#!/usr/bin/env python3 import os, sys, time, pygame 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 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): print('click') 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 def draw_on(self, screen): super(CaptureButton, self).draw_on(screen) if self.capture_mode: if self.elapsed >= CaptureButton.countdown: text = "CLIC!" else: text = str(CaptureButton.countdown - self.elapsed) size = self.photoboite.font.size(text) 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) def run(self): pygame.event.set_blocked((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP)) self.capture_mode = True capture = Capture(self.count) self.count += 1 for i in range(4): 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() pygame.time.wait(1000) pygame.event.set_allowed((pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP)) 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) return self class Photoboite: def __init__(self): self.screen = self.screen() pygame.font.init() 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 self.buttons.append(CaptureButton(button_size, topleft, self)) self.camera = pygame.Rect(20, 20, self.screen.get_width() - self.screen.get_width() / 4 - 60, self.screen.get_height() - 40) self.font = pygame.font.Font(pygame.font.match_font('calibri'), 180) 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() 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() def run(self): pressed = False while True: self.event() self.draw() pygame.display.flip() Photoboite().run()