def _setup(self, i, a, c): if a != None: c['accessory']=scene.SpriteNode( texture=a, size=(self.size[1]/4, self.size[1]/5*1.5), position=scene.Point(-self.size[0]/2+7, self.size[1]/2-10), parent=self, z_position=4, color=self.accessoryColor) if i != None: c['icon']=scene.SpriteNode( texture=i, size=scene.Size(self.size[1]/2, self.size[1]/2), position=scene.Point(self.w/2 - self.size[1]/3 , 0), parent=self, z_position=9) if self.text: c['label']=scene.LabelNode( text=self.text, font=(self.font_family, self.font_size), position=scene.Point(0 , 0), anchor_point=(0.5, 0.5), color=self.text_color, parent=self, z_position=10)
def setup(self): self.button_dict = collections.OrderedDict([ ('+', self.increase_font_size), ('—', self.decrease_font_size), ('Font', self.next_font), ('Color', self.next_color), ('Save', self.save_image), ('Cancel', self.cancel) ]) fgColor = scene.Color(*color('black')) bgColor = scene.Color(*color('grey')) loc = [0, 0] for button_text in self.button_dict: if button_text == '+': button_text = ' + ' # double spaces around '+' else: # single space around others button_text = ' ' + button_text + ' ' theButton = TextButton(self, loc, button_text, fgColor, bgColor) self.btn_height = max(self.btn_height, theButton.frame.h) loc[0] += theButton.frame.w + 4 # 4 pixels between each button self.picratio = self.picsize.w / (self.picsize.h * 1.0) usable_space = self.bounds.h - self.btn_height x = usable_space * self.picratio if x <= self.bounds.w: y = usable_space else: x = self.bounds.w y = self.bounds.w / self.picratio self.position = scene.Size(x / 2, y / 2) # no ...y/2+self.btn_height self.picscale = self.picsize[0] / (x * 1.0) self.layer = scene.Layer(scene.Rect(0, self.btn_height, x, y)) self.layer.image = scene.load_pil_image(self.img) self.add_layer(self.layer)
def __init__(self): self.img2 = photos.pick_image() self.img = self.img2.convert('RGBA') #fix for current scene.load_pil_image() if self.img: self.picsize = scene.Size(*self.img.size) scene.run(self) else: print('Good bye!')
def __init__(self): self.text = raw_input( 'Text to insert in the picture [Hello]: ') or 'Hello' self.position = None self.fontnr = 0 # Helvetica self.colornr = 3 # red self.fontsize = 48.0 # 48 point self.img2 = photos.pick_image() self.img = self.img2.convert( 'RGBA') #fix for current scene.load_pil_image() self.picsize = scene.Size(*self.img.size) self.btn_height = 0 if self.img: scene.run(self, frame_interval=3 ) # save battery with less frame rates -> 3 = 20fps else: print('Good bye!')
def __init__(self): scene.Scene.__init__(self) self.distance_old = 0.0 self.distance_new = 0.0 self.distance_abs = 0.0 self.reset = True self.zoom = 1.0 #no zoom self.zoom_min = 0.5 self.zoom_max = 5 self.zoom_speed = 3 self.img2 = photos.pick_image() self.img = self.img2.convert( 'RGBA') #fix for current scene.load_pil_image() if self.img: self.picsize = scene.Size(*self.img.size) scene.run(self) else: print('Good bye!')
def __init__(self, screen, w, h): self.size = scene.Size(w, h) w, h = (screen.w / w, screen.h / h) self.cells = {(x, y): Cell(x, y, scene.Rect(x * w, y * h, w, h)) for x in xrange(self.size.w) for y in xrange(self.size.h)} grid_img = Image.new('RGBA', [int(i) for i in screen.as_tuple()]) grid_draw = ImageDraw.Draw(grid_img) for x in xrange(self.size.w): grid_draw.line((x * w, 0, x * w, screen.h)) x = self.size.w grid_draw.line((x * w - 1, 0, x * w - 1, screen.h)) for y in xrange(self.size.h): grid_draw.line((0, y * h, screen.w, y * h)) y = self.size.h grid_draw.line((0, y * h - 1, screen.w, y * h - 1)) self.grid_img = scene.load_pil_image(grid_img) del grid_img, grid_draw
def __init__(self): self.view = ui.load_view('PhotoTextV2') self.set_button_actions() self.view.present('full_screen') img = photos.pick_image() if img: console.hud_alert('Please wait...') scale = scene.get_screen_scale() #print str(scale) picsize = scene.Size(*img.size) width = picsize[0] / scale height = picsize[1] / scale self.sv2 = self.view['scrollview2'] self.sv2.content_size = (width, height) self.sv2v1 = self.sv2.subviews[0] #sv2v1 = view1 in scrollview2 self.sv2v1.bounds = (0, 0, width, height) self.sceneView = scene.SceneView(frame=self.sv2v1.bounds) self.sceneView.scene = MyPicture(self.view['scrollview1'].subviews[0].text, img, picsize) img = None self.sv2.add_subview(self.sceneView) else: self.view.close()
class Tick: val=0.0 last_tick=0.0 intervals=1.0 objects_to_update=[] label=scene.LabelNode(text='Tick: ', color=(0.0, 0.0, 0.0, 1.0), size=scene.Size(50, 35), anchor_point=(0.0, 0.0)) @classmethod def dt(cls): return round(cls.val, 3) @classmethod def set(cls, val): cls.last_tick=cls.val cls.val=val if cls.val < cls.last_tick: cls.label.color=(0.0, 0.75, 0.0) cls.label.text=f'Tick: {cls.dt()}' else: cls.label.color=(0.75, 0.0, 0.0) cls.label.text=f'Tick: {cls.dt()}' @classmethod def size(cls): return len(cls.objects_to_update) @classmethod def Add(cls, object): cls.objects_to_update.append(object) @classmethod def _update(cls, GameLoop): cls.set(GameLoop.dt) if cls.objects_to_update: for child in cls.objects_to_update: child.update()
def setup(self): w, h = self.picsize self.textPosition = scene.Size(w/2/self.scale, h/2/self.scale) self.layer = scene.Layer(scene.Rect(0, 0, w/2, h/2)) self.layer.image = scene.load_pil_image(self.img) self.add_layer(self.layer)
def reset(self, position_x): x = self.scene_size_x + random.randrange(0, 500, 80) - position_x y = 10 self.left_buttom_coord = scene.Size(x, y) self.update_img()