def album_data(): try: cwd = os.getcwd() coverart = cwd + '/coverart' f=open(coverart) coverart = f.readline() file = cStringIO.StringIO(urllib.urlopen(coverart).read()) img = pygame.image.load(file) screen.blit(pygame.transform.scale(img, (200, 200)), (140, 112)) pygame.draw.rect(screen, black, [ 4, 4, 480, 100]) make_label(song(),4,2,32,music_data_color) make_label(artist(),4,28,32,music_data_color) make_label(album(),4,52,32,music_data_color) make_label(station(),4,76,32,music_data_color) pygame.display.update() except IOError: pass
def songtext(): # colors R G B white = (255, 255, 255) red = (255, 0, 0) green = ( 0, 255, 0) blue = (102, 102, 0) #blue = ( 0, 0, 255) black = ( 0, 0, 0) cyan = ( 50, 255, 255) magenta = (255, 0, 255) yellow = (255, 255, 0) orange = (255, 127, 0) # Set up the base menu you can customize your menu with the colors above #set size of the screen size = width, height = 480, 320 screen = pygame.display.set_mode((size), pygame.FULLSCREEN ) pygame.init() pygame.mouse.set_visible(1) # the 'normal' font base_font = pygame.font.SysFont('Arial', 24, 1) # the 'mouse-over' font mod_font = pygame.font.SysFont('Arial', 24, 1) mod_font.set_underline(True) # always use some kind of cache when rendering font # font rendering is very expensive, and it *will* # slow down your application if you render some text cache = {} # always use a Clock to keep your framerate constant clock = pygame.time.Clock() run = True while run: def render(text, mod=False): if not mod in cache: cache[mod] = {} if not text in cache[mod]: cache[mod][text] = (mod_font if mod else base_font).render(text, True, (255, 255, 255)) return cache[mod][text] # create a list of (text, Rect)-tuples x, y = 1, 20 objetcs = [(t, render(t).get_rect()) for t in (song(), artist(), album(), station())] # just move some objects around for (_, r) in objetcs: r.top, r.left = y, x x *= 2 y += 60 # clear the screen screen.fill((0, 0, 0)) # draw all objects for (t, r) in objetcs: # decide if we want to render the text with or without the underline # based on the result of collidepoint(pygame.mouse.get_pos()) # note that collidepoint is a method of Rect, not Surface screen.blit(render(t, r.collidepoint(pygame.mouse.get_pos())), r) # check which item is clicked if pygame.event.get(pygame.MOUSEBUTTONDOWN): # calling 'render' over and over again is cheap now, since the resut is cached for text in [t for (t, r) in objetcs if r.collidepoint(pygame.mouse.get_pos())]: print "'{}' was clicked".format(text) # draw the screen ONCE pygame.display.flip() if pygame.event.get(pygame.QUIT): run = False # clear all unwanted events pygame.event.clear() clock.tick(60) for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_ESCAPE: sys.exit()
def test_album1(): return album(10, 2, 5, [4, 7], [7, 1, 2, 8, 3]) == 1
def test_album2(): return album(10, 2, 6, [4, 7], [7, 1, 8, 4, 9, 3]) == 0
def test_album4(): return album(8, 4, 10, [2, 4, 6, 8], [3, 1, 1, 5, 3, 1, 7, 7, 1, 1]) == 4
def test_album5(): return album(10, 2, 5, [4, 7], [7, 7, 2, 8, 3]) == 1
def test_03(): assert album(car=[2,4,6,8],com=[3,1,1,5,3,1,7,7,1,1]) == 4
def test_02(): assert album(car=[4,7],com=[7,1,8,4,9,3]) == 0
def test_01(): assert album(car=[4,7],com=[7,1,2,8,3]) == 1
from album import album import sys import os path = sys.argv[1] alb = album(path) alb.save() os.remove(path + "/___temp.jpg")
currentAlbum = 0 if (platform.machine() == "armv7h"): os.putenv('SDL_MOUSEDRV', 'TSLIB') screen = pygame.display.set_mode((w, h), pygame.FULLSCREEN, 32) else: screen = pygame.display.set_mode((w, h), 0, 32) screen.fill(((255, 64, 64))) Albums = [] queue = Queue.Queue() rootDir = '../../emilMP3/music' for dirName in os.listdir(rootDir): log.debug('Found directory: %s' % dirName) Albums.append(album(os.path.join(rootDir, dirName))) log.debug(Albums) ButtonRight = AAfilledRoundedRect(screen, (710, 20, 80, 80), (200, 20, 20), 0.5, unichr(0xf105), 80) ButtonLeft = AAfilledRoundedRect(screen, (490, 20, 80, 80), (200, 20, 20), 0.5, unichr(0xf104), 80) ButtonUp = AAfilledRoundedRect(screen, (710, 140, 80, 80), (200, 20, 20), 0.5, unichr(0xf106), 80) ButtonDown = AAfilledRoundedRect(screen, (490, 140, 80, 80), (200, 20, 20), 0.5, unichr(0xf107), 80) ButtonVolumeUp = AAfilledRoundedRect(screen, (710, 260, 80, 80), (200, 20, 20), 0.5, unichr(0xf028)) ButtonVolumeDown = AAfilledRoundedRect(screen, (490, 260, 80, 80), (200, 20, 20), 0.5, unichr(0xf027)) #ButtonStop = AAfilledRoundedRect(screen,(710,380,80,80),(200,20,20),0.5,unichr(0xf04d),50)