Files
photobooth/gui.py
2015-06-17 23:39:42 +02:00

223 lines
7.7 KiB
Python

#!/usr/bin/env python
# Created by br@re-web.eu, 2015
# TODO:
# - base everything on surfaces to allow stacking
# - incorporate render_textrect
# - restructure mainloop
import pygame
try:
import pygame.fastevent as EventModule
except ImportError:
import pygame.event as EventModule
from events import Event
class TextRectException:
def __init__(self, message = None):
self.message = message
def __str__(self):
return self.message
def render_textrect(string, font, rect, text_color, background_color, justification=0, valign=0):
"""Returns a surface containing the passed text string, reformatted
to fit within the given rect, word-wrapping as necessary. The text
will be anti-aliased.
Source: http://www.pygame.org/pcr/text_rect/index.php
Takes the following arguments:
string - the text you wish to render. \n begins a new line.
font - a Font object
rect - a rectstyle giving the size of the surface requested.
text_color - a three-byte tuple of the rgb value of the
text color. ex (0, 0, 0) = BLACK
background_color - a three-byte tuple of the rgb value of the surface.
justification - 0 (default) left-justified
1 horizontally centered
2 right-justified
valign - 0 (default) top aligned
1 vertically centered
2 bottom aligned
Returns the following values:
Success - a surface object with the text rendered onto it.
Failure - raises a TextRectException if the text won't fit onto the surface.
"""
final_lines = []
requested_lines = string.splitlines()
# Create a series of lines that will fit on the provided
# rectangle.
accumulated_height = 0
for requested_line in requested_lines:
if font.size(requested_line)[0] > rect.width:
words = requested_line.split(' ')
# if any of our words are too long to fit, return.
for word in words:
if font.size(word)[0] >= rect.width:
raise TextRectException, "The word " + word + " is too long to fit in the rect passed."
# Start a new line
accumulated_line = ""
for word in words:
test_line = accumulated_line + word + " "
# Build the line while the words fit.
if font.size(test_line)[0] < rect.width:
accumulated_line = test_line
else:
accumulated_height += font.size(test_line)[1]
final_lines.append(accumulated_line)
accumulated_line = word + " "
accumulated_height += font.size(accumulated_line)[1]
final_lines.append(accumulated_line)
else:
accumulated_height += font.size(requested_line)[1]
final_lines.append(requested_line)
# Check height of the text and align vertically
if accumulated_height >= rect.height:
raise TextRectException, "Once word-wrapped, the text string was too tall to fit in the rect."
if valign == 0:
voffset = 0
elif valign == 1:
voffset = int((rect.height - accumulated_height) / 2)
elif valign == 2:
voffset = rect.height - accumulated_height
else:
raise TextRectException, "Invalid valign argument: " + str(valign)
# Let's try to write the text out on the surface.
surface = pygame.Surface(rect.size)
surface.fill(background_color)
accumulated_height = 0
for line in final_lines:
if line != "":
tempsurface = font.render(line, 1, text_color)
if justification == 0:
surface.blit(tempsurface, (0, voffset + accumulated_height))
elif justification == 1:
surface.blit(tempsurface, ((rect.width - tempsurface.get_width()) / 2, voffset + accumulated_height))
elif justification == 2:
surface.blit(tempsurface, (rect.width - tempsurface.get_width(), voffset + accumulated_height))
else:
raise TextRectException, "Invalid justification argument: " + str(justification)
accumulated_height += font.size(line)[1]
return surface
class GUI_PyGame:
"""A GUI class using PyGame"""
def __init__(self, name, size):
# Call init routines
pygame.init()
if hasattr(EventModule, 'init'):
EventModule.init()
# Window name
pygame.display.set_caption(name)
# Hide mouse cursor
pygame.mouse.set_cursor(*pygame.cursors.load_xbm('transparent.xbm','transparent.msk'))
# Store screen and size
self.size = size
self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)
# Clear screen
self.clear()
def clear(self, color=(0,0,0)):
self.screen.fill(color)
def apply(self):
pygame.display.update()
def get_size(self):
return self.size
def trigger_event(self, event_channel):
EventModule.post(EventModule.Event(pygame.USEREVENT, channel=event_channel))
def show_picture(self, filename, size=(0,0), offset=(0,0)):
# Use window size if none given
if size == (0,0):
size = self.size
# Load image from file
image = pygame.image.load(filename)
# Extract image size and determine scaling
image_size = image.get_rect().size
image_scale = min([min(a,b)/b for a,b in zip(size, image_size)])
# New image size
new_size = [int(a*image_scale) for a in image_size]
# Update offset
offset = tuple(a+int((b-c)/2) for a,b,c in zip(offset, size, new_size))
# Apply scaling and display picture
image = pygame.transform.scale(image, new_size).convert()
self.screen.blit(image, offset)
def show_message(self, msg, color=(245,245,245), bg=(0,0,0)):
# Choose font
font = pygame.font.Font(None, 144)
# Create rectangle for text
rect = pygame.Rect((0, 0, self.size[0], self.size[1]))
# Render text
text = render_textrect(msg, font, rect, color, bg, 1, 1)
self.screen.blit(text, rect.topleft)
def wait_for_event(self):
# Repeat until a relevant event happened
while True:
# Discard all input that happened before entering the loop
EventModule.get()
# Wait for event
event = EventModule.wait()
# Return Event-Object
if event.type == pygame.QUIT:
return Event(0, 0)
elif event.type == pygame.KEYDOWN:
return Event(1, event.key)
elif event.type == pygame.MOUSEBUTTONUP:
return Event(2, (event.button, event.pos))
elif event.type >= pygame.USEREVENT:
return Event(3, event.channel)
def mainloop(self, filename, handle_keypress, handle_mousebutton, handle_gpio_event):
while True:
# Ignore all input that happened before entering the loop
EventModule.get()
# Clear display
self.clear()
# Show idle-picture and message
if filename != None:
self.show_picture(filename)
self.show_message("Hit the button!")
# Render everything
self.apply()
# Wait for event
event = EventModule.wait()
# Handle the event
if event.type == pygame.QUIT: return
elif event.type == pygame.KEYDOWN: handle_keypress(event.key)
elif event.type == pygame.MOUSEBUTTONUP: handle_mousebutton(event.button, event.pos)
elif event.type == gpio_pygame_event: handle_gpio_event(event.channel)
def teardown(self):
pygame.quit()