Difficult-Rocket/Difficult_Rocket/client/render/sr1_ship.py

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# -------------------------------
# Difficult Rocket
# Copyright © 2021-2022 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_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()