len(paths) > 1:
|
||||
|
@ -15,22 +15,6 @@ from pyglet.image import load, AbstractImage
|
||||
from Difficult_Rocket.utils.options import Options
|
||||
|
||||
|
||||
@dataclass
|
||||
class SR1PartData:
|
||||
x: float
|
||||
y: float
|
||||
id: int
|
||||
p_type: str
|
||||
active: bool
|
||||
angle: float
|
||||
angle_v: float
|
||||
editor_angle: int
|
||||
flip_x: bool
|
||||
flip_y: bool
|
||||
explode: bool
|
||||
textures: Optional[str] = None
|
||||
|
||||
|
||||
class SR1Textures(Options):
|
||||
""" 存储 sr1 的材质 img """
|
||||
def load_file(self, **kwargs):
|
||||
@ -147,13 +131,3 @@ class SR1Rotation(Options):
|
||||
return cls.radian_angle_map[radian]
|
||||
else:
|
||||
return (radian / math.pi) * 180
|
||||
|
||||
|
||||
def xml_bool(bool_like: Union[str, int, bool, None]) -> bool:
|
||||
if bool_like is None:
|
||||
return False
|
||||
if isinstance(bool_like, bool):
|
||||
return bool_like
|
||||
if isinstance(bool_like, int):
|
||||
return bool_like != 0
|
||||
return False if bool_like == '0' else bool_like.lower() != 'false'
|
||||
|
Loading…
Reference in New Issue
Block a user