Reorganize code in modules

master
Guillaume Dott 2018-08-27 15:11:20 +02:00
parent aa71e1bb48
commit d11042531e
10 changed files with 389 additions and 384 deletions

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.gitignore vendored 100644
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__pycache__

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#!/usr/bin/env python3
import io, os, sys, time, pygame
import photoboite
try:
import picamera
class Camera:
def __init__(self, rect):
self.rect = rect
self.camera = picamera.PiCamera()
self.camera.led = False
self.camera.resolution = (self.rect.width, self.rect.height)
self.rgb = bytearray(self.rect.width * self.rect.height * 4)
def close(self):
self.camera.close()
def take(self, name):
name = name + '.jpg'
self.camera.resolution = (3280, 2464)
self.camera.capture(name)
self.camera.resolution = (self.rect.width, self.rect.height)
return name
def stream(self):
stream = io.BytesIO()
self.camera.capture(stream, use_video_port=True, format='rgba', resize=(self.rect.width, self.rect.height))
stream.seek(0)
stream.readinto(self.rgb)
stream.close()
img = pygame.image.frombuffer(self.rgb, (self.rect.width, self.rect.height), 'RGBA')
return pygame.transform.flip(img, True, False)
def draw_on(self, screen):
screen.blit(self.stream(), self.rect)
except:
class Camera:
def __init__(self, rect):
self.rect = rect
self.img = pygame.transform.scale(pygame.image.load('tournesol.jpg'), (self.rect.width, self.rect.height))
def close(self):
pass
def take(self, name):
print('Take picture! ' + name)
return 'tournesol.jpg'
def draw_on(self, screen):
screen.blit(self.img, self.rect)
class Button:
def __init__(self, rect):
self.rect = rect
self.pressed = False
self.enabled = True
def draw_on(self, screen):
pass
def is_pressed(self, pos):
return self.rect.collidepoint(pos)
def press(self):
self.pressed = True
def unpress(self):
self.pressed = False
self.run()
def run(self):
pass
class InfoButton(Button):
def __init__(self, rect, photoboite):
self.count = 0
self.timestamp = 0
self.photoboite = photoboite
super(InfoButton, self).__init__(rect)
self.enabled = False
self.cache = False
self.font = pygame.font.Font(None, 25)
self.logo = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/raspberrypi.png').convert_alpha()
def date(self):
if not self.cache:
self.date_string = str(time.strftime('%Y-%m-%d %H:%M:%S'))
return self.date_string
def disk_usage(self):
if not self.cache:
st = os.statvfs('/')
free = round(st.f_bavail * st.f_frsize / 1073741824)
total = round(st.f_blocks * st.f_frsize / 1073741824)
used = round((st.f_blocks - st.f_bfree) * st.f_frsize / 1073741824)
self.disk_usage_string = str(used) + "G / " + str(total) + "G (free: " + str(free) + "G)"
return self.disk_usage_string
def draw_on(self, screen):
if self.enabled:
screen.blit(self.logo, self.logo.get_rect())
top = self.logo.get_rect().height + 10
texts = [
"DATE: " + self.date(),
"COUNT: " + str(self.photoboite.capture_button.count),
"FPS: " + str(self.photoboite.clock.get_fps()),
"DISK USAGE:" + self.disk_usage()
]
i = 0
for text in texts:
size = self.font.size(text)
ren = self.font.render(text, True, (255, 255, 255))
screen.blit(ren, (0, top + i * 20))
i += 1
def run(self):
if time.time() - self.timestamp > 0.5:
self.count = 1
else:
self.count += 1
self.timestamp = time.time()
if self.count >= 2:
self.enabled = not self.enabled
class PowerButton(Button):
def __init__(self, rect):
self.count = 0
self.timestamp = 0
super(PowerButton, self).__init__(rect)
def run(self):
if time.time() - self.timestamp > 0.5:
self.count = 1
self.timestamp = time.time()
else:
self.count += 1
self.timestamp = time.time()
if self.count >= 5:
os.system('sudo poweroff')
class CaptureButton(Button):
countdown = 3
def __init__(self, size, topleft, photoboite):
self.up_image = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/button-up.png').convert_alpha()
self.up_image = pygame.transform.smoothscale(self.up_image, (size, size))
self.down_image = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/button-down.png').convert_alpha()
self.down_image = pygame.transform.smoothscale(self.down_image, (size, size))
rect = self.up_image.get_rect()
rect.topleft = topleft
super(CaptureButton, self).__init__(rect)
self.photoboite = photoboite
self.elapsed = 0
self.capture_mode = False
self.count = 0
self.background_rect = pygame.Rect(0, self.photoboite.screen.get_height() - 80, self.photoboite.screen.get_width(), 80)
self.background = pygame.Surface((self.background_rect.width, self.background_rect.height))
self.background.fill((0, 0, 0))
self.background.set_alpha(150)
self.font = pygame.font.Font(None, 80)
self.photo_film = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/film.png').convert_alpha()
def draw_on(self, screen):
if self.enabled:
if self.pressed:
screen.blit(self.down_image, self.rect)
else:
screen.blit(self.up_image, self.rect)
if self.capture_mode and self.elapsed < CaptureButton.countdown:
screen.blit(self.background, self.background_rect.topleft)
text = str(CaptureButton.countdown - self.elapsed)
size = self.font.size(text)
ren = self.font.render(text, True, (255, 255, 255))
ren.set_alpha(150)
topleft = (self.rect.topleft[0] + self.rect.width / 2 - size[0] / 2, self.rect.topleft[1] + self.rect.height / 2 - size[1] / 2)
top = self.background_rect.top + self.background_rect.height / 2 - size[1] / 2
left = self.background_rect.left + self.background_rect.width / 2 - size[0] / 2
screen.blit(ren, (left, top))
def run(self):
pygame.event.set_blocked((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
self.capture_mode = True
self.enabled = False
capture = Capture(self.count)
self.count += 1
for i in range(3):
wait = True
start = time.time()
while wait:
self.elapsed = int(time.time() - start)
if self.elapsed >= CaptureButton.countdown:
wait = False
self.photoboite.event()
self.photoboite.draw()
pygame.display.flip()
capture.take(self.photoboite.camera)
pygame.time.wait(600)
for photo in capture.photos:
self.photoboite.screen.blit(photo.capture, (81, 0))
self.photoboite.screen.blit(self.photo_film, (0, 0))
pygame.display.flip()
pygame.time.wait(800)
self.photoboite.event()
pygame.time.wait(200)
pygame.event.set_allowed((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
self.capture_mode = False
self.enabled = True
self.photoboite.sleep.move()
class Capture:
def __init__(self, uid):
self.uid = uid
self.photos = []
def take(self, camera):
self.photos.append(Photo(self.uid, len(self.photos)).take(camera))
class Photo:
def __init__(self, cid, uid):
self.cid = cid
self.uid = uid
def take(self, camera):
self.name = "photos/%s-%04d-%04d" % (time.strftime('%Y%m%d-%H%M%S'), self.cid, self.uid)
self.capture = pygame.transform.smoothscale(pygame.image.load(camera.take(self.name)), (638, 480))
return self
class SleepMode:
def __init__(self, seconds, screen):
self.enabled = True
self.drawn = False
self.seconds = seconds
self.screen = screen
self.clicker = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/clicker.png').convert_alpha()
self.clicker_rect = self.clicker.get_rect()
self.clicker_rect.topleft = ((self.screen.get_width() - self.clicker_rect.width) / 2, (self.screen.get_height() - self.clicker_rect.height) / 2)
def move(self):
self.last_action = time.time()
def event(self):
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONUP or event.type == pygame.KEYUP:
self.move()
self.enabled = False
def draw(self):
if not self.drawn:
self.screen.fill((255,255,255))
self.screen.blit(self.clicker, self.clicker_rect)
pygame.display.flip()
self.drawn = True
def sleep(self):
if time.time() - self.last_action > self.seconds:
self.enabled = True
self.drawn = False
class Photoboite:
def __init__(self):
self.screen = self.screen()
pygame.font.init()
pygame.mouse.set_visible(False)
self.buttons = []
button_size = int(self.screen.get_height() / 4)
topleft = (self.screen.get_width() - button_size) / 2, self.screen.get_height() - button_size - 10
self.capture_button = CaptureButton(button_size, topleft, self)
self.buttons.append(self.capture_button)
self.buttons.append(PowerButton(pygame.Rect(self.screen.get_width() - 50, 0, 50, 50)))
self.buttons.append(InfoButton(pygame.Rect(0, 0, 50, 50), self))
camera_rect = pygame.Rect(0, 0, 800, 480)
self.camera = Camera(camera_rect)
self.clock = pygame.time.Clock()
self.sleep = SleepMode(30, self.screen)
def screen(self):
if os.getenv('DISPLAY'):
pygame.display.init()
display = pygame.display.Info()
return pygame.display.set_mode((800, 480))
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()
def draw(self):
self.clock.tick(60)
self.camera.draw_on(self.screen)
for button in self.buttons:
button.draw_on(self.screen)
def event(self):
for event in pygame.event.get():
self.sleep.move()
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
self.quit()
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()
def run(self):
pressed = False
while True:
if self.sleep.enabled:
self.sleep.event()
self.sleep.draw()
self.clock.tick(60)
else:
self.event()
self.draw()
self.sleep.sleep()
pygame.display.flip()
def quit(self):
self.camera.close()
sys.exit()
Photoboite().run()
photoboite.Photoboite().run()

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import io, os, sys, time, pygame
import photoboite.buttons
try:
import picamera
class Camera:
def __init__(self, rect):
self.rect = rect
self.camera = picamera.PiCamera()
self.camera.led = False
self.camera.resolution = (self.rect.width, self.rect.height)
self.rgb = bytearray(self.rect.width * self.rect.height * 4)
def close(self):
self.camera.close()
def take(self, name):
name = name + '.jpg'
self.camera.resolution = (3280, 2464)
self.camera.capture(name)
self.camera.resolution = (self.rect.width, self.rect.height)
return name
def stream(self):
stream = io.BytesIO()
self.camera.capture(stream, use_video_port=True, format='rgba', resize=(self.rect.width, self.rect.height))
stream.seek(0)
stream.readinto(self.rgb)
stream.close()
img = pygame.image.frombuffer(self.rgb, (self.rect.width, self.rect.height), 'RGBA')
return pygame.transform.flip(img, True, False)
def draw_on(self, screen):
screen.blit(self.stream(), self.rect)
except:
class Camera:
def __init__(self, rect):
self.rect = rect
self.img = pygame.transform.scale(pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../images/tournesol.jpg'), (self.rect.width, self.rect.height))
def close(self):
pass
def take(self, name):
print('Take picture! ' + name)
return os.path.dirname(os.path.realpath(__file__)) + '/../images/tournesol.jpg'
def draw_on(self, screen):
screen.blit(self.img, self.rect)
class Capture:
def __init__(self, uid):
self.uid = uid
self.photos = []
def take(self, camera):
self.photos.append(Photo(self.uid, len(self.photos)).take(camera))
class Photo:
def __init__(self, cid, uid):
self.cid = cid
self.uid = uid
def take(self, camera):
self.name = "photos/%s-%04d-%04d" % (time.strftime('%Y%m%d-%H%M%S'), self.cid, self.uid)
self.capture = pygame.transform.smoothscale(pygame.image.load(camera.take(self.name)), (638, 480))
return self
class SleepMode:
def __init__(self, seconds, screen):
self.enabled = True
self.drawn = False
self.seconds = seconds
self.screen = screen
self.clicker = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../images/clicker.png').convert_alpha()
self.clicker_rect = self.clicker.get_rect()
self.clicker_rect.topleft = ((self.screen.get_width() - self.clicker_rect.width) / 2, (self.screen.get_height() - self.clicker_rect.height) / 2)
def move(self):
self.last_action = time.time()
def event(self):
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONUP or event.type == pygame.KEYUP:
self.move()
self.enabled = False
def draw(self):
if not self.drawn:
self.screen.fill((255,255,255))
self.screen.blit(self.clicker, self.clicker_rect)
pygame.display.flip()
self.drawn = True
def sleep(self):
if time.time() - self.last_action > self.seconds:
self.enabled = True
self.drawn = False
class Photoboite:
def __init__(self):
self.screen = self.screen()
pygame.font.init()
pygame.mouse.set_visible(False)
self.buttons = []
button_size = int(self.screen.get_height() / 4)
topleft = (self.screen.get_width() - button_size) / 2, self.screen.get_height() - button_size - 10
self.capture_button = photoboite.buttons.CaptureButton(button_size, topleft, self)
self.buttons.append(self.capture_button)
self.buttons.append(photoboite.buttons.PowerButton(pygame.Rect(self.screen.get_width() - 50, 0, 50, 50)))
self.buttons.append(photoboite.buttons.InfoButton(pygame.Rect(0, 0, 50, 50), self))
camera_rect = pygame.Rect(0, 0, 800, 480)
self.camera = Camera(camera_rect)
self.clock = pygame.time.Clock()
self.sleep = SleepMode(30, self.screen)
def screen(self):
if os.getenv('DISPLAY'):
pygame.display.init()
display = pygame.display.Info()
return pygame.display.set_mode((800, 480))
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()
def draw(self):
self.clock.tick(60)
self.camera.draw_on(self.screen)
for button in self.buttons:
button.draw_on(self.screen)
def event(self):
for event in pygame.event.get():
self.sleep.move()
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
self.quit()
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()
def run(self):
pressed = False
while True:
if self.sleep.enabled:
self.sleep.event()
self.sleep.draw()
self.clock.tick(60)
else:
self.event()
self.draw()
self.sleep.sleep()
pygame.display.flip()
def quit(self):
self.camera.close()
sys.exit()

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import os, time, pygame, photoboite
class Button:
def __init__(self, rect):
self.rect = rect
self.pressed = False
self.enabled = True
def draw_on(self, screen):
pass
def is_pressed(self, pos):
return self.rect.collidepoint(pos)
def press(self):
self.pressed = True
def unpress(self):
self.pressed = False
self.run()
def run(self):
pass
class InfoButton(Button):
def __init__(self, rect, photoboite):
self.count = 0
self.timestamp = 0
self.photoboite = photoboite
super(InfoButton, self).__init__(rect)
self.enabled = False
self.cache = False
self.font = pygame.font.Font(None, 25)
self.logo = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../../images/raspberrypi.png').convert_alpha()
def date(self):
if not self.cache:
self.date_string = str(time.strftime('%Y-%m-%d %H:%M:%S'))
return self.date_string
def disk_usage(self):
if not self.cache:
st = os.statvfs('/')
free = round(st.f_bavail * st.f_frsize / 1073741824)
total = round(st.f_blocks * st.f_frsize / 1073741824)
used = round((st.f_blocks - st.f_bfree) * st.f_frsize / 1073741824)
self.disk_usage_string = str(used) + "G / " + str(total) + "G (free: " + str(free) + "G)"
return self.disk_usage_string
def draw_on(self, screen):
if self.enabled:
screen.blit(self.logo, self.logo.get_rect())
top = self.logo.get_rect().height + 10
texts = [
"DATE: " + self.date(),
"COUNT: " + str(self.photoboite.capture_button.count),
"FPS: " + str(self.photoboite.clock.get_fps()),
"DISK USAGE:" + self.disk_usage()
]
i = 0
for text in texts:
size = self.font.size(text)
ren = self.font.render(text, True, (255, 255, 255))
screen.blit(ren, (0, top + i * 20))
i += 1
def run(self):
if time.time() - self.timestamp > 0.5:
self.count = 1
else:
self.count += 1
self.timestamp = time.time()
if self.count >= 2:
self.enabled = not self.enabled
class PowerButton(Button):
def __init__(self, rect):
self.count = 0
self.timestamp = 0
super(PowerButton, self).__init__(rect)
def run(self):
if time.time() - self.timestamp > 0.5:
self.count = 1
self.timestamp = time.time()
else:
self.count += 1
self.timestamp = time.time()
if self.count >= 5:
os.system('sudo poweroff')
class CaptureButton(Button):
countdown = 3
def __init__(self, size, topleft, photoboite):
self.up_image = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../../images/button-up.png').convert_alpha()
self.up_image = pygame.transform.smoothscale(self.up_image, (size, size))
self.down_image = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../../images/button-down.png').convert_alpha()
self.down_image = pygame.transform.smoothscale(self.down_image, (size, size))
rect = self.up_image.get_rect()
rect.topleft = topleft
super(CaptureButton, self).__init__(rect)
self.photoboite = photoboite
self.elapsed = 0
self.capture_mode = False
self.count = 0
self.background_rect = pygame.Rect(0, self.photoboite.screen.get_height() - 80, self.photoboite.screen.get_width(), 80)
self.background = pygame.Surface((self.background_rect.width, self.background_rect.height))
self.background.fill((0, 0, 0))
self.background.set_alpha(150)
self.font = pygame.font.Font(None, 80)
self.photo_film = pygame.image.load(os.path.dirname(os.path.realpath(__file__)) + '/../../images/film.png').convert_alpha()
def draw_on(self, screen):
if self.enabled:
if self.pressed:
screen.blit(self.down_image, self.rect)
else:
screen.blit(self.up_image, self.rect)
if self.capture_mode and self.elapsed < CaptureButton.countdown:
screen.blit(self.background, self.background_rect.topleft)
text = str(CaptureButton.countdown - self.elapsed)
size = self.font.size(text)
ren = self.font.render(text, True, (255, 255, 255))
ren.set_alpha(150)
topleft = (self.rect.topleft[0] + self.rect.width / 2 - size[0] / 2, self.rect.topleft[1] + self.rect.height / 2 - size[1] / 2)
top = self.background_rect.top + self.background_rect.height / 2 - size[1] / 2
left = self.background_rect.left + self.background_rect.width / 2 - size[0] / 2
screen.blit(ren, (left, top))
def run(self):
pygame.event.set_blocked((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
self.capture_mode = True
self.enabled = False
capture = photoboite.Capture(self.count)
self.count += 1
for i in range(3):
wait = True
start = time.time()
while wait:
self.elapsed = int(time.time() - start)
if self.elapsed >= CaptureButton.countdown:
wait = False
self.photoboite.event()
self.photoboite.draw()
pygame.display.flip()
capture.take(self.photoboite.camera)
pygame.time.wait(600)
for photo in capture.photos:
self.photoboite.screen.blit(photo.capture, (81, 0))
self.photoboite.screen.blit(self.photo_film, (0, 0))
pygame.display.flip()
pygame.time.wait(800)
self.photoboite.event()
pygame.time.wait(200)
pygame.event.set_allowed((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP))
self.capture_mode = False
self.enabled = True
self.photoboite.sleep.move()