|
| 1 | +""" |
| 2 | +Generate an AMOLED-themed GUI texture for the Research Table. |
| 3 | +Pure black background with dark accents for in-game layout testing. |
| 4 | +
|
| 5 | +Layout (470x260): |
| 6 | + Top: Upper Panel with 3 view modes (LIST/TREE/PROGRESS) |
| 7 | + - Controls bar: Search + Tree/List buttons |
| 8 | + - Content area |
| 9 | + - Progress bar (at bottom of upper panel) |
| 10 | + Bottom: Machine Panel (left, horizontal) + Player Inventory (right) |
| 11 | +""" |
| 12 | + |
| 13 | +from PIL import Image, ImageDraw |
| 14 | +import os |
| 15 | + |
| 16 | +# ══════════════════════════════════════════════════════════════ |
| 17 | +# GUI Dimensions |
| 18 | +# ══════════════════════════════════════════════════════════════ |
| 19 | +WIDTH = 470 |
| 20 | +HEIGHT = 260 |
| 21 | + |
| 22 | +# ══════════════════════════════════════════════════════════════ |
| 23 | +# Upper Panel (top) - contains list/tree/progress views |
| 24 | +# ══════════════════════════════════════════════════════════════ |
| 25 | +UPPER_PANEL_X, UPPER_PANEL_Y = 8, 4 |
| 26 | +UPPER_PANEL_W, UPPER_PANEL_H = 454, 140 |
| 27 | + |
| 28 | +SEARCH_X, SEARCH_Y = 16, 10 |
| 29 | +SEARCH_W, SEARCH_H = 340, 14 |
| 30 | + |
| 31 | +TREE_BTN_X, TREE_BTN_Y = 364, 8 |
| 32 | +TREE_BTN_W, TREE_BTN_H = 46, 16 |
| 33 | + |
| 34 | +LIST_BTN_X, LIST_BTN_Y = 414, 8 |
| 35 | +LIST_BTN_W, LIST_BTN_H = 40, 16 |
| 36 | + |
| 37 | +# Content area (for list or tree or progress info) |
| 38 | +CONTENT_X, CONTENT_Y = 16, 28 |
| 39 | +CONTENT_W = 438 |
| 40 | +CONTENT_H = 88 # LIST: list + detail; TREE/PROGRESS: full area |
| 41 | + |
| 42 | +# Progress bar (at bottom of upper panel) |
| 43 | +PROGRESS_BAR_X, PROGRESS_BAR_Y = 16, 120 |
| 44 | +PROGRESS_BAR_W, PROGRESS_BAR_H = 438, 12 |
| 45 | + |
| 46 | +# ══════════════════════════════════════════════════════════════ |
| 47 | +# Machine Panel (bottom left) - HORIZONTAL layout |
| 48 | +# ══════════════════════════════════════════════════════════════ |
| 49 | +MACHINE_PANEL_X, MACHINE_PANEL_Y = 12, 148 |
| 50 | +MACHINE_PANEL_W = 200 |
| 51 | + |
| 52 | +LABEL_Y = 156 |
| 53 | +SLOT_ROW_1_Y = 168 |
| 54 | +SLOT_ROW_2_Y = 186 |
| 55 | + |
| 56 | +# Drive/Cube/Idea - horizontal |
| 57 | +DRIVE_X, DRIVE_Y = 20, 168 |
| 58 | +CUBE_X, CUBE_Y = 40, 168 |
| 59 | +IDEA_CHIP_X, IDEA_CHIP_Y = 60, 168 |
| 60 | + |
| 61 | +# Cost grid (3x2) |
| 62 | +COST_X, COST_Y = 96, 168 |
| 63 | + |
| 64 | +# Fluid gauge + Buckets |
| 65 | +FLUID_GAUGE_X, FLUID_GAUGE_Y = 168, 168 |
| 66 | +FLUID_GAUGE_W, FLUID_GAUGE_H = 18, 36 |
| 67 | + |
| 68 | +BUCKET_IN_X, BUCKET_IN_Y = 190, 168 |
| 69 | +BUCKET_OUT_X, BUCKET_OUT_Y = 190, 186 |
| 70 | + |
| 71 | +# Buttons (single row, moved up from old layout) |
| 72 | +BUTTON_Y = 210 |
| 73 | +BUTTON_W, BUTTON_H = 42, 14 |
| 74 | +START_BTN_X = 20 |
| 75 | +STOP_BTN_X = 66 |
| 76 | +WIPE_BTN_X = 112 |
| 77 | + |
| 78 | +# ══════════════════════════════════════════════════════════════ |
| 79 | +# Player Inventory (bottom right) |
| 80 | +# ══════════════════════════════════════════════════════════════ |
| 81 | +PLAYER_INV_X, PLAYER_INV_Y = 229, 168 |
| 82 | +HOTBAR_X, HOTBAR_Y = 229, 230 |
| 83 | + |
| 84 | +# ══════════════════════════════════════════════════════════════ |
| 85 | +# AMOLED Colors |
| 86 | +# ══════════════════════════════════════════════════════════════ |
| 87 | +COLORS = { |
| 88 | + 'background': (0, 0, 0), # Pure black |
| 89 | + 'panel_bg': (12, 12, 12), # Slightly lighter black for panels |
| 90 | + 'panel_border': (40, 40, 40), # Dark gray border |
| 91 | + 'slot_bg': (30, 30, 30), # Dark slot background |
| 92 | + 'slot_border_dark': (20, 20, 20), # Slot inner shadow |
| 93 | + 'slot_border_light': (55, 55, 55), # Slot outer highlight |
| 94 | + 'input_bg': (18, 18, 18), # Input field background |
| 95 | + 'input_border': (50, 50, 50), # Input field border |
| 96 | + 'button_bg': (25, 25, 25), # Button background |
| 97 | + 'button_border': (60, 60, 60), # Button border |
| 98 | + 'progress_bg': (20, 20, 20), # Progress bar background |
| 99 | + 'progress_border': (45, 45, 45), # Progress bar border |
| 100 | + 'gauge_bg': (15, 15, 15), # Fluid gauge background |
| 101 | + 'gauge_border': (50, 50, 50), # Fluid gauge border |
| 102 | + 'accent': (80, 80, 80), # Accent color for highlights |
| 103 | +} |
| 104 | + |
| 105 | + |
| 106 | +def draw_slot(draw, x, y): |
| 107 | + """Draw a Minecraft-style slot with 3D effect.""" |
| 108 | + # Outer highlight (bottom-right) |
| 109 | + draw.rectangle([x-1, y-1, x+16, y+16], fill=COLORS['slot_border_light']) |
| 110 | + # Inner shadow (top-left) |
| 111 | + draw.rectangle([x-1, y-1, x+15, y+15], fill=COLORS['slot_border_dark']) |
| 112 | + # Slot background |
| 113 | + draw.rectangle([x, y, x+15, y+15], fill=COLORS['slot_bg']) |
| 114 | + |
| 115 | + |
| 116 | +def draw_panel(draw, x, y, w, h): |
| 117 | + """Draw a panel with subtle border.""" |
| 118 | + draw.rectangle([x, y, x+w-1, y+h-1], fill=COLORS['panel_bg']) |
| 119 | + draw.rectangle([x, y, x+w-1, y+h-1], outline=COLORS['panel_border']) |
| 120 | + |
| 121 | + |
| 122 | +def draw_input(draw, x, y, w, h): |
| 123 | + """Draw an input field / text area.""" |
| 124 | + draw.rectangle([x, y, x+w-1, y+h-1], fill=COLORS['input_bg']) |
| 125 | + draw.rectangle([x, y, x+w-1, y+h-1], outline=COLORS['input_border']) |
| 126 | + |
| 127 | + |
| 128 | +def draw_button(draw, x, y, w, h): |
| 129 | + """Draw a button with subtle 3D effect.""" |
| 130 | + # Bottom-right shadow |
| 131 | + draw.rectangle([x+1, y+1, x+w-1, y+h-1], fill=COLORS['slot_border_dark']) |
| 132 | + # Main button |
| 133 | + draw.rectangle([x, y, x+w-2, y+h-2], fill=COLORS['button_bg']) |
| 134 | + draw.rectangle([x, y, x+w-2, y+h-2], outline=COLORS['button_border']) |
| 135 | + |
| 136 | + |
| 137 | +def draw_gauge(draw, x, y, w, h): |
| 138 | + """Draw a fluid gauge area.""" |
| 139 | + draw.rectangle([x, y, x+w-1, y+h-1], fill=COLORS['gauge_bg']) |
| 140 | + draw.rectangle([x, y, x+w-1, y+h-1], outline=COLORS['gauge_border']) |
| 141 | + |
| 142 | + |
| 143 | +def draw_progress_bar(draw, x, y, w, h): |
| 144 | + """Draw a progress bar background.""" |
| 145 | + draw.rectangle([x, y, x+w-1, y+h-1], fill=COLORS['progress_bg']) |
| 146 | + draw.rectangle([x, y, x+w-1, y+h-1], outline=COLORS['progress_border']) |
| 147 | + |
| 148 | + |
| 149 | +def main(): |
| 150 | + img = Image.new('RGB', (WIDTH, HEIGHT), COLORS['background']) |
| 151 | + draw = ImageDraw.Draw(img) |
| 152 | + |
| 153 | + # ═══════════════════════════════════════════════════════════════ |
| 154 | + # UPPER PANEL (for list/tree/progress views) |
| 155 | + # ═══════════════════════════════════════════════════════════════ |
| 156 | + draw_panel(draw, UPPER_PANEL_X, UPPER_PANEL_Y, UPPER_PANEL_W, UPPER_PANEL_H) |
| 157 | + |
| 158 | + # Search box |
| 159 | + draw_input(draw, SEARCH_X, SEARCH_Y, SEARCH_W, SEARCH_H) |
| 160 | + |
| 161 | + # Tree button |
| 162 | + draw_button(draw, TREE_BTN_X, TREE_BTN_Y, TREE_BTN_W, TREE_BTN_H) |
| 163 | + |
| 164 | + # List button |
| 165 | + draw_button(draw, LIST_BTN_X, LIST_BTN_Y, LIST_BTN_W, LIST_BTN_H) |
| 166 | + |
| 167 | + # Content area (list rows / detail pane) |
| 168 | + draw_input(draw, CONTENT_X, CONTENT_Y, CONTENT_W, CONTENT_H) |
| 169 | + |
| 170 | + # Progress bar background |
| 171 | + draw_progress_bar(draw, PROGRESS_BAR_X, PROGRESS_BAR_Y, PROGRESS_BAR_W, PROGRESS_BAR_H) |
| 172 | + |
| 173 | + # ═══════════════════════════════════════════════════════════════ |
| 174 | + # MACHINE PANEL (bottom left) |
| 175 | + # ═══════════════════════════════════════════════════════════════ |
| 176 | + panel_height = BUTTON_Y + BUTTON_H - MACHINE_PANEL_Y + 8 |
| 177 | + draw_panel(draw, MACHINE_PANEL_X, MACHINE_PANEL_Y, MACHINE_PANEL_W, panel_height) |
| 178 | + |
| 179 | + # Drive/Cube/Idea slots |
| 180 | + draw_slot(draw, DRIVE_X, DRIVE_Y) |
| 181 | + draw_slot(draw, CUBE_X, CUBE_Y) |
| 182 | + draw_slot(draw, IDEA_CHIP_X, IDEA_CHIP_Y) |
| 183 | + |
| 184 | + # Cost Grid (3x2) |
| 185 | + for row in range(2): |
| 186 | + for col in range(3): |
| 187 | + sx = COST_X + col * 18 |
| 188 | + sy = COST_Y + row * 18 |
| 189 | + draw_slot(draw, sx, sy) |
| 190 | + |
| 191 | + # Fluid Gauge |
| 192 | + draw_gauge(draw, FLUID_GAUGE_X, FLUID_GAUGE_Y, FLUID_GAUGE_W, FLUID_GAUGE_H) |
| 193 | + |
| 194 | + # Bucket I/O |
| 195 | + draw_slot(draw, BUCKET_IN_X, BUCKET_IN_Y) |
| 196 | + draw_slot(draw, BUCKET_OUT_X, BUCKET_OUT_Y) |
| 197 | + |
| 198 | + # Buttons |
| 199 | + draw_button(draw, START_BTN_X, BUTTON_Y, BUTTON_W, BUTTON_H) |
| 200 | + draw_button(draw, STOP_BTN_X, BUTTON_Y, BUTTON_W, BUTTON_H) |
| 201 | + draw_button(draw, WIPE_BTN_X, BUTTON_Y, BUTTON_W, BUTTON_H) |
| 202 | + |
| 203 | + # ═══════════════════════════════════════════════════════════════ |
| 204 | + # PLAYER INVENTORY (bottom right) |
| 205 | + # ═══════════════════════════════════════════════════════════════ |
| 206 | + inv_panel_height = HOTBAR_Y + 18 - MACHINE_PANEL_Y + 8 |
| 207 | + draw_panel(draw, PLAYER_INV_X - 8, MACHINE_PANEL_Y, 178, inv_panel_height) |
| 208 | + |
| 209 | + # Main inventory (9x3) |
| 210 | + for row in range(3): |
| 211 | + for col in range(9): |
| 212 | + sx = PLAYER_INV_X + col * 18 |
| 213 | + sy = PLAYER_INV_Y + row * 18 |
| 214 | + draw_slot(draw, sx, sy) |
| 215 | + |
| 216 | + # Hotbar |
| 217 | + for col in range(9): |
| 218 | + sx = HOTBAR_X + col * 18 |
| 219 | + draw_slot(draw, sx, HOTBAR_Y) |
| 220 | + |
| 221 | + # Save |
| 222 | + script_dir = os.path.dirname(os.path.abspath(__file__)) |
| 223 | + output_path = os.path.join( |
| 224 | + script_dir, "..", "src", "main", "resources", "assets", |
| 225 | + "researchcube", "textures", "gui", "research_table.png" |
| 226 | + ) |
| 227 | + img.save(output_path, "PNG") |
| 228 | + print(f"AMOLED GUI texture saved to: {output_path}") |
| 229 | + |
| 230 | + |
| 231 | +if __name__ == "__main__": |
| 232 | + main() |
0 commit comments