using BetterGenshinImpact.Core.Simulator;
using BetterGenshinImpact.GameTask.Common;
using BetterGenshinImpact.GameTask.Model.Area;
using Fischless.WindowsInput;
using Microsoft.Extensions.Logging;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace BetterGenshinImpact.GameTask.Model.GameUI
{
///
/// Grid界面垂直滚动服务类
///
public class GridScroller
{
private readonly Rect roi;
private readonly CancellationToken ct;
private readonly ILogger logger;
private readonly InputSimulator input = Simulation.SendInput;
private readonly int columns;
private readonly int s1Round;
private readonly int roundMilliseconds;
private readonly int s2Round;
private readonly double s3Scale;
internal GridScroller(GridParams @params, ILogger logger, InputSimulator input, CancellationToken ct)
{
this.roi = @params.Roi;
this.ct = ct;
this.logger = logger;
this.input = input;
this.columns = @params.Columns;
this.s1Round = @params.S1Round;
this.roundMilliseconds = @params.RoundMilliseconds;
this.s2Round = @params.S2Round;
this.s3Scale = @params.S3Scale;
}
internal async Task TryVerticalScollDown(Func> GetGridItems)
{
using var ra = TaskControl.CaptureToRectArea();
using ImageRegion prevGrid = ra.DeriveCrop(roi);
for (int i = 0; i < this.s1Round; i++)
{
this.input.Mouse.VerticalScroll(-2);
await TaskControl.Delay(this.roundMilliseconds, this.ct);
}
await TaskControl.Delay(300, this.ct);
using var ra2 = TaskControl.CaptureToRectArea();
using ImageRegion scrolledGrid = ra2.DeriveCrop(this.roi);
bool isScrolling = IsScrolling(prevGrid.CacheGreyMat, scrolledGrid.CacheGreyMat, out Point2d shift, logger: this.logger);
if (isScrolling)
{
for (int i = 0; i < this.s2Round; i++) // 再滚动差不多(最多行数-1)行
{
input.Mouse.VerticalScroll(-2);
await TaskControl.Delay(this.roundMilliseconds, ct);
}
DateTimeOffset rollingEndTime = DateTime.Now.AddSeconds(2);
while (DateTime.Now < rollingEndTime)
{
await TaskControl.Delay(60, ct);
using var ra4 = TaskControl.CaptureToRectArea();
using ImageRegion grid2 = ra4.DeriveCrop(this.roi);
IEnumerable gridItems2 = GetGridItems(grid2.SrcMat, this.columns);
if (gridItems2.Min(i => i.Y) > (ra4.Width * this.s3Scale)) // 最后精细滚动,保证完整地显示最多行
{
input.Mouse.VerticalScroll(-1);
}
else
{
break;
}
}
using var ra3 = TaskControl.CaptureToRectArea();
using ImageRegion grid3 = ra3.DeriveCrop(this.roi);
grid3.MoveTo(grid3.Width, grid3.Height);
await TaskControl.Delay(300, ct);
return true;
}
else
{
await TaskControl.Delay(300, ct);
this.logger.LogInformation("滚动到底部了");
return false;
}
}
///
/// 判断是否还能继续滚动,如果到底了则只能滚动一丝并很快地回弹
///
/// 先前的灰度图
/// 尝试滚动并等待可能的回弹后的灰度图
/// 估计的位移
/// 低于下限则可能不存在平移
/// 上限用于抵消微小的其他差异,比如高亮图标的呼吸闪烁
///
///
public static bool IsScrolling(Mat prevGray, Mat nextGray, out Point2d shift, double lowerThreshold = 0.5, double upperThreshold = 0.95, ILogger? logger = null)
{
using Mat prev = new Mat();
prevGray.ConvertTo(prev, MatType.CV_32FC1);
using Mat next = new Mat();
nextGray.ConvertTo(next, MatType.CV_32FC1);
using Mat window = new Mat();
shift = Cv2.PhaseCorrelate(prev, next, window, out double response);
// 相位相关性
//logger?.LogInformation($"response={response:F3}, shift=({shift.X:F2}, {shift.Y:F2})");
return response > lowerThreshold && response < upperThreshold;
}
}
}