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import json
import re
from collections import defaultdict
from PyQt6.QtWidgets import QWidget, QVBoxLayout, QHBoxLayout, QLabel, QPushButton, QFrame
from PyQt6.QtWidgets import QLineEdit, QScrollArea, QGridLayout, QSizePolicy, QGraphicsDropShadowEffect
from PyQt6.QtCore import Qt, QTimer, pyqtSignal, QObject, QThread
from PyQt6.QtGui import QPixmap, QImage, QFont, QIcon, QPainter, QColor
import numpy as np
import logging
from config import MONSTER_COUNT, MONSTER_DATA, FIELD_FEATURE_COUNT
logger = logging.getLogger(__name__)
class InputPanelUI(QFrame):
# Signals to communicate with the main application
predict_requested = pyqtSignal()
reset_requested = pyqtSignal()
input_changed = pyqtSignal() # Signal emitted when any monster input changes
terrain_changed = pyqtSignal(list) # New signal for terrain changes
# Terrain display mapping
terrain_display_mapping = {
"altar_vertical_altar": "垂直祭坛",
"block_parallel_block": "平行方块阻挡",
"block_vertical_altar_shape1": "垂直祭坛形阻挡1",
"block_vertical_altar_shape2": "垂直祭坛形阻挡2",
"block_vertical_block_shape1": "垂直方块阻挡1",
"block_vertical_block_shape2": "垂直方块阻挡2",
"coil_narrow_coil": "窄型线圈装置",
"coil_wide_coil": "宽型线圈装置",
"crossbow_top_crossbow": "顶部弩炮",
"fire_side_crossbow": "侧边弩炮",
"fire_side_fire": "侧边火炮",
"fire_top_fire": "顶部火炮"
}
@staticmethod
def get_terrain_feature_columns():
"""
从data_cleaning_with_field_recognize_gpu.py的逻辑中获取地形特征列名
"""
try:
# 加载类别映射
class_map_path = "tools/battlefield_recognize/class_to_idx.json"
with open(class_map_path, 'r', encoding='utf-8') as f:
class_to_idx = json.load(f)
# 使用与data_cleaning_with_field_recognize_gpu.py相同的逻辑
grouped_elements = defaultdict(list)
for class_name in class_to_idx.keys():
if class_name.endswith('_none'):
continue
condensed_name = re.sub(r'_left_', '_', class_name)
condensed_name = re.sub(r'_right_', '_', condensed_name)
grouped_elements[condensed_name].append(class_name)
# 返回排序后的特征列名
return sorted(grouped_elements.keys())
except Exception as e:
logger.warning(f"无法获取地形特征列名,使用默认值: {e}")
# 如果无法获取,返回空列表,让系统使用默认值
return []
def __init__(self):
super().__init__()
self.left_monsters: dict[str, str] = {}
self.right_monsters: dict[str, str] = {}
self.terrain_buttons = {} # Initialize terrain buttons
self.terrain_feature_columns = self.get_terrain_feature_columns()
if not self.terrain_feature_columns:
# If fetching fails, use default terrain features
self.terrain_feature_columns = [
"altar_vertical", "block_parallel", "block_vertical_altar",
"block_vertical_block", "coil_narrow", "coil_wide",
"crossbow_top", "fire_side_left", "fire_side_right", "fire_top"
]
self.init_ui()
self.load_images() # Load images and populate the grid
def init_ui(self):
self.setObjectName("input_panel_id")
self.setStyleSheet(
"""
QWidget#input_panel_id {
background-color: rgba(0, 0, 0, 40);
border-radius: 15px;
border: 5px solid #F5EA2D;
}
"""
)
self.setSizePolicy(QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Expanding)
self.main_layout = QVBoxLayout(self)
self.main_layout.setContentsMargins(0, 0, 0, 0)
# 人物显示区域
monster_group = QWidget()
monster_layout = QVBoxLayout(monster_group)
# 创建滚动区域
scroll = QScrollArea()
scroll.setWidgetResizable(True)
scroll.setStyleSheet(
"""
QScrollBar:horizontal {
background: rgba(0, 0, 0, 0);
width: 12px; /* 宽度 */
margin: 0px; /* 边距 */
}
QScrollBar::handle:horizontal {
background: rgba(100, 100, 100, 150);
min-height: 20px; /* 滑块最小高度 */
border-radius: 8px; /* 圆角 */
}
QScrollBar::add-line:horizontal, QScrollBar::sub-line:horizontal {
background: none; /* 隐藏箭头按钮 */
}
QScrollBar:vertical {
background: rgba(0, 0, 0, 0);
width: 12px; /* 宽度 */
margin: 0px; /* 边距 */
}
QScrollBar::handle:vertical {
background: rgba(100, 100, 100, 150);
min-height: 20px; /* 滑块最小高度 */
border-radius: 8px; /* 圆角 */
}
QScrollBar::add-line:vertical, QScrollBar::sub-line:vertical {
background: none; /* 隐藏箭头按钮 */
}
QScrollArea {
background-color: rgba(0, 0, 0, 0);
border:0px
}
QScrollArea > QWidget > QWidget {
background: transparent;
}
QScrollBar:vertical {
background: rgba(50, 50, 50, 100);
width: 12px;
margin: 15px 0 15px 0;
}
QScrollBar::handle:vertical {
background: rgba(100, 100, 100, 150);
min-height: 20px;
border-radius: 6px;
}
"""
)
scroll_content = QWidget()
self.scroll_grid = QGridLayout(scroll_content)
self.scroll_grid.setSpacing(5)
self.scroll_grid.setContentsMargins(5, 5, 5, 5)
# 设置5列布局
self.COLUMNS = 10
self.ROW_HEIGHT = 120 # 每个单元的高度
scroll.setWidget(scroll_content)
monster_layout.addWidget(scroll)
self.main_layout.addWidget(monster_group)
# 第四行 - 地形选择(支持多选)
row4 = QWidget()
row4_layout = QVBoxLayout(row4)
# 地形选择标签
terrain_header = QWidget()
terrain_header_layout = QHBoxLayout(terrain_header)
terrain_header_layout.setContentsMargins(0, 0, 0, 0)
terrain_label = QLabel("地形选择(多选):")
terrain_label.setStyleSheet("color: #414141; font-weight: bold;")
terrain_header_layout.addWidget(terrain_label)
# 只保留清空按钮
clear_all_btn = QPushButton("清空")
clear_all_btn.setFixedSize(40, 20)
clear_all_btn.setStyleSheet("""
QPushButton {
background-color: #5A5A5A;
color: #FAFAFA;
border-radius: 4px;
padding: 2px;
font-size: 8px;
}
QPushButton:hover {
background-color: #6A6A6A;
}
""")
clear_all_btn.clicked.connect(self.clear_all_terrains)
terrain_header_layout.addWidget(clear_all_btn)
terrain_header_layout.addStretch()
row4_layout.addWidget(terrain_header)
# 创建地形选择按钮组(多选)
self.terrain_group = QWidget()
terrain_group_layout = QVBoxLayout(self.terrain_group)
terrain_group_layout.setSpacing(3)
# 分两行显示按钮,每行6个,更好地利用空间
terrain_rows = []
for row_idx in range(2): # Changed from 3 to 2 rows
row_terrain = QWidget()
row_layout = QHBoxLayout(row_terrain)
row_layout.setSpacing(3)
row_layout.setContentsMargins(0, 0, 0, 0)
terrain_rows.append((row_terrain, row_layout))
for i, terrain_key in enumerate(self.terrain_feature_columns):
display_name = self.terrain_display_mapping.get(terrain_key, terrain_key)
btn = QPushButton(display_name)
btn.setCheckable(True)
btn.setFixedHeight(26)
btn.setStyleSheet(
"""
QPushButton {
background-color: #7B7B7B;
color: #FAFAFA;
border-radius: 5px;
padding: 0px;
font-size: 9px;
min-width: 60px;
max-width: 90px;
}
QPushButton:checked {
background-color: #F3F31F;
color: #313131;
border: 2px solid #7B7B7B;
font-weight: bold;
padding: 0px;
}
QPushButton:hover {
border: 2px solid #616161;
background-color: #c0c00c;
color: #313131;
padding: 0px;
}
"""
)
btn.clicked.connect(lambda checked, k=terrain_key: self.on_terrain_multi_selected(k))
self.terrain_buttons[terrain_key] = btn
# 分两行显示,每行6个按钮
row_index = i // 6 # Changed from 4 to 6 buttons per row
if row_index < len(terrain_rows):
terrain_rows[row_index][1].addWidget(btn)
else:
# If it exceeds the expected, add to the last row
terrain_rows[-1][1].addWidget(btn)
# Add elastic space to each row, centered
for row_terrain, row_layout in terrain_rows:
row_layout.addStretch()
terrain_group_layout.addWidget(row_terrain)
row4_layout.addWidget(self.terrain_group)
# Add row4 to main_layout
self.main_layout.addWidget(row4)
result_button = QWidget()
result_button_layout = QHBoxLayout(result_button)
# 预测按钮 - 带样式
self.predict_button = QPushButton("开始预测")
self.predict_button.clicked.connect(self.predict_requested.emit)
self.predict_button.setStyleSheet(
"""
QPushButton {
background-color: #313131;
color: #F3F31F;
border-radius: 16px;
padding: 8px;
font-weight: bold;
min-height: 30px;
}
QPushButton:hover {
background-color: #414141;
}
QPushButton:pressed {
background-color: #212121;
}
"""
)
self.predict_button.setSizePolicy(QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Fixed)
self.reset_button = QPushButton("重置")
self.reset_button.clicked.connect(self.reset_entries)
self.reset_button.setStyleSheet(
"""
QPushButton {
background-color: #313131;
color: #F3F31F;
border-radius: 16px;
padding: 8px;
font-weight: bold;
min-height: 30px;
}
QPushButton:hover {
background-color: #414141;
}
QPushButton:pressed {
background-color: #212121;
}
"""
)
result_button_layout.addWidget(self.predict_button)
result_button_layout.addWidget(self.reset_button)
self.main_layout.addWidget(result_button)
def load_images(self):
for i in reversed(range(self.scroll_grid.count())):
self.scroll_grid.itemAt(i).widget().setParent(None)
# 重新计算布局
row = 0
col = 0
for i in range(1, MONSTER_COUNT + 1):
# 容器
monster_container = QWidget()
monster_container.setFixedHeight(self.ROW_HEIGHT)
shadow01 = QGraphicsDropShadowEffect()
shadow01.setBlurRadius(5) # 模糊半径(控制发光范围)
shadow01.setColor(QColor(0, 0, 0, 120)) # 发光颜色
shadow01.setOffset(3) # 偏移量(0表示均匀四周发光)
monster_container.setGraphicsEffect(shadow01)
monster_container.setStyleSheet("QWidget {border-radius: 0px;}")
container_layout = QVBoxLayout(monster_container)
container_layout.setSpacing(2)
container_layout.setContentsMargins(2, 2, 2, 2)
# 人物图片
img_label = QLabel()
img_label.setFixedSize(50, 50)
img_label.setAlignment(Qt.AlignmentFlag.AlignCenter)
try:
pixmap = QPixmap(f"images/{MONSTER_DATA['原始名称'][i]}.png")
if not pixmap.isNull():
pixmap = pixmap.scaled(
50,
50,
Qt.AspectRatioMode.KeepAspectRatio,
Qt.TransformationMode.SmoothTransformation,
)
img_label.setPixmap(pixmap)
except Exception as e:
logger.error(f"Error loading character {i} image: {str(e)}")
# 添加鼠标悬浮提示
if i in MONSTER_DATA.index:
data = MONSTER_DATA.loc[i].to_dict()
tooltip_text = ""
for key, value in data.items():
tooltip_text += f"{key}: {value}\n"
img_label.setToolTip(tooltip_text.strip())
# 左输入框
left_entry = QLineEdit()
left_entry.setFixedWidth(50)
left_entry.setPlaceholderText("左")
left_entry.setAlignment(Qt.AlignmentFlag.AlignCenter)
left_entry.textChanged.connect(self.input_changed.emit) # Connect to signal
self.left_monsters[str(i)] = left_entry
# 右输入框 (放在左输入框下方)
right_entry = QLineEdit()
right_entry.setFixedWidth(50)
right_entry.setPlaceholderText("右")
right_entry.setAlignment(Qt.AlignmentFlag.AlignCenter)
right_entry.textChanged.connect(self.input_changed.emit) # Connect to signal
self.right_monsters[str(i)] = right_entry
# 添加到容器
container_layout.addWidget(img_label, 0, Qt.AlignmentFlag.AlignCenter)
container_layout.addWidget(left_entry, 0, Qt.AlignmentFlag.AlignCenter)
container_layout.addWidget(right_entry, 0, Qt.AlignmentFlag.AlignCenter)
# 添加到网格布局
self.scroll_grid.addWidget(monster_container, row, col, Qt.AlignmentFlag.AlignCenter)
# 更新行列位置
col += 1
if col >= self.COLUMNS:
col = 0
row += 1
def reset_entries(self):
for entry in self.left_monsters.values():
entry.clear()
entry.setStyleSheet("")
for entry in self.right_monsters.values():
entry.clear()
entry.setStyleSheet("")
self.input_changed.emit() # Emit signal after resetting
self.reset_requested.emit() # Emit signal for main app to handle other resets
def get_monster_counts(self):
"""Returns current monster counts from input fields."""
return self.left_monsters, self.right_monsters
def set_monster_counts(self, left_counts: dict, right_counts: dict):
"""Sets monster counts in input fields (e.g., after recognition)."""
# Clear existing values and styles
for entry in self.left_monsters.values():
entry.setText("")
entry.setStyleSheet("")
for entry in self.right_monsters.values():
entry.setText("")
entry.setStyleSheet("")
for monster_id, count in left_counts.items():
if monster_id in self.left_monsters:
self.left_monsters[monster_id].setText(str(count))
if count > 0:
self.left_monsters[monster_id].setStyleSheet("background-color: yellow;")
else:
self.left_monsters[monster_id].setStyleSheet("")
for monster_id, count in right_counts.items():
if monster_id in self.right_monsters:
self.right_monsters[monster_id].setText(str(count))
if count > 0:
self.right_monsters[monster_id].setStyleSheet("background-color: yellow;")
else:
self.right_monsters[monster_id].setStyleSheet("")
self.input_changed.emit()
def on_terrain_multi_selected(self, terrain_key):
"""处理地形多选事件"""
selected_terrains = self.get_selected_terrains()
logger.info(f"当前选择的地形: {selected_terrains}")
self.terrain_changed.emit(selected_terrains)
def clear_all_terrains(self):
"""清空所有地形选择"""
for btn in self.terrain_buttons.values():
btn.setChecked(False)
self.terrain_changed.emit([])
def get_selected_terrains(self):
"""获取当前选择的地形列表"""
selected = []
for key, btn in self.terrain_buttons.items():
if btn.isChecked():
selected.append(key)
return selected
def build_terrain_features(self, left_counts, right_counts):
"""构建包含地形的完整特征向量(支持多选地形)"""
# Use the actual number of terrain feature columns
num_field_features = len(self.terrain_feature_columns) if FIELD_FEATURE_COUNT else 0
# Build terrain feature vector
terrain_features = np.zeros(num_field_features)
selected_terrains = self.get_selected_terrains()
# Set feature value to 1 for selected terrains
for terrain in selected_terrains:
if terrain in self.terrain_feature_columns:
terrain_idx = self.terrain_feature_columns.index(terrain)
if terrain_idx < num_field_features:
terrain_features[terrain_idx] = 1
else:
logger.warning(f"Terrain {terrain} not in feature columns: {self.terrain_feature_columns}")
logger.debug(f"Selected terrains: {selected_terrains}")
logger.debug(f"Terrain feature vector: {terrain_features}")
# Organize data according to data_cleaning_with_field_recognize_gpu.py format
# 1L-61L (Left monster features)
# 62L-73L (Field features L)
# 1R-61R (Right monster features)
# 62R-73R (Field features R, copied)
full_features = np.concatenate([
left_counts, # 1L-61L (Left monster features)
terrain_features, # 62L-73L (Field features L)
right_counts, # 1R-61R (Right monster features)
terrain_features # 62R-73R (Field features R, copied)
])
return full_features