Amsterdam 357 Posted February 27 Share Posted February 27 Hi, i have a problem with render target reversed by mali and the problem is this.. here is the uiprivateshop.py -- > pastebin here is the ui.py -- > pastebin Link to comment Share on other sites More sharing options...
Psycho 97 Posted February 28 Share Posted February 28 14 hours ago, Amsterdam said: Hi, i have a problem with render target reversed by mali and the problem is this.. here is the uiprivateshop.py -- > pastebin here is the ui.py -- > pastebin in source client, do you have renderTarget function? , search carefully Link to comment Share on other sites More sharing options...
Amsterdam 357 Posted February 28 Author Share Posted February 28 6 hours ago, Psycho said: in source client, do you have renderTarget function? , search carefully yes i have, but i fix it, the problem was in python Link to comment Share on other sites More sharing options...
salih 0 Posted February 28 Share Posted February 28 import ui import wndMgr import renderTarget import app import chr import player import item import constInfo class RenderTarget(ui.ScriptWindow): RENDER_TARGET_INDEX = 1 Window = None def __init__(self): ui.ScriptWindow.__init__(self) self.max_pos_x = wndMgr.GetScreenWidth() self.max_pos_y = wndMgr.GetScreenHeight() self.Initialize() self.Init() def Initialize(self): self.interface = None @staticmethod def Get(): if RenderTarget.Window == None: RenderTarget.Window = RenderTarget() return RenderTarget.Window def __del__(self): ui.ScriptWindow.__del__(self) self.Initialize() def DisplayUser(self, vRace=0, vItemWeapon=0, vItemArmor=0, vItemHair=0, vItemSash=0, slotIndex = -1): renderTarget.SetBackground(self.RENDER_TARGET_INDEX, "d:/ymir work/ui/render_target.png") renderTarget.SetVisibility(self.RENDER_TARGET_INDEX, True) renderTarget.SelectModel(self.RENDER_TARGET_INDEX, vRace) renderTarget.ResetSettings(self.RENDER_TARGET_INDEX) renderTarget.SetEffect(self.RENDER_TARGET_INDEX) if vRace > 8: return playerRace = player.GetRace() if vItemArmor != 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, vItemArmor) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_START) == 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, 0) if vItemWeapon != 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, vItemWeapon) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_WEAPON) == 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START+4)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_WEAPON)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, 0) if vItemHair != 0: renderTarget.SetHair(self.RENDER_TARGET_INDEX, vItemHair) else: if playerRace == vRace: renderTarget.SetHair(self.RENDER_TARGET_INDEX, chr.GetHair()) else: renderTarget.SetHair(self.RENDER_TARGET_INDEX, 0) if vItemSash != 0: renderTarget.SetSash(self.RENDER_TARGET_INDEX, vItemSash) else: if playerRace == vRace: renderTarget.SetSash(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START+6)) else: renderTarget.SetSash(self.RENDER_TARGET_INDEX, 0) def Init(self): try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "uiscript/RenderTargetWindow.py") except: import exception exception.Abort("RenderTargetWindow.LoadDialog.LoadScript") try: self.titleBar = self.GetChild("TitleBar") self.titleBar.CloseButton("show") self.titleBar.SetCloseEvent(self.Close) self.board = self.GetChild("board") self.RenderTarget = self.GetChild("RenderTarget") self.buttons = { "moveUp" : self.GetChild("mvUpCmrBtn"), "moveDown" : self.GetChild("mvDownCmrBtn"), "rotateLeft" : self.GetChild("rotLeftBtn"), "rotateRight" : self.GetChild("rotRightBtn"), "moveReset" : self.GetChild("mvResetBtn"), "zoomIn" : self.GetChild("zumInBtn"), "zoomOut" : self.GetChild("zumOutBtn"), } self.buttons["moveUp"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["moveDown"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["rotateLeft"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["rotateRight"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["moveReset"].SetEvent(ui.__mem_func__(self.__ResetSettings)) self.buttons["zoomIn"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.buttons["zoomOut"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.SetCenterPosition() except: import exception exception.Abort("RenderTargetWindow.LoadDialog.BindObject") def BindInterface(self, interface): self.interface = interface def Destroy(self): self.Close() self.Initialize() def Close(self): self.Hide() def Open(self): self.Show() self.SetTop() def OnPressEscapeKey(self): self.Close() def MINMAX(self, min, value, max): if value < min: return min elif value > max: return max else: return value def OnUpdate(self): self.__ModelUpDownCameraProgress() self.__ModelRotationProgress() self.__ModelZoomProgress() x, y = self.GetGlobalPosition() pos_x = self.MINMAX(0, x, self.max_pos_x) pos_y = self.MINMAX(0, y, self.max_pos_y) self.SetPosition(pos_x, pos_y) def __ModelUpDownCameraProgress(self): if self.buttons["moveUp"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, False) if self.buttons["moveDown"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, True) def __ModelRotationProgress(self): if self.buttons["rotateLeft"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, False) if self.buttons["rotateRight"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, True) def __ModelZoomProgress(self): if self.buttons["zoomIn"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, True) if self.buttons["zoomOut"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, False) def __ResetSettings(self): renderTarget.ResetSettings(self.RENDER_TARGET_INDEX) Link to comment Share on other sites More sharing options...
Amsterdam 357 Posted February 28 Author Share Posted February 28 1 minute ago, salih said: import ui import wndMgr import renderTarget import app import chr import player import item import constInfo class RenderTarget(ui.ScriptWindow): RENDER_TARGET_INDEX = 1 Window = None def __init__(self): ui.ScriptWindow.__init__(self) self.max_pos_x = wndMgr.GetScreenWidth() self.max_pos_y = wndMgr.GetScreenHeight() self.Initialize() self.Init() def Initialize(self): self.interface = None @staticmethod def Get(): if RenderTarget.Window == None: RenderTarget.Window = RenderTarget() return RenderTarget.Window def __del__(self): ui.ScriptWindow.__del__(self) self.Initialize() def DisplayUser(self, vRace=0, vItemWeapon=0, vItemArmor=0, vItemHair=0, vItemSash=0, slotIndex = -1): renderTarget.SetBackground(self.RENDER_TARGET_INDEX, "d:/ymir work/ui/render_target.png") renderTarget.SetVisibility(self.RENDER_TARGET_INDEX, True) renderTarget.SelectModel(self.RENDER_TARGET_INDEX, vRace) renderTarget.ResetSettings(self.RENDER_TARGET_INDEX) renderTarget.SetEffect(self.RENDER_TARGET_INDEX) if vRace > 8: return playerRace = player.GetRace() if vItemArmor != 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, vItemArmor) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_START) == 0: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START)) else: renderTarget.SetArmor(self.RENDER_TARGET_INDEX, 0) if vItemWeapon != 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, vItemWeapon) else: if playerRace == vRace: if player.GetItemIndex(item.COSTUME_SLOT_WEAPON) == 0: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(player.EQUIPMENT_SLOT_START+4)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_WEAPON)) else: renderTarget.SetWeapon(self.RENDER_TARGET_INDEX, 0) if vItemHair != 0: renderTarget.SetHair(self.RENDER_TARGET_INDEX, vItemHair) else: if playerRace == vRace: renderTarget.SetHair(self.RENDER_TARGET_INDEX, chr.GetHair()) else: renderTarget.SetHair(self.RENDER_TARGET_INDEX, 0) if vItemSash != 0: renderTarget.SetSash(self.RENDER_TARGET_INDEX, vItemSash) else: if playerRace == vRace: renderTarget.SetSash(self.RENDER_TARGET_INDEX, player.GetItemIndex(item.COSTUME_SLOT_START+6)) else: renderTarget.SetSash(self.RENDER_TARGET_INDEX, 0) def Init(self): try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "uiscript/RenderTargetWindow.py") except: import exception exception.Abort("RenderTargetWindow.LoadDialog.LoadScript") try: self.titleBar = self.GetChild("TitleBar") self.titleBar.CloseButton("show") self.titleBar.SetCloseEvent(self.Close) self.board = self.GetChild("board") self.RenderTarget = self.GetChild("RenderTarget") self.buttons = { "moveUp" : self.GetChild("mvUpCmrBtn"), "moveDown" : self.GetChild("mvDownCmrBtn"), "rotateLeft" : self.GetChild("rotLeftBtn"), "rotateRight" : self.GetChild("rotRightBtn"), "moveReset" : self.GetChild("mvResetBtn"), "zoomIn" : self.GetChild("zumInBtn"), "zoomOut" : self.GetChild("zumOutBtn"), } self.buttons["moveUp"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["moveDown"].SetEvent(ui.__mem_func__(self.__ModelUpDownCameraProgress)) self.buttons["rotateLeft"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["rotateRight"].SetEvent(ui.__mem_func__(self.__ModelRotationProgress)) self.buttons["moveReset"].SetEvent(ui.__mem_func__(self.__ResetSettings)) self.buttons["zoomIn"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.buttons["zoomOut"].SetEvent(ui.__mem_func__(self.__ModelZoomProgress)) self.SetCenterPosition() except: import exception exception.Abort("RenderTargetWindow.LoadDialog.BindObject") def BindInterface(self, interface): self.interface = interface def Destroy(self): self.Close() self.Initialize() def Close(self): self.Hide() def Open(self): self.Show() self.SetTop() def OnPressEscapeKey(self): self.Close() def MINMAX(self, min, value, max): if value < min: return min elif value > max: return max else: return value def OnUpdate(self): self.__ModelUpDownCameraProgress() self.__ModelRotationProgress() self.__ModelZoomProgress() x, y = self.GetGlobalPosition() pos_x = self.MINMAX(0, x, self.max_pos_x) pos_y = self.MINMAX(0, y, self.max_pos_y) self.SetPosition(pos_x, pos_y) def __ModelUpDownCameraProgress(self): if self.buttons["moveUp"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, False) if self.buttons["moveDown"].IsDown(): renderTarget.SetRenderingPosition(self.RENDER_TARGET_INDEX, True) def __ModelRotationProgress(self): if self.buttons["rotateLeft"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, False) if self.buttons["rotateRight"].IsDown(): renderTarget.SetMove(self.RENDER_TARGET_INDEX, True) def __ModelZoomProgress(self): if self.buttons["zoomIn"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, True) if self.buttons["zoomOut"].IsDown(): renderTarget.SetZoom(self.RENDER_TARGET_INDEX, False) def __ResetSettings(self): renderTarget.ResetSettings(self.RENDER_TARGET_INDEX) i fix it, thanks anyway Link to comment Share on other sites More sharing options...
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