Difficult-Rocket/Difficult_Rocket/utils/camera.py
shenjack f9eeafe322
好活!
readme update

看起来更像 Dear ImGui 一些(looks more like Dear ImGui

and some intersting feature to the button

remove debug

确认一下action

404 修改

writing theme

looks good

better?

a ?

alpha=255 not 256

looks better

try new pyglet first

看起来好一些

sync pyglet

水一手

这波必须得水一手了,要不然commit太少了(确信

丢点正经东西上去

顺手继承一下Options

补充docs

坏了,忘记水commit了(

至少我能早睡了(

这里还能水一点来着(

试试再说

reee

保证能跑(

同步lib not dr 的修改

忘记带上 None了

还是加上一个额外的判断参数吧

刷点commit也不错

先更新一下依赖版本

水commit啦

理论可行,实践开始!

构建参数喜加一

reeeee

更新一下 pyproject 的依赖

fix typing

looks better

水一个(

测试?

sync pyglet to master

A | Try use rust-cache

looks good?

what?

C | sync pyglet

A | 添加了一个 Button Draw Theme

A | Magic Number (确信)

A | 尽量不继承Options

sync pyglet

A | Add theme

A | Add more Theme information

Enhance | Theme

sync pyglet

Add | add unifont

Enhance | use os.walk in font loading

Enhance | Use i18n in font loading

Enhance | doc

sync pyglet

Add | add 3.12 build option to build_rs

Fix | Button position have a z

sync pyglet

A | Logger.py 启动!

sync pyglet

Changed | Bump pyo3 to 0.20.0

add logger.py update

logger!

Add | more logger!

Add | lib-not-dr

some lib-not-dr
2023-11-20 20:12:56 +08:00

264 lines
7.2 KiB
Python

# -------------------------------
# Difficult Rocket
# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
# Huge thanks to pyglet developers
from typing import Tuple, Optional
from pyglet.gl import gl
from pyglet.math import Mat4, Vec3
from pyglet.graphics import Group
class Camera:
"""
>>> from pyglet.window import Window
>>> window = Window()
>>> camera = Camera(window)
>>> @window.event
>>> def on_draw():
>>> camera.begin()
>>> window.clear()
>>> camera.end()
"""
def __init__(self,
window,
zoom: Optional[float] = 1.0,
dx: Optional[float] = 1.0,
dy: Optional[float] = 1.0,
min_zoom: Optional[float] = 1.0,
max_zoom: Optional[float] = 1.0) -> None:
self.window = window
self.dx = dx
self.dy = dy
self.zoom = zoom
self.min_zoom = min_zoom
self.max_zoom = max_zoom
self._stored_view = window.view
@property
def position(self) -> Tuple[float, float]:
return self.dx, self.dy
@position.setter
def position(self, value: Tuple[float, float]):
self.dx, self.dy = value
@property
def zoom_level(self) -> float:
return self.zoom
@zoom_level.setter
def zoom_level(self, value: float) -> None:
self.zoom = min(max(value, self.min_zoom), self.max_zoom)
def begin(self) -> None:
view = self.window.view
self._stored_view = view
x = self.window.width / self.zoom + (self.dx / self.zoom)
y = self.window.height / self.zoom + (self.dy / self.zoom)
view_matrix = view.translate((x * self.zoom, y * self.zoom, 0))
view_matrix = view_matrix.scale((self.zoom, self.zoom, 1))
self.window.view = view_matrix
def end(self) -> None:
self.window.view = self._stored_view
def reset(self):
self.zoom = 1
self.dx = 0
self.dy = 0
def __enter__(self):
self.begin()
return self
def __exit__(self, exc_type, exc_val, exc_tb):
self.end()
class CenterCamera(Camera):
"""
A camera that centers the view in the center of the window
>>> from pyglet.window import Window
>>> window = Window()
>>> camera = CenterCamera(window)
>>> @window.event
>>> def on_draw():
>>> camera.begin()
>>> window.clear()
>>> camera.end()
"""
def begin(self) -> None:
view = self.window.view
self._stored_view = view
x = self.window.width / 2.0 / self.zoom + (self.dx / self.zoom)
y = self.window.height / 2.0 / self.zoom + (self.dy / self.zoom)
view_matrix = view.translate((x * self.zoom, y * self.zoom, 0))
view_matrix = view_matrix.scale((self.zoom, self.zoom, 1))
self.window.view = view_matrix
def end(self) -> None:
self.window.view = self._stored_view
class GroupCamera(Group):
"""
A camera by group
can be used by just added to your widget
"""
def __init__(self,
window,
order: int = 0,
parent: Optional[Group] = None,
view_x: Optional[int] = 0,
view_y: Optional[int] = 0,
zoom: Optional[float] = 1.0,
min_zoom: Optional[float] = 1.0,
max_zoom: Optional[float] = 1.0):
super().__init__(order=order, parent=parent)
self._window = window
self._previous_view = None
self._view_x = view_x
self._view_y = view_y
self._zoom = zoom
self.min_zoom = min_zoom
self.max_zoom = max_zoom
@property
def view_x(self) -> int:
return self._view_x
@view_x.setter
def view_x(self, value: int):
self._view_x = value
@property
def view_y(self) -> int:
return self._view_y
@view_y.setter
def view_y(self, value: int):
self._view_y = value
@property
def zoom(self) -> float:
return min(max(self._zoom, self.min_zoom), self.max_zoom)
@zoom.setter
def zoom(self, value: float):
self._zoom = value
def reset(self):
self._view_x = 0
self._view_y = 0
self.zoom = 1
def set_state(self):
self._previous_view = self._window.view
view = Mat4.from_translation(Vec3(self._view_x, self._view_y, 0))
if self._zoom == 1.0:
self._window.view = view
else:
view = view.scale(Vec3(self._zoom, self._zoom, 1))
self._window.view = view
def unset_state(self):
self._window.view = self._previous_view
class CenterGroupCamera(GroupCamera):
"""
A camera by group
can be used by just added to your widget
"""
def set_state(self):
self._previous_view = self._window.view
x = (self._window.width / 2) / self._zoom + (self._view_x / self._zoom)
y = (self._window.height / 2) / self._zoom + (self._view_y / self._zoom)
view = Mat4.from_translation(Vec3(x * self._zoom, y * self._zoom, 0))
# 不懂就问 为啥这里 * zoom 下面还 * zoom
if self._zoom == 1.0:
self._window.view = view
else:
view = view.scale(Vec3(self._zoom, self._zoom, 1))
self._window.view = view
def unset_state(self):
self._window.view = self._previous_view
class CenterGroupFrame(Group):
"""
A camera by group
can be used by just added to your widget
"""
def __init__(self,
window,
order: int = 0,
parent: Optional[Group] = None,
dx: Optional[int] = 0,
dy: Optional[int] = 0,
width: Optional[int] = 0,
height: Optional[int] = 0,
zoom: Optional[float] = 1.0,
min_zoom: Optional[float] = 1.0,
max_zoom: Optional[float] = 1.0):
super().__init__(order=order, parent=parent)
self.window = window
self.dx = dx
self.dy = dy
self._width = width
self._height = height
self._zoom = zoom
self.min_zoom = min_zoom
self.max_zoom = max_zoom
@property
def zoom(self) -> float:
return self._zoom
@zoom.setter
def zoom(self, value: float):
self._zoom = min(max(value, self.min_zoom), self.max_zoom)
def set_state(self):
self._previous_view = self.window.view
gl.glScissor(int(self.dx), int(self.dy), int(self._width), int(self._height))
gl.glViewport(int(self.dx), int(self.dy), int(self.window.width), int(self.window.height))
gl.glEnable(gl.GL_SCISSOR_TEST)
x = (self.window.width / 2) / self._zoom + (self.dx / self._zoom)
y = (self.window.height / 2) / self._zoom + (self.dy / self._zoom)
view = Mat4.from_translation(Vec3(x * self._zoom, y * self._zoom, 0))
view.scale(Vec3(self._zoom, self._zoom, 1))
self.window.view = view
def unset_state(self):
self.window.view = self._previous_view
gl.glDisable(gl.GL_SCISSOR_TEST)
gl.glViewport(0, 0, int(self.window.width), int(self.window.height))