814 lines
28 KiB
Python
814 lines
28 KiB
Python
# -------------------------------
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# Difficult Rocket
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# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
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# All rights reserved
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# -------------------------------
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from __future__ import annotations
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import time
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import random
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import traceback
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from pathlib import Path
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from typing import Generator
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from pyglet.gl import gl
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from pyglet.math import Mat4
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from pyglet.text import Label
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from pyglet.sprite import Sprite
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from pyglet.graphics import Batch, Group
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from pyglet.shapes import Line, Box
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# from pyglet.window import mouse
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from . import DR_mod_runtime
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from .types import SR1Textures
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# Difficult Rocket
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from Difficult_Rocket import DR_status
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from Difficult_Rocket.utils.translate import Tr
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from Difficult_Rocket.client import ClientWindow
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from Difficult_Rocket.api.types import Fonts, Options
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from Difficult_Rocket.command.line import CommandText
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from Difficult_Rocket.client.screen import BaseScreen
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from Difficult_Rocket.api.camera import CenterGroupCamera, GroupCamera
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from Difficult_Rocket.gui.widget.button import OreuiButton
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from lib_not_dr import loggers
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if DR_mod_runtime.use_DR_rust:
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from .Difficult_Rocket_rs import (
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SR1PartList_rs,
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SR1Ship_rs,
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SR1PartData_rs,
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SR1PartType_rs,
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assert_ship,
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# SR1Connection_rs
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)
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logger = loggers.get_logger("client.dr_game_sr1_ship")
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sr_tr = Tr(lang_path=Path(__file__).parent / "lang")
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class SR1ShipRenderStatus(Options): # NOQA
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name = "SR1ShipRenderStatus"
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# main status
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draw_done: bool = False
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draw_call: bool = False
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update_call: bool = False
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focus: bool = True
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moving: bool = False
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# button status
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show_moving: bool = False
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show_focus: bool = False
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show_scale: bool = False
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# debug status
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draw_d_pos: bool = False
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draw_mouse_pos: bool = False
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draw_mouse_d_pos: bool = False
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class SR1ShipSelecter(BaseScreen):
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"""
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SR1 飞船选择器
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考虑到 sss 写的那一大堆东西实在有点离谱
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所以单独拿出来写个screen
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我估计以后还得有一堆类似重构(瘫倒)
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"""
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name = "DR_game_sr1_ship_selecter"
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def __init__(self, main_window: ClientWindow):
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super().__init__(main_window)
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self.main_batch = Batch()
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self.main_group = GroupCamera(window=main_window)
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self.width = 200
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self.height = main_window.height - 100
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self.slide_y = 0
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self.dx = 50
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self.dy = 0
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self.folder_path: Path = Path("assets/ships")
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self.buttons: dict[Path, OreuiButton] = {}
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self.set_folder(self.folder_path)
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def set_folder(self, path: Path):
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if not path.is_dir():
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logger.warn(
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sr_tr().sr1.ship.ship.folder.invalid().format(path), tag="ship explorer"
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)
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return
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self.folder_path = path
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self.buttons.clear()
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for file in path.iterdir():
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if not file.is_file:
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continue
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# 尝试加载一下
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if assert_ship(str(file)):
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logger.info(
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sr_tr().sr1.ship.ship.valid().format(file), tag="ship explorer"
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)
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button = OreuiButton(
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x=0,
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y=len(self.buttons) * -(30 + 5) + self.height,
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width=150,
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height=30,
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text=file.stem,
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toggle_mode=False,
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auto_release=True,
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batch=self.main_batch,
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group=self.main_group,
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)
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self.buttons[file] = button
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else:
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logger.warn(
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sr_tr().sr1.ship.ship.invaild().format(file), tag="ship explorer"
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)
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def on_mouse_motion(self, x: int, y: int, dx: int, dy: int, window: ClientWindow):
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for btn in self.buttons.values():
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btn.on_mouse_motion(x - self.dx, y - self.dy - self.slide_y, dx, dy)
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def on_mouse_press(
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self, x: int, y: int, button: int, modifiers: int, window: ClientWindow
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):
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for btn in self.buttons.values():
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btn.on_mouse_press(x - self.dx, y - self.dy - self.slide_y, button, modifiers)
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def on_mouse_release(
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self, x: int, y: int, button: int, modifiers: int, window: ClientWindow
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):
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for btn in self.buttons.values():
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btn.on_mouse_release(x - self.dx, y - self.dy - self.slide_y, button, modifiers)
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def on_mouse_drag(
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self,
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x: int,
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y: int,
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dx: int,
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dy: int,
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buttons: int,
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modifiers: int,
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window: ClientWindow,
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):
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if self.dx < x < self.dx + self.width and self.dy < y < self.dy + self.height:
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self.main_group.view_y += dy
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if self.main_group.view_y < 0:
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self.main_group.view_y = 0
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if self.main_group.view_y > len(self.buttons) * (30 + 5) - self.height:
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self.main_group.view_y = len(self.buttons) * (30 + 5) - self.height
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def draw_batch(self, window: ClientWindow):
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gl.glEnable(gl.GL_SCISSOR_TEST)
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gl.glScissor(int(self.dx), int(self.dy), int(self.width), int(self.height))
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gl.glViewport(
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int(self.dx),
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int(self.dy),
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window.width,
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window.height,
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)
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self.main_batch.draw()
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gl.glViewport(0, 0, window.width, window.height)
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gl.glScissor(0, 0, window.width, window.height)
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gl.glDisable(gl.GL_SCISSOR_TEST)
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def on_resize(self, width: int, height: int, window: ClientWindow):
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self.height = height - 100
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self.width = min(200, width)
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def on_cleanup(self, window: ClientWindow):
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del self.buttons
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class SR1ShipEditor(BaseScreen):
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"""SR1 飞船编辑器"""
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name = "DR_game_sr1_ship_editor"
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def __init__(self, main_window: ClientWindow):
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super().__init__(main_window)
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self.logger = logger
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logger.info(sr_tr().mod.info.setup.start(), tag="setup")
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load_start_time = time.time_ns()
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# status
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self.status = SR1ShipRenderStatus()
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self.dx = 0
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self.dy = 0
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self.width = main_window.width
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self.height = main_window.height
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self.main_batch = Batch()
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self.buttons_batch = Batch()
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self.ships_buttons_batch = Batch()
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self.group_camera = CenterGroupCamera(
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window=main_window,
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order=10,
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parent=main_window.main_group,
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min_zoom=(1 / 2) ** 10,
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max_zoom=10,
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)
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self.part_group = Group(0, parent=self.group_camera)
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self.debug_label = Label(
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x=20,
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y=main_window.height - 100,
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font_size=DR_status.std_font_size,
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text="SR1 render!",
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font_name=Fonts.微软等宽无线,
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width=main_window.width - 20,
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height=20,
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anchor_x="left",
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anchor_y="top",
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batch=self.main_batch,
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group=Group(5, parent=self.part_group),
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)
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self.render_d_line = Line(
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0,
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0,
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0,
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0,
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width=5,
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color=(200, 200, 10, 255),
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batch=self.main_batch,
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group=Group(5, parent=self.part_group),
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)
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self.render_d_line.visible = self.status.draw_d_pos
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self.render_d_label = Label(
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"debug label NODATA",
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font_name=Fonts.微软等宽无线,
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x=main_window.width // 2,
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y=main_window.height // 2,
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)
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self.render_d_label.visible = self.status.draw_d_pos
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# Optional data
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self.textures: SR1Textures = SR1Textures()
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self.gen_draw: Generator | None = None
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self.rust_ship: SR1Ship_rs | None = None
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self.ship_name: str | None = None
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# List/Dict data
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self.part_sprites: dict[int, tuple[Sprite, Box]] = {}
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self.part_outlines: dict[int, list[Line]] = {}
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self.connection_lines: list[Line] = []
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if DR_mod_runtime.use_DR_rust:
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self.rust_parts = None
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self.part_list_rs = SR1PartList_rs(
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"assets/builtin/PartList.xml", "builtin_part_list"
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)
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self.load_xml("assets/builtin/dock1.xml")
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load_end_time = time.time_ns()
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logger.info(
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sr_tr()
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.mod.info.setup.use_time()
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.format((load_end_time - load_start_time) / 1000000000),
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tag="setup",
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)
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# Buttons
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self.buttons_group = Group(100, parent=main_window.main_group)
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self.ships_buttons_group = Group(100, parent=main_window.main_group)
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# self.enter_game_button = PressEnterGameButton(
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# window=main_window,
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# parent_window=main_window,
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# x=500,
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# y=100,
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# width=150,
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# height=30,
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# text="进入游戏",
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# batch=self.buttons_batch,
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# group=self.buttons_group,
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# draw_theme=MinecraftWikiButtonTheme,
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# )
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# self.select_ship_button = PressSelectShipButton(
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# window=main_window,
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# parent_window=self,
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# x=100,
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# y=100,
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# width=150,
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# height=30,
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# text="加载飞船",
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# batch=self.buttons_batch,
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# group=self.buttons_group,
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# draw_theme=MinecraftWikiButtonTheme,
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# )
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# main_window.push_handlers(self.enter_game_button)
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# main_window.push_handlers(self.select_ship_button)
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@property
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def size(self) -> tuple[int, int]:
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"""渲染器的渲染大小"""
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return self.width, self.height
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@size.setter
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def size(self, value: tuple[int, int]):
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if not self.width == value[0] or not self.height == value[1]:
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self.width, self.height = value
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def load_xml(self, file_path: str) -> bool:
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"""
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加载 xml 文件
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:param file_path:
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:return:
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"""
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try:
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start_time = time.time_ns()
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logger.info(sr_tr().sr1.ship.xml.loading().format(file_path), tag="load_xml")
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self.ship_name = file_path.split("/")[-1].split(".")[0]
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if DR_mod_runtime.use_DR_rust:
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self.rust_ship = SR1Ship_rs(file_path, self.part_list_rs, "a_new_ship")
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logger.info(sr_tr().sr1.ship.xml.load_done(), tag="load_xml")
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logger.info(
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sr_tr()
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.sr1.ship.xml.load_time()
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.format((time.time_ns() - start_time) / 1000000000),
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tag="load_xml",
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)
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return True
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except Exception:
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traceback.print_exc()
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self.logger.error(traceback.format_exc(), tag="load_xml")
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return False
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def part_render_init(
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self,
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part_data: SR1PartData_rs,
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part_type: SR1PartType_rs,
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part_group: Group,
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line_group: Group,
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batch: Batch,
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) -> tuple[Sprite, Box]:
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"""
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还是重写一下渲染逻辑
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把渲染单个部件的逻辑提取出来放到这里
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"""
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randomer = random.Random(part_data.id)
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texture = self.textures.get_texture(part_type.sprite)
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part_sprite = Sprite(
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img=texture,
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x=int(part_data.x * 60),
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y=int(part_data.y * 60),
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z=randomer.randint(-100, 100),
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batch=batch,
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group=part_group,
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)
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part_sprite.rotation = part_data.angle_r
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part_sprite.scale_x = -1 if part_data.flip_x else 1
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part_sprite.scale_y = -1 if part_data.flip_y else 1
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line_colors = (
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randomer.randrange(0, 255),
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randomer.randrange(0, 255),
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randomer.randrange(0, 255),
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200,
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)
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width = 4
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(x, y), (x2, y2) = part_data.get_part_box_by_type(part_type)
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box = Box(
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x=x * 30,
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y=y * 30,
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width=part_type.width * 30,
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height=part_type.height * 30,
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thickness=width,
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color=line_colors,
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batch=batch,
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group=line_group,
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)
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box.rotation = part_data.angle_r
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return part_sprite, box
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def sprite_batch(self, draw_batch: int = 100) -> Generator:
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"""
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生成 sprite
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通过生成器减少一次性渲染的压力
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:param each_count: 每次生成的数量 (默认 100) (过大会导致卡顿)
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:return: 生成器
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"""
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count = 0
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self.status.draw_done = False
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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self.rust_ship: SR1Ship_rs
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# 2 先渲染
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# 6 后渲染
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# 保证部件不会遮盖住连接线
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part_group = Group(2, parent=self.part_group)
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line_group = Group(6, parent=self.part_group)
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# 渲染连接的部件
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for part_type, part_data in self.rust_ship.as_list():
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# 渲染部件
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part_sprite, part_box = self.part_render_init(
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part_data, part_type, part_group, line_group, self.main_batch
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)
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part_box.opacity = 100
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self.part_sprites[part_data.id] = (part_sprite, part_box)
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# TODO: 连接线渲染
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count += 2
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if count >= draw_batch:
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yield count
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count = 0
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# 渲染未连接的部件
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for part_groups, part_connections in self.rust_ship.disconnected_parts():
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for part_type, part_data in part_groups:
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# 出于一些魔法原因, 这玩意居然能跑, part_groups 不需要加 [0]
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# 未连接的需要同时把连接线也给渲染了
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# TODO: 连接线渲染
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part_sprite, part_box = self.part_render_init(
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part_data, part_type, part_group, line_group, self.main_batch
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)
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part_box.opacity = 100
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part_box._thickness = 2
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part_box._update_vertices()
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# ignore, pyglet 没写这个的 @property, 等我 issue + pr
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# 未连接的部件透明度降低
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part_sprite.opacity = 100
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self.part_sprites[part_data.id] = (part_sprite, part_box)
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count += 2
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if count >= draw_batch:
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yield count
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count = 0
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# for connect in self.rust_ship.connections().get_raw_data():
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# # 连接线
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# # parent_part_data = cache[connect[2]][0][1]
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# # child_part_data = cache[connect[3]][0][1]
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# # color = (
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# # random.randrange(100, 255),
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# # random.randrange(0, 255),
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# # random.randrange(0, 255),
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# # 255,
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# # )
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# # self.part_line_list.append(
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# # Line(
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# # x=parent_part_data.x * 60,
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# # y=parent_part_data.y * 60,
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# # x2=child_part_data.x * 60,
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# # y2=child_part_data.y * 60,
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# # batch=self.main_batch,
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# # group=connect_line_group,
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# # width=1,
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# # color=color,
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# # )
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# # )
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# count += 1
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# if count >= draw_batch * 3:
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# count = 0
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# yield count
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self.status.draw_done = True
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raise GeneratorExit
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def render_ship(self):
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"""
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渲染船
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"""
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self.status.draw_done = False
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logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship")
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start_time = time.perf_counter_ns()
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self.part_sprites = {}
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self.connection_lines: list[Line] = []
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self.group_camera.reset()
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# 调用生成器 减少卡顿
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try:
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self.gen_draw = self.sprite_batch()
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if not self.status.draw_done:
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next(self.gen_draw)
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except (GeneratorExit, StopIteration):
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self.status.draw_done = True
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self.status.draw_call = False
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full_mass = 0
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if DR_mod_runtime.use_DR_rust:
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full_mass = self.rust_ship.mass
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logger.info(
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sr_tr()
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.sr1.ship.ship.load_time()
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.format((time.perf_counter_ns() - start_time) / 1000000000),
|
|
tag="ship",
|
|
)
|
|
logger.info(
|
|
sr_tr()
|
|
.sr1.ship.ship.info()
|
|
.format(
|
|
len(self.rust_ship.as_list()),
|
|
f"{full_mass}kg"
|
|
if DR_mod_runtime.use_DR_rust
|
|
else sr_tr().game.require_DR_rs(),
|
|
),
|
|
tag="ship",
|
|
)
|
|
|
|
def draw_batch(self, window: ClientWindow):
|
|
if self.status.draw_done:
|
|
self.render_d_label.text = (
|
|
f"x: {self.group_camera.view_x} y: {self.group_camera.view_y}"
|
|
)
|
|
self.render_d_label.position = (
|
|
self.group_camera.view_x + (self.window_pointer.width / 2),
|
|
self.group_camera.view_y + (self.window_pointer.height / 2) + 10,
|
|
0,
|
|
) # 0 for z
|
|
self.render_d_line.x2 = self.group_camera.view_x
|
|
self.render_d_line.y2 = self.group_camera.view_y
|
|
|
|
# 外面这一层 gl 是用来实现子窗口的
|
|
gl.glEnable(gl.GL_SCISSOR_TEST)
|
|
gl.glScissor(int(self.dx), int(self.dy), int(self.width), int(self.height))
|
|
gl.glViewport(
|
|
int(self.dx),
|
|
int(self.dy),
|
|
self.window_pointer.width,
|
|
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()
|
|
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)
|
|
gl.glDisable(gl.GL_SCISSOR_TEST)
|
|
|
|
# def on_draw(self, window: ClientWindow):
|
|
# self.draw_batch(window)
|
|
# if self.status.draw_call:
|
|
# self.render_ship()
|
|
|
|
# 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
|
|
# self.logger.info(sr_tr().sr1.ship.ship.render.done())
|
|
# except TypeError:
|
|
# pass
|
|
|
|
# self.debug_label.draw()
|
|
|
|
def on_resize(self, width: int, height: int, window: ClientWindow):
|
|
self.debug_label.y = height - 100
|
|
if not self.status.draw_done:
|
|
return
|
|
self.render_d_line.x2 = width // 2
|
|
self.render_d_line.y2 = height // 2
|
|
self.width = width
|
|
self.height = height
|
|
|
|
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:
|
|
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
|
|
mouse_dx_d = mouse_dx - self.group_camera.view_x
|
|
mouse_dy_d = mouse_dy - self.group_camera.view_y
|
|
# 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.group_camera.zoom == 10 and scroll_y > 0):
|
|
if self.group_camera.zoom * zoom_d >= 10:
|
|
zoom_d = 10 / self.group_camera.zoom
|
|
self.group_camera.zoom = 10
|
|
else:
|
|
self.group_camera.zoom *= zoom_d
|
|
mouse_dx_d *= 1 - zoom_d
|
|
mouse_dy_d *= 1 - zoom_d
|
|
self.group_camera.view_x += int(mouse_dx_d)
|
|
self.group_camera.view_y += int(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
|
|
# 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 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
|
|
# """
|
|
|
|
# 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"""
|
|
self.logger.info(f"command: {command}")
|
|
if command.find("render"):
|
|
if command.find("reset"):
|
|
self.group_camera.reset()
|
|
else:
|
|
self.status.draw_call = True
|
|
print("应该渲染飞船的")
|
|
|
|
elif command.find("debug"):
|
|
if command.find("delta"):
|
|
self.render_d_line.visible = not self.render_d_line.visible
|
|
self.status.draw_mouse_d_pos = self.render_d_line.visible
|
|
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.values():
|
|
sprite.visible = not sprite.visible
|
|
|
|
elif command.find("get_buf"):
|
|
|
|
def screenshot(window):
|
|
"""
|
|
从窗口截图
|
|
:param window:
|
|
:return:
|
|
"""
|
|
from pyglet.gl import GLubyte, GL_RGBA, GL_UNSIGNED_BYTE, glReadPixels
|
|
import pyglet
|
|
|
|
format_str = "RGBA"
|
|
buf = (GLubyte * (len(format_str) * window.width * window.height))()
|
|
glReadPixels(
|
|
0, 0, window.width, window.height, GL_RGBA, GL_UNSIGNED_BYTE, buf
|
|
)
|
|
return pyglet.image.ImageData(
|
|
window.width, window.height, format_str, buf
|
|
)
|
|
|
|
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 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,
|
|
# )
|
|
|
|
# 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.save(f"test{time.time()}.png", "PNG")
|
|
|
|
elif command.find("save"):
|
|
print("应该保存飞船的")
|
|
# if command.find("save"):
|
|
if not self.status.draw_done:
|
|
logger.warn("not draw done", tag="save ship")
|
|
return
|
|
if not DR_mod_runtime.use_DR_rust:
|
|
return
|
|
print("saving")
|
|
logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship))
|
|
self.rust_ship.save("./test-save.xml")
|
|
|
|
def on_mouse_drag(
|
|
self,
|
|
x: int,
|
|
y: int,
|
|
dx: int,
|
|
dy: int,
|
|
buttons: int,
|
|
modifiers: int,
|
|
window: ClientWindow,
|
|
):
|
|
if self.status.focus:
|
|
self.group_camera.view_x += dx
|
|
self.group_camera.view_y += 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 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:
|
|
# only file/path
|
|
...
|
|
else:
|
|
...
|
|
# 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
|
|
# self.render_ship()
|
|
|
|
@property
|
|
def view(self):
|
|
return self.window_pointer.view
|
|
|
|
@view.setter
|
|
def view(self, value: Mat4):
|
|
self.window_pointer.view = value
|