def todo_test_flip(self):
# __doc__ (as of 2008-08-02) for pygame.display.flip:
# pygame.display.flip(): return None
# update the full display Surface to the screen
#
# This will update the contents of the entire display. If your display
# mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this
# will wait for a vertical retrace and swap the surfaces. If you are
# using a different type of display mode, it will simply update the
# entire contents of the surface.
#
# When using an pygame.OPENGL display mode this will perform a gl buffer swap.
self.fail()
python类HWSURFACE的实例源码
def todo_test_mode_ok(self):
# __doc__ (as of 2008-08-02) for pygame.display.mode_ok:
# pygame.display.mode_ok(size, flags=0, depth=0): return depth
# pick the best color depth for a display mode
#
# This function uses the same arguments as pygame.display.set_mode().
# It is used to depermine if a requested display mode is available. It
# will return 0 if the display mode cannot be set. Otherwise it will
# return a pixel depth that best matches the display asked for.
#
# Usually the depth argument is not passed, but some platforms can
# support multiple display depths. If passed it will hint to which
# depth is a better match.
#
# The most useful flags to pass will be pygame.HWSURFACE,
# pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
# return 0 if these display flags cannot be set.
#
self.fail()
def __init__(self):
#window setup
pygame.display.set_caption('Game Of Life')
# initiate the clock and screen
self.clock = pygame.time.Clock()
self.last_tick = pygame.time.get_ticks()
self.screen_res = [740, 490]
self.font = pygame.font.SysFont("Impact", 19)
self.sprites = pygame.sprite.Group()
self.cells = []
self.generation = 0
self.population = 0
self.screen = pygame.display.set_mode(self.screen_res, pygame.HWSURFACE, 32)
self.running = False
self.createGrid()
while 1:
self.Loop()
def todo_test_flip(self):
# __doc__ (as of 2008-08-02) for pygame.display.flip:
# pygame.display.flip(): return None
# update the full display Surface to the screen
#
# This will update the contents of the entire display. If your display
# mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this
# will wait for a vertical retrace and swap the surfaces. If you are
# using a different type of display mode, it will simply update the
# entire contents of the surface.
#
# When using an pygame.OPENGL display mode this will perform a gl buffer swap.
self.fail()
def todo_test_mode_ok(self):
# __doc__ (as of 2008-08-02) for pygame.display.mode_ok:
# pygame.display.mode_ok(size, flags=0, depth=0): return depth
# pick the best color depth for a display mode
#
# This function uses the same arguments as pygame.display.set_mode().
# It is used to depermine if a requested display mode is available. It
# will return 0 if the display mode cannot be set. Otherwise it will
# return a pixel depth that best matches the display asked for.
#
# Usually the depth argument is not passed, but some platforms can
# support multiple display depths. If passed it will hint to which
# depth is a better match.
#
# The most useful flags to pass will be pygame.HWSURFACE,
# pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
# return 0 if these display flags cannot be set.
#
self.fail()
def test_freetype_Font_render_mono(self):
font = self._TEST_FONTS['sans']
color = pygame.Color('black')
colorkey = pygame.Color('white')
text = "."
save_antialiased = font.antialiased
font.antialiased = False
try:
surf, r = font.render(text, color, size=24)
self.assertEqual(surf.get_bitsize(), 8)
flags = surf.get_flags()
self.assertTrue(flags & pygame.SRCCOLORKEY)
self.assertFalse(flags & (pygame.SRCALPHA | pygame.HWSURFACE))
self.assertEqual(surf.get_colorkey(), colorkey)
self.assertTrue(surf.get_alpha() is None)
translucent_color = pygame.Color(*color)
translucent_color.a = 55
surf, r = font.render(text, translucent_color, size=24)
self.assertEqual(surf.get_bitsize(), 8)
flags = surf.get_flags()
self.assertTrue(flags & (pygame.SRCCOLORKEY | pygame.SRCALPHA))
self.assertFalse(flags & pygame.HWSURFACE)
self.assertEqual(surf.get_colorkey(), colorkey)
self.assertEqual(surf.get_alpha(), translucent_color.a)
surf, r = font.render(text, color, colorkey, size=24)
self.assertEqual(surf.get_bitsize(), 32)
finally:
font.antialiased = save_antialiased
def __init__(self):
pygame.init()
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Loop until the user clicks the close button.
self._done = False
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Kinect runtime object, we want only color and body frames
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)
# back buffer surface for getting Kinect infrared frames, 8bit grey, width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), 0, 24)
# here we will store skeleton data
self._bodies = None
# Set the width and height of the screen [width, height]
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
pygame.display.set_caption("Kinect for Windows v2 Infrared")
def run(self):
# -------- Main Program Loop -----------
while not self._done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# --- Getting frames and drawing
if self._kinect.has_new_infrared_frame():
frame = self._kinect.get_last_infrared_frame()
self.draw_infrared_frame(frame, self._frame_surface)
frame = None
self._screen.blit(self._frame_surface, (0,0))
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
self._clock.tick(60)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()
def __init__(self):
pygame.init()
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Set the width and height of the screen [width, height]
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
pygame.display.set_caption("Kinect for Windows v2 Body Game")
# Loop until the user clicks the close button.
self._done = False
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Kinect runtime object, we want only color and body frames
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body)
# back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)
# here we will store skeleton data
self._bodies = None
def __init__(self):
pygame.init()
pygame.mixer.init()
self.beep_sound = pygame.mixer.Sound('audio\\beep.ogg')
self.buzz_sound = pygame.mixer.Sound('audio\\buzz.ogg')
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1,
self._infoObject.current_h >> 1),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
pygame.display.set_caption("Kinect Game Framework Test")
self.finished = False
self._clock = pygame.time.Clock()
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color |
PyKinectV2.FrameSourceTypes_Body)
self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width,
self._kinect.color_frame_desc.Height), 0, 32)
self._bodies = None
self.score = 0
self.vocab_dict = {"beach":"playa", "desert":"desierto", "forest":"bosque",
"jungle":"selva", "hill":"loma", "island":"isla",
"lake":"lago", "mountain":"montaña", "ocean":"oceano",
"river":"rio", "valley":"valle", "basin":"cuenca",
"volcano":"volcano", "waterfall":"cascada", "creek":"arroyo"}
self._frame_surface.fill((255, 255, 255))
def __init__(self):
self.runtime_id = 0
self._canvas = None
self._background = None
self._photo_space = None
self.target_dir = None
self.font = None
self._init_camera()
self.photos = []
self.printer = backends.acquire_backend("output", "line_printer", self.config)
self._init_gpio()
self._get_last_runtime_id()
self.get_current_photo_directory()
pygame.init()
self.clock = pygame.time.Clock()
self.limit_cpu_usage()
display_mode = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.FULLSCREEN
self._canvas = pygame.display.set_mode((0, 0), display_mode)
self.screen_width = pygame.display.Info().current_w
self.screen_height = pygame.display.Info().current_h
self._background = self.fill_background()
self._photo_space = self.fill_photo_space()
self._running = True
self.font = pygame.font.Font(self.config.get('font_filename'), self.config.getint('font_size'))
pygame.mouse.set_visible(False)
def main():
pg.init()
screen = pg.display.set_mode((1920,1200), pg.FULLSCREEN|pg.DOUBLEBUF|pg.HWSURFACE)
lock = image.DellImage("lock_https.gif")
packet = cnc_packet.build_upload_packet(cnc_packet.build_image_blob(lock, 50, 50))
display_packet(packet, screen)
while True:
x, y = pg.mouse.get_pos()
packet = cnc_packet.build_cursor_packet(x, y)
display_packet(packet, screen)
def __init__(self):
self._running = True
self.background = pygame.image.load('background.png')
self.hero = pygame.image.load('hero.png')
self.x = 0
self.y = 0
pygame.init()
self._display_surf = pygame.display.set_mode((640, 480), pygame.HWSURFACE | pygame.DOUBLEBUF)
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
def set_up_pygame():
bits = 16
pygame.mixer.pre_init(44100, -bits, 2)
pygame.init()
_display_surf = pygame.display.set_mode(size, pygame.HWSURFACE | pygame.DOUBLEBUF)
def _init_gui(self):
pygame.init()
self._build_targets()
if GUI_MODE:
self._screen = pygame.display.set_mode(self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)
self._running = True
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 = []
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()
def run(self):
# -------- Main Program Loop -----------
while not self._done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# --- Game logic should go here
# --- Getting frames and drawing
# --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data
if self._kinect.has_new_color_frame():
frame = self._kinect.get_last_color_frame()
self.draw_color_frame(frame, self._frame_surface)
frame = None
# --- Cool! We have a body frame, so can get skeletons
if self._kinect.has_new_body_frame():
self._bodies = self._kinect.get_last_body_frame()
# --- draw skeletons to _frame_surface
if self._bodies is not None:
for i in range(0, self._kinect.max_body_count):
body = self._bodies.bodies[i]
if not body.is_tracked:
continue
joints = body.joints
# convert joint coordinates to color space
joint_points = self._kinect.body_joints_to_color_space(joints)
self.draw_body(joints, joint_points, SKELETON_COLORS[i])
# --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio
# --- (screen size may be different from Kinect's color frame size)
h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width()
target_height = int(h_to_w * self._screen.get_width())
surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height));
self._screen.blit(surface_to_draw, (0,0))
surface_to_draw = None
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
self._clock.tick(60)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()
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
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
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()
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)
def __init__(self, host, port,camtype="webcam",ID=0,image_name='lena.png',change=True,Debug=True):
self.host = host
self.port = port
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.sock.bind((self.host, self.port))
self.comThreads = []
self.alive = True;
self.RGB0 = [];
self.Depth = [];
self.Body = [];
self.camtype = camtype;
self.ret = False;
self.log = "test"
self.HDRGB = [];
self.imageName = image_name;
self.change = change;
self.sys_random = random.SystemRandom();
#Assuming 8bit pic
self.cnt = 0;
self.trip = 0;
self.Debug = Debug
self.send_counter = 0;
self.rgb_cnt = 0;
#Locks
self.Lock = threading.Lock()
if self.Debug:
self.img = cv2.imread(self.imageName); #This one will be altered!
self.orig_img = cv2.imread(self.imageName); #This one will be the same
self.ImageT = threading.Thread(target=self.imagechanger)
self.ImageT.start()
self.height,self.width,self.channel = self.img.shape;
self.x_pos = random.randint(10,self.width);
self.y_pos = random.randint(10,self.height);
if self.ImageT.isAlive():
self.log = "height: " + str(self.height)
if Kinect:
pygame.init()
#Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
self._done = False;
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# Kinect runtime object, we want only color and body frames
self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body | PyKinectV2.FrameSourceTypes_Depth | PyKinectV2.FrameSourceTypes_Infrared)
# back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)
# here we will store skeleton data
self._bodies = None
if camtype == "webcam":
self.cap = cv2.VideoCapture(ID)
def __init__(self):
pygame.init()
# Used to manage how fast the screen updates
self._clock = pygame.time.Clock()
# Set the width and height of the screen [width, height]
self._infoObject = pygame.display.Info()
self._screen = pygame.display.set_mode(
(self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.RESIZABLE, 32
)
pygame.display.set_caption("Guess your Age!")
# Loop until the user clicks the close button.
self._done = False
# Kinect runtime object, we want only color and body frames
if PyKinectRuntime and USE_KINECT:
self._kinect = PyKinectRuntime.PyKinectRuntime(
PyKV2.FrameSourceTypes_Color |
PyKV2.FrameSourceTypes_Body
)
frame_dimension = (
self._kinect.color_frame_desc.Width,
self._kinect.color_frame_desc.Height
)
else:
self._kinect = None
frame_dimension = 800, 600
# back buffer surface for getting Kinect color frames, 32bit color,
# width and height equal to the Kinect color frame size
self._frame_surface = pygame.Surface(frame_dimension, 0, 32)
# here we will store skeleton data
self._bodies = None
self._stored_bodies = {}
self._faces = []
self._face_bodies = []
self._update_oxford = 0
self.python_logo_image = pygame.image.load('pylogo.png')
self.msft_logo_image = pygame.image.load('microsoftlogo.png')
self.bg_color = pygame.Color(55, 117, 169)