# ------------------------------- # Difficult Rocket # Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com # All rights reserved # ------------------------------- import math from xml.etree import ElementTree from xml.etree.ElementTree import Element from typing import List, TYPE_CHECKING, Union, Dict, Optional # third party package from defusedxml.ElementTree import parse # pyglet from pyglet.text import Label from pyglet.sprite import Sprite from pyglet.graphics import Batch, Group # Difficult Rocket from Difficult_Rocket import DR_option from Difficult_Rocket.api.types import Fonts from Difficult_Rocket.command.line import CommandText from Difficult_Rocket.client.screen import BaseScreen from Difficult_Rocket.api.types.SR1 import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool if TYPE_CHECKING: from Difficult_Rocket.client import ClientWindow def get_part_data_from_xml(part_xml: Element) -> Optional[SR1PartData]: if part_xml.tag != 'Part': return None # print(f"tag: {part.tag} attrib: {part.attrib}") part_id = int(part_xml.attrib.get('id')) part_type = part_xml.attrib.get('partType') part_x = float(part_xml.attrib.get('x')) part_y = float(part_xml.attrib.get('y')) part_activate = xml_bool(part_xml.attrib.get('activated')) part_angle = float(part_xml.attrib.get('angle')) part_angle_v = float(part_xml.attrib.get('angleV')) part_editor_angle = int(part_xml.attrib.get('editorAngle')) part_flip_x = xml_bool(part_xml.attrib.get('flippedX')) part_flip_y = xml_bool(part_xml.attrib.get('flippedY')) part_explode = xml_bool(part_xml.attrib.get('exploded')) if part_type not in SR1PartTexture.part_type_sprite: part_textures = None else: part_textures = SR1PartTexture.get_textures_from_type(part_type) # print(f'id: {part_id:<4} type: {part_type:<10} x: {part_x} y: {part_y} activated: {part_activate} ' # f'angle: {part_angle} angle_v: {part_angle_v} editor_angle: {part_editor_angle} ' # f'flip_x: {part_flip_x} flip_y: {part_flip_y} explode: {part_explode} ' # f'textures: {SR1PartTexture.get_textures_from_type(part_type)}') part_data = SR1PartData(x=part_x, y=part_y, id=part_id, type=part_type, active=part_activate, angle=part_angle, angle_v=part_angle_v, editor_angle=part_editor_angle, flip_x=part_flip_x, flip_y=part_flip_y, explode=part_explode, textures=part_textures) return part_data class SR1ShipRender(BaseScreen): """用于渲染 sr1 船的类""" def __init__(self, main_window: "ClientWindow", scale: float): super().__init__(main_window) self.rendered = False self.scale = scale self.focus = True self.dx = 0 self.dy = 0 self.textures: Union[SR1Textures, None] = None self.xml_doc: ElementTree = parse('configs/dock1.xml') self.xml_root: ElementTree.Element = self.xml_doc.getroot() self.part_batch = Batch() self.part_group = Group() self.debug_label = Label(x=20, y=main_window.height - 20, font_size=DR_option.std_font_size, text='SR1 render!', font_name=Fonts.微软等宽无线, width=main_window.width - 20, height=20, anchor_x='left', anchor_y='top', batch=self.part_batch) self.part_data: Dict[int, SR1PartData] = {} self.parts_sprite: Dict[int, Sprite] = {} def load_xml(self, file_path: str) -> bool: try: cache_doc = parse(file_path) self.xml_doc = cache_doc self.xml_root = self.xml_doc.getroot() return True except: return False def load_textures(self): self.textures = SR1Textures() def render_ship(self): if self.textures is None: self.load_textures() self.part_data: Dict[int, SR1PartData] = {} self.parts_sprite: Dict[int, Sprite] = {} parts = self.xml_root.find('Parts') for part_xml in parts: if part_xml.tag != 'Part': continue # 如果不是部件,则跳过 # print(f"tag: {part.tag} attrib: {part.attrib}") part_render = True part = get_part_data_from_xml(part_xml) if part.id in self.part_data: print(f'hey! warning! id{part.id}') self.part_data[part.id] = part # 下面就是调用 pyglet 去渲染的部分 render_scale = DR_option.gui_scale # 这个是 DR 的缩放比例 可以调节的( # 主要是 Windows 下有一个缩放系数嘛,我待会试试这玩意能不能获取(估计得 ctypes # 在不缩放的情况下,XML的1个单位长度对应60个像素 render_x = part.x * render_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx render_y = part.y * render_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy # 你就这里改吧 cache_sprite = Sprite(img=self.textures.get_texture(part.textures), x=render_x, y=render_y, batch=self.part_batch, group=self.part_group) # 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系(OK # 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑 cache_sprite.rotation = SR1Rotation.get_rotation(part.angle) if part.flip_x: cache_sprite.scale_x = -1 # 就是直接取反缩放,应该没问题····吧?(待会试试就知道了 if part.flip_y: cache_sprite.scale_y = -1 cache_sprite.scale = self.scale * DR_option.gui_scale cache_sprite.x = cache_sprite.x - cache_sprite.scale_x / 2 cache_sprite.y = cache_sprite.y - cache_sprite.scale_y / 2 if not part_render: # 如果不渲染(渲染有毛病) self.parts_sprite[part.id].visible = False self.parts_sprite[part.id] = cache_sprite self.rendered = True def update_parts(self) -> bool: if not self.rendered: return False for part_id in self.part_data: # x y scale self.parts_sprite[part_id].x = self.part_data[part_id].x * DR_option.gui_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx self.parts_sprite[part_id].y = self.part_data[part_id].y * DR_option.gui_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy self.parts_sprite[part_id].scale = self.scale * DR_option.gui_scale def on_draw(self): self.part_batch.draw() def on_resize(self, width: int, height: int): if not self.rendered: return self.update_parts() def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): if not self.rendered: return if not (self.scale + scroll_y * 0.1 == 0.0): self.scale += scroll_y * 0.1 self.update_parts() def on_command(self, command: CommandText): if command.match('render'): # self.render_ship() print('应该渲染飞船的') def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int): if not self.focus: return self.dx += dx self.dy += dy self.update_parts() def on_file_drop(self, x: int, y: int, paths: List[str]): for path in paths: if self.load_xml(path): # 加载成功一个就停下 break self.render_ship()