def __init__(self, rect, font, scrollback=1000, bg=(255, 165, 0)): image = pygame.Surface(rect.size) image.set_colorkey(bg) image.set_alpha(127) image.fill(bg) Sprite.__init__(self, rect, image) self.scrollback = scrollback self.buffer = [''] * scrollback self.font = font self.bg = bg self.linesize = linesize(font) self.numlines = int(self.rect.height / self.linesize) + 1 self.currentcolor = (255, 255, 255) self.offset = 0
def _get_image(self, **kwargs) -> Surface: # Parse keyword arguments. alpha = kwargs['alpha'] color_edge = kwargs['color_edge'] color_inside = kwargs['color_inside'] radius = kwargs['radius'] width = kwargs['width'] # Create the image. image = Surface((radius * 2, radius * 2), pygame.SRCALPHA) pygame.gfxdraw.aacircle(image, radius, radius, radius, color_edge) pygame.gfxdraw.filled_circle(image, radius, radius, radius, color_edge) pygame.gfxdraw.aacircle(image, radius, radius, radius - width, color_inside) pygame.gfxdraw.filled_circle(image, radius, radius, radius - width, color_inside) image.fill((255, 255, 255, alpha), None, pygame.BLEND_RGBA_MULT) return image
def mouseon(self): # we want the ORT to behave like an exit if self.nick == 'ORT_Number_1': self.server.whichmouseover('ov_tram_exit') if self.label is not None: print self.nick, 'on' self.label.die() # Strip color codes from the nick for display nicklist = list(self.nick) nick = '' avoid = list(string.digits) avoid.extend([',', '\x03']) found = 0 for n in nicklist: if n == '\x03': found = 1 if found == 1: try: test = avoid.index(n) except: found = 0 if found == 0: nick = nick + n sx, sy = _font.size(nick) s = _font.render(nick, 0, (255, 255, 255)) image = pygame.Surface((sx+2, sy+2)) image.set_colorkey((255,165,0)) image.fill((255,165,0)) for x in range(3): for y in range(3): image.blit(s, (x, y)) image.blit(_font.render(nick, 1, (0,0,0)), (1, 1)) image.set_alpha(127) x, y = self.rect.center nx, ny = self.noffset self.label = ClampingSprite((x+nx, y+ny), image, Rect(0, 0, 640, 480)) self.group.add(self.label) return [self.label.rect]
def prepareUIIcons(color): for image in ui_icons.values(): image.fill((0, 0, 0, 255), None, pygame.BLEND_RGBA_MULT) image.fill(color[0:3] + (0,), None, pygame.BLEND_RGBA_ADD)
def render(self): """Render the text, returning the affected rect.""" pad = 3 maxdist = 200 screen_rect = Rect(0, 0, 640, 480 - (linesize(_font)+2)) size = linesize(_font) # Try not overlapping anything balloonrects = map(lambda s: s.rect, self.group.list) try: balloonrects.remove(self.rect) except ValueError: pass # First, try to avoid everything rects1 = invertrect(screen_rect, balloonrects + map(lambda s: s.rect, self.avgroup.list)) rects1.sort(self.nearer) # Next, try to avoid just balloons and my av rects2 = invertrect(screen_rect, balloonrects + [self.avatar.rect]) rects2.sort(self.nearer) # Finally, just avoid my own av rects3 = invertrect(screen_rect, [self.avatar.rect]) rects3.sort(self.nearer) rects = filter(lambda r,p=self.pos,m=maxdist: rectdist(r,p) < m, rects1 + rects2 + rects3) + [screen_rect] notdone = 1 while notdone: # Loop until we can fit the balloon into *some* rect for r in rects: try: lines = wrap_lines(self.text, r.width-pad*2, _font) except ValueError: continue if len(lines) * size + pad*2 < r.height: notdone = 0 break else: # Couldn't render the balloon, delete some lines del self.text[0] del self.timeouts[0] # Count the number of lines in each sequence of text surfaces = map(lambda t,f=_font,c=self.fgcolor: f.render(t, 1, c), lines) width = max(map(lambda l: _font.size(l)[0], lines)) + (pad * 2) height = len(surfaces) * size + (pad * 2) x, y = self.pos rect = Rect(x-width/2, y-height/2, width, height).clamp(r) bigrect = rect.union((self.pos, (1, 1))) image = pygame.Surface(bigrect.size) image.set_colorkey((255,165,0)) image.fill((255,165,0)) cx, cy = closest(rect, self.pos) cx = cx - bigrect.left cy = cy - bigrect.top x = x - bigrect.left y = y - bigrect.top left = rect.left - bigrect.left right = rect.right - bigrect.left - 1 top = rect.top - bigrect.top bottom = rect.bottom - bigrect.top - 1 # Calculate arcs for corners nwarc = arc(pad, (left+pad, top+pad), pi*1.5, pi*2, 5) nearc = arc(pad, (right-pad, top+pad), 0, pi*0.5, 5) searc = arc(pad, (right-pad, bottom-pad), pi*0.5, pi, 5) swarc = arc(pad, (left+pad, bottom-pad), pi, pi*1.5, 5) # Go in a clockwise direction if x > right-pad*2: # Drawing to the east if y > bottom-pad*2: # Draw the arrow to the southeast points = ((right, bottom-pad), (x, y), (right-pad, bottom)) + swarc + nwarc + nearc elif y < top+pad*2: # Draw the arrow to the northeast points = ((right-pad, top), (x, y), (right, top+pad)) + searc + swarc + nwarc elif x > right: # Due east points = ((right, cy-pad), (x, y), (right, cy+pad)) + \ searc + swarc + nwarc + nearc else: # Arrow is inside balloon points = searc + swarc + nwarc + nearc elif x < left+pad*2: # Drawing to the west if y > bottom-pad*2: # Southwest points = ((left+pad, bottom), (x, y), (left, bottom-pad)) + \ nwarc + nearc + searc elif y < top+pad*2: # Northwest points = ((left, top+pad), (x, y), (left+pad, top)) + \ nearc + searc + swarc elif x < left: # Due west points = ((left, cy+pad), (x, y), (left, cy-pad)) + \ nwarc + nearc + searc + swarc else: # Arrow is inside balloon points = nwarc + nearc + searc + swarc elif y < top: # Due north points = ((cx-pad, top), (x, y), (cx+pad, top)) + \ nearc + searc + swarc + nwarc elif y > bottom: # Due south points = ((cx+pad, bottom), (x, y), (cx-pad, bottom)) + \ swarc + nwarc + nearc + searc else: print >> sys.stderr, 'Oops, arrow point is inside balloon!' points = swarc + nwarc + nearc + searc pygame.draw.polygon(image, (255,255,255), points, 0) pygame.draw.polygon(image, (0,0,0), points, 1) y = rect.top - bigrect.top + pad x = rect.left - bigrect.left for s in surfaces: image.blit(s, (((width - s.get_width())/2+x), y)) y = y + size self.image = image #rect = rect.clamp((0, 0, 640, 480)) self.rect = bigrect return bigrect
def run(self): while not self.terminated: try: framenb, motion = self.q.popleft() fdata = None with self.lock: fdata, nbytes = self.decoder.decode_frame( self.frame2decode) if fdata: (frame, w, h, ls) = fdata #print("=== w:%d h:%d ls:%d" % (w,h,ls)) if frame: image = np.fromstring(frame, dtype=np.uint8) else: image = self.image image.fill(220) w = self.resx h = self.resy image = image.reshape((h, w, 3)) re = motion[0] vv = motion[1] mm = motion[2] x0 = re[0] y0 = re[1] w = re[2] h = re[3] xmin = mm[0] * 16 ymin = mm[1] * 16 xmax = mm[2] * 16 ymax = mm[3] * 16 x1 = x0 + w y1 = y0 + h x0 *= 16 x1 *= 16 y0 *= 16 y1 *= 16 # center line if self.ycross > 0: cv2.line(image, (0, int(self.ycross)), (self.resx, int(self.ycross)), (0, 0, 0), 1) if self.xcross > 0: cv2.line(image, (int(self.xcross), 0), (int(self.xcross), self.resy), (0, 0, 0), 1) if framenb < 0: framenb = -framenb #cv2.rectangle(image,(x0,y0),(x1,y1),(20,20,220),1) cv2.rectangle(image, (xmin, ymin), (xmax, ymax), (20, 20, 220), 1) else: cv2.rectangle(image, (xmin, ymin), (xmax, ymax), (200, 200, 200), 1) cv2.rectangle(image, (x0, y0), (x1, y1), (20, 220, 20), 1) txt = "%d" % (framenb / 2) cv2.putText(image, txt, (int(x0), int(y0)), cv2.FONT_HERSHEY_SIMPLEX, 0.5, (20, 220, 20), 1) xm = int((x1 + x0) / 2) ym = int((y1 + y0) / 2) xe = int(xm - 4 * vv[0]) ye = int(ym - 4 * vv[1]) cv2.arrowedLine(image, (xm, ym), (xe, ye), (20, 220, 20), 1) #image = cv2.resize(image,None,fx=0.5,fy=0.5,interpolation=cv2.INTER_LINEAR) image = np.rot90(image, self.k) imagepath = self.imgtemplate % self.nbimage if self.nbimage > self.nimages: self.nbimage = 0 else: self.nbimage += 1 cv2.imwrite(imagepath, image, [cv2.IMWRITE_JPEG_QUALITY, 90]) try: fs = open(self.imgctrl_file, "w") fs.write(imagepath) fs.close() except: print("cannot write %s" % self.imgctrl_file) pass #pg.image.save(surface, self.imgpath) #- do garbage collection here! c0, c1, c2 = gc.get_count() t0, t1, t2 = gc.get_threshold() if c0 > t0 or c1 > t1 or c2 > t2: gc.collect() except IndexError: self.event.clear() self.event.wait(1)
def prepareUIIcons(color): for image in ui_icons.values(): image.fill((0, 0, 0, 255), None, pygame.BLEND_RGBA_MULT) image.fill(color[0:3] + (0, ), None, pygame.BLEND_RGBA_ADD)