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Python EbGraphicTileset.block_size方法代码示例

本文整理汇总了Python中coilsnake.model.eb.graphics.EbGraphicTileset.block_size方法的典型用法代码示例。如果您正苦于以下问题:Python EbGraphicTileset.block_size方法的具体用法?Python EbGraphicTileset.block_size怎么用?Python EbGraphicTileset.block_size使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在coilsnake.model.eb.graphics.EbGraphicTileset的用法示例。


在下文中一共展示了EbGraphicTileset.block_size方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: EbCreditsFont

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class EbCreditsFont(object):
    def __init__(self):
        self.tileset = EbGraphicTileset(num_tiles=192, tile_width=8, tile_height=8)
        self.palette = EbPalette(num_subpalettes=2, subpalette_length=4)

    def from_block(self, block, tileset_asm_pointer_offset, palette_offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=from_snes_address(
                read_asm_pointer(block=block, offset=tileset_asm_pointer_offset)))
            self.tileset.from_block(block=compressed_block, bpp=2)
        self.palette.from_block(block=block, offset=palette_offset)

    def to_block(self, block, tileset_asm_pointer_offset, palette_offset):
        tileset_block_size = self.tileset.block_size(bpp=2)
        with EbCompressibleBlock(tileset_block_size) as compressed_block:
            self.tileset.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            tileset_offset = block.allocate(data=compressed_block)
            write_asm_pointer(block=block, offset=tileset_asm_pointer_offset, pointer=to_snes_address(tileset_offset))
        self.palette.to_block(block=block, offset=palette_offset)

    def to_files(self, image_file, image_format="png"):
        image = _CREDITS_PREVIEW_ARRANGEMENT.image(self.tileset, self.palette)
        image.save(image_file, image_format)
        del image

    def from_files(self, image_file, image_format="png"):
        image = open_indexed_image(image_file)
        self.palette.from_image(image)
        self.tileset.from_image(image, _CREDITS_PREVIEW_ARRANGEMENT, self.palette)
        del image
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:33,代码来源:fonts.py

示例2: EbFont

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class EbFont(object):
    def __init__(self, num_characters=96, tile_width=16, tile_height=8):
        self.num_characters = num_characters
        self.tileset = EbGraphicTileset(num_tiles=num_characters, tile_width=tile_width, tile_height=tile_height)
        self.character_widths = None

    def from_block(self, block, tileset_offset, character_widths_offset):
        self.tileset.from_block(block=block, offset=tileset_offset, bpp=1)
        for i in range(96, self.num_characters):
            self.tileset.clear_tile(i, color=1)
        self.character_widths = block[character_widths_offset:character_widths_offset + self.num_characters].to_list()

    def to_block(self, block):
        tileset_offset = block.allocate(size=self.tileset.block_size(bpp=1))
        self.tileset.to_block(block=block, offset=tileset_offset, bpp=1)

        character_widths_offset = block.allocate(size=self.num_characters)
        block[character_widths_offset:character_widths_offset + self.num_characters] = self.character_widths

        return tileset_offset, character_widths_offset

    def to_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        if self.num_characters == 96:
            image = _FONT_IMAGE_ARRANGEMENT_96.image(self.tileset, FONT_IMAGE_PALETTE)
        elif self.num_characters == 128:
            image = _FONT_IMAGE_ARRANGEMENT_128.image(self.tileset, FONT_IMAGE_PALETTE)
        image.save(image_file, image_format)
        del image

        character_widths_dict = dict(enumerate(self.character_widths))
        if widths_format == "yml":
            yml_dump(character_widths_dict, widths_file, default_flow_style=False)

    def from_files(self, image_file, widths_file, image_format="png", widths_format="yml"):
        image = open_indexed_image(image_file)

        if self.num_characters == 96:
            self.tileset.from_image(image, _FONT_IMAGE_ARRANGEMENT_96, FONT_IMAGE_PALETTE)
        elif self.num_characters == 128:
            self.tileset.from_image(image, _FONT_IMAGE_ARRANGEMENT_128, FONT_IMAGE_PALETTE)
        del image

        if widths_format == "yml":
            widths_dict = yml_load(widths_file)
            self.character_widths = [widths_dict[i] for i in range(self.tileset.num_tiles_maximum)]

    def image_size(self):
        if self.num_characters == 96:
            arr = _FONT_IMAGE_ARRANGEMENT_96
        elif self.num_characters == 128:
            arr = _FONT_IMAGE_ARRANGEMENT_128

        return arr.width * self.tileset.tile_width, arr.height * self.tileset.tile_height
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:55,代码来源:fonts.py

示例3: SoundStoneModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class SoundStoneModule(EbModule):
    NAME = "Sound Stone"
    FREE_RANGES = [(0x0EDD5D, 0x0EF805)]  # Sound stone graphics

    def __init__(self):
        super(SoundStoneModule, self).__init__()
        self.tileset = EbGraphicTileset(num_tiles=352, tile_width=8, tile_height=8)
        self.palette = EbPalette(num_subpalettes=6, subpalette_length=16)

    def read_from_rom(self, rom):
        graphics_offset = from_snes_address(read_asm_pointer(
            block=rom, offset=GRAPHICS_ASM_POINTER_OFFSET))
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=rom, offset=graphics_offset)
            self.tileset.from_block(block=compressed_block, bpp=4)
        self.palette.from_block(block=rom, offset=PALETTE_OFFSET)

    def write_to_rom(self, rom):
        tileset_block_size = self.tileset.block_size(bpp=4)
        with EbCompressibleBlock(tileset_block_size) as compressed_block:
            self.tileset.to_block(block=compressed_block, offset=0, bpp=4)
            compressed_block.compress()
            tileset_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_ASM_POINTER_OFFSET, pointer=to_snes_address(tileset_offset))
        self.palette.to_block(block=rom, offset=PALETTE_OFFSET)

    def read_from_project(self, resource_open):
        with resource_open("Logos/SoundStone", "png") as image_file:
            image = open_indexed_image(image_file)
            self.palette.from_image(image)
            self.tileset.from_image(image, SOUND_STONE_ARRANGEMENT, self.palette)

    def write_to_project(self, resource_open):
        image = SOUND_STONE_ARRANGEMENT.image(self.tileset, self.palette)
        with resource_open("Logos/SoundStone", "png") as image_file:
            image.save(image_file, "png")

    def upgrade_project(self, old_version, new_version, rom, resource_open_r, resource_open_w, resource_delete):
        if old_version < 8:
            self.read_from_rom(rom)
            self.write_to_project(resource_open_w)
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:43,代码来源:SoundStoneModule.py

示例4: WindowGraphicsModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class WindowGraphicsModule(EbModule):
    NAME = "Window Graphics"
    FREE_RANGES = [(0x200000, 0x20079f)]  # Graphics

    def __init__(self):
        super(WindowGraphicsModule, self).__init__()
        self.graphics_1 = EbGraphicTileset(num_tiles=416, tile_width=8, tile_height=8)
        self.graphics_2 = EbGraphicTileset(num_tiles=7, tile_width=8, tile_height=8)

        self.flavor_palettes = [EbPalette(8, 4) for i in range(7)]
        self.flavor_names = dict()

    def read_from_rom(self, rom):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(rom, GRAPHICS_1_ASM_POINTER_OFFSET)))
            self.graphics_1.from_block(block=compressed_block, bpp=2)

        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(rom, GRAPHICS_2_ASM_POINTER_OFFSET)))
            self.graphics_2.from_block(block=compressed_block, bpp=2)

        # Read palettes
        offset = FLAVOR_PALETTES_OFFSET
        for palette in self.flavor_palettes:
            palette.from_block(block=rom, offset=offset)
            offset += 64

        # Read names
        for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
            self.flavor_names[asm_pointer_offset] = FLAVOR_NAME_ENTRY.from_block(
                block=rom,
                offset=from_snes_address(read_asm_pointer(block=rom, offset=asm_pointer_offset)))

    def write_to_rom(self, rom):
        graphics_1_block_size = self.graphics_1.block_size(bpp=2)
        with EbCompressibleBlock(graphics_1_block_size) as compressed_block:
            self.graphics_1.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            graphics_1_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_1_ASM_POINTER_OFFSET,
                              pointer=to_snes_address(graphics_1_offset))

        graphics_2_block_size = self.graphics_2.block_size(bpp=2)
        with EbCompressibleBlock(graphics_2_block_size) as compressed_block:
            self.graphics_2.to_block(block=compressed_block, offset=0, bpp=2)
            compressed_block.compress()
            graphics_2_offset = rom.allocate(data=compressed_block)
            write_asm_pointer(block=rom, offset=GRAPHICS_2_ASM_POINTER_OFFSET,
                              pointer=to_snes_address(graphics_2_offset))

        # Write palettes
        offset = FLAVOR_PALETTES_OFFSET
        for palette in self.flavor_palettes:
            palette.to_block(block=rom, offset=offset)
            offset += 64

        # Write names
        for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
            name = self.flavor_names[asm_pointer_offset]
            offset = rom.allocate(size=FLAVOR_NAME_ENTRY.size)
            FLAVOR_NAME_ENTRY.to_block(block=rom, offset=offset, value=name)
            write_asm_pointer(block=rom, offset=asm_pointer_offset, pointer=to_snes_address(offset))

    def write_to_project(self, resource_open):
        for i, palette in enumerate(self.flavor_palettes):
            with resource_open("WindowGraphics/Windows1_" + str(i), "png") as image_file:
                image = ARRANGEMENT_1.image(tileset=self.graphics_1, palette=palette)
                image.save(image_file, "png")
            with resource_open("WindowGraphics/Windows2_" + str(i), "png") as image_file:
                image = ARRANGEMENT_2.image(tileset=self.graphics_2, palette=palette.get_subpalette(7))
                image.save(image_file, "png")

        # Write names
        with resource_open("WindowGraphics/flavor_names", "txt", True) as f:
            for asm_pointer_offset in FLAVOR_NAME_ASM_POINTER_OFFSETS:
                print(self.flavor_names[asm_pointer_offset], file=f)

    def read_from_project(self, resource_open):
        # Read graphics. Just use the first of each image.
        with resource_open("WindowGraphics/Windows1_0", "png") as image_file:
            image = open_indexed_image(image_file)
            self.graphics_1.from_image(image=image,
                                       arrangement=ARRANGEMENT_1,
                                       palette=self.flavor_palettes[0])

        with resource_open("WindowGraphics/Windows2_0", "png") as image_file:
            image = open_indexed_image(image_file)
            self.graphics_2.from_image(image=image,
                                       arrangement=ARRANGEMENT_2,
                                       palette=self.flavor_palettes[0].get_subpalette(7))

        # Read pals from Windows1 of each flavor.
        # Read subpal 7 from Windows2 of each flavor.
        for i, palette in enumerate(self.flavor_palettes):
            # Read all the palette data from Windows1
            with resource_open("WindowGraphics/Windows1_" + str(i), "png") as image_file:
#.........这里部分代码省略.........
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:103,代码来源:WindowGraphicsModule.py

示例5: EbTileset

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class EbTileset(object):
    def __init__(self):
        self.minitiles = EbGraphicTileset(num_tiles=896, tile_width=8, tile_height=8)
        self.arrangements = [None for i in range(1024)]
        self.collisions = [None for i in range(1024)]
        self.palettes = []

    def from_block(self, block, minitiles_offset, arrangements_offset, collisions_offset):
        self.minitiles_from_block(block, minitiles_offset)
        self.arrangements_from_block(block, arrangements_offset)
        self.collisions_from_block(block, collisions_offset)

    def minitiles_from_block(self, block, offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=offset)
            self.minitiles.from_block(block=compressed_block, bpp=4)

    def arrangements_from_block(self, block, offset):
        with EbCompressibleBlock() as compressed_block:
            compressed_block.from_compressed_block(block=block, offset=offset)
            num_arrangements = len(compressed_block) / 32

            j = 0
            for i in range(num_arrangements):
                arrangement = [[0 for x in range(4)] for y in range(4)]
                for y in range(4):
                    for x in range(4):
                        arrangement[y][x] = compressed_block.read_multi(key=j, size=2)
                        j += 2
                self.arrangements[i] = arrangement

    def collisions_from_block(self, block, offset):
        for i, arrangement in enumerate(self.arrangements):
            if arrangement is not None:
                collision_offset = 0x180000 | block.read_multi(key=offset + i * 2, size=2)
                self.collisions[i] = block[collision_offset:collision_offset + 16]

    def minitiles_to_block(self, block):
        with EbCompressibleBlock(self.minitiles.block_size(bpp=4)) as compressed_block:
            self.minitiles.to_block(block=compressed_block, offset=0, bpp=4)
            compressed_block.compress()
            return block.allocate(data=compressed_block)

    def arrangements_to_block(self, block):
        with EbCompressibleBlock(1024 * 16 * 2) as compressed_block:
            i = 0
            for arrangement in self.arrangements:
                for y in range(4):
                    for x in range(4):
                        compressed_block.write_multi(key=i, item=arrangement[y][x], size=2)
                        i += 2
            compressed_block.compress()
            return block.allocate(data=compressed_block)

    def add_palette(self, map_tileset, map_palette, palette):
        self.palettes.append((map_tileset, map_palette, palette))

    def has_map_tileset(self, map_tileset):
        for mt, mp, p in self.palettes:
            if mt == map_tileset:
                return True
        return False

    def get_palettes_by_map_tileset(self, map_tileset):
        return [(mp, p) for (mt, mp, p) in self.palettes if mt == map_tileset]

    def minitile_string_rep(self, n):
        if n >= 896:
            return "0000000000000000000000000000000000000000000000000000000000000000"
        else:
            s = str()
            tile = self.minitiles[n]
            for y in xrange(8):
                for x in xrange(8):
                    s += CHARACTERS[tile[y][x]]
            return s

    def minitile_from_string(self, n, string_rep):
        if n < 896:
            minitile = [[0] * self.minitiles.tile_width for x in range(self.minitiles.tile_height)]
            i = 0
            for y in xrange(8):
                for x in xrange(8):
                    minitile[y][x] = int(string_rep[i], 32)
                    i += 1
            self.minitiles.tiles[n] = minitile

    def arrangement_collision_string_rep(self, n):
        arrangement = self.arrangements[n]
        if arrangement is None:
            return "000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000"
        else:
            s = str()
            collision = self.collisions[n]
            for y in xrange(4):
                for x in xrange(4):
                    s += "{:04x}{:02x}".format(arrangement[y][x], collision[y*4 + x])
            return s

    def arrangement_collision_from_string(self, n, string_rep):
#.........这里部分代码省略.........
开发者ID:Lyrositor,项目名称:CoilSnake,代码行数:103,代码来源:map_tilesets.py

示例6: DeathScreenModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]
class DeathScreenModule(EbModule):
    """Extracts the death screen data from EarthBound."""

    NAME = "Death Screen"
    FREE_RANGES = [
        (0x21cfaf, 0x21d4f3),  # Tileset
        (0x21d4f4, 0x21d5e7),  # Palette
        (0x21d5e8, 0x21d6e1)  # Arrangement
    ]

    def __init__(self):
        super(DeathScreenModule, self).__init__()

        self.tileset = EbGraphicTileset(
            num_tiles=NUM_TILES, tile_width=TILE_WIDTH, tile_height=TILE_HEIGHT
        )
        self.arrangement = EbTileArrangement(
            width=ARRANGEMENT_WIDTH, height=ARRANGEMENT_HEIGHT
        )
        self.palette = EbPalette(
            num_subpalettes=NUM_SUBPALETTES,
            subpalette_length=SUBPALETTE_LENGTH
        )

    def read_from_rom(self, rom):
        with EbCompressibleBlock() as block:
            # Read the tileset data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, TILESET_POINTER)
                )
            )
            self.tileset.from_block(block=block, offset=0, bpp=TILESET_BPP)

            # Read the arrangement data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, ARRANGEMENT_POINTER)
                )
            )
            self.arrangement.from_block(block=block, offset=0)

            # Read the palette data
            block.from_compressed_block(
                block=rom, offset=from_snes_address(
                    read_asm_pointer(rom, PALETTE_POINTER)
                )
            )
            self.palette.from_block(block=block, offset=0)

    def write_to_rom(self, rom):
        # Write the tileset data
        block_size = self.tileset.block_size(bpp=TILESET_BPP)
        with EbCompressibleBlock(block_size) as block:
            self.tileset.to_block(block=block, offset=0, bpp=TILESET_BPP)
            self._write_compressed_block(rom, block, TILESET_POINTER)

        # Write the tile arrangement data
        block_size = self.arrangement.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.arrangement.to_block(block=block, offset=0)
            self._write_compressed_block(rom, block, ARRANGEMENT_POINTER)

        # Write the palette data
        block_size = self.palette.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.palette.to_block(block=block, offset=0)
            self._write_compressed_block(
                rom, block, PALETTE_POINTER
            )

    def read_from_project(self, resource_open):
        with resource_open(DEATH_SCREEN_PATH, "png") as f:
            image = open_indexed_image(f)
            self.arrangement.from_image(image, self.tileset, self.palette)
        with resource_open(DEATH_SCREEN_SUBPALETTES_PATH, "yml", True) as f:
            subpalettes = yml_load(f)
            for subpalette, tiles in subpalettes.items():
                for x, y in tiles:
                    self.arrangement[x, y].subpalette = subpalette

    def write_to_project(self, resource_open):
        with resource_open(DEATH_SCREEN_PATH, "png") as f:
            image = self.arrangement.image(self.tileset, self.palette, True)
            image.save(f)
        with resource_open(DEATH_SCREEN_SUBPALETTES_PATH, "yml", True) as f:
            subpalettes = {}
            for x in range(ARRANGEMENT_WIDTH):
                for y in range(ARRANGEMENT_HEIGHT):
                    subpalette = self.arrangement[x, y].subpalette
                    if subpalette not in subpalettes:
                        subpalettes[subpalette] = []
                    subpalettes[subpalette].append((x, y))
            yml_dump(subpalettes, f, None)

    def upgrade_project(
            self, old_version, new_version, rom, resource_open_r,
            resource_open_w, resource_delete):
        if old_version < 9:
            self.read_from_rom(rom)
#.........这里部分代码省略.........
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:103,代码来源:DeathScreenModule.py

示例7: TitleScreenModule

# 需要导入模块: from coilsnake.model.eb.graphics import EbGraphicTileset [as 别名]
# 或者: from coilsnake.model.eb.graphics.EbGraphicTileset import block_size [as 别名]

#.........这里部分代码省略.........
        lda_instruction = rom[CHARS_LAYOUT_BANK]
        chars_layout_pointer_offset = CHARS_LAYOUT_POINTER_OFFSET_DEFAULT

        # Check if we are dealing with the modified Rom,
        # If we are, we need to recalculate the offset to the
        # character layouts
        if lda_instruction == 0xA9:
            bank = rom[CHARS_LAYOUT_BANK + 1]
            chars_layout_pointer_offset = from_snes_address(bank << 16)

        self.chars_layouts = [[] for _ in range(NUM_CHARS)]
        for char in range(NUM_CHARS):
            # Get the location of a character's data
            offset = chars_layout_pointer_offset + rom.read_multi(
                CHARS_LAYOUT_TABLE + char*2, 2
            )

            # Read entries until a final entry is encountered
            while True:
                entry = TitleScreenLayoutEntry()
                entry.from_block(rom, offset)
                self.chars_layouts[char].append(entry)
                offset += 5
                if entry.is_final():
                    break

    def write_to_rom(self, rom):
        self.write_background_data_to_rom(rom)
        self.write_chars_data_to_rom(rom)
        self.write_chars_layouts_to_rom(rom)

    def write_background_data_to_rom(self, rom):
        # Write the background tileset data
        block_size = self.bg_tileset.block_size(bpp=BG_TILESET_BPP)
        with EbCompressibleBlock(block_size) as block:
            self.bg_tileset.to_block(block=block, offset=0, bpp=BG_TILESET_BPP)
            self._write_compressed_block(rom, block, BG_TILESET_POINTER)

        # Write the background tile arrangement data
        block_size = self.bg_arrangement.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.bg_arrangement.to_block(block=block, offset=0)
            self._write_compressed_block(rom, block, BG_ARRANGEMENT_POINTER)

        # Write the background palette data
        # There is an additional pointer to this location, so change that one
        # too
        block_size = self.bg_palette.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.bg_palette.to_block(block=block, offset=0)
            new_offset = self._write_compressed_block(
                rom, block, BG_PALETTE_POINTER
            )
            write_asm_pointer(
                block=rom, offset=BG_PALETTE_POINTER_SECONDARY,
                pointer=to_snes_address(new_offset)
            )

        # Write the background animated palette data
        block_size = self.bg_anim_palette.block_size()
        with EbCompressibleBlock(block_size) as block:
            self.bg_anim_palette.to_block(block=block, offset=0)
            self._write_compressed_block(rom, block, BG_ANIM_PALETTE_POINTER)

    def write_chars_data_to_rom(self, rom):
        # Write the characters tileset data
开发者ID:LittleCube13,项目名称:CoilSnake,代码行数:70,代码来源:TitleScreenModule.py


注:本文中的coilsnake.model.eb.graphics.EbGraphicTileset.block_size方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。