photoboite/photoboite.py

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Python
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#!/usr/bin/env python3
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import os, sys, time, pygame
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class Button:
def __init__(self, size, topleft):
self.up_image = pygame.image.load('button-up.png').convert_alpha()
self.up_image = pygame.transform.smoothscale(self.up_image, (size, size))
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self.down_image = pygame.image.load('button-down.png').convert_alpha()
self.down_image = pygame.transform.smoothscale(self.down_image, (size, size))
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self.rect = self.up_image.get_rect()
self.rect.topleft = topleft
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self.pressed = False
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def draw_on(self, screen):
if self.pressed:
screen.blit(self.down_image, self.rect)
else:
screen.blit(self.up_image, self.rect)
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def is_pressed(self, pos):
return self.rect.collidepoint(pos)
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def press(self):
self.pressed = True
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def unpress(self):
self.pressed = False
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self.run()
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def run(self):
print('click')
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class CaptureButton(Button):
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countdown = 3
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def __init__(self, size, topleft, photoboite):
super(CaptureButton, self).__init__(size, topleft)
self.photoboite = photoboite
self.elapsed = 0
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self.capture_mode = False
self.count = 0
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def draw_on(self, screen):
super(CaptureButton, self).draw_on(screen)
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if self.capture_mode:
if self.elapsed >= CaptureButton.countdown:
text = "CLIC!"
else:
text = str(CaptureButton.countdown - self.elapsed)
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size = self.photoboite.font.size(text)
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ren = self.photoboite.font.render(text, True, (0, 0, 0))
topleft = (self.rect.topleft[0] + self.rect.width / 2 - size[0] / 2, self.rect.topleft[1] + self.rect.height / 2 - size[1] / 2)
screen.blit(ren, topleft)
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def run(self):
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pygame.event.set_blocked((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
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self.capture_mode = True
capture = Capture(self.count)
self.count += 1
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for i in range(4):
wait = True
start = time.time()
while wait:
self.elapsed = int(time.time() - start)
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if self.elapsed >= CaptureButton.countdown:
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wait = False
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self.photoboite.event()
self.photoboite.draw()
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pygame.display.flip()
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capture.take()
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pygame.time.wait(1000)
pygame.event.set_allowed((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
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self.capture_mode = False
class Capture:
def __init__(self, uid):
self.uid = uid
self.photos = []
def take(self):
self.photos.append(Photo(self.uid, len(self.photos)).take())
class Photo:
def __init__(self, cid, uid):
self.cid = cid
self.uid = uid
def take(self):
self.name = "%s-%04d-%04d" % (time.strftime('%Y%m%d-%H%M%S'), self.cid, self.uid)
print("Capture " + self.name)
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return self
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class Photoboite:
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def __init__(self):
self.screen = self.screen()
pygame.font.init()
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self.background = 255, 255, 255
self.buttons = []
button_size = int(self.screen.get_width() / 4)
topleft = self.screen.get_width() - button_size - 20, self.screen.get_height() / 4 - button_size / 2
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self.buttons.append(CaptureButton(button_size, topleft, self))
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self.camera = pygame.Rect(20, 20, self.screen.get_width() - self.screen.get_width() / 4 - 60, self.screen.get_height() - 40)
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self.font = pygame.font.Font(pygame.font.match_font('calibri'), 180)
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def screen(self):
if os.getenv('DISPLAY'):
pygame.display.init()
return pygame.display.set_mode((1280, 768))
else:
drivers = ['directfb', 'fbcon', 'svgalib']
found = False
for driver in drivers:
if not os.getenv('SDL_VIDEODRIVER'):
os.putenv('SDL_VIDEODRIVER', driver)
try:
pygame.display.init()
except pygame.error as e:
print('Driver: {0} failed.'.format(driver))
continue
found = True
break
if not found:
raise Exception('No suitable video driver found!')
return pygame.display.set_mode()
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def draw(self):
self.screen.fill(self.background)
self.screen.fill((0,0,0), rect=self.camera)
for button in self.buttons:
button.draw_on(self.screen)
def event(self):
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
for button in self.buttons:
if button.is_pressed(event.pos):
button.press()
elif event.type == pygame.MOUSEBUTTONUP:
for button in self.buttons:
if button.is_pressed(event.pos):
button.unpress()
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def run(self):
pressed = False
while True:
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self.event()
self.draw()
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pygame.display.flip()
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Photoboite().run()