android-native: auto hunt, in-client account registration, mobile UI polish

- Auto hunt (client-only): PythonPlayerAutoHunt.cpp + AutoHuntScript.inc as the
  embedded mt_autohunt module, AUTO touch button, F9/F8.
- Account registration: tools/40250/register_server.py (rc.d mt_register, :11080)
  inserts into account.account; net.RegisterAccount/GetRegisterAccountResult
  (PythonAccountRegister.cpp) and the mt_register login-window dialog
  (RegisterScript.inc).
- --py-exec also runs in --login-screen mode for scripted login-screen tests.
- Touch controller, window manager and render command updates for the
  Android native client.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-29 16:15:04 +09:00
co-authored by Claude Opus 5.5
parent 53d06c3c26
commit 3e3708ef06
31 changed files with 2975 additions and 140 deletions
@@ -816,6 +816,7 @@ private:
draw.viewport[3] = float(m_viewport.Height);
draw.viewport_z[0] = m_viewport.MinZ;
draw.viewport_z[1] = m_viewport.MaxZ;
draw.ui_offset_x = UIRenderOffsetX();
draw.pretransformed = layout.rhw;
draw.lines = type == D3DPT_LINELIST || type == D3DPT_LINESTRIP;
@@ -19,6 +19,9 @@ struct Render3DDraw {
float proj[16];
float viewport[4] = {}; // x, y, width, height
float viewport_z[2] = {0, 1}; // MinZ, MaxZ
// PORT: UIRenderOffsetX() when recorded (a draw from a shifted window layer); the host moves the
// viewport (and a pretransformed draw's screen positions) right by it.
float ui_offset_x = 0;
// IDirect3DDevice8::Clear on the back buffer, kept in draw order. A clear entry has no geometry;
// clear_flags holds D3DCLEAR_TARGET / D3DCLEAR_ZBUFFER / D3DCLEAR_STENCIL.
@@ -34,8 +34,12 @@ int canvas_width = 0;
int canvas_height = 0;
float clip_x1 = 0, clip_y1 = 0, clip_x2 = 0, clip_y2 = 0;
float saved_x1 = 0, saved_y1 = 0, saved_x2 = 0, saved_y2 = 0;
float offset_x = 0;
}
void UIRenderSetOffsetX(float x) { offset_x = x; }
float UIRenderOffsetX() { return offset_x; }
void UIRenderSetSize(int width, int height) { canvas_width = width; canvas_height = height; }
void UIRenderGetSize(unsigned* width, unsigned* height) {
if (width) *width = canvas_width;
@@ -50,6 +54,12 @@ void UIRenderBeginFrame() {
}
std::uint64_t UIRenderFrameId() { return frame_id; }
void UIRenderAdd(UIRenderCommand command) {
if (offset_x != 0) {
command.x1 += offset_x;
command.x2 += offset_x;
if (command.quad)
for (float& x : command.qx) x += offset_x;
}
command.clip_x1 = clip_x1; command.clip_y1 = clip_y1;
command.clip_x2 = clip_x2; command.clip_y2 = clip_y2;
command.behind_3d = Render3DDraws().empty();
@@ -84,8 +94,8 @@ void UIRenderAdd(UIRenderCommand command) {
const std::vector<UIRenderCommand>& UIRenderCommands() { return commands; }
void UIRenderSetClip(float x, float y, float width, float height) {
saved_x1 = clip_x1; saved_y1 = clip_y1; saved_x2 = clip_x2; saved_y2 = clip_y2;
clip_x1 = x; clip_y1 = y;
clip_x2 = x + width; clip_y2 = y + height;
clip_x1 = x + offset_x; clip_y1 = y;
clip_x2 = x + offset_x + width; clip_y2 = y + height;
}
void UIRenderRestoreClip() {
clip_x1 = saved_x1; clip_y1 = saved_y1;
@@ -71,6 +71,11 @@ std::uint64_t UIRenderFrameId();
void UIRenderAdd(UIRenderCommand command);
const std::vector<UIRenderCommand>& UIRenderCommands();
void UIRenderSetClip(float x, float y, float width, float height);
// PORT (mobile safe area): shifts the commands (and clips) recorded after it right by x canvas
// pixels, so the 40250 window layers can sit inside the rounded screen corners while the GAME layer
// (3D world, text tails) keeps the full canvas. 0 is the verbatim 40250 path.
void UIRenderSetOffsetX(float x);
float UIRenderOffsetX();
void UIRenderRestoreClip();
// HiDPI text: CGraphicFontTexture rasterises its glyph pages at this multiple of the logical font
@@ -0,0 +1,385 @@
// The auto hunt window (PORT; 40250 has no counterpart), run by PythonBoot::RunMainScript as module
// mt_autohunt. It hooks game.GameWindow.Open/Close so the window lives exactly as long as the game phase,
// whichever way the host reached it. The logic is CPythonPlayer's (UserInterface/PythonPlayerAutoHunt.cpp);
// this is only the player.AutoHunt* front end. Strings are UTF-8 here and go through
// player.AutoHuntLocalize into the locale's code page, as the packed locale strings are.
static const char c_szAutoHuntScript[] = R"PY(# -*- coding: utf-8 -*-
import app
import chat
import game
import player
import ui
import wndMgr
L = player.AutoHuntLocalize
STATE_OFF, STATE_SEARCH, STATE_ENGAGE, STATE_LOOT, STATE_RETURN, STATE_PAUSED = range(6)
STOP_NONE, STOP_USER, STOP_DEAD, STOP_MAP, STOP_INVENTORY_FULL = range(5)
SKILL_SLOT_NUM = 8
STATE_TEXT = {
STATE_SEARCH: "寻找目标",
STATE_ENGAGE: "战斗中",
STATE_LOOT: "拾取中",
STATE_RETURN: "返回挂机点",
STATE_PAUSED: "手动操作,3秒后继续",
}
STOP_TEXT = {
STOP_USER: "自动狩猎已停止",
STOP_DEAD: "角色死亡,自动狩猎已停止",
STOP_MAP: "切换地图,自动狩猎已停止",
STOP_INVENTORY_FULL: "背包已满,自动狩猎已停止",
}
RANGE_VALUES = (1000, 2000, 3500)
RANGE_TEXTS = ("近", "中", "远")
HP_VALUES = (0, 30, 50, 70)
SP_VALUES = (0, 20, 40, 60)
PICKUP_TEXTS = ("不拾取", "全部", "金币装备")
GATHER_VALUES = (0, 3, 5, 8)
GATHER_TEXTS = ("关", "3只", "5只", "8只")
SMALL_BUTTON = "d:/ymir work/ui/public/small_button_%02d.sub"
MIDDLE_BUTTON = "d:/ymir work/ui/public/middle_button_%02d.sub"
XSMALL_BUTTON = "d:/ymir work/ui/public/xsmall_button_%02d.sub"
COLOR_ON = 0xff7fff7f
COLOR_OFF = 0xffffcf7f
COLOR_SELECTED = 0xffffd24a
COLOR_UNSELECTED = 0xffc8c8c8
def _MarkButton(button, isSelected):
"Down and gold text while selected: the down visual alone is hard to tell apart on a phone."
if isSelected:
button.Down()
else:
button.SetUp()
if button.ButtonText:
button.ButtonText.SetPackedFontColor(isSelected and COLOR_SELECTED or COLOR_UNSELECTED)
def _Nearest(values, value):
best = 0
for i in xrange(len(values)):
if abs(values[i] - value) < abs(values[best] - value):
best = i
return best
class ChoiceRow:
"One setting: a label and a row of buttons of which exactly one stays down."
def __init__(self, parent, y, label, texts, image, step, event):
self.label = ui.TextLine()
self.label.SetParent(parent)
self.label.SetPosition(18, y + 4)
self.label.SetText(L(label))
self.label.Show()
self.buttons = []
self.event = event
self.index = -1
x = 70
for i in xrange(len(texts)):
button = ui.RadioButton()
button.SetParent(parent)
button.SetUpVisual(image % 1)
button.SetOverVisual(image % 2)
button.SetDownVisual(image % 3)
button.SetPosition(x, y)
button.SetText(L(texts[i]))
button.SetEvent(lambda i=i: self.Select(i, True))
button.Show()
self.buttons.append(button)
x += step
def Select(self, index, notify):
self.index = index
for i in xrange(len(self.buttons)):
_MarkButton(self.buttons[i], i == index)
if notify and self.event:
self.event()
def Destroy(self):
self.event = None
self.buttons = []
self.label = None
class FlagButton(ui.ToggleButton):
"A button that stays down while its flag is on."
def __init__(self, parent, x, y, image, text, event):
ui.ToggleButton.__init__(self)
self.SetParent(parent)
self.SetUpVisual(image % 1)
self.SetOverVisual(image % 2)
self.SetDownVisual(image % 3)
self.SetPosition(x, y)
self.SetText(L(text))
self.flag = False
self.flagEvent = event
self.SetToggleDownEvent(lambda: self.__OnToggle(True))
self.SetToggleUpEvent(lambda: self.__OnToggle(False))
self.Show()
def __OnToggle(self, flag):
self.SetFlag(flag)
if self.flagEvent:
self.flagEvent()
def SetFlag(self, flag):
self.flag = flag
_MarkButton(self, flag)
def Destroy(self):
self.flagEvent = None
self.eventUp = None
self.eventDown = None
class SettingDialog(ui.BoardWithTitleBar):
WIDTH = 330
HEIGHT = 300
def __init__(self):
ui.BoardWithTitleBar.__init__(self)
self.AddFlag("movable")
self.AddFlag("float")
self.SetSize(self.WIDTH, self.HEIGHT)
self.SetTitleName(L("自动狩猎"))
self.SetCloseEvent(self.Close)
y = 36
self.rangeRow = ChoiceRow(self, y, "范围", RANGE_TEXTS, SMALL_BUTTON, 48, self.__Save)
y += 28
self.hpRow = ChoiceRow(self, y, "红药", ["关"] + ["%d%%" % v for v in HP_VALUES[1:]], SMALL_BUTTON, 48, self.__Save)
y += 28
self.spRow = ChoiceRow(self, y, "蓝药", ["关"] + ["%d%%" % v for v in SP_VALUES[1:]], SMALL_BUTTON, 48, self.__Save)
y += 28
self.pickupRow = ChoiceRow(self, y, "拾取", PICKUP_TEXTS, MIDDLE_BUTTON, 66, self.__Save)
y += 28
self.gatherRow = ChoiceRow(self, y, "聚怪", GATHER_TEXTS, SMALL_BUTTON, 48, self.__Save)
y += 28
self.skillLabel = ui.TextLine()
self.skillLabel.SetParent(self)
self.skillLabel.SetPosition(18, y + 4)
self.skillLabel.SetText(L("技能栏"))
self.skillLabel.Show()
self.skillButtons = []
for i in xrange(SKILL_SLOT_NUM):
self.skillButtons.append(FlagButton(self, 70 + i * 31, y, XSMALL_BUTTON, str(i + 1), self.__Save))
y += 28
self.targetLabel = ui.TextLine()
self.targetLabel.SetParent(self)
self.targetLabel.SetPosition(18, y + 4)
self.targetLabel.SetText(L("攻击"))
self.targetLabel.Show()
self.stoneButton = FlagButton(self, 70, y, MIDDLE_BUTTON, "石头", self.__Save)
self.bossButton = FlagButton(self, 136, y, MIDDLE_BUTTON, "首领", self.__Save)
y += 30
self.hintLine = ui.TextLine()
self.hintLine.SetParent(self)
self.hintLine.SetPosition(0, y + 2)
self.hintLine.SetWindowHorizontalAlignCenter()
self.hintLine.SetHorizontalAlignCenter()
self.hintLine.SetPackedFontColor(0xffa0a0a0)
self.hintLine.SetText(L("手动操作时暂停,3秒后继续"))
self.hintLine.Show()
y += 26
self.startButton = ui.Button()
self.startButton.SetParent(self)
self.startButton.SetUpVisual("d:/ymir work/ui/public/large_button_01.sub")
self.startButton.SetOverVisual("d:/ymir work/ui/public/large_button_02.sub")
self.startButton.SetDownVisual("d:/ymir work/ui/public/large_button_03.sub")
self.startButton.SetPosition(0, y)
self.startButton.SetWindowHorizontalAlignCenter()
self.startButton.SetEvent(self.__OnClickStart)
self.startButton.Show()
self.SetSize(self.WIDTH, y + 36)
self.SetCenterPosition()
self.isStarted = None
def Destroy(self):
for row in (self.rangeRow, self.hpRow, self.spRow, self.pickupRow, self.gatherRow):
row.Destroy()
for button in self.skillButtons + [self.stoneButton, self.bossButton]:
button.Destroy()
self.skillButtons = []
self.startButton = None
self.Hide()
def Open(self):
(range_, hp, sp, pickup, stone, boss, mask, gather) = player.AutoHuntGetConfig()
self.rangeRow.Select(_Nearest(RANGE_VALUES, range_), False)
self.hpRow.Select(_Nearest(HP_VALUES, hp), False)
self.spRow.Select(_Nearest(SP_VALUES, sp), False)
self.pickupRow.Select(pickup, False)
self.gatherRow.Select(_Nearest(GATHER_VALUES, gather), False)
for i in xrange(SKILL_SLOT_NUM):
self.skillButtons[i].SetFlag(bool(mask & (1 << i)))
self.stoneButton.SetFlag(bool(stone))
self.bossButton.SetFlag(bool(boss))
self.isStarted = None
self.Show()
self.SetTop()
def Close(self):
self.Hide()
def OnPressEscapeKey(self):
self.Close()
return True
def OnUpdate(self):
isStarted = bool(player.AutoHuntIsEnabled())
if isStarted != self.isStarted:
self.isStarted = isStarted
self.startButton.SetText(L(isStarted and "停止狩猎" or "开始狩猎"))
def __Save(self):
mask = 0
for i in xrange(SKILL_SLOT_NUM):
if self.skillButtons[i].flag:
mask |= 1 << i
player.AutoHuntSetConfig(RANGE_VALUES[self.rangeRow.index], HP_VALUES[self.hpRow.index],
SP_VALUES[self.spRow.index], self.pickupRow.index, int(self.stoneButton.flag), int(self.bossButton.flag), mask,
GATHER_VALUES[self.gatherRow.index])
def __OnClickStart(self):
Toggle()
if player.AutoHuntIsEnabled():
self.Close()
class StatusBoard(ui.ThinBoard):
def __init__(self):
ui.ThinBoard.__init__(self)
self.AddFlag("not_pick")
self.SetSize(260, 28)
self.SetWindowHorizontalAlignCenter()
self.SetPosition(0, 64)
self.textLine = ui.TextLine()
self.textLine.SetParent(self)
self.textLine.SetPosition(0, 7)
self.textLine.SetWindowHorizontalAlignCenter()
self.textLine.SetHorizontalAlignCenter()
self.textLine.Show()
def SetStatus(self, text, color):
self.textLine.SetText(text)
self.textLine.SetPackedFontColor(color)
self.Show()
class Ticker(ui.Window):
"Always shown and empty: polls the hunt state for the status board, which is hidden while off."
def __init__(self, status):
ui.Window.__init__(self)
self.AddFlag("not_pick")
self.status = status
self.last = None
self.stopShowTime = 0.0
def OnUpdate(self):
state = player.AutoHuntGetState()
if state != self.last:
(stateIndex, reason, noHP, noSP, gathering, gathered) = state
wasOn = self.last and self.last[0] != STATE_OFF
self.last = state
if stateIndex != STATE_OFF:
text = L("自动狩猎 · ") + L(STATE_TEXT.get(stateIndex, ""))
if gathering:
text = L("自动狩猎 · 聚怪中 %d/%d" % (gathered, player.AutoHuntGetConfig()[7]))
if noHP:
text += L(" · 无红药")
if noSP:
text += L(" · 无蓝药")
self.status.SetStatus(text, COLOR_ON)
elif wasOn and reason in STOP_TEXT:
self.status.SetStatus(L(STOP_TEXT[reason]), COLOR_OFF)
self.stopShowTime = app.GetTime() + 5.0
if reason != STOP_USER:
chat.AppendChat(chat.CHAT_TYPE_INFO, L(STOP_TEXT[reason]))
else:
self.status.Hide()
elif state[0] == STATE_OFF and self.stopShowTime and app.GetTime() > self.stopShowTime:
self.stopShowTime = 0.0
self.status.Hide()
g_status = None
g_ticker = None
g_dialog = None
def Toggle():
if player.AutoHuntIsEnabled():
player.AutoHuntSetEnabled(0)
return
player.AutoHuntSetEnabled(1)
if player.AutoHuntIsEnabled():
chat.AppendChat(chat.CHAT_TYPE_INFO, L("自动狩猎已开启(再次点击AUTO或F9停止)"))
def OpenSettings():
if g_dialog:
if g_dialog.IsShow():
g_dialog.Close()
else:
g_dialog.Open()
def IsSettingsOpen():
return g_dialog and g_dialog.IsShow()
def Attach(gameWindow):
global g_status, g_ticker, g_dialog
Detach()
g_status = StatusBoard()
g_ticker = Ticker(g_status)
g_ticker.Show()
g_dialog = SettingDialog()
if gameWindow.onPressKeyDict is not None:
gameWindow.onPressKeyDict[app.DIK_F9] = Toggle
gameWindow.onPressKeyDict[app.DIK_F8] = OpenSettings
def Detach():
global g_status, g_ticker, g_dialog
player.AutoHuntSetEnabled(0)
if g_dialog:
g_dialog.Destroy()
if g_ticker:
g_ticker.Hide()
g_ticker.status = None
if g_status:
g_status.Hide()
g_status = g_ticker = g_dialog = None
def __Install():
openGame = game.GameWindow.Open
closeGame = game.GameWindow.Close
def Open(self):
openGame(self)
Attach(self)
def Close(self):
Detach()
closeGame(self)
game.GameWindow.Open = Open
game.GameWindow.Close = Close
__Install()
)PY";
+187 -38
View File
@@ -5,6 +5,7 @@
#include "ScriptLib/Resource.h"
#include "UserInterface/StdAfx.h" // initpack and the rest of the module initializer list
#include "EterPythonLib/StdAfx.h"
#include "EterPythonLib/PythonWindow.h"
#include "EterBase/Timer.h"
#include "EterLib/Util.h"
#include "EterLib/GrpBase.h"
@@ -151,6 +152,7 @@ struct GameSingletons
};
std::unique_ptr<GameSingletons> g_game_singletons;
bool g_host_hardware_cursor_enabled = false;
bool g_touch_input = false;
bool fail(std::string* error, const std::string& text)
{
@@ -268,11 +270,20 @@ bool IsRunning()
return g_launcher != nullptr;
}
static int g_ui_safe_inset = 0;
void SetUISafeInset(int inset)
{
g_ui_safe_inset = std::max(0, inset);
}
void SetUISize(int width, int height)
{
if (!g_window_manager || width <= 0 || height <= 0) return;
g_window_manager->SetScreenSize(width, height);
const int inset = std::min(g_ui_safe_inset, width / 8);
g_window_manager->SetScreenSize(width - 2 * inset, height);
g_window_manager->SetResolution(width, height);
g_window_manager->SetScreenOffsetX(inset);
UIRenderSetSize(width, height);
CGraphicBase::SetBackBufferSize(width, height);
if (g_game_singletons)
@@ -290,8 +301,10 @@ void update_3d_pick_ray()
return;
long lx = 0, ly = 0;
g_window_manager->GetMousePosition(lx, ly);
const long sw = g_window_manager->GetScreenWidth();
const long sh = g_window_manager->GetScreenHeight();
// The pick ray goes through the full-screen 3D view: screen coordinates and resolution.
lx += g_window_manager->GetScreenOffsetX();
long sw = 0, sh = 0;
g_window_manager->GetResolution(sw, sh);
if (sw <= 0 || sh <= 0)
return;
CScreen s;
@@ -330,6 +343,11 @@ void UIMouseButton(int button, bool pressed, int x, int y)
CPythonApplication::Instance().OnMouseMove(x, y);
else
g_window_manager->RunMouseMove(x, y);
{
long lx = x, ly = y;
g_window_manager->GetMousePosition(lx, ly);
MtHostSetCursor(static_cast<int>(lx), static_cast<int>(ly));
}
update_3d_pick_ray();
switch (button)
{
@@ -398,7 +416,8 @@ void SetMoveDirection(float angleDeg, bool moving)
{
if (!g_game_singletons) return;
if (moving)
CPythonPlayer::Instance().NEW_MoveToDirection(angleDeg);
// The touch stick only steers the player; the camera turns by the right-hand drag.
CPythonPlayer::Instance().NEW_MoveToDirection(angleDeg, false);
else
CPythonPlayer::Instance().NEW_Stop();
}
@@ -415,6 +434,30 @@ void UseLocalQuickSlot(int localSlotIndex)
CPythonPlayer::Instance().RequestUseLocalQuickSlot(static_cast<DWORD>(localSlotIndex));
}
void AutoHuntToggle()
{
std::string error;
if (g_game_singletons)
RunLine("__import__('mt_autohunt').Toggle()", &error);
}
void AutoHuntOpenSettings()
{
std::string error;
if (g_game_singletons)
RunLine("__import__('mt_autohunt').OpenSettings()", &error);
}
bool AutoHuntIsEnabled()
{
return g_game_singletons && CPythonPlayer::Instance().AutoHunt_IsEnabled();
}
bool AutoHuntAvailable()
{
return g_game_singletons && CPythonPlayer::Instance().NEW_GetMainActorPtr() != nullptr;
}
bool TryAssignAttachedObjectToLocalQuickSlot(int localSlotIndex)
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return false;
@@ -429,55 +472,130 @@ bool TryAssignAttachedObjectToLocalQuickSlot(int localSlotIndex)
return RunLine(command.c_str(), &error);
}
std::string LocalQuickSlotSkillIcon(int localSlotIndex)
namespace
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return {};
// The icons are .sub images (a rect of a shared texture). A resource only loads while referenced, and
// on touch hosts the taskbar slots that would reference it are hidden, so the overlay holds one.
bool quick_slot_image_uv(CGraphicImage* image, std::string* texture, float uv[4])
{
if (!image) return false;
static std::vector<CGraphicImage::TRef> s_heldIcons;
if (std::none_of(s_heldIcons.begin(), s_heldIcons.end(),
[image](const CGraphicImage::TRef& ref) { return ref.GetPointer() == image; }))
s_heldIcons.emplace_back(image);
CGraphicTexture* tex = image->GetTexturePointer();
if (image->IsEmpty() || !tex || tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
*texture = UIRenderTextureName(tex);
if (texture->empty()) return false;
// CGraphicImageInstance::OnRender's texture coordinates.
const RECT& rc = image->GetRectReference();
uv[0] = float(rc.left) / float(tex->GetWidth());
uv[1] = float(rc.top) / float(tex->GetHeight());
uv[2] = float(rc.right) / float(tex->GetWidth());
uv[3] = float(rc.bottom) / float(tex->GetHeight());
return true;
}
}
bool LocalQuickSlotIcon(int localSlotIndex, std::string* texture, float uv[4], int* count)
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return false;
DWORD type = SLOT_TYPE_NONE;
DWORD position = 0;
CPythonPlayer& player = CPythonPlayer::Instance();
player.GetLocalQuickSlotData(static_cast<DWORD>(localSlotIndex), &type, &position);
if (type != SLOT_TYPE_SKILL) return {};
*count = 0;
CPythonSkill::TSkillData* skillData = nullptr;
if (!CPythonSkill::Instance().GetSkillData(player.GetSkillIndex(position), &skillData) || !skillData)
return {};
const int grade = std::clamp(player.GetSkillGrade(position), 0, CPythonSkill::SKILL_GRADE_COUNT - 1);
CGraphicImage* image = skillData->GradeData[grade].pImage;
if (!image) image = skillData->pImage;
return image ? image->GetFileName() : std::string{};
}
void CameraBeginDrag(int x, int y)
{
CCameraManager& rkCmrMgr = CCameraManager::Instance();
CCamera* pkCmrCur = rkCmrMgr.GetCurrentCamera();
if (pkCmrCur)
pkCmrCur->BeginDrag(x, y);
}
void CameraDrag(int x, int y)
{
CCameraManager& rkCmrMgr = CCameraManager::Instance();
CCamera* pkCmrCur = rkCmrMgr.GetCurrentCamera();
if (pkCmrCur)
{
POINT pt;
pkCmrCur->Drag(x, y, &pt);
if (type == SLOT_TYPE_SKILL) {
CPythonSkill::TSkillData* skillData = nullptr;
if (!CPythonSkill::Instance().GetSkillData(player.GetSkillIndex(position), &skillData) || !skillData)
return false;
const int grade = std::clamp(player.GetSkillGrade(position), 0, CPythonSkill::SKILL_GRADE_COUNT - 1);
CGraphicImage* image = skillData->GradeData[grade].pImage;
if (!image) image = skillData->pImage;
return quick_slot_image_uv(image, texture, uv);
}
if (type == SLOT_TYPE_INVENTORY) {
// uitaskbar.RefreshQuickSlot: the item's icon and, above one, its count.
const TItemPos cell(INVENTORY, static_cast<WORD>(position));
CItemData* itemData = nullptr;
if (!CItemManager::Instance().GetItemDataPointer(player.GetItemIndex(cell), &itemData) || !itemData)
return false;
const DWORD itemCount = player.GetItemCount(cell);
*count = itemCount > 1 ? static_cast<int>(itemCount) : 0;
return quick_slot_image_uv(itemData->GetIconImage(), texture, uv);
}
return false;
}
void CameraEndDrag()
void UIMouseDoubleClick(int x, int y)
{
CCameraManager& rkCmrMgr = CCameraManager::Instance();
CCamera* pkCmrCur = rkCmrMgr.GetCurrentCamera();
if (pkCmrCur)
pkCmrCur->EndDrag();
MtHostSetCursor(x, y);
if (!g_window_manager) return;
if (g_game_singletons)
CPythonApplication::Instance().OnMouseMove(x, y);
else
g_window_manager->RunMouseMove(x, y);
update_3d_pick_ray();
g_window_manager->RunMouseLeftButtonDoubleClick(x, y);
}
bool UIIsAttaching()
{
return g_window_manager && g_window_manager->IsAttaching();
}
void UIDeattachObject()
{
std::string error;
RunLine("__import__('mouseModule').mouseController.DeattachObject()", &error);
}
void CameraRotateBy(float rollDeg, float pitchDeg)
{
CCamera* pkCmrCur = CCameraManager::Instance().GetCurrentCamera();
if (!pkCmrCur || pkCmrCur->IsLock())
return;
// Same collision limits CCamera::Drag applies to its velocities.
switch (pkCmrCur->GetCameraState())
{
case CAMERA_STATE_CANTGOLEFT: rollDeg = std::max(0.0f, rollDeg); break;
case CAMERA_STATE_CANTGORIGHT: rollDeg = std::min(0.0f, rollDeg); break;
case CAMERA_STATE_CANTGODOWN: pitchDeg = std::max(0.0f, pitchDeg); break;
default: break;
}
pkCmrCur->RotateEyeAroundTarget(pitchDeg, rollDeg);
}
void SetTouchInput(bool touch)
{
g_touch_input = touch;
UI::CWindow::SetHideVirtualKeyboard(touch);
}
bool TouchInput()
{
return g_touch_input;
}
bool TextInputFocused()
{
return g_window_manager && CIME::ms_bCaptureInput;
}
bool IsPointInsideFocusedWindow(int x, int y)
{
if (!g_window_manager) return false;
UI::CWindow* pWin = g_window_manager->GetActivateWindow();
return pWin && pWin->IsShow() && pWin->IsIn(x - g_window_manager->GetScreenOffsetX(), y);
}
bool IsPointInsideActiveUI(int x, int y)
{
if (!g_window_manager) return false;
return g_window_manager->IsPointInsideActiveUI(x, y);
return g_window_manager->IsPointInsideActiveUI(x - g_window_manager->GetScreenOffsetX(), y);
}
PlayerStatusInfo GetPlayerStatusInfo()
@@ -745,6 +863,32 @@ bool run_main_script_body(const char* lpCmdLine, std::string* error)
namespace PythonBoot
{
// PORT: the auto hunt window (AutoHuntScript.inc) as module mt_autohunt and the account registration
// window (RegisterScript.inc) as mt_register. They hook game.GameWindow / introLogin.LoginWindow, so they
// have to run once the root scripts are importable; a failure leaves the game without them, not broken.
#include "AutoHuntScript.inc"
#include "RegisterScript.inc"
static void install_script_module(const char* c_szModule, const char* c_szScript)
{
PyObject* module = PyImport_AddModule(c_szModule);
PyObject* dict = module ? PyModule_GetDict(module) : nullptr;
if (!dict)
{
PyErr_Clear();
return;
}
if (!PyDict_GetItemString(dict, "__builtins__"))
PyDict_SetItemString(dict, "__builtins__", PyEval_GetBuiltins());
PyObject* result = PyRun_String(c_szScript, Py_file_input, dict, dict);
if (!result)
{
TraceError("%s: install failed", c_szModule);
PyErr_Print();
}
Py_XDECREF(result);
}
bool RunMainScript(const char* lpCmdLine, std::string* error)
{
if (!g_launcher)
@@ -775,6 +919,11 @@ bool RunMainScript(const char* lpCmdLine, std::string* error)
if (!g_fiber.ok)
return fail(error, g_fiber.error);
}
if (IsAppLooping())
{
install_script_module("mt_autohunt", c_szAutoHuntScript);
install_script_module("mt_register", c_szRegisterScript);
}
return true;
}
+29 -4
View File
@@ -59,6 +59,10 @@ bool Evaluate(const char* expression, std::string* result, std::string* error);
// Forward physical Godot input to the original 40250 window manager. Coordinates
// are viewport pixels; SetUISize also establishes its logical resolution.
void SetUISize(int width, int height);
// Mobile safe area: the 40250 windows are laid out width - 2 * inset wide and drawn inset pixels
// right of the screen edge (clear of rounded corners and cutouts) while the 3D world keeps the whole
// screen. Input coordinates stay screen pixels. Takes effect at the next SetUISize; 0 = off.
void SetUISafeInset(int inset);
void UIMouseMove(int x, int y);
void UIMouseButton(int button, bool pressed, int x, int y);
void UIMouseWheel(int nLen);
@@ -68,11 +72,32 @@ void SetMoveDirection(float angleDeg, bool moving);
void SetAttackKey(bool pressed);
void UseLocalQuickSlot(int localSlotIndex);
bool TryAssignAttachedObjectToLocalQuickSlot(int localSlotIndex);
std::string LocalQuickSlotSkillIcon(int localSlotIndex);
void CameraBeginDrag(int x, int y);
void CameraDrag(int x, int y);
void CameraEndDrag();
// PORT: auto hunt (CPythonPlayer::AutoHunt_*, window in AutoHuntScript.inc): start/stop, the settings
// window, and whether it runs / a character is in the world to run it.
void AutoHuntToggle();
void AutoHuntOpenSettings();
bool AutoHuntIsEnabled();
bool AutoHuntAvailable();
// The skill or inventory item in the local quick slot: its UI texture name, the icon's (su, sv, eu, ev)
// inside it and the item count (0 for a skill).
bool LocalQuickSlotIcon(int localSlotIndex, std::string* texture, float uv[4], int* count);
// Touch gestures: a Win32 WM_LBUTTONDBLCLK (40250 CPythonApplication::OnMouseLeftButtonDoubleClick),
// whether an icon hangs on the cursor (CWindowManager::IsAttaching) and mouseController.DeattachObject().
void UIMouseDoubleClick(int x, int y);
bool UIIsAttaching();
void UIDeattachObject();
// Turns the camera around the player immediately, without CCamera::Drag's decaying velocity.
void CameraRotateBy(float rollDeg, float pitchDeg);
bool IsPointInsideActiveUI(int x, int y);
// Touch hosts: hide 40250's on-screen login keypad (the system keyboard types instead).
// Also drops the mouse arrow: touch hosts run 40250's hardware-cursor mode with no OS cursor, so
// mouseModule draws only the attached icon.
void SetTouchInput(bool touch);
bool TouchInput();
// An EditLine has focus (40250 ui.EditLine.OnSetFocus -> ime.EnableCaptureInput).
bool TextInputFocused();
// (x, y) hits the focused window, i.e. the tap landed on the focused EditLine.
bool IsPointInsideFocusedWindow(int x, int y);
struct PlayerStatusInfo {
int level = 1;
@@ -0,0 +1,328 @@
// The account registration window (PORT; 40250 has no counterpart, its accounts were made on the web),
// run by PythonBoot::RunMainScript as module mt_register. It hooks introLogin.LoginWindow.Open/Close and
// puts a register button under the login board; the dialog posts to the server's registration service
// (tools/40250/register_server.py) through net.RegisterAccount. Strings are UTF-8 here and go through
// player.AutoHuntLocalize into the locale's code page.
static const char c_szRegisterScript[] = R"PY(# -*- coding: utf-8 -*-
import introLogin
import net
import player
import ui
import wndMgr
L = player.AutoHuntLocalize
REGISTER_PORT = 11080
LOGIN_MIN, LOGIN_MAX = 4, 16
PASSWORD_MIN, PASSWORD_MAX = 4, 16
SOCIAL_ID_LEN = 7
LARGE_BUTTON = "d:/ymir work/ui/public/large_button_%02d.sub"
MIDDLE_BUTTON = "d:/ymir work/ui/public/middle_button_%02d.sub"
COLOR_ERROR = 0xffff7f7f
COLOR_INFO = 0xffc8c8c8
ERROR_TEXT = {
"BAD_LOGIN": "账号需为4-16位英文字母或数字",
"BAD_PASSWORD": "密码需为4-16位字母、数字或符号",
"BAD_SOCIAL_ID": "删除码需为7位数字",
"EXISTS": "该账号已存在",
"RATE_LIMIT": "注册过于频繁,请稍后再试",
"CONNECT": "无法连接注册服务器",
"TIMEOUT": "注册服务器无响应",
"SERVER": "注册服务器出错,请稍后再试",
}
def _IsAlnum(text):
for c in text:
if not (("a" <= c <= "z") or ("A" <= c <= "Z") or ("0" <= c <= "9")):
return False
return True
def _IsPrintable(text):
for c in text:
if not ("!" <= c <= "~"):
return False
return True
def _Validate(login, password, confirm, socialID):
if not (LOGIN_MIN <= len(login) <= LOGIN_MAX) or not _IsAlnum(login):
return ERROR_TEXT["BAD_LOGIN"]
if not (PASSWORD_MIN <= len(password) <= PASSWORD_MAX) or not _IsPrintable(password):
return ERROR_TEXT["BAD_PASSWORD"]
if password != confirm:
return "两次输入的密码不一致"
if len(socialID) != SOCIAL_ID_LEN or not socialID.isdigit():
return ERROR_TEXT["BAD_SOCIAL_ID"]
return None
def _MakeButton(parent, x, y, image, text, event):
button = ui.Button()
button.SetParent(parent)
button.SetPosition(x, y)
button.SetUpVisual(image % 1)
button.SetOverVisual(image % 2)
button.SetDownVisual(image % 3)
button.SetText(L(text))
button.SetEvent(event)
button.Show()
return button
class InputRow:
LABEL_X = 18
SLOT_X = 96
SLOT_WIDTH = 160
def __init__(self, parent, y, label, maxLen):
self.label = ui.TextLine()
self.label.SetParent(parent)
self.label.SetPosition(self.LABEL_X, y + 2)
self.label.SetText(L(label))
self.label.Show()
self.slot = ui.SlotBar()
self.slot.SetParent(parent)
self.slot.SetPosition(self.SLOT_X, y)
self.slot.SetSize(self.SLOT_WIDTH, 18)
self.slot.Show()
self.edit = ui.EditLine()
self.edit.SetParent(self.slot)
self.edit.SetPosition(4, 2)
self.edit.SetSize(self.SLOT_WIDTH - 8, 16)
self.edit.SetMax(maxLen)
self.edit.SetIMEFlag(0)
self.edit.Show()
def GetText(self):
return self.edit.GetText()
def Destroy(self):
self.edit.SetReturnEvent(0)
self.edit.SetTabEvent(0)
self.edit = None
self.slot = None
self.label = None
class RegisterDialog(ui.BoardWithTitleBar):
WIDTH = 280
HEIGHT = 222
def __init__(self, loginWindow):
ui.BoardWithTitleBar.__init__(self)
self.loginWindow = loginWindow
self.pending = False
self.pendingLogin = ""
self.pendingPassword = ""
self.AddFlag("movable")
self.AddFlag("float")
self.SetSize(self.WIDTH, self.HEIGHT)
self.SetTitleName(L("注册账号"))
self.SetCloseEvent(ui.__mem_func__(self.Close))
self.loginRow = InputRow(self, 38, "账号", LOGIN_MAX)
self.passwordRow = InputRow(self, 66, "密码", PASSWORD_MAX)
self.passwordRow.edit.SetSecret(True)
self.confirmRow = InputRow(self, 94, "确认密码", PASSWORD_MAX)
self.confirmRow.edit.SetSecret(True)
self.socialRow = InputRow(self, 122, "删除码", SOCIAL_ID_LEN)
self.socialRow.edit.SetNumberMode()
rows = (self.loginRow, self.passwordRow, self.confirmRow, self.socialRow)
for i in xrange(len(rows)):
nextEdit = rows[(i + 1) % len(rows)].edit
rows[i].edit.SetTabEvent(ui.__mem_func__(nextEdit.SetFocus))
if i + 1 < len(rows):
rows[i].edit.SetReturnEvent(ui.__mem_func__(nextEdit.SetFocus))
self.socialRow.edit.SetReturnEvent(ui.__mem_func__(self.__OnClickRegister))
for row in rows:
row.edit.SetEscapeEvent(ui.__mem_func__(self.Close))
self.hintLine = ui.TextLine()
self.hintLine.SetParent(self)
self.hintLine.SetPosition(0, 150)
self.hintLine.SetWindowHorizontalAlignCenter()
self.hintLine.SetHorizontalAlignCenter()
self.hintLine.Show()
self.registerButton = _MakeButton(self, self.WIDTH / 2 - 66, 180, MIDDLE_BUTTON, "注册",
ui.__mem_func__(self.__OnClickRegister))
self.cancelButton = _MakeButton(self, self.WIDTH / 2 + 5, 180, MIDDLE_BUTTON, "取消",
ui.__mem_func__(self.Close))
def Destroy(self):
self.Hide()
for row in (self.loginRow, self.passwordRow, self.confirmRow, self.socialRow):
row.Destroy()
self.loginRow = self.passwordRow = self.confirmRow = self.socialRow = None
self.registerButton = None
self.cancelButton = None
self.hintLine = None
self.loginWindow = None
def Open(self):
for row in (self.loginRow, self.passwordRow, self.confirmRow, self.socialRow):
row.edit.SetText("")
self.__SetHint("账号仅限英文字母和数字,删除码用于删除角色", COLOR_INFO)
self.SetPosition((wndMgr.GetScreenWidth() - self.WIDTH) / 2, (wndMgr.GetScreenHeight() - self.HEIGHT) / 2)
self.Show()
self.SetTop()
self.loginRow.edit.SetFocus()
def Close(self):
for row in (self.loginRow, self.passwordRow, self.confirmRow, self.socialRow):
row.edit.KillFocus()
self.Hide()
if self.loginWindow and self.loginWindow.idEditLine:
self.loginWindow.idEditLine.SetFocus()
return True
def OnPressEscapeKey(self):
return self.Close()
def __SetHint(self, text, color):
self.hintLine.SetText(L(text))
self.hintLine.SetPackedFontColor(color)
def __GetHost(self):
stream = self.loginWindow.stream
if stream.account_addr:
return stream.account_addr
return stream.addr
def __OnClickRegister(self):
if self.pending:
return
login = self.loginRow.GetText()
password = self.passwordRow.GetText()
error = _Validate(login, password, self.confirmRow.GetText(), self.socialRow.GetText())
if error:
self.__SetHint(error, COLOR_ERROR)
return
host = self.__GetHost()
if not host:
self.__SetHint("请先选择服务器", COLOR_ERROR)
return
if not net.RegisterAccount(host, REGISTER_PORT, login, password, self.socialRow.GetText()):
return
self.pending = True
self.pendingLogin = login.lower()
self.pendingPassword = password
self.registerButton.Disable()
self.__SetHint("正在注册...", COLOR_INFO)
def OnUpdate(self):
if not self.pending:
return
result = net.GetRegisterAccountResult()
if not result:
return
self.pending = False
self.registerButton.Enable()
if result == "OK":
self.__OnRegistered()
return
code = result[4:] if result.startswith("ERR ") else "SERVER"
self.__SetHint(ERROR_TEXT.get(code, ERROR_TEXT["SERVER"]), COLOR_ERROR)
def __OnRegistered(self):
loginWindow = self.loginWindow
login, password = self.pendingLogin, self.pendingPassword
self.pendingPassword = ""
self.Close()
if loginWindow.idEditLine:
loginWindow.idEditLine.SetText(login)
if loginWindow.pwdEditLine:
loginWindow.pwdEditLine.SetText(password)
loginWindow.PopupNotifyMessage(L("账号 %s 注册成功,请点击登录") % login)
class RegisterEntry(ui.Window):
"The button under the login board; it follows the board's position and visibility every frame."
def __init__(self, loginWindow):
ui.Window.__init__(self)
self.loginWindow = loginWindow
self.dialog = RegisterDialog(loginWindow)
self.button = ui.Button()
self.button.SetUpVisual(LARGE_BUTTON % 1)
self.button.SetOverVisual(LARGE_BUTTON % 2)
self.button.SetDownVisual(LARGE_BUTTON % 3)
self.button.SetText(L("注册账号"))
self.button.SetEvent(ui.__mem_func__(self.dialog.Open))
self.SetSize(0, 0)
self.Show()
def Destroy(self):
self.Hide()
self.button.Hide()
self.button = None
self.dialog.Destroy()
self.dialog = None
self.loginWindow = None
def OnUpdate(self):
board = self.loginWindow.loginBoard if self.loginWindow else None
if not board or not self.loginWindow.IsShow() or not board.IsShow() or self.dialog.IsShow():
if self.button.IsShow():
self.button.Hide()
return
x, y = board.GetGlobalPosition()
self.button.SetPosition(x + (board.GetWidth() - self.button.GetWidth()) / 2, y + board.GetHeight() + 6)
if not self.button.IsShow():
self.button.Show()
self.button.SetTop()
_entries = {}
def Attach(loginWindow):
key = id(loginWindow)
if key not in _entries:
_entries[key] = RegisterEntry(loginWindow)
def Detach(loginWindow):
entry = _entries.pop(id(loginWindow), None)
if entry:
entry.Destroy()
def __Install():
openLogin = introLogin.LoginWindow.Open
closeLogin = introLogin.LoginWindow.Close
def Open(self):
result = openLogin(self)
try:
Attach(self)
except:
import dbg
dbg.TraceError("mt_register: attach failed")
return result
def Close(self):
Detach(self)
return closeLogin(self)
introLogin.LoginWindow.Open = Open
introLogin.LoginWindow.Close = Close
# system.py reaches app.Loop() before this runs, so a login window may already be open.
import gc
for obj in gc.get_objects():
if isinstance(obj, introLogin.LoginWindow) and getattr(obj, "loginBoard", None):
Attach(obj)
__Install()
)PY";
@@ -176,7 +176,7 @@ bool CPythonApplication::Create(PyObject*, const char*, int, int, int)
if (IsNativeTerrainRenderEnabled())
{
const bool use_hardware_cursor = PythonBoot::HostHardwareCursorEnabled();
const bool use_hardware_cursor = PythonBoot::HostHardwareCursorEnabled() || PythonBoot::TouchInput();
if (CPythonSystem::InstancePtr() && CPythonSystem::Instance().GetConfig())
CPythonSystem::Instance().GetConfig()->is_software_cursor = !use_hardware_cursor;
SetCursorMode(use_hardware_cursor ? CURSOR_MODE_HARDWARE : CURSOR_MODE_SOFTWARE);
@@ -214,6 +214,8 @@ void CPythonApplication::RenderGame()
{
long lx, ly;
UI::CWindowManager::Instance().GetMousePosition(lx, ly);
// PORT: window coordinates -> the screen coordinates of the full-width 3D view.
lx += UI::CWindowManager::Instance().GetScreenOffsetX();
CPythonGraphic::Instance().SetCursorPosition(lx, ly);
}
@@ -453,7 +455,8 @@ int s_iCursorMode = CPythonApplication::CURSOR_MODE_HARDWARE; // m_iCurs
void CPythonApplication::SetCursorVisible(BOOL bFlag, bool bLiarCursorOn)
{
s_bCursorVisible = bFlag;
s_bLiarCursorOn = bLiarCursorOn;
// PORT: a touch screen has no cursor, not even the stand-in 40250 draws while the real one is hidden.
s_bLiarCursorOn = bLiarCursorOn && !PythonBoot::TouchInput();
// PORT: 40250 also counts ShowCursor up or down in hardware mode; the host has no OS cursor to hide.
}