def update(): installed = Popen(["cat", bat + "installed"], stdout=PIPE).stdout.read() if installed == "0": return set_color(i('ac_01', False), fg) else: status = Popen(["cat", bat + "state"], stdout=PIPE).stdout.read() if status == "idle\n": return set_color(i('ac_01', False),fg) elif status == "charging\n": percent = Popen(["cat", bat + "remaining_percent"],stdout=PIPE).stdout.read()[:-1] time = Popen(["cat", bat + "remaining_charging_time"],stdout=PIPE).stdout.read()[:-1] if time == "not_charging": return set_color("%s%s%%" % (i ('ac_01'),percent), fg) return set_color("%s%s%% %s" % (i ('ac_01'),percent, time), fg) elif status == "discharging\n": percent = Popen(["cat", bat + "remaining_percent"],stdout=PIPE).stdout.read()[:-1] time = Popen(["cat", bat + "remaining_running_time"],stdout=PIPE).stdout.read()[:-1] if time == "not_discharging": if int(percent) > 66: return set_color("%s%s%%" % (i ('bat_full_01'),percent), fg) elif int(percent) < 33: return set_color("%s%s%%" % (i ('bat_empty'),percent), fg) else: return set_color("%s%s%%" % (i ('bat_low_01'),percent), fg) if int(percent) > 66: return set_color("%s%s%% %s" % (i ('bat_full_01'),percent, time), fg) elif int(percent) < 33: return set_color("%s%s%% %s" % (i ('bat_empty_01'),percent, time), fg) else: return set_color("%s%s%% %s" % (i ('bat_low_01'),percent, time), fg)
def update(): try: status = mpdHook.status()['state'] if status == 'play': song = mpdHook.currentsong() return set_color("%s%s - %s" %(i('play'), song['artist'], song['title']), fg) elif status == 'pause': song = mpdHook.currentsong() return set_color("%s%s - %s" % (i('pause'), song['artist'], song['title']), fg) elif status == 'stop': return set_color(i('stop', False), fg) except mpd.ConnectionError: return set_color("MPD not available", fg)
def __setattr__(self, attribute, value): """ Set an attribute. See L{SVGElement.__setattr__} for more information, as this function passes on unresolved attributes to it. @type attribute: string @param attribute: The name of the attribute being set. @type value: string or number @param value: The value of the attribute being set. """ if attribute == "color": set_color(self, SVGElement, "stop-color", "stop-opacity", value) else: SVGElement.__setattr__(self, attribute, value)
def main(): # Setup the screen pygame.init() display = pygame.display.set_mode((800,600)) pygame.display.set_caption("Fallen Spire") loader.set_base_path(os.path.join("..", "media")) display.fill((0,0,0)) if (0): display.fill((255,255,255)) img = loader.load_image(os.path.join("items", "compass.png")) img = utils.set_color(img, (0,0,0)) utils.adjust_alpha(img, 170) img = utils.blur_surf(img) display.blit(img, (0, 0)) img = loader.load_image(os.path.join("items", "compass.png")) display.blit(img, (1, 2)) pygame.display.flip() while 1: ev = pygame.event.wait() if (ev.type == pygame.KEYDOWN): break return game = GameInterface() game.mainloop()
def __setattr__(self, attribute, value): """ Set an attribute. This function is used to set the "stroke" attribute; if the attribute being set isn't "stroke" None will be returned. @type attribute: string @param attribute: The name of the attribute being set. @type value: string or number @param value: The value of the attribute being set. @rtype: boolean @return: True if the fill was set, otherwise False. """ if attribute == "stroke": set_color(self, SVGElement, "stroke", "stroke-opacity", value) return True else: return False
def update(): network = "kijowyRouter(StacjaMarsjanska)" p = subprocess.Popen(["iwconfig", interface], stdout=subprocess.PIPE) response = p.stdout.read().split(" ") tmp = [x for x in response if "ESSID" in x][0] if "off" in tmp: return None else: tmp = [x for x in response if "Link Quality" in x][0].split('=')[1] tmp = tmp.split('/') temp = float(tmp[0])/float(tmp[1])*100 return set_color("%s%i%%" % ( i('wifi_02'), temp), fg)
def __init__(this, path, offset=(0,0)): img = loader.load_image(path) this.normal = GameInterface.add_shadow(img) img = utils.darken_surf(img, -30) this.highlight = GameInterface.add_shadow(img) this.pressed = img this.size = this.normal.get_size() # Create an image mask for blanking out the button this.blank = utils.set_color(this.normal, (255,255,255)) utils.adjust_alpha(this.blank, 255*255) this.itemOffset = offset
def execute(self, speedup=1, pause=True): self.remove_plots() # make all objects fully opaque utils.set_transparency(self.robot, 0) tfs = {} tfs[self.robot.GetName()] = self.robot.GetTransform() for obj_name in self.world.movable_objects: utils.set_transparency(self.env.GetKinBody(obj_name), 0) tfs[obj_name] = self.env.GetKinBody(obj_name).GetTransform() if pause: raw_input("Press enter to run in simulation!") for action in self.action_list: if action.name.startswith("move"): T = self.robot.GetTransform() if action.obj: obj = self.env.GetKinBody(action.obj.name) obj_T = obj.GetTransform() for ts in range(action.traj.num_timesteps()): T[:3, 3] = action.traj.get_value()[:, ts] self.robot.SetTransform(T) if action.obj: assert action.traj.num_timesteps() == action.obj_traj.num_timesteps() obj_T[:3, 3] = action.obj_traj.get_value()[:, ts] obj.SetTransform(obj_T) time.sleep(0.02 / speedup) if action.name.startswith("pick"): utils.set_color(action.obj.get_env_body(self.env), [0, 1, 0]) if action.name.startswith("place"): utils.set_color(action.obj.get_env_body(self.env), [0, 1, 1]) # restore transparency utils.set_transparency(self.robot, 0.7) for obj_name in self.world.movable_objects: utils.set_transparency(self.env.GetKinBody(obj_name), 0.7) # restore transforms for n, t in tfs.items(): self.env.GetKinBody(n).SetTransform(t)
def update(): global rx_old global tx_old tx = 0 rx = 0 tmp = psutil.network_io_counters(pernic=True)[interface] rx = tmp.bytes_recv tx = tmp.bytes_sent rxps = (rx - rx_old) / 1024 txps = (tx - tx_old) /1024 rx_old = rx tx_old = tx return set_color("%i %s%s%i" % (rxps, i('net_down_01', False),i('net_up_01'), txps), fg)
def render_shadow(this, dest, destpos): (x, y) = destpos # Create the base shadow image. We want it to be based on the # character's current image but a little larger (implying a light # source from below). shadow = utils.set_color(this.image, (0,0,0,150)) # Enlarge the shadow a bit scale = 1.15 shadow = pygame.transform.scale( shadow, (shadow.get_width(), int(shadow.get_height()*scale))) # Blur the shadow a little shadow = utils.blur_surf(shadow, 1) # The shadow will be rendered to the left of the character's # position, since that is how scene depth is rendered - up and # to the left. dh = shadow.get_height()-this.image.get_height() (xp, yp) = (8, dh+3) tileSet = this.level.tileSet # Now here's the tricky part. We don't want the shadow to be # cast on the backdrop image, but only on the background and # midground grids. So, those grids are rendered into a separate # buffer, then multiply that buffer's alpha channel by the # shadow's alpha channel to appropriately clip the shadow. tmp = pygame.Surface(shadow.get_size()).convert_alpha() tmp.fill((0,0,0,0)) (centerx, centery) = this.level.midground.get_centerline_offset() centery += EXTRA_DEPTH_OFFSET # Render the background as it would appear under the shadow's image this.level.background.render( tmp, (0, 0), tmp.get_rect().move(this.rect.left+centerx-xp, this.rect.top+centery-yp), skipObjects=True) # Do the same for the midground grid. this.level.midground.render( tmp, (0, 0), tmp.get_rect().move(this.rect.left+centerx-xp, this.rect.top+centery-yp), skipObjects=True) # Multiply the alpha channels, effectivly clipping the image utils.adjust_alpha(shadow, tmp) # Now blit the shadow dest.blit(shadow, (x-xp, y-yp))
def __init__(this, brush, nframes=18, color=(150,150,150)): appearance.AppearanceFactory.__init__(this, "dust") # Assign the brush a color brush = utils.set_color(brush, color) # Create the frames of the animation anim = appearance.Animation() for count in xrange(nframes): # Figure out the alpha and size of the dust particle n = float(count)/(nframes) scale = 2.0 + 2.5*n alpha = math.sin(n*math.pi) img = pygame.transform.rotozoom(brush, 0, scale) utils.adjust_alpha(img, int(255*alpha)) anim.add_frame(img, (0.5, 0.5)) # Wrap that animation in an action object action = appearance.Action() action.add_animation("south", anim) action.looping = False action.fps = 10 # Now add it as the default action this.add_action("Idle", action)
def update(): return set_color("%s%s" % (i('clock'),datetime.datetime.now().strftime("%H:%M")), fg)
def update(): if alsaaudio.Mixer().getmute()[0] == 1: return set_color(i('spkr_02', False), fg) else: return set_color(i('spkr_03') + str(alsaaudio.Mixer().getvolume()[0]) + "%", fg)