python类FULLSCREEN的实例源码

scheduler.py 文件源码 项目:pygame-event-calendar-and-pianobar 作者: scottpcrawford 项目源码 文件源码 阅读 24 收藏 0 点赞 0 评论 0
def main():
    pg.init()
    pg.mouse.set_visible(False) # hide the pointer
    #screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pg.FULLSCREEN) # windows
    screen = pg.display.set_mode((1920, 1080), pg.NOFRAME) # linux
    game = Game(screen)
    game.create_sprites()
    game.update_calendar()
    game.update_weather()
    game.change_state()
    game.run()
    exit(0)
play.py 文件源码 项目:python-mediadecoder 作者: dschreij 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def __init__(self, dimensions, fullscreen = False, soundrenderer="pyaudio",
        loop=False):
        """ Constructor.

        Parameters
        ----------
        dimensions : tuple (width, height)
            The dimension of the window in which the video should be shown. Aspect
            ratio is maintained.
        fullscreen : bool, optional
            Indicates whether the video should be displayed in fullscreen.
        soundrenderer : {'pyaudio','pygame'}
            Designates which sound backend should render the sound. 
        """

        pygame.init()
        (windowWidth, windowHeight) = dimensions
        flags = pygame.DOUBLEBUF|pygame.OPENGL|pygame.HWSURFACE
        self.fullscreen = fullscreen
        if fullscreen:
            flags = flags | pygame.FULLSCREEN
        pygame.display.set_mode((windowWidth,windowHeight), flags)
        self.windowSize = (windowWidth, windowHeight)

        self.soundrenderer=soundrenderer        
        self.loop = loop
        self.texUpdated = False

        self.__initGL()

        self.decoder = Decoder(
            videorenderfunc=self.__texUpdate,
        )
        self.texture_locked = False
main.py 文件源码 项目:PYDOJO 作者: sprintingkiwi 项目源码 文件源码 阅读 17 收藏 0 点赞 0 评论 0
def screen(w, h, fullscreen=False):
    screen_info.resolution = [w, h]
    if fullscreen:
        screen_info.screen = pygame.display.set_mode([w, h], pygame.FULLSCREEN)
    else:
        screen_info.screen = pygame.display.set_mode([w, h])
    # Create surface for turtle drawings
    create_pen_surface()
    # Get screen center
    CENTER.x = screen_info.resolution[0] / 2
    CENTER.y = screen_info.resolution[1] / 2
test_pygame.py 文件源码 项目:mac-package-build 作者: persepolisdm 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self, resolution=(640, 480), cmdline=""):
        self.color = (0,0,0)
        self.resolution = resolution
        if "--fullscreen" in cmdline:
            self.window = \
                pygame.display.set_mode(self.resolution, pygame.FULLSCREEN) 
        else:
            self.window = pygame.display.set_mode(self.resolution)
        # pygame.display.set_mode() verändert die Größe des Fensters
        # Über das zweite Argument, pygame.FULLSCREEN, kann das Fenster
        # in den Vollbildmodus versetzt werden

        pygame.display.set_caption('A Simple Yet Insightful Pygame Example') 
        # Verändert die Beschriftung des Fensters

        pygame.mouse.set_visible(0)
        # Verhindert, dass die Maus gezeigt wird

        self.screen = pygame.display.get_surface()
        # Generiert ein Surface des Fensters
        # Siehe: Allgemeines über Surfaces

        self.screen.fill(self.color)
        # Füllt das Surface self.screen mit der übergebenen Farbe
        # Siehe: Allgemeines über Farben

        self.screen_rect = self.screen.get_rect()
        # Rectangle des Fensters
        # Siehe: Allgemeines über Rectangles
display.py 文件源码 项目:pyweather 作者: rbischoff 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self, drivers=DEFAULT_DRIVERS, size=DEFAULT_SIZE, screen_type=DEFAULT_SCREEN, borders=(5, 5),
                 border_width=3, line_color=(255, 255, 255), font='freesans', font_color=(255, 255, 255),
                 icons=ICON_DICTIONARY):
        """DisplayDriver class is the class that build the base display for use in the weather
        app.  Argument descriptions: drivers is a tuple of strings with available SDL_VIDEODRIVER
        environmental varaibles; size is a tuple of two integers describing the x, y size of the
        screen; screen_type is a string value that corresponds to the pygame constants for
        dispay.set_mode
        """

        formats = {'no_frame': pygame.NOFRAME, 'full_screen': pygame.FULLSCREEN, 'double_buff': pygame.DOUBLEBUF,
                   'hw_surface': pygame.HWSURFACE, 'open_GL': pygame.OPENGL, 'resizable': pygame.RESIZABLE}

        self._system_data = SystemData()
        self._display_instance = None
        self._drivers = drivers
        self._size = size
        self._borders = borders
        self._border_width = border_width
        self._line_color = line_color
        self._font = font
        self._font_color = font_color
        self._format = formats[screen_type]
        self._icons = icons
        self._base_dir = os.getcwd() + ICON_BASE_DIR
        self._scale_icons = True
        self._xmax = self._size[0] - self._borders[0]
        self._ymax = self._size[1] - self._borders[1]
        self._av = 1
        self._av_time = 1
        self._screen = None
        self._blits = []
main.py 文件源码 项目:SDPremote 作者: MartinBienz 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self):
        "Ininitializes a new pygame screen using the framebuffer"
        # Based on "Python GUI in Linux frame buffer"
        # http://www.karoltomala.com/blog/?p=679
        disp_no = os.getenv("DISPLAY")
        if disp_no:
            print "I'm running under X display = {0}".format(disp_no)

        os.putenv('SDL_FBDEV', '/dev/fb1')

        # Select frame buffer driver
        # Make sure that SDL_VIDEODRIVER is set
        driver = 'fbcon'
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            exit(0)

        size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        self.screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
        # Clear the screen to start
        self.screen.fill((0, 0, 0))
        # Initialise font support
        pygame.font.init()
        # Render the screen
        pygame.display.update()
display_test.py 文件源码 项目:Projects 作者: it2school 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # This function will create a display Surface. The arguments passed in
          # are requests for a display type. The actual created display will be
          # the best possible match supported by the system.
          # 
          # The resolution argument is a pair of numbers representing the width
          # and height. The flags argument is a collection of additional
          # options.  The depth argument represents the number of bits to use
          # for color.
          # 
          # The Surface that gets returned can be drawn to like a regular
          # Surface but changes will eventually be seen on the monitor.
          # 
          # If no resolution is passed or is set to (0, 0) and pygame uses SDL
          # version 1.2.10 or above, the created Surface will have the same size
          # as the current screen resolution. If only the width or height are
          # set to 0, the Surface will have the same width or height as the
          # screen resolution. Using a SDL version prior to 1.2.10 will raise an
          # exception.
          # 
          # It is usually best to not pass the depth argument. It will default
          # to the best and fastest color depth for the system. If your game
          # requires a specific color format you can control the depth with this
          # argument. Pygame will emulate an unavailable color depth which can
          # be slow.
          # 
          # When requesting fullscreen display modes, sometimes an exact match
          # for the requested resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # The flags argument controls which type of display you want. There
          # are several to choose from, and you can even combine multiple types
          # using the bitwise or operator, (the pipe "|" character). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     hardware accelerated, only in FULLSCREEN
          #    pygame.OPENGL        create an opengl renderable display
          #    pygame.RESIZABLE     display window should be sizeable
          #    pygame.NOFRAME       display window will have no border or controls

        self.fail()
Environment.py 文件源码 项目:pySokoban 作者: kazantzakis 项目源码 文件源码 阅读 35 收藏 0 点赞 0 评论 0
def __init__(self):

        if platform.system() == "Windows":
            pygame.display.init()
            pygame.display.set_caption("pySokoban")
            self.size = (800,600)
            self.screen = pygame.display.set_mode(self.size)

        elif self.getUserInterface() == "graphics":
            pygame.display.init()
            pygame.display.set_caption("pySokoban")
            self.size = (800,600)
            self.screen = pygame.display.set_mode(self.size)
        else: 
            "Ininitializes a new pygame screen using the framebuffer"
            # Based on "Python GUI in Linux frame buffer"
            # http://www.karoltomala.com/blog/?p=679
            disp_no = os.getenv("DISPLAY")
            if disp_no:
                print "I'm running under X display = {0}".format(disp_no)

            # Check which frame buffer drivers are available
            # Start with fbcon since directfb hangs with composite output
            drivers = ['fbcon', 'directfb', 'svgalib']
            found = False
            for driver in drivers:
                # Make sure that SDL_VIDEODRIVER is set
                if not os.getenv('SDL_VIDEODRIVER'):
                    os.putenv('SDL_VIDEODRIVER', driver)
                try:
                    pygame.display.init()
                except pygame.error:
                    print 'Driver: {0} failed.'.format(driver)
                    continue
                found = True
                break

            if not found:
                raise Exception('No suitable video driver found!')

            self.size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Framebuffer size: %d x %d" % (self.size[0], self.size[1])
            self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)

        # Clear the screen to start
        self.screen.fill((0, 0, 0))        
        # Initialise font support
        pygame.font.init()
        # Disable mouse
        pygame.mouse.set_visible(False)
        # Render the screen
        pygame.display.update()
fullfb.py 文件源码 项目:MVP2 作者: critterandguitari 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    #drivers = ['fbcon']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
fullfb.py 文件源码 项目:MVP2 作者: critterandguitari 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    #drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    drivers = ['vesafbdf']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            exit()
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
display_test.py 文件源码 项目:AIFun 作者: Plottel 项目源码 文件源码 阅读 23 收藏 0 点赞 0 评论 0
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # This function will create a display Surface. The arguments passed in
          # are requests for a display type. The actual created display will be
          # the best possible match supported by the system.
          # 
          # The resolution argument is a pair of numbers representing the width
          # and height. The flags argument is a collection of additional
          # options.  The depth argument represents the number of bits to use
          # for color.
          # 
          # The Surface that gets returned can be drawn to like a regular
          # Surface but changes will eventually be seen on the monitor.
          # 
          # If no resolution is passed or is set to (0, 0) and pygame uses SDL
          # version 1.2.10 or above, the created Surface will have the same size
          # as the current screen resolution. If only the width or height are
          # set to 0, the Surface will have the same width or height as the
          # screen resolution. Using a SDL version prior to 1.2.10 will raise an
          # exception.
          # 
          # It is usually best to not pass the depth argument. It will default
          # to the best and fastest color depth for the system. If your game
          # requires a specific color format you can control the depth with this
          # argument. Pygame will emulate an unavailable color depth which can
          # be slow.
          # 
          # When requesting fullscreen display modes, sometimes an exact match
          # for the requested resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # The flags argument controls which type of display you want. There
          # are several to choose from, and you can even combine multiple types
          # using the bitwise or operator, (the pipe "|" character). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     hardware accelerated, only in FULLSCREEN
          #    pygame.OPENGL        create an opengl renderable display
          #    pygame.RESIZABLE     display window should be sizeable
          #    pygame.NOFRAME       display window will have no border or controls

        self.fail()
program.py 文件源码 项目:LovelySpace 作者: lmb753 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def __init__(self):
        self.parameters = Parameters("Config/default.ini")
        if isfile("Config/config.ini") :
            self.parameters.Load("Config/config.ini")

        # screen mode
        screenMode = self.parameters["screenMode"]
        if(screenMode == Screen_mode.Fullscreen) :
            args = pygame.HWSURFACE | pygame.FULLSCREEN | pygame.DOUBLEBUF
        elif(screenMode == Screen_mode.Borderless) :
            os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0'
            args = pygame.NOFRAME
        else:
            args = 0
            os.environ["SDL_VIDEO_CENTERED"] = "1"

        # window icon
        self.icon = pygame.image.load("Assets/icon.png")
        self.icon = pygame.transform.scale(self.icon, (32, 32))
        pygame.display.set_icon(self.icon)

        # window parameters
        self.width = self.parameters["windowWidth"]
        self.height = self.parameters["windowHeight"]

        # some managers and important things
        self.screen = pygame.display.set_mode((self.width, self.height), args)
        pygame.display.set_caption("Lovely Space")
        self.clock = pygame.time.Clock()
        self.input = input.Input(self)
        self.audio = audio.Audio()
        self.size = size.Size(self.width, self.height, 1920, 1080)

        # a random font
        self.fpsFont = pygame.font.SysFont("Arial", 25)

        # drunk shit
        self.iniPosition = pygame.math.Vector2(0, 200)
        self.drunkY = 1
        self.drunkX = 1

        # pause things
        self.pause = None
        self.isPaused = False

        self.mode = titlescreen.TitleScreen(self)
        #self.mode = game.Game(self)
display.py 文件源码 项目:ATLeS 作者: liffiton 项目源码 文件源码 阅读 50 收藏 0 点赞 0 评论 0
def _get_screen(xwin=False):
    """Initializes a new pygame screen using the framebuffer"""
    if display_mocked:
        xwin = True

    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        logging.info("Running under X display %s", disp_no)

    # Make sure that SDL_VIDEODRIVER is set
    if xwin:
        driver = 'x11'
    else:
        driver = 'directfb'   # alternatives: 'fbcon', 'svgalib'
    if not os.getenv('SDL_VIDEODRIVER'):
        os.putenv('SDL_VIDEODRIVER', driver)

    try:
        pygame.display.init()
    except pygame.error:
        logging.exception("Display init failed using driver: %s", driver)
        raise

    if xwin:
        size = (320, 200)
        options = 0
    else:
        # fullscreen
        info = pygame.display.Info()
        size = (info.current_w, info.current_h)
        logging.info("Framebuffer size: %d x %d", size[0], size[1])
        options = pygame.FULLSCREEN | pygame.DOUBLEBUF
    screen = pygame.display.set_mode(size, options)

    # Clear the screen to start
    screen.fill((0, 0, 0))
    pygame.mouse.set_visible(False)
    # Render the screen
    pygame.display.update()

    return screen
squirreleatsquirrel.py 文件源码 项目:pythongame 作者: videlanicolas 项目源码 文件源码 阅读 23 收藏 0 点赞 0 评论 0
def main():
    DISPLAYSURF = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
    pygame.display.set_caption('Agario')
    FPSCLOCK = pygame.time.Clock()
    FOODAMOUNT = 300
    FPS = 1000

    world_map = ContinuousMap(DISPLAYSURF,MAP_LENGTH,MAP_LENGTH)
    world_map.speed = 10
    world_map.character.radius = 100
    for _ in range(FOODAMOUNT):
        world_map.add_object(random.randint(0,MAP_LENGTH),random.randint(0,MAP_LENGTH))

    f = pygame.font.Font(None, 64)
    while True:
        for e in pygame.event.get():
            if e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        k = pygame.key.get_pressed()
        if k[K_UP]:
            world_map.character_move(Directions.UP)
        if k[K_DOWN]:
            world_map.character_move(Directions.DOWN)
        if k[K_LEFT]:
            world_map.character_move(Directions.LEFT)
        if k[K_RIGHT]:
            world_map.character_move(Directions.RIGHT)
        if k[K_p]:
            world_map.character.radius += 1
        if k[K_l]:
            world_map.character.radius -= 1
        #world_map.animate()
        world_map.draw()
        FPSCLOCK.tick(FPS)
        UPDATE()
        if world_map.has_lost():
            DISPLAYSURF.blit(f.render("GAME OVER", True, (255, 255, 255)), (0,0))
            """
            while not any(e.type == KEYDOWN and e.key == K_ESCAPE for e in pygame.event.get()):
                pass
            pygame.quit()
            sys.exit()
            """
screensaver.py 文件源码 项目:mini_rpg 作者: paolo-perfahl 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def screensaver(screenresolution = (640,480), fullscreen = False):
    # -*- coding: utf-8 -*-
    """very simple test "game" or screensaver.
       all the user have to do is press ESC or SPACE.
       the "game" paint random circles.
       the "game" accept a screen resolution tuple as argument.
       the "game" returns the time passed until the user pressed space"""
    pygame.init()                      #initialize pygame
    if fullscreen:
        screen=pygame.display.set_mode((screenresolution[0],screenresolution[1]), pygame.FULLSCREEN) # set screensize of pygame window
    else:
        screen=pygame.display.set_mode((screenresolution[0],screenresolution[1])) # set screensize of pygame window
    background = pygame.Surface(screen.get_size())  #create empty pygame surface
    background.fill((255,255,255))     #fill the background white color (red,green,blue)
    background = background.convert()  #convert Surface object to make blitting faster
    screen.blit(background, (0,0))     #draw the background on screen
    clock = pygame.time.Clock()        #create a pygame clock object
    mainloop = True                    
    FPS = 30 # desired framerate in frames per second. try out other values !
    playtime = 0.0 # how many seconds the "game" is played
    while mainloop:
        milliseconds = clock.tick(FPS) # do not go faster than this framerate
        playtime += milliseconds / 1000.0 # add seconds to playtime
        # paint random circles
        color = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
        pygame.draw.circle(screen, color, (random.randint(0,screenresolution[0]),
                                           random.randint(0,screenresolution[1])),
                                           random.randint(1, min(screenresolution[0], screenresolution[1])),
                                           random.randint(0,1))        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                mainloop = False # pygame window closed by user
            elif event.type == pygame.KEYDOWN:
                print "event key:", event.key
                if event.key == pygame.K_ESCAPE:
                    mainloop = False # user pressed ESC
                if event.key == pygame.K_SPACE:
                    mainloop = False # user pressed ESC
        pygame.display.set_caption("press ESC to quit. FPS: %.2f (%ix%i), time: %.2f seonds" % (clock.get_fps(), screenresolution[0], screenresolution[1], playtime))
        pygame.display.flip()          # flip the screen like in a flip book
    print "This 'game' was played for %.2f seconds" % playtime
    pygame.quit()
    return playtime # in seconds
main.py 文件源码 项目:SDPremote 作者: MartinBienz 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
def initscreen(width, height) :

    #Initialisation 
    pygame.init()

    if headless:
        #will not anymore be enabled as pygame will not init the screen if headless

        os.putenv('SDL_VIDEODRIVER', 'dummy')
        screen = pygame.display.set_mode((1,1))

        size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        print "Pygame interface started in dummy mode, framebuffer size: %d x %d" % (size[0], size[1])

    else:

        #init screen / window or fullscreen
        if windowed:
            #window mode with w and h submitted to the function
            screen = pygame.display.set_mode((width,height),0,32)
            pygame.display.set_caption(mytitle)

            size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Pygame interface started in window mode, framebuffer size: %d x %d" % (size[0], size[1])
        else:
            #if FS PUT fb1 as the framebuffer device => pitft, res, 320 x 240
            # 29.03.2015... not working anymore on the pitft... with PRE "export SDL_FBDEV=/dev/fb1" IT WORKS!

            os.environ["SDL_FBDEV"] = "/dev/fb1"
            os.environ["SDL_MOUSEDRV"] = "TSLIB"
            os.environ["SDL_MOUSEDEV"] = "/dev/input/touchscreen"

            #os.putenv('SDL_VIDEODRIVER', 'fbcon')
            #os.putenv('SDL_FBDEV'      , '/dev/fb1')
            #os.putenv('SDL_MOUSEDRV'   , 'TSLIB')
            #os.putenv('SDL_MOUSEDEV'   , '/dev/input/touchscreen')

            #screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) #not working anymore...
            screen = pygame.display.set_mode([320, 240], pygame.FULLSCREEN) #try like so OR without FS Flag?

            size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Pygame interface started in fullscreen mode, framebuffer size: %d x %d" % (size[0], size[1])

    return screen


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