Move to using classes
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36
src/main.py
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36
src/main.py
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import picamui
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import picam
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def main():
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captureResolution = (1280, 1024)
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captureDirectory = "./images"
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captureExtension = "jpg"
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# Setup UI
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ui = picamui.PiCamUi()
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ui.createUi()
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# Setup camera
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cam = picam.PiCam()
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cam.setPreviewResolution(ui.getScreenResolution())
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captureResolution = cam.getMaxResolution()
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loop = True
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while loop:
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rgb = cam.getPreviewFrame()
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ui.updatePreview(rgb, cam.getPreviewResolution())
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ui.update()
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uiEvents = ui.getEvents()
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for event in uiEvents:
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if event == "keyDownEscape" or event == "pygameQuit" or event == "btnExitPressed":
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loop = False
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elif event == "btnTakePressed":
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cam.capture(captureResolution, captureDirectory, captureExtension)
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else:
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print("Unknown event {}".format(event))
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ui.cleanup()
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if __name__ == "__main__":
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main()
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44
src/picam.py
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44
src/picam.py
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import picamera
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import io
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from datetime import datetime
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class PiCam:
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camera = None
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resPreview = (640, 480)
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def __init__(self):
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self.camera = picamera.PiCamera()
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def setCamResolution(self, res):
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self.camera.resolution = res
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def setPreviewResolution(self, res):
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self.resPreview = res
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self.setCamResolution(self.resPreview)
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def getPreviewResolution(self):
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return self.resPreview
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def getMaxResolution(self):
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return (self.camera.MAX_RESOLUTION.width, self.camera.MAX_RESOLUTION.height)
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def capture(self, res, directory, extension):
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now = datetime.now()
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strNow = now.strftime("%d-%m-%Y %H-%M-%S")
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self.setCamResolution(res)
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self.camera.capture("./{0}/{1}.{2}".format(directory, strNow, extension))
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self.setCamResolution(self.resPreview)
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def getPreviewFrame(self):
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rgb = bytearray(self.getPreviewResolution()[0] * self.getPreviewResolution()[1] * 3)
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stream = io.BytesIO()
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self.camera.capture(stream, use_video_port=True, format="rgb")
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stream.seek(0)
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stream.readinto(rgb)
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stream.close()
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return rgb
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def cleanup(self):
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self.camera.close()
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77
src/picamui.py
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77
src/picamui.py
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import pygame
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import pygame_gui
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class PiCamUi:
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screen = None
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guiManager = None
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clock = None
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uiElements = []
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def __init__(self):
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pygame.init()
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# Set the cursor to invisible. We use a transparent cursor for this as set_visible breaks the touch screen
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pygame.mouse.set_cursor((8,8),(0,0),(0,0,0,0,0,0,0,0),(0,0,0,0,0,0,0,0))
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self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) # (0, 0) means same as display resolution
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def createUi(self):
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self.guiManager = pygame_gui.UIManager((self.screen.get_width(), self.screen.get_height()))
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self.clock = pygame.time.Clock()
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self.createUiElements()
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def createUiElements(self):
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btnTake = {
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"name": "btnTake",
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"element": pygame_gui.elements.UIButton(
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relative_rect = pygame.Rect((720, 200), (80, 80)),
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text = "Take",
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manager = self.guiManager
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)
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}
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self.uiElements.append(btnTake)
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btnExit = {
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"name": "btnExit",
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"element": pygame_gui.elements.UIButton(
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relative_rect=pygame.Rect((760, 440), (40, 40)),
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text='X',
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manager=self.guiManager
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)
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}
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self.uiElements.append(btnExit)
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def updatePreview(self, rgb, res):
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img = pygame.image.frombuffer(rgb[0:(res[0] * res[1] * 3)], res, 'RGB')
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img = pygame.transform.scale(img, (self.screen.get_width(), self.screen.get_height()))
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if img:
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self.screen.blit(img, (0, 0))
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def update(self):
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self.guiManager.draw_ui(self.screen)
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pygame.display.update()
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def cleanup(self):
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pygame.display.quit()
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def getEvents(self):
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events = []
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time_delta = self.clock.tick(30)/1000.0
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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events.append("keyDownEscape")
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elif event.type == pygame.QUIT:
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events.append("pygameQuit")
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elif event.type == pygame.USEREVENT:
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if event.user_type == pygame_gui.UI_BUTTON_PRESSED:
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for element in self.uiElements:
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if event.ui_element == element.get("element"):
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events.append("{}Pressed".format(element.get("name")))
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self.guiManager.process_events(event)
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self.guiManager.update(time_delta)
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return events
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def getScreenResolution(self):
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return (self.screen.get_width(), self.screen.get_height())
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