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Tony Mai
gopro
Commits
63206f90
Commit
63206f90
authored
Aug 01, 2019
by
Tony Mai
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63206f90
#!/usr/bin/python3
##
# Prerequisites:
# A Touchscreen properly installed on your system:
# - a device to output to it, e.g. /dev/fb1
# - a device to get input from it, e.g. /dev/input/touchscreen
##
import
pygame
,
time
,
evdev
,
select
,
math
import
subprocess
import
os
import
wireless_copy_files_to_backup
BACKUPPATH
=
"/backup"
file_count
=
None
def
get_file_count
():
f
=
open
(
"file_count"
,
"r"
)
global
file_count
file_count
=
f
.
readline
()
return
file_count
# Here we convert the evdev "hardware" touch coordinates into pygame surface pixel coordinates
def
getPixelsFromCoordinates
(
coords
):
# TODO check divide by 0!
if
tftDelta
[
0
]
<
0
:
x
=
float
(
tftAbsDelta
[
0
]
-
coords
[
0
]
+
tftEnd
[
0
])
/
float
(
tftAbsDelta
[
0
])
*
float
(
surfaceSize
[
0
])
else
:
x
=
float
(
coords
[
0
]
-
tftOrig
[
0
])
/
float
(
tftAbsDelta
[
0
])
*
float
(
surfaceSize
[
0
])
if
tftDelta
[
1
]
<
0
:
y
=
float
(
tftAbsDelta
[
1
]
-
coords
[
1
]
+
tftEnd
[
1
])
/
float
(
tftAbsDelta
[
1
])
*
float
(
surfaceSize
[
1
])
else
:
y
=
float
(
coords
[
1
]
-
tftOrig
[
1
])
/
float
(
tftAbsDelta
[
1
])
*
float
(
surfaceSize
[
1
])
return
(
int
(
x
),
int
(
y
))
# Was useful to see what pieces I would need from the evdev events
def
printEvent
(
event
):
print
(
evdev
.
categorize
(
event
))
print
(
"Value: {0}"
.
format
(
event
.
value
))
print
(
"Type: {0}"
.
format
(
event
.
type
))
print
(
"Code: {0}"
.
format
(
event
.
code
))
def
text_objects
(
text
,
font
):
textSurface
=
font
.
render
(
text
,
True
,
WHITE
)
return
textSurface
,
textSurface
.
get_rect
()
# This is the important bit
def
refresh
():
# We open the TFT screen's framebuffer as a binary file. Note that we will write bytes into it, hence the "wb" operator
f
=
open
(
"/dev/fb0"
,
"wb"
)
# According to the TFT screen specs, it supports only 16bits pixels depth
# Pygame surfaces use 24bits pixels depth by default, but the surface itself provides a very handy method to convert it.
# once converted, we write the full byte buffer of the pygame surface into the TFT screen framebuffer like we would in a plain file:
f
.
write
(
lcd
.
convert
(
16
,
0
)
.
get_buffer
())
# We can then close our access to the framebuffer
f
.
close
()
time
.
sleep
(
0.1
)
def
button
(
lcd
,
msg
,
x
,
y
,
w
,
h
,
ic
,
ac
,
mouse
,
action
=
None
,
action_param
=
None
):
if
x
+
w
>
mouse
[
0
]
>
x
and
y
+
h
>
mouse
[
1
]
>
y
:
pygame
.
draw
.
rect
(
lcd
,
ac
,(
x
,
y
,
w
,
h
))
#print("clicked "+msg)
if
action
!=
None
:
print
(
"clicked "
+
msg
)
#filename=BACKUPPATH+"/CP_"+get_file_count()
#print (filename)
#if os.path.isdir(filename):
# print ("directroy exist "+filename+" exiting..")
# return
#elif os.path.exists(filename):
# msg ("file exist "+filename+" exiting..")
# return
action
()
else
:
pygame
.
draw
.
rect
(
lcd
,
ic
,(
x
,
y
,
w
,
h
))
text
=
pygame
.
font
.
SysFont
(
"comicsansms"
,
25
)
textSurf
,
textRect
=
text_objects
(
msg
,
text
)
textRect
.
center
=
(
(
x
+
(
w
/
2
)),
(
y
+
(
h
/
2
))
)
lcd
.
blit
(
textSurf
,
textRect
)
def
button_layout
(
lcd
,
mouse
):
button
(
lcd
,
"Copy Fusion to BACKUP"
,
5
,
45
,
200
,
30
,
GREEN
,
BLUE
,
mouse
,
wireless_copy_files_to_backup
.
run
,
"test.out"
)
button
(
lcd
,
"Copy Fusion to NFS"
,
5
,
100
,
200
,
30
,
GREEN
,
BLUE
,
mouse
)
button
(
lcd
,
"Clear"
,
340
,
0
,
100
,
30
,
GREEN
,
BLUE
,
mouse
)
def
open_log
(
filename
):
print
(
"here"
)
file_ptr
=
open
(
filename
,
"r"
)
while
True
:
line
=
file_ptr
.
readline
()
if
line
!=
""
:
print
(
file_ptr
.
readline
())
else
:
break
return
file_ptr
def
read_log
(
file_ptr
):
if
file_ptr
!=
None
:
return
file_ptr
.
readline
()
#------------------------------------------------------------------------------------------------------------------------
# Very important: the exact pixel size of the TFT screen must be known so we can build graphics at this exact format
surfaceSize
=
(
480
,
320
)
# Note that we don't instantiate any display!
pygame
.
init
()
# The pygame surface we are going to draw onto.
# /!\ It must be the exact same size of the target display /!\
lcd
=
pygame
.
Surface
(
surfaceSize
)
# Now we've got a function that can get the bytes from a pygame surface to the TFT framebuffer,
# we can use the usual pygame primitives to draw on our surface before calling the refresh function.
pygame
.
font
.
init
()
defaultFont
=
pygame
.
font
.
SysFont
(
None
,
20
)
# Used to map touch event from the screen hardware to the pygame surface pixels.
# (Those values have been found empirically, use evtest to get numbers
#tftOrig = (3750, 0)
tftOrig
=
(
3901
,
295
)
#tftEnd = (150, 3750)
tftEnd
=
(
246
,
3775
)
tftDelta
=
(
tftEnd
[
0
]
-
tftOrig
[
0
],
tftEnd
[
1
]
-
tftOrig
[
1
])
tftAbsDelta
=
(
abs
(
tftEnd
[
0
]
-
tftOrig
[
0
]),
abs
(
tftEnd
[
1
]
-
tftOrig
[
1
]))
#Colours
WHITE
=
(
255
,
255
,
255
)
BLACK
=
(
0
,
0
,
0
)
RED
=
(
255
,
0
,
0
)
GREEN
=
(
0
,
255
,
0
)
BLUE
=
(
0
,
0
,
255
)
lcd
.
fill
(
BLACK
)
lcd
.
blit
(
defaultFont
.
render
(
"Log:"
,
False
,
WHITE
),(
244
,
0
))
pygame
.
draw
.
line
(
lcd
,
WHITE
,(
240
,
0
),(
240
,
480
),
1
)
lcd
.
blit
(
defaultFont
.
render
(
"Log:/naaa/nbbb"
,
False
,
WHITE
),(
244
,
420
))
font_big
=
pygame
.
font
.
Font
(
None
,
50
)
refresh
()
# We use evdev to read events from our touchscreen
# (The device must exist and be properly installed for this to work)
touch
=
evdev
.
InputDevice
(
'/dev/input/event0'
)
# We make sure the events from the touchscreen will be handled only by this program
# (so the mouse pointer won't move on X when we touch the TFT screen)
touch
.
grab
()
# Prints some info on how evdev sees our input device
print
(
touch
)
# Even more info for curious people
# print(touch.capabilities())
button_layout
(
lcd
,(
0
,
0
))
refresh
()
X
=
0
Y
=
0
#process,file_ptr=open_log("test.out")
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#print(read_log(process,file_ptr))
#exit()
#newpid=os.fork()
# This loop allows us to write red dots on the screen where we touch it
while
True
:
#if newpid==0:
# aa=read_log(file_ptr)
# if aa != "":
# print (aa)
#
#
# else:
# TODO get the right ecodes instead of int
r
,
w
,
x
=
select
.
select
([
touch
],
[],
[])
for
event
in
touch
.
read
():
#printEvent(event)
if
event
.
type
==
evdev
.
ecodes
.
EV_ABS
:
if
event
.
code
==
1
:
X
=
event
.
value
elif
event
.
code
==
0
:
Y
=
event
.
value
elif
event
.
code
==
24
:
P
=
event
.
value
#elif event.type == evdev.ecodes.EV_KEY:
if
event
.
type
==
evdev
.
ecodes
.
EV_KEY
:
if
event
.
code
==
330
and
event
.
value
==
0
:
p
=
getPixelsFromCoordinates
((
X
,
Y
))
button_layout
(
lcd
,
p
)
#print("TFT: {0}:{1} | Pixels: {2}:{3}".format(X, Y, p [0], p [1]))
pygame
.
draw
.
circle
(
lcd
,
RED
,
p
,
2
,
2
)
refresh
()
exit
()
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