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generate.py
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generate.py
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from math import ceil, log, floor
import re
from PIL import Image, ImageDraw
import numpy as np
SHARE_CODE = ''
WIDTH = 361
HEIGHT = 271
CENTER_X = WIDTH / 2
CENTER_Y = HEIGHT / 2
class Crosshair:
style = 0
has_center_dot = 0
size = 0.0
thickness = 0.0
gap = 0.0
fixed_gap = 0
has_outline = 0
outline_thickness = 0.0
red = 0
green = 0
blue = 0
has_alpha = 0
alpha = 0
split_distance = 0
inner_split_alpha = 0
outer_split_alpha = 0
split_size_ratio = 0
is_t_style = 0
use_weapon_gap = 0
def code_to_bytes(self, SHARE_CODE: str) -> list:
crosshair_code = SHARE_CODE[4:].replace('-','')
DICTIONARY = "ABCDEFGHJKLMNOPQRSTUVWXYZabcdefhijkmnopqrstuvwxyz23456789"
MATCH = re.search("^CSGO(-?[\\w]{5}){5}$", SHARE_CODE)
if not MATCH:
print('Not a Valid Crosshair Code!')
exit(1)
big = 0
for char in list(reversed(crosshair_code)):
big = (big * len(DICTIONARY)) + DICTIONARY.index(char)
def bytes_needed(n):
return 1 if n == 0 else int(log(n, 256)) + 1
bytes_required = bytes_needed(big)
bytes = list(big.to_bytes(bytes_required, 'little'))
if len(bytes) == 18:
bytes.append(0x00)
return list(reversed(bytes))
def uint8toint8(self, input: int) -> int:
return input if input < 128 else input - 256
def __init__(self, raw_bytes=None) -> None:
raw_bytes = self.code_to_bytes(SHARE_CODE)
self.gap = (self.uint8toint8(raw_bytes[3]) / 10.0)
self.outline_thickness = (raw_bytes[4] / 2)
self.red = (raw_bytes[5])
self.green = (raw_bytes[6])
self.blue = (raw_bytes[7])
self.alpha = (raw_bytes[8])
self.split_distance = (float(raw_bytes[9]))
self.fixed_gap = (self.uint8toint8((raw_bytes[10]) / 10.0))
self.color = (raw_bytes[11] & 7)
self.has_outline = (1 if (raw_bytes[11] & 8) != 0 else 0)
self.inner_split_alpha = (raw_bytes[11] >> 4) / 10.0
self.outer_split_alpha = (raw_bytes[12] & 0xF) / 10.0
self.split_size_ratio = (raw_bytes[12] >> 4) / 10.0
self.thickness = (raw_bytes[13] / 10.0)
self.has_center_dot = (1 if ((raw_bytes[14] >> 4) & 1) != 0 else 0)
self.use_weapon_gap = (1 if ((raw_bytes[14] >> 4) & 2) != 0 else 0)
self.has_alpha = (1 if ((raw_bytes[14] >> 4) & 4) != 0 else 0)
self.is_t_style = (1 if ((raw_bytes[14] >> 4) & 8) != 0 else 0)
self.style = (raw_bytes[14] & 0xF) >> 1
self.size = (raw_bytes[15] / 10.0)
def get_crosshair_settings(self) -> str:
settings = str(
f'cl_crosshairstyle {self.style};\n'
f'cl_crosshairsize {self.size};\n'
f'cl_crosshairthickness {self.thickness};\n'
f'cl_crosshairgap {self.gap};\n'
f'cl_crosshair_drawoutline {self.has_outline};\n'
f'cl_crosshair_outlinethickness {self.outline_thickness};\n'
f'cl_crosshaircolor {self.color};\n'
f'cl_crosshaircolor_r {self.red};\n'
f'cl_crosshaircolor_g {self.green};\n'
f'cl_crosshaircolor_b {self.blue};\n'
f'cl_crosshairusealpha {self.has_alpha};\n'
f'cl_crosshairalpha {self.alpha};\n'
f'cl_crosshairdot {self.has_center_dot};\n'
f'cl_crosshair_t {self.is_t_style};\n'
f'cl_crosshairgap_useweaponvalue {self.use_weapon_gap};\n'
f'cl_crosshair_dynamic_splitdist {self.split_distance};\n'
f'cl_fixedcrosshairgap {self.fixed_gap};\n'
f'cl_crosshair_dynamic_splitalpha_innermod {self.inner_split_alpha};\n'
f'cl_crosshair_dynamic_splitalpha_outermod {self.outer_split_alpha};\n'
f'cl_crosshair_dynamic_maxdist_splitratio {self.split_size_ratio};\n'
)
print(settings)
return settings
class generate_crosshair_coordinates:
def left(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = ceil(CENTER_X - (SIZE + (GAP / 2)))
Y1 = CENTER_Y + (THICKNESS / 2)
X2 = ceil(CENTER_X - (GAP / 2))
Y2 = CENTER_Y - (THICKNESS / 2)
left = tuple([X1, Y1, X2, Y2])
return left
def top(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2)
Y1 = ceil(CENTER_Y - (SIZE + (GAP / 2)))
X2 = CENTER_X + (THICKNESS / 2)
Y2 = ceil(CENTER_Y - (GAP / 2))
top = tuple([X1, Y1, X2, Y2])
return top
def right(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = floor(CENTER_X + (GAP / 2))
Y1 = CENTER_Y + (THICKNESS / 2)
X2 = floor(CENTER_X + (SIZE + (GAP / 2)))
Y2 = CENTER_Y - (THICKNESS / 2)
right = tuple([X1, Y1, X2, Y2])
return right
def bottom(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2)
Y1 = floor(CENTER_Y + (GAP / 2))
X2 = CENTER_X + (THICKNESS / 2)
Y2 = floor(CENTER_Y + (SIZE + (GAP / 2)))
bottom = tuple([X1, Y1, X2, Y2])
return bottom
def dot(self, THICKNESS: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2)
Y1 = CENTER_Y - (THICKNESS / 2)
X2 = CENTER_X + (THICKNESS / 2)
Y2 = CENTER_Y + (THICKNESS / 2)
dot = tuple([X1, Y1, X2, Y2])
return dot
def left_outline(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = ceil(CENTER_X - (SIZE + (GAP / 2))) - 1
Y1 = CENTER_Y + (THICKNESS / 2) + 1
X2 = ceil(CENTER_X - (GAP / 2)) + 1
Y2 = CENTER_Y - (THICKNESS / 2) - 1
left = tuple([X1, Y1, X2, Y2])
return left
def top_outline(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2) - 1
Y1 = ceil(CENTER_Y - (SIZE + (GAP / 2))) - 1
X2 = CENTER_X + (THICKNESS / 2) + 1
Y2 = ceil(CENTER_Y - (GAP / 2)) + 1
top = tuple([X1, Y1, X2, Y2])
return top
def right_outline(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = floor(CENTER_X + (GAP / 2)) - 1
Y1 = CENTER_Y + (THICKNESS / 2) + 1
X2 = floor(CENTER_X + (SIZE + (GAP / 2))) + 1
Y2 = CENTER_Y - (THICKNESS / 2) - 1
right = tuple([X1, Y1, X2, Y2])
return right
def bottom_outline(self, THICKNESS: float, SIZE: float, GAP: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2) - 1
Y1 = floor(CENTER_Y + (GAP / 2)) - 1
X2 = CENTER_X + (THICKNESS / 2) + 1
Y2 = floor(CENTER_Y + (SIZE + (GAP / 2))) + 1
bottom = tuple([X1, Y1, X2, Y2])
return bottom
def dot_outline(self, THICKNESS: float) -> tuple:
X1 = CENTER_X - (THICKNESS / 2) - 1
Y1 = CENTER_Y - (THICKNESS / 2) - 1
X2 = CENTER_X + (THICKNESS / 2) + 1
Y2 = CENTER_Y + (THICKNESS / 2) + 1
dot = tuple([X1, Y1, X2, Y2])
return dot
def map_gap_value(x: int | float) -> float:
if x > -5:
return float(x -(-5))
elif x < -5:
return float((x + 5) * -1) -5
else:
return float(0)
def round_up_to_odd(f: int | float) -> float:
f = int(np.ceil(f))
return float(f + 1 if f % 2 == 0 else f)
def default_colors(c: Crosshair) -> None:
if c.color == 1:
c.blue = 0
c.red = 0
c.green = 255
if c.color == 2:
c.blue = 0
c.red = 255
c.green = 255
if c.color == 3:
c.blue = 255
c.red = 0
c.green = 0
if c.color == 4:
c.blue = 255
c.red = 0
c.green = 255
def create_image(c: Crosshair) -> object:
img = Image.new('RGBA', (WIDTH, HEIGHT), (255, 0, 0, 0))
draw = ImageDraw.Draw(img)
g = generate_crosshair_coordinates()
if c.color != 5:
default_colors(c)
SIZE = 2 * c.size
THICKNESS = round(2 * c.thickness) // 2
# if THICKNESS < 1:
# THICKNESS = 1
GAP = 2 * map_gap_value(c.gap)
GAP = round_up_to_odd(GAP)
SIZE = round_up_to_odd(SIZE)
THICKNESS = floor(round_up_to_odd(THICKNESS))
if c.has_outline:
draw.rectangle((g.left_outline(THICKNESS, SIZE, GAP)), fill=('black'))
draw.rectangle((g.top_outline(THICKNESS, SIZE, GAP)), fill=('black')) if not c.is_t_style else None
draw.rectangle((g.right_outline(THICKNESS, SIZE, GAP)), fill=('black'))
draw.rectangle((g.bottom_outline(THICKNESS, SIZE, GAP)), fill=('black'))
draw.rectangle((g.dot_outline(THICKNESS)), fill=('black')) if c.has_center_dot else None
draw.rectangle((g.left(THICKNESS, SIZE, GAP)), fill=(c.red, c.green, c.blue, c.alpha))
draw.rectangle((g.top(THICKNESS, SIZE, GAP)), fill=(c.red, c.green, c.blue, c.alpha)) if not c.is_t_style else None
draw.rectangle((g.right(THICKNESS, SIZE, GAP)), fill=(c.red, c.green, c.blue, c.alpha))
draw.rectangle((g.bottom(THICKNESS, SIZE, GAP)), fill=(c.red, c.green, c.blue, c.alpha))
draw.rectangle((g.dot(THICKNESS)), fill=(c.red, c.green, c.blue, c.alpha)) if c.has_center_dot else None
img.save('crosshair.png', 'PNG')
return img
def main():
c = Crosshair()
create_image(c)
if __name__ == '__main__':
main()