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HeXi/hexi/plugins/nonebot_plugin_steam_info/draw.py
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import numpy as np
from functools import lru_cache
from io import BytesIO
from pathlib import Path
from typing import List, Dict, Tuple
from colorsys import rgb_to_hsv, hsv_to_rgb
from PIL import Image, ImageDraw, ImageFont, ImageFilter, ImageEnhance
from .utils import hex_to_rgb
from .models import DrawPlayerStatusData, Achievements
WIDTH = 400
PARENT_AVATAR_SIZE = 72
MEMBER_AVATAR_SIZE = 50
# 游戏图标与玩家信息的统一水平坐标
GAME_ICON_X = 12
GAME_ICON_SIZE = 26
GAME_NAME_X = GAME_ICON_X + GAME_ICON_SIZE + 12 # 50:图标和游戏/玩家信息对齐点
PLAYER_AVATAR_X = GAME_NAME_X - 2 # 48:头像带边框,内部头像落在 GAME_NAME_X
PLAYER_NAME_X = GAME_NAME_X + MEMBER_AVATAR_SIZE + 18 # 118:玩家昵称/游戏名/状态统一左对齐
unknown_avatar_path = Path(__file__).parent / "res/unknown_avatar.jpg"
parent_status_path = Path(__file__).parent / "res/parent_status.png"
friends_search_path = Path(__file__).parent / "res/friends_search.png"
busy_path = Path(__file__).parent / "res/busy.png"
zzz_online_path = Path(__file__).parent / "res/zzz_online.png"
zzz_gaming_path = Path(__file__).parent / "res/zzz_gaming.png"
gaming_path = Path(__file__).parent / "res/gaming.png"
font_regular_path = None
font_light_path = None
font_bold_path = None
def set_font_paths(regular_path, light_path, bold_path):
global font_regular_path, font_light_path, font_bold_path
base_dir = Path().cwd()
font_regular_path = str((base_dir / regular_path).resolve())
font_light_path = str((base_dir / light_path).resolve())
font_bold_path = str((base_dir / bold_path).resolve())
def check_font():
if not Path(font_regular_path).exists():
raise FileNotFoundError(f"Font file {font_regular_path} not found.")
if not Path(font_light_path).exists():
raise FileNotFoundError(f"Font file {font_light_path} not found.")
if not Path(font_bold_path).exists():
raise FileNotFoundError(f"Font file {font_bold_path} not found.")
@lru_cache(maxsize=None)
def get_font(path: str, size: int) -> ImageFont.FreeTypeFont:
"""按 (路径, 字号) 缓存字体,避免每次绘制都重新解析字体文件"""
return ImageFont.truetype(path, size)
personastate_colors = {
0: (hex_to_rgb("969697"), hex_to_rgb("656565")),
1: (hex_to_rgb("6dcef5"), hex_to_rgb("4c91ac")),
2: (hex_to_rgb("6dcef5"), hex_to_rgb("4c91ac")),
3: (hex_to_rgb("45778e"), hex_to_rgb("365969")),
4: (hex_to_rgb("6dcef5"), hex_to_rgb("4c91ac")),
5: (hex_to_rgb("6dcef5"), hex_to_rgb("4c91ac")),
6: (hex_to_rgb("6dcef5"), hex_to_rgb("4c91ac")),
}
def avatar_with_border(
avatar: Image.Image, border_width: int = 2, border_color=(255, 255, 255)
) -> Image.Image:
"""给头像添加边框,返回比原头像大 2*border_width 的图像"""
width, height = avatar.size
bordered = Image.new(
"RGB", (width + border_width * 2, height + border_width * 2), border_color
)
bordered.paste(avatar, (border_width, border_width))
return bordered
def vertically_concatenate_images(images: List[Image.Image]) -> Image.Image:
widths, heights = zip(*(i.size for i in images))
total_width = max(widths)
total_height = sum(heights)
new_image = Image.new("RGB", (total_width, total_height))
y_offset = 0
for image in images:
new_image.paste(image, (0, y_offset))
y_offset += image.size[1]
return new_image
def _truncate_with_ellipsis(
draw: ImageDraw.ImageDraw, text: str, font, max_width: int
) -> str:
"""将文本按 max_width 省略号截断,返回最终绘制文本"""
ellipsis = "…"
truncated = ""
for ch in text:
if draw.textlength(truncated + ch + ellipsis, font=font) > max_width:
break
truncated += ch
return truncated + ellipsis
def _fit_name_nick(
draw: ImageDraw.ImageDraw,
name: str,
nickname: str,
name_font,
nick_font,
gap: int,
max_width: int,
) -> Tuple[str, str]:
"""在 max_width 内排布 [主名][群昵称],返回 (主名绘制文本, 群昵称绘制文本)
主名优先: 主名过长时省略号截断主名,不再画群昵称;
主名放得下时,群昵称只取剩余宽度,放不下则返回空串。
"""
if draw.textlength(name, font=name_font) > max_width:
return _truncate_with_ellipsis(draw, name, name_font, max_width), ""
if not nickname:
return name, ""
available = max_width - draw.textlength(name, font=name_font) - gap
if available <= 0:
return name, ""
if draw.textlength(nickname, font=nick_font) <= available:
return name, nickname
return name, _truncate_with_ellipsis(draw, nickname, nick_font, available)
def draw_start_gaming(
avatar: Image.Image, friend_name: str, game_name: str, nickname: str = None
):
canvas = Image.open(gaming_path)
canvas.paste(avatar.resize((66, 66), Image.BICUBIC), (15, 20))
# 绘制名称:steam 昵称优先,群昵称小字挂尾,超宽省略号截断,避免画出图片外
draw = ImageDraw.Draw(canvas)
name_font = get_font(font_regular_path, 19)
nick_font = get_font(font_light_path, 13)
name_drawn, nick_drawn = _fit_name_nick(
draw, friend_name, nickname or "", name_font, nick_font, 6,
canvas.width - 104 - 10,
)
draw.text((104, 14), name_drawn, font=name_font, fill=hex_to_rgb("e3ffc2"))
if nick_drawn:
draw.text(
(104 + draw.textlength(name_drawn, font=name_font) + 6, 15),
nick_drawn,
font=nick_font,
fill=hex_to_rgb("969696"),
)
# 绘制"正在玩"
draw.text(
(103, 42),
"正在玩",
font=get_font(font_regular_path, 17),
fill=hex_to_rgb("969696"),
)
# 绘制游戏名称
draw.text(
(104, 66),
game_name,
font=get_font(font_bold_path, 14),
fill=hex_to_rgb("91c257"),
)
return canvas
def draw_parent_status(parent_avatar: Image.Image, parent_name: str) -> Image.Image:
parent_avatar = parent_avatar.resize(
(PARENT_AVATAR_SIZE, PARENT_AVATAR_SIZE), Image.BICUBIC
)
canvas = Image.open(parent_status_path).resize((WIDTH, 120), Image.BICUBIC)
draw = ImageDraw.Draw(canvas)
# 在左下角 (16, 16) 处绘制头像
avatar_height = 120 - 16 - PARENT_AVATAR_SIZE
canvas.paste(avatar_with_border(parent_avatar), (14, avatar_height - 2))
# 绘制名称
draw.text(
(16 + PARENT_AVATAR_SIZE + 16, avatar_height + 12),
parent_name,
font=get_font(font_bold_path, 20),
fill=hex_to_rgb("6dcff6"),
)
# 绘制状态
draw.text(
(16 + PARENT_AVATAR_SIZE + 16, avatar_height + 20 + 16),
"在线",
font=get_font(font_light_path, 18),
fill=hex_to_rgb("4c91ac"),
)
return canvas
def draw_friends_search() -> Image.Image:
canvas = Image.new("RGB", (WIDTH, 50), hex_to_rgb("434953"))
friends_search = Image.open(friends_search_path)
canvas.paste(friends_search, (WIDTH - friends_search.width, 0))
draw = ImageDraw.Draw(canvas)
draw.text(
(24, 10),
"好友",
hex_to_rgb("b7ccd5"),
font=get_font(font_regular_path, 20),
)
return canvas
def draw_friend_status(
friend_avatar: Image.Image,
friend_name: str,
status: str,
personastate: int,
nickname: str = None,
) -> Image.Image:
friend_avatar = friend_avatar.resize(
(MEMBER_AVATAR_SIZE, MEMBER_AVATAR_SIZE), Image.BICUBIC
)
canvas = Image.new("RGB", (WIDTH, 64), hex_to_rgb("1e2024"))
draw = ImageDraw.Draw(canvas)
# 状态图标(忙碌/ZZZ)插在 steam 昵称与群昵称之间,先预留其宽度
name_font = get_font(font_bold_path, 20)
nick_font = get_font(font_light_path, 13)
name_x = 22 + MEMBER_AVATAR_SIZE + 18
icon = None
if personastate == 2:
icon = Image.open(busy_path)
elif personastate == 4:
icon = Image.open(zzz_online_path if status == "在线" else zzz_gaming_path)
# 让 zzz 图标与名字之间留出更明显的间距
icon_gap = 12
icon_space = icon.width + 2 * icon_gap if icon else 0
# 主名优先、群昵称小字挂尾,超宽均省略号截断,避免画出图片外
name_drawn, nick_drawn = _fit_name_nick(
draw, friend_name, nickname or "", name_font, nick_font, 6,
WIDTH - name_x - 10 - icon_space,
)
# 绘制头像
canvas.paste(avatar_with_border(friend_avatar), (20, 6))
# 忙碌/打盹沿用"在线"的配色(原实现通过递归 personastate=1 达到同样效果)
if personastate in (2, 4):
draw_state = 1
else:
draw_state = personastate
if status != "在线" and draw_state == 1:
fill = (hex_to_rgb("e3ffc2"), hex_to_rgb("8ebe56"))
elif status != "离开" and draw_state == 3:
fill = (hex_to_rgb("e3ffc2"), hex_to_rgb("8ebe56"))
else:
fill = personastate_colors[draw_state]
# 绘制名称:steam 昵称 -> 状态图标 -> 群昵称
x = name_x
draw.text((x, 12), name_drawn, font=name_font, fill=fill[0])
x += int(draw.textlength(name_drawn, font=name_font))
if icon:
canvas.paste(icon, (x + icon_gap, 18))
x += icon_gap + icon.width + icon_gap
if nick_drawn:
draw.text((x, 13), nick_drawn, font=nick_font, fill=hex_to_rgb("969696"))
# 绘制状态
draw.text(
(22 + MEMBER_AVATAR_SIZE + 16, 36),
status,
font=get_font(font_regular_path, 18),
fill=fill[1],
)
return canvas
def _draw_game_group(members: list[dict]) -> Image.Image:
"""绘制同一款游戏的分组卡片:游戏图标 + 游戏名 + 人数 + 好友列表"""
header_height = 52
game_name = members[0].get("game_name") or members[0].get("status") or "游戏中"
icon = members[0].get("game_icon")
canvas = Image.new(
"RGB",
(WIDTH, header_height + 64 * len(members)),
hex_to_rgb("1e2024"),
)
draw = ImageDraw.Draw(canvas)
# 游戏图标(Steam header.jpg 是宽图,先居中裁成正方形再缩放)
x = GAME_ICON_X
if icon:
icon_w, icon_h = icon.size
if icon_w > icon_h:
left = (icon_w - icon_h) // 2
icon = icon.crop((left, 0, left + icon_h, icon_h))
elif icon_h > icon_w:
top = (icon_h - icon_w) // 2
icon = icon.crop((0, top, icon_w, top + icon_w))
icon = icon.resize((GAME_ICON_SIZE, GAME_ICON_SIZE), Image.BICUBIC)
canvas.paste(icon, (x, (header_height - GAME_ICON_SIZE) // 2))
x += GAME_ICON_SIZE + 12
# 游戏名(与玩家信息的水平对齐点一致)
game_font = get_font(font_bold_path, 16)
max_game_width = WIDTH - GAME_NAME_X - 100
if draw.textlength(game_name, font=game_font) > max_game_width:
game_name = _truncate_with_ellipsis(draw, game_name, game_font, max_game_width)
draw.text(
(GAME_NAME_X, header_height // 2 - 10),
game_name,
font=game_font,
fill=hex_to_rgb("8f989b"),
)
# 右侧人数
count_text = f"{len(members)} 人在玩"
count_font = get_font(font_regular_path, 14)
draw.text(
(
WIDTH - draw.textlength(count_text, font=count_font) - 12,
header_height // 2 - 9,
),
count_text,
font=count_font,
fill=hex_to_rgb("67665c"),
)
# 好友行(头像与游戏名水平对齐,形成树结构)
friend_indent = GAME_NAME_X - 22 # draw_friend_status 内部头像起点为 22
for i, member in enumerate(members):
status = member["status"]
if status in ("在线", "未知", "") and member.get("game_name"):
status = member["game_name"]
row = draw_friend_status(
member["avatar"],
member["name"],
status,
member["personastate"],
member.get("nickname"),
)
canvas.paste(row, (friend_indent, header_height + 64 * i))
return canvas
def draw_single_game_friend(
game_icon: Image.Image | None,
friend_avatar: Image.Image,
friend_name: str,
game_name: str,
status: str,
personastate: int,
nickname: str = None,
) -> Image.Image:
"""单人游戏行:游戏图标 + 头像 + 昵称 + 游戏名 + 状态"""
row_height = 76
icon_size = GAME_ICON_SIZE
canvas = Image.new("RGB", (WIDTH, row_height), hex_to_rgb("1e2024"))
draw = ImageDraw.Draw(canvas)
# 游戏图标(最左,和多人组头一致)
if game_icon:
icon_w, icon_h = game_icon.size
if icon_w > icon_h:
left = (icon_w - icon_h) // 2
game_icon = game_icon.crop((left, 0, left + icon_h, icon_h))
elif icon_h > icon_w:
top = (icon_h - icon_w) // 2
game_icon = game_icon.crop((0, top, icon_w, top + icon_w))
game_icon = game_icon.resize((icon_size, icon_size), Image.BICUBIC)
canvas.paste(game_icon, (GAME_ICON_X, (row_height - icon_size) // 2))
# 头像(与多人玩家信息对齐到 GAME_NAME_X)
friend_avatar = friend_avatar.resize(
(MEMBER_AVATAR_SIZE, MEMBER_AVATAR_SIZE), Image.BICUBIC
)
canvas.paste(avatar_with_border(friend_avatar), (PLAYER_AVATAR_X, 8))
# 名称行:steam 昵称 -> 状态图标 -> 群昵称
name_font = get_font(font_bold_path, 18)
nick_font = get_font(font_light_path, 13)
name_x = PLAYER_NAME_X
icon = None
if personastate == 2:
icon = Image.open(busy_path)
elif personastate == 4:
icon = Image.open(zzz_online_path if status == "在线" else zzz_gaming_path)
icon_gap = 12
icon_space = icon.width + 2 * icon_gap if icon else 0
name_drawn, nick_drawn = _fit_name_nick(
draw, friend_name, nickname or "", name_font, nick_font, 6,
WIDTH - name_x - 10 - icon_space,
)
if personastate in (2, 4):
draw_state = 1
else:
draw_state = personastate
if status != "在线" and draw_state == 1:
fill = (hex_to_rgb("e3ffc2"), hex_to_rgb("8ebe56"))
elif status != "离开" and draw_state == 3:
fill = (hex_to_rgb("e3ffc2"), hex_to_rgb("8ebe56"))
else:
fill = personastate_colors[draw_state]
x = name_x
draw.text((x, 8), name_drawn, font=name_font, fill=fill[0])
x += int(draw.textlength(name_drawn, font=name_font))
if icon:
canvas.paste(icon, (x + icon_gap, 14))
x += icon_gap + icon.width + icon_gap
if nick_drawn:
draw.text((x, 9), nick_drawn, font=nick_font, fill=hex_to_rgb("969696"))
# 游戏名
if game_name:
draw.text(
(name_x, 30),
game_name,
font=get_font(font_regular_path, 15),
fill=hex_to_rgb("91c257"),
)
# 状态详情(与游戏名相同则不重复画)
if status and status != game_name:
draw.text(
(name_x, 48),
status,
font=get_font(font_regular_path, 14),
fill=hex_to_rgb("969696"),
)
return canvas
def draw_gaming_friends_status(data: list[dict]) -> Image.Image:
# 按游戏分组:同一游戏的人列在同一个游戏标题下
groups: dict[tuple, list[dict]] = {}
for d in data:
key = (d.get("gameid"), d.get("game_name") or d.get("status"))
groups.setdefault(key, []).append(d)
# 排序:多人组按人数降序在前,单人组按游戏名 A-Z 在后
def _group_name(members: list[dict]) -> str:
return (members[0].get("game_name") or members[0].get("status") or "").lower()
group_list = list(groups.values())
multi_groups = [m for m in group_list if len(m) >= 2]
single_groups = [m for m in group_list if len(m) == 1]
multi_groups.sort(key=lambda m: (-len(m), _group_name(m)))
single_groups.sort(key=_group_name)
parts: list[Image.Image] = []
for members in multi_groups + single_groups:
if len(members) == 1:
# 一个人玩的游戏:游戏图标 + 头像昵称 + 游戏名 + 状态
member = members[0]
status = member["status"]
game_name = member.get("game_name") or ""
if status in ("在线", "未知", "") and game_name:
status = game_name
parts.append(
draw_single_game_friend(
member.get("game_icon"),
member["avatar"],
member["name"],
game_name,
status,
member["personastate"],
member.get("nickname"),
)
)
else:
parts.append(_draw_game_group(members))
if not parts:
return Image.new("RGB", (WIDTH, 64), hex_to_rgb("1e2024"))
return vertically_concatenate_images(parts)
def draw_online_friends_status(data: List[Dict[str, str]]) -> Image.Image:
canvas = Image.new(
"RGB",
(WIDTH, 64 + (MEMBER_AVATAR_SIZE + 16) * len(data) + 16),
hex_to_rgb("1e2024"),
)
draw = ImageDraw.Draw(canvas)
# 绘制标题
draw.text(
(22, 22),
"在线好友",
hex_to_rgb("c5d6d4"),
font=get_font(font_regular_path, 22),
)
# 绘制在线人数
draw.text(
(115, 25),
f"({len(data)})",
hex_to_rgb("67665c"),
font=get_font(font_regular_path, 18),
)
# 绘制好友头像和名称
friends_status_list = [
draw_friend_status(
d["avatar"], d["name"], d["status"], d["personastate"], d["nickname"]
)
for d in data
]
# 拼接好友头像和名称
for i, friend_status in enumerate(friends_status_list):
canvas.paste(friend_status, (0, 64 + (MEMBER_AVATAR_SIZE + 16) * i))
return canvas
def draw_offline_friends_status(data: List[Dict[str, str]]) -> Image.Image:
canvas = Image.new(
"RGB",
(WIDTH, 64 + (MEMBER_AVATAR_SIZE + 16) * len(data) + 16),
hex_to_rgb("1e2024"),
)
draw = ImageDraw.Draw(canvas)
# 绘制标题
draw.text(
(22, 22),
"离线",
hex_to_rgb("c5d6d4"),
font=get_font(font_regular_path, 22),
)
# 绘制离线人数
draw.text(
(72, 25),
f"({len(data)})",
hex_to_rgb("67665c"),
font=get_font(font_regular_path, 18),
)
# 绘制好友头像和名称
friends_status_list = [
draw_friend_status(
d["avatar"], d["name"], d["status"], d["personastate"], d["nickname"]
)
for d in data
]
# 拼接好友头像和名称
for i, friend_status in enumerate(friends_status_list):
canvas.paste(friend_status, (0, 64 + (MEMBER_AVATAR_SIZE + 16) * i))
return canvas
def draw_friends_status(
parent_avatar: Image.Image, parent_name: str, data: List[Dict[str, str]]
):
data.sort(key=lambda x: x["personastate"])
def _is_gaming(d: Dict[str, str]) -> bool:
# 有 gameid 说明确实在游戏里:即使 Steam 没返回详细状态(gameextrainfo),
# 也归入"游戏中"并显示游戏名,符合"具体状态获取不到就显示游戏名字"。
if d.get("gameid"):
return d["personastate"] in (1, 2, 3, 4)
return (
(d["personastate"] == 1 and d["status"] != "在线")
or (d["personastate"] == 3 and d["status"] != "离开")
or (d["personastate"] == 4 and d["status"] != "在线")
)
parent_status = draw_parent_status(parent_avatar, parent_name)
friends_search = draw_friends_search()
status_images: List[Image.Image] = []
height = parent_status.height + friends_search.height
gaming_data = [d for d in data if _is_gaming(d)]
if gaming_data:
status_images.append(draw_gaming_friends_status(gaming_data))
height += status_images[-1].height
online_data = [
d
for d in data
if not _is_gaming(d)
and (
(d["personastate"] == 1 and d["status"] == "在线")
or (d["personastate"] == 3 and d["status"] == "离开")
or (d["personastate"] == 4 and d["status"] == "在线")
or (d["personastate"] in [2, 5, 6])
)
]
# 按 1, 2, 4, 5, 6, 3 的顺序排序
online_data.sort(key=lambda x: (7 if x["personastate"] == 3 else x["personastate"]))
if online_data:
status_images.append(draw_online_friends_status(online_data))
height += status_images[-1].height
offline_data = [d for d in data if d["personastate"] == 0]
if offline_data:
status_images.append(draw_offline_friends_status(offline_data))
height += status_images[-1].height
# 拼合图片
canvas = Image.new("RGB", (WIDTH, height), hex_to_rgb("1e2024"))
draw = ImageDraw.Draw(canvas)
canvas.paste(parent_status, (0, 0))
canvas.paste(friends_search, (0, parent_status.height))
y = parent_status.height + friends_search.height
for i, status_image in enumerate(status_images):
canvas.paste(status_image, (0, y))
y += status_image.height
# 绘制分割线
if i != len(status_images) - 1:
draw.rectangle([0, y - 1, WIDTH, y], fill=hex_to_rgb("333439"))
return canvas
def get_average_color(image: Image.Image) -> tuple[int, int, int]:
"""获取图片的平均颜色"""
image_np = np.array(image)
average_color = image_np.mean(axis=(0, 1)).astype(int)
return tuple(average_color)
def split_image(
image: Image.Image, rows: int, cols: int
) -> tuple[list[Image.Image], int, int]:
"""将图片分割为rows * cols份"""
width, height = image.size
piece_width = width // cols
piece_height = height // rows
pieces = []
for r in range(rows):
for c in range(cols):
box = (
c * piece_width,
r * piece_height,
(c + 1) * piece_width,
(r + 1) * piece_height,
)
piece = image.crop(box)
pieces.append(piece)
return pieces, piece_width, piece_height
def recolor_image(image: Image.Image, rows: int, cols: int) -> Image.Image:
"""分片图片,提取平均颜色后拼接"""
total_average_color = get_average_color(image) # 获取整体平均颜色
pieces, piece_width, piece_height = split_image(image, rows, cols)
diameter = min(pieces[0].size) # 以最小边为直径
radius = diameter // 2
new_image = Image.new("RGB", image.size, total_average_color)
for i, piece in enumerate(pieces):
average_color = get_average_color(piece) # 获取每片的平均颜色
# 计算放置的位置
row, col = divmod(i, cols)
x = col * piece_width + piece_width // 2
y = row * piece_height + piece_height // 2
# 画圆
circle = Image.new("RGBA", (piece_width, piece_height), (0, 0, 0, 0))
draw = ImageDraw.Draw(circle)
draw.ellipse((0, 0, piece_width, piece_height), fill=average_color)
# 将圆形图片粘贴到新图片上
new_image.paste(circle, (x - radius, y - radius), circle)
new_image = new_image.filter(ImageFilter.SMOOTH)
new_image = new_image.filter(ImageFilter.GaussianBlur(50))
return new_image
def create_gradient_image(
size: Tuple[int, int], color1: Tuple[int, int, int], color2: Tuple[int, int, int]
) -> Image.Image:
"""创建渐变图片"""
# 确保颜色值在 0-255 范围内
color1 = tuple(max(0, min(255, c)) for c in color1)
color2 = tuple(max(0, min(255, c)) for c in color2)
# 创建一个渐变的线性空间
gradient_array = np.linspace(color1, color2, size[0])
# 将渐变数组的形状调整为 (height, width, 3)
gradient_image = np.tile(gradient_array, (size[1], 1, 1)).astype(np.uint8)
return Image.fromarray(gradient_image, "RGBA")
def create_vertical_gradient_rect(width, height, start_color, end_color):
"""
创建一个在竖直方向上渐变的矩形图像.
Args:
width (int): 矩形的宽度 (以像素为单位).
height (int): 矩形的高度 (以像素为单位).
start_color (tuple): 起始颜色,格式为 (R, G, B),每个值范围为 0-255.
end_color (tuple): 结束颜色,格式为 (R, G, B),每个值范围为 0-255.
Returns:
Image: PIL Image 对象,表示生成的渐变矩形.
"""
if width <= 0 or height <= 0:
return Image.new("RGBA", (1, 1), (0, 0, 0, 0))
# 确保颜色不超过 0-255 的范围
start_color = tuple(max(0, min(255, c)) for c in start_color)
end_color = tuple(max(0, min(255, c)) for c in end_color)
# 使用 NumPy 创建一个线性渐变数组
gradient_array = np.linspace(start_color, end_color, num=height, dtype=np.uint8)
gradient_array = np.tile(gradient_array[:, np.newaxis, :], (1, width, 1))
# 使用 Pillow 创建图像并填充颜色
image = Image.fromarray(gradient_array)
return image
def random_color_offset(
color: Tuple[int, int, int], offset: int
) -> Tuple[int, int, int]:
return tuple(
min(255, max(0, c + np.random.randint(-offset, offset + 1))) for c in color
)
def get_brightest_and_darkest_color(
image: Image.Image,
saturation_threshold: int = 100,
hue_difference_threshold: int = 30,
) -> Tuple[Tuple[int, int, int], Tuple[int, int, int]]:
"""获取图片最亮和最暗的颜色"""
# 将RGB图像转换为HSV
img_hsv = np.array(image.convert("HSV"))
# 设定一个阈值来定义“鲜艳的颜色”,例如饱和度大于150
vivid_mask = img_hsv[..., 1] > saturation_threshold
# 获取饱和度较高(鲜艳)的像素索引
vivid_pixels = img_hsv[vivid_mask]
if len(vivid_pixels) < 10:
return get_brightest_and_darkest_color(image, saturation_threshold - 10)
# 在鲜艳的像素中,根据亮度(V通道)找到最亮和最暗的颜色
brightest_pixel = vivid_pixels[np.argmax(vivid_pixels[..., 2])]
darkest_pixel = vivid_pixels[np.argmin(vivid_pixels[..., 2])]
# 获取最亮和最暗的颜色的色相差异
hue_difference = abs(int(brightest_pixel[0]) - int(darkest_pixel[0]))
# 如果色相差异过小,则尝试寻找新的最暗颜色,直到色相差异大于设定阈值
if hue_difference < hue_difference_threshold:
possible_dark_pixels = vivid_pixels[vivid_pixels[..., 0] != brightest_pixel[0]]
if len(possible_dark_pixels) > 0:
darkest_pixel = possible_dark_pixels[
np.argmin(possible_dark_pixels[..., 2])
]
# 将最亮和最暗的像素从HSV转回RGB
brightest_color = (
Image.fromarray(np.uint8([[brightest_pixel]]), "HSV")
.convert("RGB")
.getpixel((0, 0))
)
darkest_color = (
Image.fromarray(np.uint8([[darkest_pixel]]), "HSV")
.convert("RGB")
.getpixel((0, 0))
)
return brightest_color, darkest_color
def draw_game_info(
header: Image.Image,
game_name: str,
game_time: str,
last_play_time: str,
achievements: List[Achievements],
completed_achievement_number: int,
total_achievement_number: int,
achievement_color: Tuple[int, int, int],
) -> Image.Image:
bg = Image.new("RGBA", (880, 110 + 64 + 10), (0, 0, 0, 110))
header = header.resize((229, 86), Image.BICUBIC)
bg.paste(header, (10, 110 // 2 - header.height // 2))
draw = ImageDraw.Draw(bg)
# 画游戏名
draw.text(
(260, 10),
game_name,
font=get_font(font_regular_path, 26),
fill=(255, 255, 255),
)
# 画最后游玩时间
font = get_font(font_light_path, 22)
display_text = last_play_time
draw.text(
(int(bg.width - font.getlength(display_text)) - 10, 75),
display_text,
font=font,
fill=(150, 150, 150),
)
# 画游戏时间
font = get_font(font_light_path, 22)
display_text = f"总时数 {game_time}"
draw.text(
(int(bg.width - font.getlength(display_text)) - 10, 50),
display_text,
font=font,
fill=(150, 150, 150),
)
if completed_achievement_number is None or total_achievement_number is None:
return bg.crop((0, 0, bg.width, 110))
# 画成就 + 64 + 10
achievement_bg = Image.new("RGBA", (860, 64), achievement_color)
draw_achievement = ImageDraw.Draw(achievement_bg)
# 画成就进度
font = get_font(font_light_path, 18)
x = 14
draw_achievement.text(
(x, 20),
"成就进度",
font=font,
fill=(255, 255, 255, 255),
)
x += font.getlength("成就进度") + 10
draw_achievement.text(
(int(x), 20),
f"{completed_achievement_number} / {total_achievement_number}",
font=font,
fill=(130, 130, 130),
)
x += (
font.getlength(f"{completed_achievement_number} / {total_achievement_number}")
+ 10
)
progress_bar = create_progress_bar(
completed_achievement_number / total_achievement_number, achievement_color
)
achievement_bg.paste(progress_bar, (int(x), 24), progress_bar)
# 画成就图标
x = 860 - 48 * 6 - 10 * 6
for achievement in achievements:
achievement_image = Image.open(BytesIO(achievement["image"])).resize((48, 48))
achievement_bg.paste(achievement_image, (x, 8))
x += 48 + 10
if completed_achievement_number > 6:
font = get_font(font_regular_path, 22)
display_text = f"+{completed_achievement_number - 5}"
draw_achievement.rectangle((x, 8, x + 48, 56), fill=(34, 34, 34))
draw_achievement.text(
(x + 24 - font.getlength(display_text) // 2, 18),
display_text,
font=font,
fill=(255, 255, 255),
)
bg.paste(achievement_bg, (10, 110), achievement_bg)
return bg
def draw_player_status(
player_bg: Image.Image,
player_avatar: Image.Image,
player_name: str,
player_id: str,
player_description: str,
player_last_two_weeks_time: str, # e.g. 10.2 小时
player_games: List[DrawPlayerStatusData],
):
if isinstance(player_bg, bytes):
player_bg = Image.open(BytesIO(player_bg))
if isinstance(player_avatar, bytes):
player_avatar = Image.open(BytesIO(player_avatar))
bg = recolor_image(
player_bg.crop(
(
(player_bg.width - 960) // 2,
0,
(player_bg.width + 960) // 2,
player_bg.height,
)
),
10,
10,
)
# 调暗背景
enhancer = ImageEnhance.Brightness(bg)
bg = enhancer.enhance(0.7)
# bg.size = (960, 1020)
player_avatar = player_avatar.resize((200, 200))
bg.paste(player_avatar, (40, 40))
draw = ImageDraw.Draw(bg)
# 画头像外框
draw.rectangle((40, 40, 240, 240), outline=(83, 164, 196), width=3)
# 画昵称
draw.text(
(280, 48),
player_name,
font=get_font(font_light_path, 40),
fill=(255, 255, 255),
)
# 画ID
draw.text(
(280, 100),
f"好友代码: {player_id}",
font=get_font(font_regular_path, 19),
fill=(191, 191, 191),
)
# 画简介
line_width = 0
offset = 0
line = ""
for idx, char in enumerate(player_description):
line += char
line_width += get_font(font_light_path, 22).getlength(char)
if line_width > 640 or idx == len(player_description) - 1 or char == "\n":
draw.text(
(280, 132 + offset),
line,
font=get_font(font_light_path, 22),
fill=(255, 255, 255),
)
line = ""
offset += 25
line_width = 0
if offset >= 25 * 4:
break
# 画游戏
brightest_color, darkest_color = get_brightest_and_darkest_color(player_bg)
brightest_color = tuple(map(lambda x: x - 30 if x >= 30 else 0, brightest_color))
darkest_color = tuple(
map(lambda x: x + 30 if x <= 255 - 30 else 255, darkest_color)
)
brightest_color = (brightest_color[0], brightest_color[1], brightest_color[2], 128)
brightest_color = random_color_offset(brightest_color, 20)
darkest_color = (darkest_color[0], darkest_color[1], darkest_color[2], 128)
darkest_color = random_color_offset(darkest_color, 20)
# 画游戏信息
hsv_achievement_color = rgb_to_hsv(*brightest_color[:3])
achievement_color = tuple(
map(
int,
hsv_to_rgb(
hsv_achievement_color[0],
hsv_achievement_color[1] * 0.85,
hsv_achievement_color[2] * 0.6,
),
)
)
game_images: List[Image.Image] = []
for idx, game in enumerate(player_games):
game_image = Image.open(BytesIO(game["game_header"]))
game_info = draw_game_info(
game_image,
game["game_name"],
game["game_time"],
game["last_play_time"],
game["achievements"],
game["completed_achievement_number"],
game["total_achievement_number"],
achievement_color,
)
game_images.append(game_info)
# 画半透明黑色背景
bg_game = Image.new(
"RGBA", (920, 106 + sum([game_image.height + 26 for game_image in game_images]))
)
draw_game = ImageDraw.Draw(bg_game)
draw_game.rectangle(
(
0,
0,
920,
bg_game.height,
),
fill=(0, 0, 0, 120),
)
bg.paste(bg_game, (20, 272), bg_game)
# 画渐变条
gradient = create_gradient_image((920, 50), brightest_color, darkest_color)
bg.paste(gradient, (20, 272), gradient)
# 画渐变条的文字:最新动态,最近游戏
draw.text(
(34, 279),
"最新动态",
font=get_font(font_light_path, 26),
fill=(255, 255, 255),
)
if player_last_two_weeks_time is not None:
width = get_font(font_light_path, 26).getlength(
player_last_two_weeks_time
)
draw.text(
(960 - width - 34, 279),
player_last_two_weeks_time,
font=get_font(font_light_path, 26),
fill=(255, 255, 255),
)
y = 350
for idx, game_image in enumerate(game_images):
bg.paste(
game_image,
((920 - game_image.width) // 2 + 20, y),
game_image.convert("RGBA"),
)
y += game_image.height + 26
player_bg.paste(bg, ((player_bg.width - 960) // 2, 0), bg.convert("RGBA"))
return player_bg
def rounded_rectangle(
image: Image.Image,
radius: int,
border=False,
border_width=0,
border_color=(0, 0, 0),
):
"""
将给定的Image.Image对象切割为圆角矩形。
Args:
image: 一个PIL Image对象。
radius: 圆角半径,单位为像素。
border: 是否需要边框,默认为False。
border_width: 边框宽度,单位为像素,默认为0。
border_color: 边框颜色,RGB元组,默认为黑色(0, 0, 0)。
Returns:
一个PIL Image对象,表示切割后的圆角矩形图像。
"""
width, height = image.size
image_ = Image.new("RGBA", (width + 1, height + 1), (0, 0, 0, 0))
image_.paste(image, (0, 0), image.convert("RGBA"))
# 创建一个圆角矩形的遮罩
result = Image.new("RGBA", (width + 1, height + 1), (0, 0, 0, 0))
mask = Image.new("L", (width + 1, height + 1), 0)
draw = ImageDraw.Draw(mask)
image_draw = ImageDraw.Draw(result)
# 绘制圆角矩形
draw.rounded_rectangle((0, 0, width, height), radius=radius, fill=255)
# 应用遮罩到原始图像
result.paste(image_, (0, 0), mask)
# 添加边框 (如果需要)
if border:
image_draw.rounded_rectangle(
(0, 0, width, height),
radius=radius,
outline=border_color,
width=border_width,
)
return result
def create_progress_bar(
progress: float, color: Tuple[int, int, int], width=186, height=16
):
color_hsv = rgb_to_hsv(*color)
# 外条
bar_color = tuple(
map(int, hsv_to_rgb(color_hsv[0], color_hsv[1], color_hsv[2] * 0.8))
)
border_color = tuple(map(lambda x: max(x - 20, 0), color))
border_image = rounded_rectangle(
Image.new("RGBA", (width, height), bar_color),
8,
border=True,
border_width=1,
border_color=border_color,
)
# 内条
bar_color_top = tuple(
map(int, hsv_to_rgb(color_hsv[0], color_hsv[1] / 2, color_hsv[2] * 5 / 2))
)
bar_color_bottem = tuple(
map(int, hsv_to_rgb(color_hsv[0], color_hsv[1] / 2, color_hsv[2]))
)
bar_image = create_vertical_gradient_rect(
int(width * progress) - 6, height - 4, bar_color_top, bar_color_bottem
)
bar_image = rounded_rectangle(bar_image, 6)
# 合并
border_image.paste(bar_image, (3, 2), bar_image)
return border_image