Bonjour, J'ai télécharger un programme pour transformer un raspberry en caméra mais le problème, c'est que l'image ne s'affiche que sur un quart de l'écran j'ai essayer de modifier un peu le code mais je n'ai pas réussit a rectifier l'erreur…
Voici le code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 | # Point-and-shoot camera for Raspberry Pi w/camera and Adafruit PiTFT. # This must run as root (sudo python cam.py) due to framebuffer, etc. # # Adafruit invests time and resources providing this open source code, # please support Adafruit and open-source development by purchasing # products from Adafruit, thanks! # # http://www.adafruit.com/products/998 (Raspberry Pi Model B) # http://www.adafruit.com/products/1367 (Raspberry Pi Camera Board) # http://www.adafruit.com/products/1601 (PiTFT Mini Kit) # This can also work with the Model A board and/or the Pi NoIR camera. # # Prerequisite tutorials: aside from the basic Raspbian setup and # enabling the camera in raspi-config, you should configure WiFi (if # using wireless with the Dropbox upload feature) and read these: # PiTFT setup (the tactile switch buttons are not required for this # project, but can be installed if you want them for other things): # http://learn.adafruit.com/adafruit-pitft-28-inch-resistive-touchscreen-display-raspberry-pi # Dropbox setup (if using the Dropbox upload feature): # http://raspi.tv/2013/how-to-use-dropbox-with-raspberry-pi # # Written by Phil Burgess / Paint Your Dragon for Adafruit Industries. # BSD license, all text above must be included in any redistribution. import atexit import cPickle as pickle import errno import fnmatch import io import os import os.path import picamera import pygame import stat import threading import time import yuv2rgb from pygame.locals import * from subprocess import call # UI classes --------------------------------------------------------------- # Small resistive touchscreen is best suited to simple tap interactions. # Importing a big widget library seemed a bit overkill. Instead, a couple # of rudimentary classes are sufficient for the UI elements: # Icon is a very simple bitmap class, just associates a name and a pygame # image (PNG loaded from icons directory) for each. # There isn't a globally-declared fixed list of Icons. Instead, the list # is populated at runtime from the contents of the 'icons' directory. class Icon: def __init__(self, name): self.name = name try: self.bitmap = pygame.image.load(iconPath + '/' + name + '.png') except: pass # Button is a simple tappable screen region. Each has: # - bounding rect ((X,Y,W,H) in pixels) # - optional background color and/or Icon (or None), always centered # - optional foreground Icon, always centered # - optional single callback function # - optional single value passed to callback # Occasionally Buttons are used as a convenience for positioning Icons # but the taps are ignored. Stacking order is important; when Buttons # overlap, lowest/first Button in list takes precedence when processing # input, and highest/last Button is drawn atop prior Button(s). This is # used, for example, to center an Icon by creating a passive Button the # width of the full screen, but with other buttons left or right that # may take input precedence (e.g. the Effect labels & buttons). # After Icons are loaded at runtime, a pass is made through the global # buttons[] list to assign the Icon objects (from names) to each Button. class Button: def __init__(self, rect, **kwargs): self.rect = rect # Bounds self.color = None # Background fill color, if any self.iconBg = None # Background Icon (atop color fill) self.iconFg = None # Foreground Icon (atop background) self.bg = None # Background Icon name self.fg = None # Foreground Icon name self.callback = None # Callback function self.value = None # Value passed to callback for key, value in kwargs.iteritems(): if key == 'color': self.color = value elif key == 'bg' : self.bg = value elif key == 'fg' : self.fg = value elif key == 'cb' : self.callback = value elif key == 'value': self.value = value def selected(self, pos): x1 = self.rect[0] y1 = self.rect[1] x2 = x1 + self.rect[2] - 1 y2 = y1 + self.rect[3] - 1 if ((pos[0] >= x1) and (pos[0] <= x2) and (pos[1] >= y1) and (pos[1] <= y2)): if self.callback: if self.value is None: self.callback() else: self.callback(self.value) return True return False def draw(self, screen): if self.color: screen.fill(self.color, self.rect) if self.iconBg: screen.blit(self.iconBg.bitmap, (self.rect[0]+(self.rect[2]-self.iconBg.bitmap.get_width())/2, self.rect[1]+(self.rect[3]-self.iconBg.bitmap.get_height())/2)) if self.iconFg: screen.blit(self.iconFg.bitmap, (self.rect[0]+(self.rect[2]-self.iconFg.bitmap.get_width())/2, self.rect[1]+(self.rect[3]-self.iconFg.bitmap.get_height())/2)) def setBg(self, name): if name is None: self.iconBg = None else: for i in icons: if name == i.name: self.iconBg = i break # UI callbacks ------------------------------------------------------------- # These are defined before globals because they're referenced by items in # the global buttons[] list. def isoCallback(n): # Pass 1 (next ISO) or -1 (prev ISO) global isoMode setIsoMode((isoMode + n) % len(isoData)) def settingCallback(n): # Pass 1 (next setting) or -1 (prev setting) global screenMode screenMode += n if screenMode < 4: screenMode = len(buttons) - 1 elif screenMode >= len(buttons): screenMode = 4 def fxCallback(n): # Pass 1 (next effect) or -1 (prev effect) global fxMode setFxMode((fxMode + n) % len(fxData)) def quitCallback(): # Quit confirmation button saveSettings() raise SystemExit def viewCallback(n): # Viewfinder buttons global loadIdx, scaled, screenMode, screenModePrior, settingMode, storeMode if n is 0: # Gear icon (settings) screenMode = settingMode # Switch to last settings mode elif n is 1: # Play icon (image playback) if scaled: # Last photo is already memory-resident loadIdx = saveIdx screenMode = 0 # Image playback screenModePrior = -1 # Force screen refresh else: # Load image r = imgRange(pathData[storeMode]) if r: showImage(r[1]) # Show last image in directory else: screenMode = 2 # No images else: # Rest of screen = shutter takePicture() def doneCallback(): # Exit settings global screenMode, settingMode if screenMode > 3: settingMode = screenMode saveSettings() screenMode = 3 # Switch back to viewfinder mode def imageCallback(n): # Pass 1 (next image), -1 (prev image) or 0 (delete) global screenMode if n is 0: screenMode = 1 # Delete confirmation else: showNextImage(n) def deleteCallback(n): # Delete confirmation global loadIdx, scaled, screenMode, storeMode screenMode = 0 screenModePrior = -1 if n is True: os.remove(pathData[storeMode] + '/IMG_' + '%04d' % loadIdx + '.JPG') if(imgRange(pathData[storeMode])): screen.fill(0) pygame.display.update() showNextImage(-1) else: # Last image deleteted; go to 'no images' mode screenMode = 2 scaled = None loadIdx = -1 def storeModeCallback(n): # Radio buttons on storage settings screen global storeMode buttons[4][storeMode + 3].setBg('radio3-0') storeMode = n buttons[4][storeMode + 3].setBg('radio3-1') def sizeModeCallback(n): # Radio buttons on size settings screen global sizeMode buttons[5][sizeMode + 3].setBg('radio3-0') sizeMode = n buttons[5][sizeMode + 3].setBg('radio3-1') camera.resolution = sizeData[sizeMode][1] # camera.crop = sizeData[sizeMode][2] # Global stuff ------------------------------------------------------------- screenMode = 3 # Current screen mode; default = viewfinder screenModePrior = -1 # Prior screen mode (for detecting changes) settingMode = 4 # Last-used settings mode (default = storage) storeMode = 0 # Storage mode; default = Photos folder storeModePrior = -1 # Prior storage mode (for detecting changes) sizeMode = 0 # Image size; default = Large fxMode = 0 # Image effect; default = Normal isoMode = 0 # ISO settingl default = Auto iconPath = 'icons' # Subdirectory containing UI bitmaps (PNG format) saveIdx = -1 # Image index for saving (-1 = none set yet) loadIdx = -1 # Image index for loading scaled = None # pygame Surface w/last-loaded image # To use Dropbox uploader, must have previously run the dropbox_uploader.sh # script to set up the app key and such. If this was done as the normal pi # user, set upconfig to the .dropbox_uploader config file in that account's # home directory. Alternately, could run the setup script as root and # delete the upconfig line below. uploader = '/home/pi/Dropbox-Uploader/dropbox_uploader.sh' upconfig = '/home/pi/.dropbox_uploader' sizeData = [ # Camera parameters for different size settings # Full res Viewfinder Crop window [(2592, 1944), (320, 240), (0.0 , 0.0 , 1.0 , 1.0 )], # Large [(1920, 1080), (320, 180), (0.1296, 0.2222, 0.7408, 0.5556)], # Med [(1440, 1080), (320, 240), (0.2222, 0.2222, 0.5556, 0.5556)]] # Small isoData = [ # Values for ISO settings [ISO value, indicator X position] [ 0, 27], [100, 64], [200, 97], [320, 137], [400, 164], [500, 197], [640, 244], [800, 297]] # A fixed list of image effects is used (rather than polling # camera.IMAGE_EFFECTS) because the latter contains a few elements # that aren't valid (at least in video_port mode) -- e.g. blackboard, # whiteboard, posterize (but posterise, British spelling, is OK). # Others have no visible effect (or might require setting add'l # camera parameters for which there's no GUI yet) -- e.g. saturation, # colorbalance, colorpoint. fxData = [ 'none', 'sketch', 'gpen', 'pastel', 'watercolor', 'oilpaint', 'hatch', 'negative', 'colorswap', 'posterise', 'denoise', 'blur', 'film', 'washedout', 'emboss', 'cartoon', 'solarize' ] pathData = [ '/home/pi/Photos', # Path for storeMode = 0 (Photos folder) '/boot/DCIM/CANON999', # Path for storeMode = 1 (Boot partition) '/home/pi/Photos'] # Path for storeMode = 2 (Dropbox) icons = [] # This list gets populated at startup # buttons[] is a list of lists; each top-level list element corresponds # to one screen mode (e.g. viewfinder, image playback, storage settings), # and each element within those lists corresponds to one UI button. # There's a little bit of repetition (e.g. prev/next buttons are # declared for each settings screen, rather than a single reusable # set); trying to reuse those few elements just made for an ugly # tangle of code elsewhere. buttons = [ # Screen mode 0 is photo playback [Button(( 0,188,320, 52), bg='done' , cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev' , cb=imageCallback, value=-1), Button((240, 0, 80, 52), bg='next' , cb=imageCallback, value= 1), Button(( 88, 70,157,102)), # 'Working' label (when enabled) Button((148,129, 22, 22)), # Spinner (when enabled) Button((121, 0, 78, 52), bg='trash', cb=imageCallback, value= 0)], # Screen mode 1 is delete confirmation [Button(( 0,35,320, 33), bg='delete'), Button(( 32,86,120,100), bg='yn', fg='yes', cb=deleteCallback, value=True), Button((168,86,120,100), bg='yn', fg='no', cb=deleteCallback, value=False)], # Screen mode 2 is 'No Images' [Button((0, 0,320,240), cb=doneCallback), # Full screen = button Button((0,188,320, 52), bg='done'), # Fake 'Done' button Button((0, 53,320, 80), bg='empty')], # 'Empty' message # Screen mode 3 is viewfinder / snapshot [Button(( 0,188,156, 52), bg='gear', cb=viewCallback, value=0), Button((164,188,156, 52), bg='play', cb=viewCallback, value=1), Button(( 0, 0,320,240) , cb=viewCallback, value=2), Button(( 88, 51,157,102)), # 'Working' label (when enabled) Button((148, 110,22, 22))], # Spinner (when enabled) # Remaining screens are settings modes # Screen mode 4 is storage settings [Button(( 0,188,320, 52), bg='done', cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev', cb=settingCallback, value=-1), Button((240, 0, 80, 52), bg='next', cb=settingCallback, value= 1), Button(( 2, 60,100,120), bg='radio3-1', fg='store-folder', cb=storeModeCallback, value=0), Button((110, 60,100,120), bg='radio3-0', fg='store-boot', cb=storeModeCallback, value=1), Button((218, 60,100,120), bg='radio3-0', fg='store-dropbox', cb=storeModeCallback, value=2), Button(( 0, 10,320, 35), bg='storage')], # Screen mode 5 is size settings [Button(( 0,188,320, 52), bg='done', cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev', cb=settingCallback, value=-1), Button((240, 0, 80, 52), bg='next', cb=settingCallback, value= 1), Button(( 2, 60,100,120), bg='radio3-1', fg='size-l', cb=sizeModeCallback, value=0), Button((110, 60,100,120), bg='radio3-0', fg='size-m', cb=sizeModeCallback, value=1), Button((218, 60,100,120), bg='radio3-0', fg='size-s', cb=sizeModeCallback, value=2), Button(( 0, 10,320, 29), bg='size')], # Screen mode 6 is graphic effect [Button(( 0,188,320, 52), bg='done', cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev', cb=settingCallback, value=-1), Button((240, 0, 80, 52), bg='next', cb=settingCallback, value= 1), Button(( 0, 70, 80, 52), bg='prev', cb=fxCallback , value=-1), Button((240, 70, 80, 52), bg='next', cb=fxCallback , value= 1), Button(( 0, 67,320, 91), bg='fx-none'), Button(( 0, 11,320, 29), bg='fx')], # Screen mode 7 is ISO [Button(( 0,188,320, 52), bg='done', cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev', cb=settingCallback, value=-1), Button((240, 0, 80, 52), bg='next', cb=settingCallback, value= 1), Button(( 0, 70, 80, 52), bg='prev', cb=isoCallback , value=-1), Button((240, 70, 80, 52), bg='next', cb=isoCallback , value= 1), Button(( 0, 79,320, 33), bg='iso-0'), Button(( 9,134,302, 26), bg='iso-bar'), Button(( 17,157, 21, 19), bg='iso-arrow'), Button(( 0, 10,320, 29), bg='iso')], # Screen mode 8 is quit confirmation [Button(( 0,188,320, 52), bg='done' , cb=doneCallback), Button(( 0, 0, 80, 52), bg='prev' , cb=settingCallback, value=-1), Button((240, 0, 80, 52), bg='next' , cb=settingCallback, value= 1), Button((110, 60,100,120), bg='quit-ok', cb=quitCallback), Button(( 0, 10,320, 35), bg='quit')] ] # Assorted utility functions ----------------------------------------------- def setFxMode(n): global fxMode fxMode = n camera.image_effect = fxData[fxMode] buttons[6][5].setBg('fx-' + fxData[fxMode]) def setIsoMode(n): global isoMode isoMode = n camera.ISO = isoData[isoMode][0] buttons[7][5].setBg('iso-' + str(isoData[isoMode][0])) buttons[7][7].rect = ((isoData[isoMode][1] - 10,) + buttons[7][7].rect[1:]) def saveSettings(): try: outfile = open('cam.pkl', 'wb') # Use a dictionary (rather than pickling 'raw' values) so # the number & order of things can change without breaking. d = { 'fx' : fxMode, 'iso' : isoMode, 'size' : sizeMode, 'store' : storeMode } pickle.dump(d, outfile) outfile.close() except: pass def loadSettings(): try: infile = open('cam.pkl', 'rb') d = pickle.load(infile) infile.close() if 'fx' in d: setFxMode( d['fx']) if 'iso' in d: setIsoMode( d['iso']) if 'size' in d: sizeModeCallback( d['size']) if 'store' in d: storeModeCallback(d['store']) except: pass # Scan files in a directory, locating JPEGs with names matching the # software's convention (IMG_XXXX.JPG), returning a tuple with the # lowest and highest indices (or None if no matching files). def imgRange(path): min = 9999 max = 0 try: for file in os.listdir(path): if fnmatch.fnmatch(file, 'IMG_[0-9][0-9][0-9][0-9].JPG'): i = int(file[4:8]) if(i < min): min = i if(i > max): max = i finally: return None if min > max else (min, max) # Busy indicator. To use, run in separate thread, set global 'busy' # to False when done. def spinner(): global busy, screenMode, screenModePrior buttons[screenMode][3].setBg('working') buttons[screenMode][3].draw(screen) pygame.display.update() busy = True n = 0 while busy is True: buttons[screenMode][4].setBg('work-' + str(n)) buttons[screenMode][4].draw(screen) pygame.display.update() n = (n + 1) % 5 time.sleep(0.15) buttons[screenMode][3].setBg(None) buttons[screenMode][4].setBg(None) screenModePrior = -1 # Force refresh def takePicture(): global busy, gid, loadIdx, saveIdx, scaled, sizeMode, storeMode, storeModePrior, uid if not os.path.isdir(pathData[storeMode]): try: os.makedirs(pathData[storeMode]) # Set new directory ownership to pi user, mode to 755 os.chown(pathData[storeMode], uid, gid) os.chmod(pathData[storeMode], stat.S_IRUSR | stat.S_IWUSR | stat.S_IXUSR | stat.S_IRGRP | stat.S_IXGRP | stat.S_IROTH | stat.S_IXOTH) except OSError as e: # errno = 2 if can't create folder print errno.errorcode[e.errno] return # If this is the first time accessing this directory, # scan for the max image index, start at next pos. if storeMode != storeModePrior: r = imgRange(pathData[storeMode]) if r is None: saveIdx = 1 else: saveIdx = r[1] + 1 if saveIdx > 9999: saveIdx = 0 storeModePrior = storeMode # Scan for next available image slot while True: filename = pathData[storeMode] + '/IMG_' + '%04d' % saveIdx + '.JPG' if not os.path.isfile(filename): break saveIdx += 1 if saveIdx > 9999: saveIdx = 0 t = threading.Thread(target=spinner) t.start() scaled = None camera.resolution = sizeData[sizeMode][0] camera.crop = sizeData[sizeMode][2] try: camera.capture(filename, use_video_port=False, format='jpeg', thumbnail=None) # Set image file ownership to pi user, mode to 644 # os.chown(filename, uid, gid) # Not working, why? os.chmod(filename, stat.S_IRUSR | stat.S_IWUSR | stat.S_IRGRP | stat.S_IROTH) img = pygame.image.load(filename) scaled = pygame.transform.scale(img, sizeData[sizeMode][1]) if storeMode == 2: # Dropbox if upconfig: cmd = uploader + ' -f ' + upconfig + ' upload ' + filename + ' Photos/' + os.path.basename(filename) else: cmd = uploader + ' upload ' + filename + ' Photos/' + os.path.basename(filename) call ([cmd], shell=True) finally: # Add error handling/indicator (disk full, etc.) camera.resolution = sizeData[sizeMode][1] camera.crop = (0.0, 0.0, 1.0, 1.0) busy = False t.join() if scaled: if scaled.get_height() < 240: # Letterbox screen.fill(0) screen.blit(scaled, ((320 - scaled.get_width() ) / 2, (240 - scaled.get_height()) / 2)) pygame.display.update() time.sleep(2.5) loadIdx = saveIdx def showNextImage(direction): global busy, loadIdx t = threading.Thread(target=spinner) t.start() n = loadIdx while True: n += direction if(n > 9999): n = 0 elif(n < 0): n = 9999 if os.path.exists(pathData[storeMode]+'/IMG_'+'%04d'%n+'.JPG'): showImage(n) break busy = False t.join() def showImage(n): global busy, loadIdx, scaled, screenMode, screenModePrior, sizeMode, storeMode t = threading.Thread(target=spinner) t.start() img = pygame.image.load( pathData[storeMode] + '/IMG_' + '%04d' % n + '.JPG') scaled = pygame.transform.scale(img, sizeData[sizeMode][1]) loadIdx = n busy = False t.join() screenMode = 0 # Photo playback screenModePrior = -1 # Force screen refresh # Initialization ----------------------------------------------------------- # Init framebuffer/touchscreen environment variables os.putenv('SDL_VIDEODRIVER', 'fbcon') os.putenv('SDL_FBDEV' , '/dev/fb1') os.putenv('SDL_MOUSEDRV' , 'TSLIB') os.putenv('SDL_MOUSEDEV' , '/dev/input/touchscreen') # Get user & group IDs for file & folder creation # (Want these to be 'pi' or other user, not root) s = os.getenv("SUDO_UID") uid = int(s) if s else os.getuid() s = os.getenv("SUDO_GID") gid = int(s) if s else os.getgid() # Buffers for viewfinder data rgb = bytearray(320 * 240 * 3) yuv = bytearray(320 * 240 * 3 / 2) # Init pygame and screen pygame.init() pygame.mouse.set_visible(False) screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) # Init camera and set up default values camera = picamera.PiCamera() atexit.register(camera.close) camera.resolution = sizeData[sizeMode][1] #camera.crop = sizeData[sizeMode][2] camera.crop = (0.0, 0.0, 1.0, 1.0) # Leave raw format at default YUV, don't touch, don't set to RGB! # Load all icons at startup. for file in os.listdir(iconPath): if fnmatch.fnmatch(file, '*.png'): icons.append(Icon(file.split('.')[0])) # Assign Icons to Buttons, now that they're loaded for s in buttons: # For each screenful of buttons... for b in s: # For each button on screen... for i in icons: # For each icon... if b.bg == i.name: # Compare names; match? b.iconBg = i # Assign Icon to Button b.bg = None # Name no longer used; allow garbage collection if b.fg == i.name: b.iconFg = i b.fg = None loadSettings() # Must come last; fiddles with Button/Icon states # Main loop ---------------------------------------------------------------- while(True): # Process touchscreen input while True: for event in pygame.event.get(): if(event.type is MOUSEBUTTONDOWN): pos = pygame.mouse.get_pos() for b in buttons[screenMode]: if b.selected(pos): break # If in viewfinder or settings modes, stop processing touchscreen # and refresh the display to show the live preview. In other modes # (image playback, etc.), stop and refresh the screen only when # screenMode changes. if screenMode >= 3 or screenMode != screenModePrior: break # Refresh display if screenMode >= 3: # Viewfinder or settings modes stream = io.BytesIO() # Capture into in-memory stream camera.capture(stream, use_video_port=True, format='raw') stream.seek(0) stream.readinto(yuv) # stream -> YUV buffer stream.close() yuv2rgb.convert(yuv, rgb, sizeData[sizeMode][1][0], sizeData[sizeMode][1][1]) img = pygame.image.frombuffer(rgb[0: (sizeData[sizeMode][1][0] * sizeData[sizeMode][1][1] * 3)], sizeData[sizeMode][1], 'RGB') elif screenMode < 2: # Playback mode or delete confirmation img = scaled # Show last-loaded image else: # 'No Photos' mode img = None # You get nothing, good day sir if img is None or img.get_height() < 240: # Letterbox, clear background screen.fill(0) if img: screen.blit(img, ((320 - img.get_width() ) / 2, (240 - img.get_height()) / 2)) # Overlay buttons on display and update for i,b in enumerate(buttons[screenMode]): b.draw(screen) pygame.display.update() screenModePrior = screenMode |
Une âme charitable pour m'aider ?
Merci d'avance
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