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- #!./bin/python3
- import os
- import sys
- import threading
- import time
- import traceback
- from typing import Dict
- import pygame # type: ignore
- import tornado.ioloop, tornado.web
- import asyncio
- from display import Display
- import menu
- import handler
- try:
- import RPi.GPIO as GPIO # Support for Raspberry PI GPIO input
- except:
- import mock_rpi_gpio as GPIO
- class Musikautomat:
- def __init__(self, pydsp, config: Dict):
- # Initialise state objects
- self._autostart = config.get("autostart")
- self._pydsp = pydsp
- self._display = Display(config, self._pydsp)
- self._menu = menu.Menu(config, self._display)
- self._dx = config.get("dimx", 128)
- GPIO.setmode(GPIO.BOARD) # Use physical pin numbering
- GPIO.setwarnings(False) # Disable warnings
- GPIO.setup(3, GPIO.IN, pull_up_down=GPIO.PUD_DOWN)
- GPIO.setup(5, GPIO.IN, pull_up_down=GPIO.PUD_DOWN)
- GPIO.setup(7, GPIO.IN, pull_up_down=GPIO.PUD_UP)
- GPIO.setup(11, GPIO.IN, pull_up_down=GPIO.PUD_UP)
- def runDisplay(self):
- '''
- Run event loop for display and buttons.
- '''
- clk = pygame.time.Clock()
- gpio_event_timer = 0
- #if self._autostart:
- # self.eventRight()
- # self.eventRight()
- while True:
- clk.tick(10) # We only need 10 FPS
- if gpio_event_timer > 1:
- if GPIO.input(3) == 0: # Up
- gpio_event_timer=0
- self.eventUp()
- elif GPIO.input(5) == 0: # LEFT
- gpio_event_timer=0
- self.eventLeft()
- elif GPIO.input(7) == 0: # RIGHT
- gpio_event_timer=0
- self.eventRight()
- elif GPIO.input(11) == 0: # DOWN
- gpio_event_timer=0
- self.eventDown()
- else:
- gpio_event_timer+=1
- try:
- for event in pygame.event.get():
- # Handle exit event
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- # Handle key events
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_UP:
- self.eventUp()
- elif event.key == pygame.K_LEFT:
- self.eventLeft()
- elif event.key == pygame.K_RIGHT:
- self.eventRight()
- elif event.key == pygame.K_DOWN:
- self.eventDown()
- except Exception as e:
- # Display error
- traceback.print_exc()
- self._pydsp.fill((0,0,0))
- font = pygame.font.Font('freesansbold.ttf', 12)
- s = str(e)
- n = int(self._dx / 6)
- for i, start in enumerate(range(0, len(s), n)):
- text = font.render(s[start:start+n], True, (255, 0, 0) , (0, 0, 0))
- self._pydsp.blit(text, (0, i * 12))
- self._eventSink = self._display
- pygame.display.update()
- def eventUp(self):
- self._menu.emitEvent(handler.EVENT_UP)
- def eventDown(self):
- self._menu.emitEvent(handler.EVENT_DOWN)
- def eventLeft(self):
- self._menu.emitEvent(handler.EVENT_LEFT)
- def eventRight(self):
- self._menu.emitEvent(handler.EVENT_RIGHT)
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