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