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@@ -382,7 +382,7 @@ while running:
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current_time = pygame.time.get_ticks()
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current_time = pygame.time.get_ticks()
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# 更新旋转角度(降低旋转速度,现在大约每60秒旋转一圈)
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# 更新旋转角度(降低旋转速度,现在大约每60秒旋转一圈)
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- rotation_angle = (current_time * 0.001) % 360.0
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+ rotation_angle = (current_time * 0.0005) % 360.0
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# 检查剪贴板内容是否变化(如果剪贴板功能可用)
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# 检查剪贴板内容是否变化(如果剪贴板功能可用)
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if clipboard_available:
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if clipboard_available:
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@@ -502,9 +502,9 @@ while running:
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# 绘制锥形表面(连接父文件夹与其子节点形成锥形)
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# 绘制锥形表面(连接父文件夹与其子节点形成锥形)
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glDisable(GL_LIGHTING) # 临时禁用光照以使用纯色
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glDisable(GL_LIGHTING) # 临时禁用光照以使用纯色
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- glColor4f(0.5, 0.5, 0.5, 0.2) # 半透明灰色
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+ glColor4f(0.4, 0.4, 0.6, 0.3) # 半透明蓝色系,alpha值稍高以增强重叠效果
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- # 启用混合以实现透明效果
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+ # 启用混合以实现透明效果,使重叠区域变暗
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glEnable(GL_BLEND)
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glEnable(GL_BLEND)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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@@ -584,10 +584,11 @@ while running:
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quad = gluNewQuadric()
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quad = gluNewQuadric()
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gluQuadricNormals(quad, GLU_SMOOTH)
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gluQuadricNormals(quad, GLU_SMOOTH)
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# 根据深度和节点类型调整球体大小:深度越大,球体越小;文件节点的半径缩小为原来的1/3,文件夹节点的半径缩小为原来的1/2
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# 根据深度和节点类型调整球体大小:深度越大,球体越小;文件节点的半径缩小为原来的1/3,文件夹节点的半径缩小为原来的1/2
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+ # 再次缩小球体大小:文件节点为现在的1/3,文件夹节点为现在的1/2
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if is_dir:
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if is_dir:
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- current_radius = (ball_radius / 2) * (0.85 ** depth) # 文件夹节点的半径缩小为原来的1/2
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+ current_radius = (ball_radius / 2) * 0.5 * (0.85 ** depth) # 文件夹节点的半径再缩小一半
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else:
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else:
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- current_radius = (ball_radius / 3) * (0.85 ** depth) # 文件节点的半径缩小为原来的1/3
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+ current_radius = (ball_radius / 3) * 0.33 * (0.85 ** depth) # 文件节点的半径再缩小为原来的1/3
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gluSphere(quad, current_radius, 32, 32)
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gluSphere(quad, current_radius, 32, 32)
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gluDeleteQuadric(quad)
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gluDeleteQuadric(quad)
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glPopMatrix()
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glPopMatrix()
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