Difficult-Rocket/mods/dr_game/sr1_ship.py
2024-06-09 20:06:08 +08:00

952 lines
34 KiB
Python

# -------------------------------
# Difficult Rocket
# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
import os
import time
import random
import traceback
from pathlib import Path
from typing import List, Dict, Optional, Generator, Tuple
from tkinter import Tk
from tkinter import filedialog
from pyglet.gl import gl
from pyglet.math import Mat4
from pyglet.text import Label
from pyglet.sprite import Sprite
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Box
# from pyglet.window import mouse
from . import DR_mod_runtime
from .types import SR1Textures, SR1Rotation
# Difficult Rocket
from Difficult_Rocket import DR_status
from Difficult_Rocket.utils.translate import Tr
from Difficult_Rocket.client import ClientWindow
from Difficult_Rocket.api.types import Fonts, Options
from Difficult_Rocket.command.line import CommandText
from Difficult_Rocket.client.screen import BaseScreen
from Difficult_Rocket.api.camera import CenterGroupCamera
from Difficult_Rocket.gui.widget.button import (
PressTextButton,
MinecraftWikiButtonTheme,
ButtonThemeOptions,
BaseButtonTheme,
)
from lib_not_dr import loggers
if DR_mod_runtime.use_DR_rust:
from .Difficult_Rocket_rs import (
SR1PartList_rs,
SR1Ship_rs,
SR1PartData_rs,
SR1PartType_rs,
# SR1Connection_rs
)
logger = loggers.get_logger("client.dr_game_sr1_ship")
sr_tr = Tr(lang_path=Path(__file__).parent / "lang")
class SR1ShipRenderStatus(Options): # NOQA
name = "SR1ShipRenderStatus"
# main status
draw_done: bool = False
draw_call: bool = False
update_call: bool = False
focus: bool = True
moving: bool = False
# button status
show_moving: bool = False
show_focus: bool = False
show_scale: bool = False
# debug status
draw_d_pos: bool = False
draw_mouse_pos: bool = False
draw_mouse_d_pos: bool = False
class SR1ShipSelecter(BaseScreen):
"""
SR1 飞船选择器
考虑到 sss 写的那一大堆东西实在有点离谱
所以单独拿出来写个screen
我估计以后还得有一堆类似重构(瘫倒)
"""
name = "DR_game_sr1_ship_selecter"
class SR1ShipEditor(BaseScreen):
"""SR1 飞船编辑器"""
name = "DR_game_sr1_ship_editor"
def __init__(self, main_window: ClientWindow):
super().__init__(main_window)
self.logger = logger
logger.info(sr_tr().mod.info.setup.start(), tag="setup")
load_start_time = time.time_ns()
# status
self.status = SR1ShipRenderStatus()
self.dx = 0
self.dy = 0
self.width = main_window.width
self.height = main_window.height
self.main_batch = Batch()
self.buttons_batch = Batch()
self.ships_buttons_batch = Batch()
self.group_camera = CenterGroupCamera(
window=main_window,
order=10,
parent=main_window.main_group,
min_zoom=(1 / 2) ** 10,
max_zoom=10,
)
self.part_group = Group(0, parent=self.group_camera)
self.debug_label = Label(
x=20,
y=main_window.height - 100,
font_size=DR_status.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.main_batch,
group=Group(5, parent=self.part_group),
)
self.render_d_line = Line(
0,
0,
0,
0,
width=5,
color=(200, 200, 10, 255),
batch=self.main_batch,
group=Group(5, parent=self.part_group),
)
self.render_d_line.visible = self.status.draw_d_pos
self.render_d_label = Label(
"debug label NODATA",
font_name=Fonts.微软等宽无线,
x=main_window.width // 2,
y=main_window.height // 2,
)
self.render_d_label.visible = self.status.draw_d_pos
# Optional data
self.textures: SR1Textures = SR1Textures()
self.gen_draw: Optional[Generator] = None
self.rust_ship: Optional[SR1Ship_rs] = None
self.ship_name: Optional[str] = None
# List/Dict data
self.part_sprites: Dict[int, Tuple[Sprite, Box]] = {}
self.part_outlines: Dict[int, List[Line]] = {}
self.connection_lines: List[Line] = []
if DR_mod_runtime.use_DR_rust:
self.rust_parts = None
self.part_list_rs = SR1PartList_rs(
"assets/builtin/PartList.xml", "builtin_part_list"
)
self.load_xml("assets/builtin/dock1.xml")
load_end_time = time.time_ns()
logger.info(
sr_tr()
.mod.info.setup.use_time()
.format((load_end_time - load_start_time) / 1000000000),
tag="setup",
)
# Buttons
self.buttons_group = Group(100, parent=main_window.main_group)
self.ships_buttons_group = Group(100, parent=main_window.main_group)
# self.enter_game_button = PressEnterGameButton(
# window=main_window,
# parent_window=main_window,
# x=500,
# y=100,
# width=150,
# height=30,
# text="进入游戏",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# self.select_ship_button = PressSelectShipButton(
# window=main_window,
# parent_window=self,
# x=100,
# y=100,
# width=150,
# height=30,
# text="加载飞船",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# main_window.push_handlers(self.enter_game_button)
# main_window.push_handlers(self.select_ship_button)
# 扫描所有飞船
# self.show_ships_buttons = False
# self.ships_buttons_w = 150
# self.ships_buttons_h = 30
# self.ships_buttons_begin_x = self.width - self.ships_buttons_w
# self.ships_buttons_begin_y = 0
# self.ships_buttons_end_x = self.width
# self.ships_buttons_end_y = self.height - self.ships_buttons_h * 1
# self.control_ships_list_button = PressControlShipsListButton(
# window=main_window,
# parent_window=self,
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y,
# width=self.ships_buttons_w,
# height=self.ships_buttons_h,
# text="飞船列表",
# batch=self.buttons_batch,
# group=self.buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# main_window.push_handlers(self.control_ships_list_button)
# ships_path = "./ships/"
# ships_files = self.scan_all_ships_list(ships_path)
# for i in range(len(ships_files)):
# self.ships_buttons.append(
# PressOpenShipButton(
# window=main_window,
# ship_path=ships_files[i],
# parent_window=self,
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y - (i + 1) * self.ships_buttons_h,
# width=self.ships_buttons_w,
# height=self.ships_buttons_h,
# text=ships_files[i][8:],
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# draw_theme=MinecraftWikiButtonTheme,
# )
# )
# main_window.push_handlers(self.ships_buttons[-1])
# self.ship_list_line_back = Line(
# self.ships_buttons_begin_x - 4,
# self.ships_buttons_begin_y,
# self.ships_buttons_begin_x - 4,
# self.ships_buttons_end_y,
# width=5,
# color=(100, 100, 100, 255),
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# )
# self.ship_list_line = Line(
# x=self.ships_buttons_begin_x,
# y=self.ships_buttons_end_y
# - (self.ships_buttons_end_y - self.ships_buttons_begin_y) ** 2
# / ((len(ships_files) + 1) * self.ships_buttons_h),
# x2=self.ships_buttons_begin_x,
# y2=self.ships_buttons_end_y,
# width=20,
# color=(200, 200, 200, 255),
# batch=self.ships_buttons_batch,
# group=self.ships_buttons_group,
# )
# self.ships_buttons_group.visible = False
# self.show_ships_buttons = True
@property
def size(self) -> Tuple[int, int]:
"""渲染器的渲染大小"""
return self.width, self.height
@size.setter
def size(self, value: Tuple[int, int]):
if not self.width == value[0] or not self.height == value[1]:
self.width, self.height = value
def load_xml(self, file_path: str) -> bool:
"""
加载 xml 文件
:param file_path:
:return:
"""
try:
start_time = time.time_ns()
logger.info(sr_tr().sr1.ship.xml.loading().format(file_path), tag="load_xml")
self.ship_name = file_path.split("/")[-1].split(".")[0]
if DR_mod_runtime.use_DR_rust:
self.rust_ship = SR1Ship_rs(file_path, self.part_list_rs, "a_new_ship")
logger.info(sr_tr().sr1.ship.xml.load_done(), tag="load_xml")
logger.info(
sr_tr()
.sr1.ship.xml.load_time()
.format((time.time_ns() - start_time) / 1000000000),
tag="load_xml",
)
return True
except Exception:
traceback.print_exc()
self.logger.error(traceback.format_exc(), tag="load_xml")
return False
def part_render_init(
self,
part_data: SR1PartData_rs,
part_type: SR1PartType_rs,
part_group: Group,
line_group: Group,
batch: Batch,
) -> Tuple[Sprite, Box]:
"""
还是重写一下渲染逻辑
把渲染单个部件的逻辑提取出来放到这里
"""
randomer = random.Random(part_data.id)
texture = self.textures.get_texture(part_type.sprite)
part_sprite = Sprite(
img=texture,
x=int(part_data.x * 60),
y=int(part_data.y * 60),
z=randomer.randint(-100, 100),
batch=batch,
group=part_group,
)
part_sprite.rotation = part_data.angle_r
part_sprite.scale_x = -1 if part_data.flip_x else 1
part_sprite.scale_y = -1 if part_data.flip_y else 1
line_colors = (
randomer.randrange(0, 255),
randomer.randrange(0, 255),
randomer.randrange(0, 255),
200,
)
width = 4
(x, y), (x2, y2) = part_data.get_part_box_by_type(part_type)
box = Box(
x=x * 30,
y=y * 30,
width=part_type.width * 30,
height=part_type.height * 30,
thickness=width,
color=line_colors,
batch=batch,
group=line_group,
)
box.rotation = part_data.angle_r
return part_sprite, box
def sprite_batch(self, draw_batch: int = 100) -> Generator:
"""
生成 sprite
通过生成器减少一次性渲染的压力
:param each_count: 每次生成的数量 (默认 100) (过大会导致卡顿)
:return: 生成器
"""
count = 0
self.status.draw_done = False
# rust 渲染
if DR_mod_runtime.use_DR_rust:
self.rust_ship: SR1Ship_rs
# 2 先渲染
# 6 后渲染
# 保证部件不会遮盖住连接线
part_group = Group(2, parent=self.part_group)
line_group = Group(6, parent=self.part_group)
# 渲染连接的部件
for part_type, part_data in self.rust_ship.as_list():
# 渲染部件
part_sprite, part_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
part_box.opacity = 100
self.part_sprites[part_data.id] = (part_sprite, part_box)
# TODO: 连接线渲染
count += 2
if count >= draw_batch:
yield count
count = 0
# 渲染未连接的部件
for part_groups, part_connections in self.rust_ship.disconnected_parts():
for part_type, part_data in part_groups:
# 出于一些魔法原因, 这玩意居然能跑, part_groups 不需要加 [0]
# 未连接的需要同时把连接线也给渲染了
# TODO: 连接线渲染
part_sprite, part_box = self.part_render_init(
part_data, part_type, part_group, line_group, self.main_batch
)
part_box.opacity = 100
part_box._thickness = 2
part_box._update_vertices()
# ignore, pyglet 没写这个的 @property, 等我 issue + pr
# 未连接的部件透明度降低
part_sprite.opacity = 100
self.part_sprites[part_data.id] = (part_sprite, part_box)
count += 2
if count >= draw_batch:
yield count
count = 0
# for connect in self.rust_ship.connections().get_raw_data():
# # 连接线
# # parent_part_data = cache[connect[2]][0][1]
# # child_part_data = cache[connect[3]][0][1]
# # color = (
# # random.randrange(100, 255),
# # random.randrange(0, 255),
# # random.randrange(0, 255),
# # 255,
# # )
# # self.part_line_list.append(
# # Line(
# # x=parent_part_data.x * 60,
# # y=parent_part_data.y * 60,
# # x2=child_part_data.x * 60,
# # y2=child_part_data.y * 60,
# # batch=self.main_batch,
# # group=connect_line_group,
# # width=1,
# # color=color,
# # )
# # )
# count += 1
# if count >= draw_batch * 3:
# count = 0
# yield count
self.status.draw_done = True
raise GeneratorExit
def render_ship(self):
"""
渲染船
"""
self.status.draw_done = False
logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship")
start_time = time.perf_counter_ns()
self.part_sprites = {}
self.connection_lines: List[Line] = []
self.group_camera.reset()
# 调用生成器 减少卡顿
try:
self.gen_draw = self.sprite_batch()
if not self.status.draw_done:
next(self.gen_draw)
except (GeneratorExit, StopIteration):
self.status.draw_done = True
self.status.draw_call = False
full_mass = 0
if DR_mod_runtime.use_DR_rust:
full_mass = self.rust_ship.mass
logger.info(
sr_tr()
.sr1.ship.ship.load_time()
.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, dt: float, window): # TODO: wait for pyglet 2.1
# def on_draw(self, window: ClientWindow):
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
# class PressEnterGameButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# from .game_layout import GameLayout
# self.parent_window.remove_sub_screen("SR1_ship")
# self.parent_window.add_sub_screen("Dr_game_layout", GameLayout)
# logger.info("added Dr_game_layout screen", tag="dr_game")
# logger.info("进入游戏")
# class PressSelectShipButton(PressTextButton):
# path_var = "./assets/builtin/dock1.xml"
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# root = Tk() # 创建一个Tkinter.Tk()实例
# root.withdraw() # 将Tkinter.Tk()实例隐藏
# file_name = filedialog.askopenfilename(
# title="选择一个飞船存档",
# initialdir="./", # 打开当前程序工作目录
# )
# self.path_var = file_name
# self.parent_window.begin_ship_render_from_path(file_name)
# logger.info("加载飞船from " + self.path_var)
# def get_ship_path(self):
# logger.info("加载飞船from " + self.path_var)
# return self.path_var
# class PressControlShipsListButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# def on_mouse_release(self, x, y, buttons, modifiers):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# self.parent_window.show_ships_buttons = not(self.parent_window.show_ships_buttons)
# logger.info("显示飞船列表")
# class PressOpenShipButton(PressTextButton):
# def __init__(
# self,
# window: ClientWindow,
# ship_path,
# parent_window,
# x: int,
# y: int,
# width: int,
# height: int,
# text: str,
# batch: Optional[Batch] = None,
# group: Optional[Group] = None,
# theme: Optional[ButtonThemeOptions] = None,
# draw_theme: Optional[BaseButtonTheme] = None,
# dict_theme: Optional[dict] = None,
# ):
# super().__init__(
# x, y, width, height, text, batch, group, theme, draw_theme, dict_theme
# )
# self.window = window
# self.parent_window = parent_window
# self.ship_path = ship_path
# def set_y(self, y):
# self.y = y
# def get_y(self):
# return self.y
# def on_mouse_release(self, x, y, buttons, modifiers):
# if (
# self.parent_window.show_ships_buttons
# and x >= self.parent_window.ships_buttons_begin_x
# and x <= self.parent_window.ships_buttons_end_x
# and y >= self.parent_window.ships_buttons_begin_y
# and y <= self.parent_window.ships_buttons_end_y
# ):
# if self.pressed and (x, y) in self:
# if self.draw_theme:
# self.draw_theme.on_disable(self)
# else:
# self.back_rec.color = self.touched_color
# self.pressed = False
# self.parent_window.begin_ship_render_from_path(self.ship_path)
# logger.info("加载飞船from " + self.ship_path)