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import pygame
from pygame.locals import *
from OpenGL.GL import *
from queue import Queue
from .renderer import ImageRenderer, TransitionMix
from .manager import PixMan
class PixDisplay:
def __init__(self, textures):
self.screen = None
self.last_time = 0
self.start_time = 0
self.image_time = 0
self.paused = False
self.textures = textures
self.current_texture_index = 0
self.renderer = None
self.win_w = 0
self.win_h = 0
self.transition_reverse = False
self.text_prev = None
self.tex = None
self._force_redraw = False
self.queue = Queue()
self.update_config()
def update_config(self):
config = PixMan().config
self.max_framerate = config.max_framerate
self.image_duration = config.image_duration
self.transition_duration = config.transition_duration
self.auto_transition = config.auto_transition
def update_textures(self, textures):
self.textures = textures
self.current_texture_index = 0
def increment_texture_index(self, increment):
self.transition_reverse = increment < 0
self.tex_prev = self.textures[self.current_texture_index]
self.current_texture_index = (self.current_texture_index + increment) % len(self.textures)
self.tex = self.textures[self.current_texture_index]
if not self.tex.initialized or not self.tex_prev.initialized:
return
# Ensure textures are initialized for opengl
self.tex_prev.gl_init()
self.tex.gl_init()
# Main display function
def display(self):
# Calculate timings
alive_time = pygame.time.get_ticks() / 1000
delta_time = alive_time - self.last_time
self.last_time = alive_time
if not self.tex or not self.tex.initialized or not self.tex.id:
if self.textures.asset_count > 0:
self.increment_texture_index(0)
# Draw black window if no textures are available
if not self.tex or not self.tex.id:
glClearColor(0.0, 0.0, 0.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
pygame.display.flip()
return
# Run queue events
while not self.queue.empty():
f = self.queue.get() # Get the task and its data
f()
# Progress image time
if not self.paused:
self.image_time += delta_time
# Get window size
old_win_w, old_win_h = self.win_w, self.win_h
self.win_w, self.win_h = self.screen.get_size()
# Draw static image except during a transition
if self.image_time < self.image_duration:
# Avoid unforced-redraw unless window size has changed
if self._force_redraw or self.win_w != old_win_w or self.win_h != old_win_h:
self.renderer.draw_static(self.tex, self.win_w, self.win_h, 1.0)
self._force_redraw = False
return
# Start drawing transition once image_time >= image_duration
if self.auto_transition:
self.increment_texture_index(1)
self.auto_transition = False
transition_time = self.image_time - self.image_duration
self.renderer.draw_transition(self.tex_prev, self.tex, self.win_w, self.win_h, delta_time, transition_time, self.transition_duration, self.transition_reverse)
if transition_time >= self.transition_duration:
self.image_time = 0
self.auto_transition = True
def seek(self, increment):
self.auto_transition = False
self.increment_texture_index(increment)
self.image_time = self.image_duration
# Initialization and main loop
def main(self, fullscreen=False):
# Initialize the window
pygame.init()
self.screen = pygame.display.set_mode((0, 0), DOUBLEBUF | OPENGL | (FULLSCREEN if fullscreen else 0))
pygame.mouse.set_visible(False)
# Set up the OpenGL viewport and projection
glEnable(GL_TEXTURE_2D)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-1, 1, -1, 1, -1, 1)
glMatrixMode(GL_MODELVIEW)
# Enable alpha blending
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# Setup renderer and slide timing
self.renderer = ImageRenderer()
self.renderer.set_transition(TransitionMix)
self.image_time = 0
self.last_time = 0
# Run display
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
return
elif event.type == KEYDOWN:
# Quit with escape or ctrl+q
if event.key == pygame.K_ESCAPE or event.key == pygame.K_q and event.mod & pygame.KMOD_CTRL:
pygame.quit()
return
# Seek with left/right arrow
elif event.key == pygame.K_LEFT:
self.seek(-1)
elif event.key == pygame.K_RIGHT:
self.seek(+1)
self.display()
clock.tick(self.max_framerate)
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