#!/usr/bin/env python3 import io, os, sys, time, pygame try: import picamera 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)) 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): self.camera.capture(name + '.jpg') print('Take picture! ' + 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 self.img def draw_on(self, screen): screen.blit(self.img, self.rect) 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)) self.down_image = pygame.image.load('button-down.png').convert_alpha() self.down_image = pygame.transform.smoothscale(self.down_image, (size, size)) self.rect = self.up_image.get_rect() self.rect.topleft = topleft self.pressed = False self.enabled = True def draw_on(self, screen): if self.pressed: screen.blit(self.down_image, self.rect) else: screen.blit(self.up_image, self.rect) 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 CaptureButton(Button): countdown = 3 def __init__(self, size, topleft, photoboite): super(CaptureButton, self).__init__(size, topleft) 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('film.png').convert_alpha() def draw_on(self, screen): if self.enabled: super(CaptureButton, self).draw_on(screen) 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(1000) for photo in capture.photos: self.photoboite.screen.blit(self.photo_film, (0, 0)) pygame.display.flip() pygame.time.wait(1000) self.photoboite.event() 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 = "%s-%04d-%04d" % (time.strftime('%Y%m%d-%H%M%S'), self.cid, self.uid) camera.take(self.name) return self class SleepMode: def __init__(self, seconds): self.enabled = True self.drawn = False self.seconds = seconds 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_on(self, screen): if not self.drawn: screen.fill((255,255,255)) 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.buttons.append(CaptureButton(button_size, topleft, self)) camera_rect = pygame.Rect(0, 0, 800, 480) self.camera = Camera(camera_rect) self.clock = pygame.time.Clock() self.sleep = SleepMode(30) 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_on(self.screen) 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()