/usr/share/pyshared/freevo/osd.py is in python-freevo 1.9.2b2-4.2.
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| # -*- coding: iso-8859-1 -*-
# -----------------------------------------------------------------------
# Low level graphics routines
# -----------------------------------------------------------------------
# $Id: osd.py 11905 2011-11-14 21:54:46Z adam $
# -----------------------------------------------------------------------
# Freevo - A Home Theater PC framework
# Copyright (C) 2002 Krister Lagerstrom, et al.
# Please see the file freevo/Docs/CREDITS for a complete list of authors.
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of MER-
# CHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with this program; if not, write to the Free Software Foundation, Inc.,
# 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# -----------------------------------------------------------------------
"""
Low level OSD (On Screen Display) graphics routines
B{NOTE} Do not use the OSD object inside a thread.
"""
import logging
logger = logging.getLogger("freevo.osd")
# Python modules
import time
import os
import stat
import kaa.imlib2
import re
import traceback
import threading, thread
from types import *
from fcntl import ioctl
import cStringIO
# Freevo modules
import config
import rc
import util
import util.webcache
import dialog
if __freevo_app__ == 'main':
# The PyGame Python SDL interface.
import pygame
from pygame.locals import *
# import animations
import animation
help_text = """\
h HELP
z Toggle Fullscreen
F1 SLEEP
HOME MENU
g GUIDE
ESCAPE EXIT
UP UP
DOWN DOWN
LEFT LEFT
RIGHT RIGHT
SPACE SELECT
RETURN SELECT
F2 POWER
F3 MUTE
n/KEYP- VOL-
m/KEYP+ VOL+
c CH+
v CH-
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
0 0
d DISPLAY
e ENTER
_ PREV_CH
o PIP_ONOFF
w PIP_SWAP
i PIP_MOVE
F4 TV_VCR
r REW
p PLAY
f FFWD
u PAUSE
s STOP
F6 REC
PERIOD EJECT
F10 Screenshot
L Subtitle
"""
MAX_DIM_SURFACES = 10
def convert_modifier(modifier):
"""
Converts pygame modifiers to config's modifier
"""
result = 0
if modifier & KMOD_ALT:
result = result | config.M_ALT
if modifier & KMOD_CTRL:
result = result | config.M_CTRL
if modifier & KMOD_SHIFT:
result = result | config.M_SHIFT
return result
# Module variable that contains an initialized OSD() object
_singleton = None
def get_singleton():
_debug_('get_singleton()', 2)
global _singleton
# don't start osd for helpers
if config.HELPER:
return
# One-time init
if _singleton == None:
_singleton = OSD()
return _singleton
def stop():
"""
stop the osd because only one program can use the
device, e.g. for DXR3 and dfbmga output,
"""
_debug_('stop()', 1)
get_singleton().stopdisplay()
def restart():
"""
restart a stopped osd
"""
_debug_('restart()', 1)
get_singleton().restartdisplay()
get_singleton().update()
class Font:
def __init__(self, filename='', ptsize=0, font=None):
_debug_('Font.__init__(filename=%r, ptsize=%r, font=%r)' % (filename, ptsize, font), 1)
_debug_('deprecated font object use', DWARNING)
self.filename = filename
self.ptsize = ptsize
self.font = font
font_warning = []
class OSDFont:
def __init__(self, name, ptsize):
_debug_('OSDFont.__init__(name=%r, ptsize=%r)' % (name, ptsize), 1)
self.font = self.__getfont__(name, ptsize)
self.height = max(self.font.size('A')[1], self.font.size('j')[1])
self.chars = {}
self.name = name
self.ptsize = ptsize
def charsize(self, c):
_debug_('charsize(c=%r)' % (c,), 2)
uc = Unicode(c)
try:
return self.chars[uc]
except KeyError:
w = self.font.size(uc)[0]
self.chars[uc] = w
return w
def stringsize(self, s):
_debug_('stringsize(s=%r)' % (s,), 2)
if not s:
return 0
w = 0
for c in s:
w += self.charsize(c)
return w
def __loadfont__(self, filename, ptsize):
_debug_('__loadfont__(filename=%r, ptsize=%r)' % (filename, ptsize), 2)
if os.path.isfile(filename):
try:
return pygame.font.Font(filename, ptsize)
except (RuntimeError, IOError):
return None
return None
def __getfont__(self, filename, ptsize):
_debug_('__getfont__(filename=%r, ptsize=%r)' % (filename, ptsize), 2)
if config.OSD_FORCE_FONTNAME:
filename = config.OSD_FORCE_FONTNAME
if config.OSD_FORCE_FONTSIZE:
ptsize = int(ptsize * config.OSD_FORCE_FONTSIZE)
font = self.__loadfont__(filename, ptsize)
if not font:
# search OSD_EXTRA_FONT_PATH for this font
fontname = os.path.basename(filename)
for path in config.OSD_EXTRA_FONT_PATH:
fname = os.path.join(path, fontname)
font = self.__loadfont__(fname, ptsize)
if font:
break
# deactivated: arialbd seems to be have a wrong height
# font = self.__loadfont__(fname.replace('_bold', 'bd'), ptsize)
# if font:
# break
if not font:
_debug_("Couldn't load font %r" % os.path.basename(filename), DINFO)
# Ok, see if there is an alternate font to use
if fontname.lower() in config.OSD_FONT_ALIASES:
alt_fname = os.path.join(config.FONT_DIR,
config.OSD_FONT_ALIASES[fontname.lower()])
_debug_('Trying alternate: %r' % os.path.basename(alt_fname), DINFO)
font = self.__loadfont__(alt_fname, ptsize)
if not font:
# not good
global font_warning
if not fontname in font_warning:
_debug_('No alternate found in the alias list!', DINFO)
_debug_('Falling back to default font, this may look very ugly', DWARNING)
font_warning.append(fontname)
font = self.__loadfont__(config.OSD_DEFAULT_FONTNAME, ptsize)
if not font:
_debug_("Couldn't load font %r" % (config.OSD_DEFAULT_FONTNAME,), DWARNING)
raise
return font
class BusyIcon(threading.Thread):
def __init__(self):
_debug_('BusyIcon.__init__()', 1)
threading.Thread.__init__(self)
self.setDaemon(1)
self.lock = threading.Lock()
self.mode_flag = threading.Event()
self.timer = 0
self.active = False
self.overscan_width = config.OSD_OVERSCAN_RIGHT # + config.OSD_OVERSCAN_LEFT
self.overscan_height = config.OSD_OVERSCAN_BOTTOM # + config.OSD_OVERSCAN_TOP
self.rect = None # This is used to determine when we are busy
threading.Thread.start(self)
def wait(self, timer):
_debug_('BusyIcon.wait(timer=%r)' % (timer,), 2)
self.lock.acquire()
try:
self.active = True
self.timer = timer
self.mode_flag.set()
finally:
self.lock.release()
def stop(self):
_debug_('BusyIcon.stop()', 2)
self.lock.acquire()
self.active = False
self.lock.release()
def run(self):
_debug_('BusyIcon.run()', 2)
while True:
self.mode_flag.clear()
self.mode_flag.wait()
while self.active and self.timer > 0.01:
self.timer -= 0.01
time.sleep(0.01)
screen_backup = None
icons = None
counter = 0
icon_number = 0
if self.active:
import skin
self.lock.acquire()
try:
osd = get_singleton()
icons = skin.get_icon('misc/osd_busy%02d' % (counter % 5))
icon = icons or skin.get_icon('misc/osd_busy')
if icon:
image = osd.loadbitmap(icon)
width = image.get_width()
height = image.get_height()
x = osd.width - self.overscan_width - 20 - width
icon_x = int(float(x) * config.OSD_PIXEL_ASPECT)
y = osd.height - self.overscan_height - 20 - height
icon_y = y
self.rect = pygame.Rect(x, y, width, height)
# backup the screen
screen_backup = pygame.Surface((width, height))
screen_backup.blit(osd.screen, (0, 0), self.rect)
_debug_('main_layer icon drawn', 2)
finally:
self.lock.release()
while self.active:
if counter == 0:
if icons:
icon = skin.get_icon('misc/osd_busy%02d' % icon_number)
if icon:
icon_number = (icon_number + 1) % 12
image = osd.loadbitmap(icon)
osd.screen.blit(image, (icon_x, icon_y))
pygame.display.flip()
counter = (counter + 1) % 50
time.sleep(0.01)
if screen_backup is not None:
osd.screen.blit(screen_backup, (x, y))
_debug_('main_layer icon removed', 2)
class VideoWindow:
def __init__(self, parent, size):
self.proxy_window = kaa.display.X11Window(parent=parent, size=size)
self.video_window = kaa.display.X11Window(parent=self.proxy_window,
size=size,
mouse_events=False,
key_events=False)
self.input_window = kaa.display.X11Window(parent=parent, size=size, input_only=True, proxy_for=parent)
self.id = self.video_window.id
def show(self):
self.proxy_window.show()
self.video_window.show()
self.input_window.show()
def hide(self):
self.input_window.hide()
self.video_window.hide()
self.proxy_window.hide()
def set_geometry(self, pos, size):
self.video_window.set_geometry(pos, size)
self.proxy_window.set_geometry(pos, size)
class OSD:
"""
On-screen display class
"""
# Some default colors
COL_RED = 0xff0000
COL_GREEN = 0x00ff00
COL_BLUE = 0x0000ff
COL_BLACK = 0x000000
COL_WHITE = 0xffffff
COL_SOFT_WHITE = 0xEDEDED
COL_MEDIUM_YELLOW = 0xFFDF3E
COL_SKY_BLUE = 0x6D9BFF
COL_DARK_BLUE = 0x0342A0
COL_ORANGE = 0xFF9028
COL_MEDIUM_GREEN = 0x54D35D
COL_DARK_GREEN = 0x038D11
def __init__(self):
"""
Initialize an instance of OSD
"""
_debug_('OSD.__init__()', 1)
self.fullscreen = 0 # Keep track of fullscreen state
self.app_list = []
self.mutex = thread.allocate_lock()
self.bitmapcache = util.objectcache.ObjectCache(5, desc='bitmap')
self.font_info_cache = {}
self.default_fg_color = self.COL_BLACK
self.default_bg_color = self.COL_WHITE
self.width = config.CONF.width
self.height = config.CONF.height
if config.CONF.display == 'dxr3':
os.environ['SDL_VIDEODRIVER'] = 'dxr3'
elif config.CONF.display in ( 'directfb', 'dfbmga' ):
os.environ['SDL_VIDEODRIVER'] = 'directfb'
# sometimes this fails
if not os.environ.has_key('SDL_VIDEODRIVER') and config.CONF.display == 'x11':
os.environ['SDL_VIDEODRIVER'] = 'x11'
# disable term blanking for mga and fbcon and restore the
# tty so that sdl can use it
if config.CONF.display in ('mga', 'fbcon'):
for i in range(0, 7):
try:
device = '/dev/tty%s' % i
fd = os.open(device, os.O_RDONLY | os.O_NONBLOCK)
try:
# set ioctl (tty, KDSETMODE, KD_TEXT)
ioctl(fd, 0x4B3A, 0)
except Exception, why:
_debug_('Cannot set KD_TEXT on term %r: %s' % (device, why), DWARNING)
os.close(fd)
os.system('%s -term linux -cursor off -blank 0 -clear -powerdown 0 ' \
'-powersave off </dev/tty%s > /dev/tty%s 2>/dev/null' % (config.CONF.setterm, i, i))
except:
pass
self.busyicon = BusyIcon()
# Initialize the PyGame modules.
pygame.display.init()
pygame.font.init()
self.pygame_1_8 = (pygame.version.vernum[0] == 1 and pygame.version.vernum[1] >= 8)
self.depth = 32
self.hw = 0
if config.CONF.display == 'dxr3':
self.depth = 32
os.putenv('SDL_VIDEO_WINDOW_POS', '%d,%d' % (config.CONF.x, config.CONF.y))
try:
self.screen = pygame.display.set_mode((self.width, self.height), self.hw, self.depth)
except:
self.screen = pygame.display.set_mode((self.width, self.height))
self.depth = self.screen.get_bitsize()
self.must_lock = self.screen.mustlock()
self.main_layer = pygame.Surface((self.width, self.height))
self.dialog_layer_enabled = False
self.screensaver_running = False
self.dialog_layer = self.screen.convert_alpha()
self.dialog_layer.fill((0, 0, 0, 128))
self.dim_surfaces = {}
self.video_window = None
if config.OSD_SINGLE_WINDOW:
wm_info = pygame.display.get_wm_info()
if 'window' in wm_info:
try:
import kaa.display
self.display_window = kaa.display.X11Window(window=int(wm_info['window']),
window_events=False,
mouse_events=False,
key_events=False)
self.video_window = VideoWindow(self.display_window, (self.width, self.height))
except:
print 'OSD_SINGLE_WINDOW disabled!'
if self.video_window is None:
config.OSD_SINGLE_WINDOW = False
if config.CONF.display == 'x11' and config.START_FULLSCREEN_X == 1:
self.toggle_fullscreen()
help = [
_('z = Toggle Fullscreen'),
_('Arrow Keys = Move'),
_('Spacebar = Select'),
_('Escape = Stop/Prev. Menu'),
_('h = Help')
]
help_str = ' '.join(help)
pygame.display.set_caption('Freevo' + ' '*7 + String( help_str ) )
icon = pygame.image.load(os.path.join(config.ICON_DIR, 'misc/freevo_app.png')).convert()
pygame.display.set_icon(icon)
self.clearscreen(self.COL_BLACK)
self.update()
if config.OSD_SDL_EXEC_AFTER_STARTUP:
os.system(config.OSD_SDL_EXEC_AFTER_STARTUP)
self.sdl_driver = pygame.display.get_driver()
_debug_('SDL Driver: %s' % (str(self.sdl_driver)), DINFO)
pygame.mouse.set_visible(0)
pygame.key.set_repeat(500, 30)
self.mousehidetime = time.time()
self._help = False # Is the helpscreen displayed or not
self._help_saved = pygame.Surface((self.width, self.height))
# Remove old screenshots
os.system('rm -f /tmp/freevo_ss*.bmp')
self._screenshotnum = 1
self.active = True
# some functions from pygame
self.Surface = pygame.Surface
self.polygon = pygame.draw.polygon
# starts the render and it's thread
self.render = animation.render.get_singleton()
pygame.time.delay(10) # pygame.time.get_ticks don't seem to work otherwise
rc.get_pygame_handler().start()
def shutdown(self):
"""
shutdown the display
"""
_debug_('OSD.shutdown()', 1)
_debug_('Dimming Surfaces', 1)
for size, (s,c) in self.dim_surfaces.items():
_debug_(' %d x %d: Count = %d' % (size[0], size[1], c), 1)
rc.get_pygame_handler().stop()
import plugin
if not plugin.is_active('dialog.x11_overlay_display'):
pygame.quit()
if config.OSD_SDL_EXEC_AFTER_CLOSE:
_debug_('os.system(%r)' % (config.OSD_SDL_EXEC_AFTER_CLOSE,))
os.system(config.OSD_SDL_EXEC_AFTER_CLOSE)
self.active = False
_debug_('OSD.shutdown() done')
def stopdisplay(self):
"""
stop the display to give other apps the right to use it
"""
_debug_('stopdisplay()', 1)
if not pygame.display.get_init():
return None
self.mutex.acquire()
try:
# stop all animations
self.render.suspendall()
# backup the screen
self.__stop_screen__ = pygame.Surface((self.width, self.height))
self.__stop_screen__.blit(self.screen, (0, 0))
rc.get_pygame_handler().stop()
pygame.display.quit()
finally:
self.mutex.release()
def restartdisplay(self):
"""
restores a stopped display
"""
_debug_('restartdisplay()', 1)
if pygame.display.get_init():
return None
self.mutex.acquire()
try:
pygame.display.init()
self.width = config.CONF.width
self.height = config.CONF.height
self.screen = pygame.display.set_mode((self.width, self.height), self.hw,
self.depth)
if hasattr(self, '__stop_screen__'):
self.screen.blit(self.__stop_screen__, (0, 0))
del self.__stop_screen__
# We need to go back to fullscreen mode if that was the mode before the shutdown
if self.fullscreen:
pygame.display.toggle_fullscreen()
# restart all animations
self.render.restartall()
rc.get_pygame_handler().start()
finally:
self.mutex.release()
def screenshot(self, filename):
"""
Save a copy of the current screen to the specified file.
"""
# Take a screenshot
pygame.image.save(self.screen, filename)
def toggle_fullscreen(self):
"""
toggle between window and fullscreen mode
"""
_debug_('toggle_fullscreen()', 1)
self.fullscreen = (self.fullscreen+1) % 2
if pygame.display.get_init():
pygame.display.toggle_fullscreen()
_debug_('Setting fullscreen mode to %s' % self.fullscreen)
def get_fullscreen(self):
"""
return 1 is fullscreen is running
"""
_debug_('get_fullscreen()', 1)
return self.fullscreen
def clearscreen(self, color=None):
"""
clean the complete screen
"""
_debug_('clearscreen(color=%r)' % (color,), 1)
if not pygame.display.get_init():
return None
if color == None:
color = self.default_bg_color
self.mutex.acquire()
try:
self.main_layer.fill(self._sdlcol(color))
finally:
self.mutex.release()
def printdata(self, data):
print('image=%s %d %r' % (type(data[0]), len(data[0]), data[0][:10]))
print('size=%s %s' % (type(data[1]), data[1]))
print('mode=%s %s' % (type(data[2]), data[2]))
def _load_image_imlib2(self, data):
"""
Load an image from an imlib2 image object
"""
_debug_('_load_image_imlib2(data=%r)' % (data,), 2)
if data.mode == 'BGRA':
data.mode = 'RGBA'
image = pygame.image.fromstring(str(data.get_raw_data(format=data.mode)), data.size, data.mode)
return image
def _load_image_filename(self, url):
"""
Load an image from a file name
"""
_debug_('_load_image_filename(url=%r)' % (url,), 2)
if url[:8] == 'thumb://':
filename = os.path.abspath(url[8:])
thumbnail = True
else:
filename = os.path.abspath(url)
thumbnail = False
if not os.path.isfile(filename):
fname = os.path.join(config.IMAGE_DIR, filename)
_debug_("Bitmap file %r doesn't exist!" % filename, DWARNING)
if config.DEBUG:
traceback.print_stack()
return None
try:
if filename.endswith('.raw'):
# load cache
data = util.read_thumbnail(filename)
#self.printdata(data)
# convert to pygame image
image = pygame.image.fromstring(data[0], data[1], data[2])
elif thumbnail:
# load cache or create it
data = util.cache_image(filename)
#self.printdata(data)
# convert to pygame image
try:
image = pygame.image.fromstring(data[0], data[1], data[2])
except:
data = util.create_thumbnail(filename)
image = pygame.image.fromstring(data[0], data[1], data[2])
del data
else:
try:
image = pygame.image.load(filename)
except pygame.error, why:
_debug_('SDL image load problem: %s - trying imlib2' % (why,), DINFO)
try:
i = kaa.imlib2.open(filename)
image = pygame.image.fromstring(i.tostring(), i.size, i.mode)
del i
except IOError, why:
_debug_('imlib2 image load problem: %s' % (why,), DERROR)
return None
except SystemExit:
_debug_('SystemExit re-raised')
raise
except Exception, why:
_debug_('Problem while loading image %r: %r' % (url, why), DWARNING)
if config.DEBUG:
traceback.print_exc()
return None
return image
def _load_image_web(self, url):
wc = util.webcache.get_default_cache()
image = None
try:
fp = wc.get(url)
try:
image = pygame.image.load(fp)
except IOError, why:
_debug_('SDL image load problem: %s' % (why,), DERROR)
fp.close()
except Exception, why:
_debug_('Problem while loading image %r: %r' % (url, why), DWARNING)
if config.DEBUG:
traceback.print_exc()
return image
def loadbitmap(self, url, cache=False):
"""
Load a bitmap and return the pygame image object.
@param url: is the image to load
@type url: kaa.image, url or str
@param cache: Cache the image?
@type cache: bool or bitmapcache
@returns: pygame surfaceloadbitmap
@rtype: Surface or None
"""
_debug_('loadbitmap(url=%r, cache=%r)' % (url, cache), 2)
if not pygame.display.get_init():
return None
if isinstance(url, kaa.imlib2.Image):
image = self._load_image_imlib2(url)
elif isinstance(url, basestring):
if cache:
if cache == True:
cache = self.bitmapcache
s = cache[url]
if s:
return s
if url.startswith('http://') or url.startswith('https://'):
image = self._load_image_web(url)
else:
image = self._load_image_filename(url)
if image:
if cache:
cache[url] = image
else:
raise Exception('wrong image type%r' % url)
# convert the surface to speed up blitting later
if image:
if image.get_alpha():
image.set_alpha(image.get_alpha(), RLEACCEL)
else:
#if image.get_alpha() is None:
# image.set_colorkey(-1)
image = image.convert()
return image
def drawbitmap(self, image, x=0, y=0, scaling=None, bbx=0, bby=0, bbw=0, bbh=0, rotation=0, layer=None):
"""
Draw a bitmap on the OSD. It is automatically loaded into the cache
if not already there.
"""
_debug_('drawbitmap(image=%s, x=%s, y=%s, scaling=%s, bbx=%s, bby=%s, bbw=%s, bbh=%s, rotation=%s, layer=%s)' \
% (image, x, y, scaling, bbx, bby, bbw, bbh, rotation, layer), 2)
if not pygame.display.get_init():
return None
if not isinstance(image, pygame.Surface):
image = self.loadbitmap(image, True)
self.drawsurface(image, x, y, scaling, bbx, bby, bbw, bbh, rotation, layer)
def drawsurface(self, image, x=0, y=0, scaling=None, bbx=0, bby=0, bbw=0, bbh=0, rotation=0, layer=None):
"""
scales and rotates a surface and then draws it to the screen.
"""
_debug_('drawsurface(image=%s, x=%s, y=%s, scaling=%s, bbx=%s, bby=%s, bbw=%s, bbh=%s, rotation=%s, layer=%s)' \
% (image, x, y, scaling, bbx, bby, bbw, bbh, rotation, layer), 2)
if not pygame.display.get_init():
return None
image = self.zoomsurface(image, scaling, bbx, bby, bbw, bbh, rotation)
if not image:
return
if not rotation % 180:
pass
x = int(float(x) / config.OSD_PIXEL_ASPECT)
self.mutex.acquire()
try:
if layer:
layer.blit(image, (x, y))
else:
self.main_layer.blit(image, (x, y))
finally:
self.mutex.release()
def zoomsurface(self, image, scaling=None, bbx=0, bby=0, bbw=0, bbh=0, rotation=0):
"""
Zooms a Surface. It gets a Pygame Surface which is rotated and scaled according
to the parameters.
"""
_debug_('zoomsurface(image=%s, scaling=%s, bbx=%s, bby=%s, bbw=%s, bbh=%s, rotation=%s)' \
% (image, scaling, bbx, bby, bbw, bbh, rotation), 2)
if not image:
return None
if bbx or bby or bbw or bbh:
imbb = pygame.Surface((bbw, bbh))
imbb.blit(image, (0, 0), (bbx, bby, bbw, bbh))
image = imbb
if config.IMAGEVIEWER_REVERSED_IMAGES:
rotation = (360 - rotation) % 360
if scaling:
w, h = image.get_size()
if rotation % 180:
w = int(float(w) * scaling)
h = int(float(h) * scaling / config.OSD_PIXEL_ASPECT)
else:
w = int(float(w) * scaling / config.OSD_PIXEL_ASPECT)
h = int(float(h) * scaling)
image = pygame.transform.scale(image, (w, h))
image = pygame.transform.rotozoom(image, rotation, 1.0)
#image = pygame.transform.rotozoom(image, rotation, scaling)
elif rotation:
image = pygame.transform.rotate(image, rotation)
return image
def drawbox(self, x0, y0, x1, y1, width=None, color=None, fill=0, layer=None):
"""
draw a normal box
"""
_debug_('drawbox(x0=%s, y0=%s, x1=%s, y1=%s, width=%s, color=%s, fill=%s, layer=%s)' % (
x0, y0, x1, y1, width, color, fill, layer), 2)
self.mutex.acquire()
try:
# Make sure the order is top left, bottom right
x0, x1 = min(x0, x1), max(x0, x1)
y0, y1 = min(y0, y1), max(y0, y1)
if color == None:
color = self.default_fg_color
if width == None:
width = 1
if width == -1 or fill:
r, g, b, a = self._sdlcol(color)
w = x1 - x0
h = y1 - y0
box = pygame.Surface((int(w), int(h)))
box.fill((r, g, b))
box.set_alpha(a)
if layer:
layer.blit(box, (x0, y0))
else:
self.main_layer.blit(box, (x0, y0))
else:
c = self._sdlcol(color)
if not layer:
layer = self.main_layer
for i in range(0, width):
# looks strange, but sometimes thinkness doesn't work
pygame.draw.rect(layer, c, (x0+i, y0+i, x1-x0-2*i, y1-y0-2*i), 1)
finally:
self.mutex.release()
def getsurface(self, x=0, y=0, width=0, height=0, rect=None):
"""
returns a copy of the given area of the current screen
"""
_debug_('getsurface(x=%r, y=%r, width=%r, height=%r, rect=%r)' % (x, y, width, height, rect), 2)
self.mutex.acquire()
try:
if rect != None:
return self.main_layer.subsurface(rect).convert()
else:
return self.main_layer.subsurface( (x, y, width, height) ).convert()
finally:
self.mutex.release()
def putsurface(self, surface, x, y):
"""
copy a surface to the screen
"""
_debug_('putsurface(surface=%r, x=%r, y=%r)' % (surface, x, y), 2)
self.mutex.acquire()
try:
self.main_layer.blit(surface, (x, y))
finally:
self.mutex.release()
def screenblit(self, source, destpos, sourcerect=None):
"""
blit the source to the screen
"""
_debug_('screenblit(source=%r, destpos=%r, sourcerect=%r)' % (source, destpos, sourcerect), 2)
self.mutex.acquire()
try:
if sourcerect:
w = sourcerect[2]
h = sourcerect[3]
ret = self.main_layer.blit(source, destpos, sourcerect)
else:
w, h = source.get_size()
ret = self.main_layer.blit(source, destpos)
if self.render:
self.render.damage([(destpos[0], destpos[1], w, h)])
pygame.display.flip()
finally:
self.mutex.release()
return ret
def getfont(self, font, ptsize):
"""
return cached font
"""
_debug_('getfont(font=%r, ptsize=%r)' % (font, ptsize), 2)
key = (font, ptsize)
try:
return self.font_info_cache[key]
except:
fi = OSDFont(font, ptsize)
self.font_info_cache[key] = fi
return fi
def __drawstringframed_line__(self, string, max_width, font, hard, ellipses, word_splitter):
"""
calculate _one_ line for drawstringframed.
@returns: a tuple containing
- width used
- string to draw
- rest that didn't fit
- True if this function stopped because of a <nl>.
"""
_debug_('__drawstringframed_line__(string, max_width, font, hard, ellipses, word_splitter)', 2)
c = 0 # num of chars fitting
width = 0 # width needed
ls = len(string)
space = 0 # position of last space
last_char_size = 0 # width of the last char
last_word_size = 0 # width of the last word
if ellipses:
# check the width of the ellipses
ellipses_size = font.stringsize(ellipses)
if ellipses_size > max_width:
# if not even the ellipses fit, we have not enough space
# until the text is shorter than the ellipses
width = font.stringsize(string)
if width <= max_width:
# ok, text fits
return (width, string, '', False)
# ok, only draw the ellipses, shorten them first
while(ellipses_size > max_width):
ellipses = ellipses[:-1]
ellipses_size = font.stringsize(ellipses)
return (ellipses_size, ellipses, string, False)
else:
ellipses_size = 0
ellipses = ''
data = None
while True:
if width > max_width - ellipses_size and not data:
# save this, we will need it when we have not enough space
# but first try to fit the text without ellipses
data = c, space, width, last_char_size, last_word_size
if width > max_width:
# ok, that's it. We don't have any space left
break
if ls == c:
# everything fits
return (width, string, '', False)
if string[c] == '\n':
# linebreak, we have to stop
return (width, string[:c], string[c+1:], True)
if not hard and string[c] in word_splitter:
# rememeber the last space for mode == 'soft' (not hard)
space = c
last_word_size = 0
# add a char
last_char_size = font.charsize(string[c])
width += last_char_size
last_word_size += last_char_size
c += 1
# restore to the pos when the width was one char to big and
# incl. ellipses_size
c, space, width, last_char_size, last_word_size = data
if hard:
# remove the last char, than it fits
c -= 1
width -= last_char_size
else:
# go one word back, than it fits
c = space
width -= last_word_size
# calc the matching and rest string and return all this
return (width+ellipses_size, string[:c]+ellipses, string[c:], False)
def __get_dimming_surface(self, surface, size):
if size in self.dim_surfaces:
s,c = self.dim_surfaces[size]
c += 1
else:
if len(self.dim_surfaces) >= MAX_DIM_SURFACES:
least_used = None
least_used_count = 0xffffffff
for size,(s,c) in self.dim_surfaces.items():
if c < least_used_count:
least_used = size
least_used_count = c
if least_used:
_debug_('Removing dim surface %d x %d count %d' % (least_used + (least_used_count,)), 1)
del self.dim_surfaces[least_used]
s = pygame.Surface(size, 0, surface)
c = 1
alpha = 255
step = 255 / size[0]
for x in xrange(0, size[0]):
pygame.draw.rect(s, (255,255,255,alpha), pygame.Rect(x,0,x,size[1]))
alpha -= step
self.dim_surfaces[size] = s,c
return s
def __draw_transparent_text__(self, surface, pixels=30):
"""
Helper for drawing a transparency gradient end for strings
which don't fit it's content area.
"""
_debug_('__draw_transparent_text__(surface=%r, pixels=%r)' % (surface, pixels), 2)
try:
if self.pygame_1_8:
w, h = surface.get_size()
pixels = min(pixels, w)
surf = self.__get_dimming_surface(surface, (pixels,h))
surface.blit(surf,(w - pixels, 0), None, BLEND_RGBA_MULT)
else:
opaque_mod = float(1)
opaque_stp = opaque_mod/float(pixels)
w, h = surface.get_size()
alpha = pygame.surfarray.pixels_alpha(surface)
# transform all the alpha values in x, y range
# any speedup could help alot
for x in range(max(w-pixels, 0), w):
for y in range(0, h):
if alpha[x, y] != 0:
alpha[x, y] = int(alpha[x, y] * opaque_mod)
opaque_mod -= opaque_stp
except Exception, e:
_debug_('__draw_transparent_text__: %s' % e, DERROR)
if config.DEBUG:
traceback.print_stack()
def drawstringframed(self, string, x, y, width, height, font, fgcolor=None, bgcolor=None,
align_h='left', align_v='top', mode='hard', layer=None, ellipses='...', dim=True):
"""
draws a string (text) in a frame. This tries to fit the
string in lines, if it can't, it truncates the text,
draw the part that fit and returns the other that doesn't.
This is a wrapper to drawstringframedsoft() and -hard()
@param string: the string to be drawn, supports also <nl>. <tab> is not supported
by pygame, you need to replace it first
@param x: horizontal position
@param y: vertical position
@param width: frame width
@param height: frame height == -1 defaults to the font height size
@param fgcolor, bgcolor: the color for the foreground and background
respectively. (Supports the alpha channel: 0xAARRGGBB)
@param font, ptsize: font and font point size font can also be a skin font
object. If so, this functions also supports shadow and border. fgcolor and
bgcolor will also be taken from the skin font if set to None when calling this
function.
@param align_h: horizontal align. Can be left, center, right, justified
@param align_v: vertical align. Can be top, bottom, center or middle
@param mode: the way we should break lines/truncate. Can be 'hard'(based on chars)
or 'soft' (based on words)
"""
_debug_('drawstringframed(string=%r, x=%r, y=%r, width=%r, height=%r, font=%r, fgcolor=%r, bgcolor=%r, ' \
'align_h=%r, align_v=%r, mode=%r, layer=%r, ellipses=%r, dim=%r)' % (
string, x, y, width, height, font, fgcolor, bgcolor, align_h, align_v, mode, layer, ellipses, dim), 2)
if not pygame.display.get_init():
return '', (x, y, x, y)
if not string:
return '', (x, y, x, y)
shadow_x = 0
shadow_y = 0
border_color = None
border_radius = 0
dim = config.OSD_DIM_TEXT and dim
# XXX pixels to dim, this should probably be tweaked
dim_size = 25
if hasattr(font, 'shadow'):
# skin font
if font.shadow.visible:
if font.shadow.border:
border_color = font.shadow.color
border_radius = int(font.font.ptsize/10)
else:
shadow_x = font.shadow.y
shadow_y = font.shadow.x
shadow_color = self._sdlcol(font.shadow.color)
if not fgcolor:
fgcolor = font.color
if not bgcolor:
bgcolor = font.bgcolor
font = font.font
if height == -1:
height = font.height
elif border_color != None:
height -= border_radius * 2
else:
height -= abs(shadow_y)
width = width - (abs(shadow_x) + border_radius * 2)
if shadow_x < 0:
x -= shadow_x
if shadow_y < 0:
y -= shadow_y
x += border_radius
y += border_radius
line_height = font.height * 1.1
if int(line_height) < line_height:
line_height = int(line_height) + 1
if width <= 0 or height < font.height:
return string, (x, y, x, y)
num_lines_left = int((height+line_height-font.height) / line_height)
lines = []
current_ellipses = ''
hard = mode == 'hard'
if num_lines_left == 1 and dim:
ellipses = ''
mode = hard = 'hard'
else:
dim = False
while(num_lines_left > 0):
# calc each line and put the rest into the next
if num_lines_left == 1:
current_ellipses = ellipses
#
# __drawstringframed_line__ returns a list:
# width of the text drawn (w), string which is drawn (s),
# rest that does not fit (r) and True if the breaking was because
# of a \n (n)
#
(w, s, r, n) = self.__drawstringframed_line__(string, width, font, hard, current_ellipses, ' ')
if s == '' and not hard:
# nothing fits? Try to break words at ' -_' and no ellipses
(w, s, r, n) = self.__drawstringframed_line__(string, width, font, hard, None, ' -_')
if s == '':
# still nothing? Use the 'hard' way
(w, s, r, n) = self.__drawstringframed_line__(string, width, font, 'hard', None, ' ')
lines.append((w, s))
while r and r[0] == '\n':
lines.append((0, ' '))
num_lines_left -= 1
r = r[1:]
n = True
if n:
string = r
else:
string = r.strip()
num_lines_left -= 1
if not r:
# finished, everything fits
break
if len(r) == 0 and dim:
dim = False
# calc the height we want to draw (based on different align_v)
height_needed = (len(lines) - 1) * line_height + font.height
if align_v == 'bottom':
y += (height - height_needed)
elif align_v == 'center':
y += int((height - height_needed)/2)
y0 = y
min_x = 10000
max_x = 0
if not layer and layer != '':
layer = self.main_layer
fgcolor = self._sdlcol(fgcolor)
if border_color != None:
border_color = self._sdlcol(border_color)
for w, l in lines:
if not l:
continue
x0 = x
if layer:
try:
# render the string. Ignore all the helper functions for that
# in here, it's faster because he have more information
# in here. But we don't use the cache, but since the skin only
# redraws changed areas, it doesn't matter and saves the time
# when searching the cache
render = font.font.render(l, 1, fgcolor)
# calc x/y positions based on align
if align_h == 'right':
x0 = x + width - render.get_size()[0]
elif align_h == 'center':
x0 = x + int((width - render.get_size()[0]) / 2)
if bgcolor:
# draw a box around the text if we have a bgcolor
self.drawbox(x0, y0, x0+render.get_size()[0], y0+render.get_size()[1],
color=bgcolor, fill=1, layer=layer)
if border_color:
# draw the text 8 times with the border_color to get
# the border effect
re = font.font.render(l, 1, border_color)
if dim:
# draw on a tmp surface if we need to dim. It looks
# bad if we don't do that
tmp = pygame.Surface((render.get_size()[0] + 2 * border_radius,
render.get_size()[1] + 2 * border_radius)).convert_alpha()
tmp.fill((255, 0, 0, 0))
for ox in (0, border_radius, border_radius*2):
for oy in (0, border_radius, border_radius*2):
if ox or oy:
tmp.blit(re, (ox, oy))
tmp.blit(render, (border_radius, border_radius))
self.__draw_transparent_text__(tmp, dim_size)
layer.blit(tmp, (x0-border_radius, y0-border_radius))
else:
for ox in (-border_radius, 0, border_radius):
for oy in (-border_radius, 0, border_radius):
if ox or oy:
layer.blit(re, (x0+ox, y0+oy))
if shadow_x or shadow_y:
# draw the text in the shadow_color to get a shadow
re = font.font.render(l, 1, shadow_color)
if dim:
self.__draw_transparent_text__(re, dim_size)
layer.blit(re, (x0+shadow_x, y0+shadow_y))
# draw the text in the fgcolor
if not (border_color and dim):
if dim:
self.__draw_transparent_text__(render, dim_size)
#render.lock()
layer.blit(render, (x0, y0))
#render.unlock()
except Exception, e:
_debug_('Render failed, skipping \'%s\': %s' % (l, e), DERROR)
if config.DEBUG:
traceback.print_exc()
if x0 < min_x:
min_x = x0
if x0 + w > max_x:
max_x = x0 + w
y0 += line_height
# change max_x, min_x, y and height_needed to reflect the
# changes from shadow
if shadow_x:
if shadow_x < 0:
min_x += shadow_x
else:
max_x += shadow_x
if shadow_y:
if shadow_y < 0:
y += shadow_y
height_needed -= shadow_y
else:
height_needed += shadow_y
# add border radius for each line
if border_color:
max_x += border_radius
min_x -= border_radius
y -= border_radius
height_needed += border_radius * 2
return r, (min_x, y, max_x, y+height_needed)
def drawstring(self, string, x, y, fgcolor=None, bgcolor=None, font=None, ptsize=0, align='left', layer=None):
"""
draw a string. This function is obsolete, please use drawstringframed
"""
_debug_('drawstring(string, x, y, fgcolor, bgcolor, font, ptsize, align, layer)', 2)
if not pygame.display.get_init():
return None
if not string:
return None
if fgcolor == None:
fgcolor = self.default_fg_color
if font == None:
font = config.OSD_DEFAULT_FONTNAME
if not ptsize:
ptsize = config.OSD_DEFAULT_FONTSIZE
tx = x
width = self.width - tx
if align == 'center':
tx -= width/2
elif align == 'right':
tx -= width
self.drawstringframed(string, x, y, width, -1, self.getfont(font, ptsize), fgcolor, bgcolor,
align_h=align, layer=layer, ellipses='')
def _savepixel(self, x, y, s):
"""
help functions to save and restore a pixel for drawcircle
"""
_debug_('_savepixel(x, y, s)', 2)
try:
return (x, y, s.get_at((x, y)))
except:
return None
def _restorepixel(self, save, s):
"""
restore the saved pixel
"""
_debug_('_restorepixel(save, s)', 2)
if save:
s.set_at((save[0], save[1]), save[2])
def drawcircle(self, s, color, x, y, radius):
"""
draws a circle to the surface s and fixes the borders
pygame.draw.circle has a bug: there are some pixels where
they don't belong. This function stores the values and
restores them
"""
_debug_('drawcircle(s, color, x, y, radius)', 2)
p1 = self._savepixel(x-1, y-radius-1, s)
p2 = self._savepixel(x, y-radius-1, s)
p3 = self._savepixel(x+1, y-radius-1, s)
p4 = self._savepixel(x-1, y+radius, s)
p5 = self._savepixel(x, y+radius, s)
p6 = self._savepixel(x+1, y+radius, s)
pygame.draw.circle(s, color, (x, y), radius)
self._restorepixel(p1, s)
self._restorepixel(p2, s)
self._restorepixel(p3, s)
self._restorepixel(p4, s)
self._restorepixel(p5, s)
self._restorepixel(p6, s)
def drawroundbox(self, x0, y0, x1, y1, color=None, border_size=0, border_color=None, radius=0, layer=None):
"""
draw a round box
"""
_debug_('drawroundbox(x0, y0, x1, y1, color, border_size, border_color, radius, layer)', 2)
self.mutex.acquire()
try:
if not pygame.display.get_init():
return None
# Make sure the order is top left, bottom right
x0, x1 = min(x0, x1), max(x0, x1)
y0, y1 = min(y0, y1), max(y0, y1)
if color == None:
color = self.default_fg_color
if border_color == None:
border_color = self.default_fg_color
if layer:
x = x0
y = y0
else:
x = 0
y = 0
w = x1 - x0
h = y1 - y0
bc = self._sdlcol(border_color)
c = self._sdlcol(color)
# make sure the radius fits the box
radius = min(radius, h / 2, w / 2)
if not layer:
box = pygame.Surface((w, h), SRCALPHA)
# clear surface
box.fill((0, 0, 0, 0))
else:
box = layer
r, g, b, a = self._sdlcol(color)
if border_size:
if radius >= 1:
self.drawcircle(box, bc, x+radius, y+radius, radius)
self.drawcircle(box, bc, x+w-radius, y+radius, radius)
self.drawcircle(box, bc, x+radius, y+h-radius, radius)
self.drawcircle(box, bc, x+w-radius, y+h-radius, radius)
pygame.draw.rect(box, bc, (x+radius, y, w-2*radius, h))
pygame.draw.rect(box, bc, (x, y+radius, w, h-2*radius))
x += border_size
y += border_size
h -= 2* border_size
w -= 2* border_size
radius -= min(0, border_size)
if radius >= 1:
self.drawcircle(box, c, x+radius, y+radius, radius)
self.drawcircle(box, c, x+w-radius, y+radius, radius)
self.drawcircle(box, c, x+radius, y+h-radius, radius)
self.drawcircle(box, c, x+w-radius, y+h-radius, radius)
pygame.draw.rect(box, c, (x+radius, y, w-2*radius, h))
pygame.draw.rect(box, c, (x, y+radius, w, h-2*radius))
if not layer:
self.main_layer.blit(box, (x0, y0))
finally:
self.mutex.release()
def update(self, rect=None, blend_surface=None, blend_speed=0, blend_steps=0, blend_time=None, stop_busyicon=True):
"""
update the screen
"""
_debug_('update(rect=%r, blend_surface=%r, blend_speed=%r, blend_steps=%r, blend_time=%r, stop_busyicon=%r)' % (
rect, blend_surface, blend_speed, blend_steps, blend_time, stop_busyicon), 2)
if not pygame.display.get_init():
return None
self.mutex.acquire()
try:
if self.busyicon.active and stop_busyicon:
self.busyicon.stop()
if config.OSD_UPDATE_COMPLETE_REDRAW:
rect = None
if rect and not (stop_busyicon and self.busyicon.rect):
if isinstance(rect[0], list) or isinstance(rect[0], tuple) or isinstance(rect[0], pygame.Rect):
for sub_rect in rect:
self.screen.blit(self.main_layer, (sub_rect[0], sub_rect[1]), sub_rect)
if self.dialog_layer_enabled and not self.screensaver_running:
for sub_rect in rect:
self.screen.blit(self.dialog_layer, (sub_rect[0], sub_rect[1]), sub_rect)
elif isinstance(rect, pygame.Rect):
try:
self.screen.blit(self.main_layer, (rect[0], rect[1]), rect)
except:
traceback.print_exc()
if self.dialog_layer_enabled and not self.screensaver_running:
self.screen.blit(self.dialog_layer, (rect[0], rect[1]), rect)
elif len(rect) == 2:
try:
self.screen.blit(self.main_layer, (rect[0], rect[1]), rect)
except:
traceback.print_exc()
if self.dialog_layer_enabled and not self.screensaver_running:
self.screen.blit(self.dialog_layer, (rect[0], rect[1]), rect)
else:
#traceback.print_stack()
pass
try:
pygame.display.update(rect)
except:
pygame.display.flip()
_debug_('osd.update(rect=%r) failed, bad rect?' % (rect,), DERROR)
else:
self.screen.blit(self.main_layer, (0, 0))
if self.dialog_layer_enabled and not self.screensaver_running:
self.screen.blit(self.dialog_layer, (0, 0))
pygame.display.flip()
if stop_busyicon:
self.busyicon.rect = None
finally:
self.mutex.release()
def toggle_helpscreen(self):
_debug_('toggle_helpscreen()', 2)
if not pygame.display.get_init():
return
self._help = not self._help
if self._help:
_debug_('Help on')
# Save current display
self._help_saved.blit(self.screen, (0, 0))
self.clearscreen(self.COL_WHITE)
lines = help_text.split('\n')
row = 0
col = 0
for line in lines:
x = 55 + col*250
y = 50 + row*30
ks = line[:8]
cmd = line[8:]
_debug_('"%s" "%s" %s %s' % (ks, cmd, x, y), 1)
fname = config.OSD_DEFAULT_FONTNAME
if ks: self.drawstring(ks, x, y, font=fname, ptsize=14)
if cmd: self.drawstring(cmd, x+80, y, font=fname, ptsize=14)
row += 1
if row >= 15:
row = 0
col += 1
self.update()
else:
_debug_('Help off')
self.screen.blit(self._help_saved, (0, 0))
self.update()
def _sdlcol(self, col):
""" Convert a 32-bit TRGB color to a 4 element tuple for SDL """
_debug_('_sdlcol(col=%r)' % (col,), 2)
if col==None:
return (0, 0, 0, 255)
a = 255 - ((col >> 24) & 0xff)
r = (col >> 16) & 0xff
g = (col >> 8) & 0xff
b = (col >> 0) & 0xff
c = (r, g, b, a)
return c
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