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icon.py
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icon.py
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import framebuf
from machine import Pin, Timer
from time import sleep
from os import listdir
import gc
class Icon():
""" Models an icon and all the properties it requires """
image = None # the image data type buf
x = 0
y = 0
__invert = False
width = 16
height = 16
name = "Empty"
def __init__(self, filename:None, width=None, height=None, x=None, y=None, name=None):
""" Sets up the default values """
if width:
self.width = width
if height:
self.height = height
if name:
self.name = name
if x:
self.x = x
if y:
self.y = y
if filename is not None:
self.image = self.loadicons(filename)
@property
def invert(self)->bool:
""" Flips the bits in the image so white become black etc and returns the image """
print("Invert is", self.__invert)
return self.__invert
@invert.setter
def invert(self, value:bool):
""" Inverts the icon colour """
image = self.image
for x in range(0,self.width):
for y in range(0, self.height):
pxl = image.pixel(x,y)
if pxl == 0:
image.pixel(x,y,1)
else:
image.pixel(x,y,0)
self.image = image
self.__invert = value
# print("Invert is", self.__invert)
def loadicons(self, file):
# print(file)
with open(file, 'rb') as f:
f.readline() # magic number
f.readline() # creator comment
f.readline() # dimensions
data = bytearray(f.read())
frame_buffer = framebuf.FrameBuffer(data, self.width,self.height, framebuf.MONO_HLSB)
print(self.name, self.width, self.height)
return frame_buffer
def loadicon2(self, library, icon_data):
__import__(library, icon_data)
# frame_buffer = framebuf.FrameBuffer(name, self.width,self.height, framebuf.MONO_HLSB)
# frame_buffer = bytearray(self.width * self.height // 8)
frame_buffer = bytearray(icon_data)
return frame_buffer
class Toolbar():
""" Models the toolbar """
__icon_array = []
__framebuf = framebuf.FrameBuffer(bytearray(160*64*1), 160, 16, framebuf.MONO_HLSB)
spacer = 1
__selected_item = None
__selected_index = -1 # -1 means no item selected
def __init__(self):
# print("building toolbar")
self.__framebuf = framebuf.FrameBuffer(bytearray(160*64*8), 160, 16, framebuf.MONO_HLSB)
def additem(self, icon):
self.__icon_array.append(icon)
def remove(self, icon):
self.__icon_array.remove(icon)
@property
def data(self):
""" Returns the toolbar array as a buffer"""
x = 0
count = 0
for icon in self.__icon_array:
# print("x:",x)
count += 1
if type(icon) is Icon: # check if the icon is a static icon
self.__framebuf.blit(icon.image, x, 0)
if type(icon) is Animate: # check if the icon is an animated icon
self.__framebuf.blit(icon.__frames[icon.__current_frame].image, x, 0)
fb = self.__framebuf
x += icon.width + self.spacer
return fb
def show(self, display):
if self.data is None:
print(f"Data is None")
raise ValueError
# display.set_framebuffer(self.data)
display.blit(self.data, 0,0)
# oled.show()
def select(self, index, oled):
""" Set the item in the index to inverted """
# for item in self.__icon_array:
# item.invert = False
self.__icon_array[index].invert = True
self.__selected_index = index
self.show(oled)
def unselect(self, index, oled):
self.__icon_array[index].invert = False
self.__selected_index = -1
self.show(oled)
@property
def selected_item(self):
""" Returns the name of the currently selected icon """
self.__selected_item = self.__icon_array[self.__selected_index].name
return self.__selected_item
class Animate():
__frames = []
__current_frame = 0
__speed = "normal" # Other speeds are 'fast' and 'slow' - it just adds frames or skips frames
__speed_value = 0
__done = False # Has the animation completed
__loop_count = 0
__bouncing = False
__animation_type = "default"
__pause = 0
__set = False
__x = 0
__y = 0
__width = 16
__height = 16
__cached = False
filename = None
""" other animations types:
- loop
- bounce
- reverse
"""
@property
def set(self)->bool:
return self.__set
@set.setter
def set(self, value:bool):
self.__set = value
if value: # if value is True
self.load()
else:
self.unload()
@property
def speed(self):
""" Returns the current speed """
return self.__speed
@speed.setter
def speed(self, value:str):
if value in ['very slow','slow','normal','fast']:
self.__speed = value
if value == 'very slow':
self.__pause = 10
self.__speed_value = 10
if value == 'slow':
self.__pause = 1
self.__speed_value = 1
if value == "normal":
self.__pause = 0
self.__speed_value = 0
else:
print(value, "is not a valid value, try 'fast','normal' or 'slow'")
@property
def animation_type(self):
return self.__animation_type
@animation_type.setter
def animation_type(self, value):
if value in ['default','loop','bounce','reverse']:
self.__animation_type = value
else:
print(value," is not a valid Animation type - it should be 'loop','bounce','reverse' or 'default'")
def __init__(self, frames=None, animation_type:str=None,x:int=None,y:int=None, width:int=None, height:int=None, filename=None):
""" setup the animation """
print(f"initialising animation: {filename}")
if x:
self.__x = x
if y:
self.__y = y
if width:
self.__width = width
if height:
self.__height = height
self.__current_frame = 0
if frames is not None:
self.__frames = frames
self.__done = False
self.__loop_count = 1
if animation_type is not None:
self.animation_type = animation_type
if filename:
self.filename = filename
def forward(self):
""" progress the current frame """
if self.__speed == 'normal':
self.__current_frame +=1
if self.__speed in ['very slow','slow']:
if self.__pause > 0:
self.__pause -= 1
else:
self.__current_frame +=1
self.__pause = self.__speed_value
if self.__speed == 'fast':
if self.__current_frame < self.frame_count +2:
self.__current_frame +=2
else:
self.__current_frame +=1
def reverse(self):
if self.__speed == 'normal':
self.__current_frame -=1
if self.__speed in ['very slow','slow']:
if self.__pause > 0:
self.__pause -= 1
else:
self.__current_frame -=1
self.__pause = self.__speed_value
if self.__speed == 'fast':
if self.__current_frame < self.frame_count +2:
self.__current_frame -=2
else:
self.__current_frame -=1
def load(self):
""" load the animation files """
# load the files from disk
if not self.__cached:
files = listdir()
array = []
for file in files:
if (file.startswith(self.filename)) and (file.endswith('.pbm')):
array.append(Icon(filename=file, width=self.__width, height=self.__height, x=self.__x, y=self.__y, name=file))
self.__frames = array
self.__cached = True
def unload(self):
""" free up memory """
self.__frames = None
self.__cached = False
gc.collect()
def animate(self, oled):
""" Animates the frames based on the animation type and for the number of times specified """
current_frame = self.__current_frame # Current Frame number - used to index the frames array
frame = self.__frames[current_frame]
oled.blit(frame.image, frame.x, frame.y)
if self.__animation_type == "loop":
# Loop from the first frame to the last, for the number of cycles specificed, and then set done to True
self.forward()
if self.__current_frame > self.frame_count:
self.__current_frame = 0
self.__loop_count -= 1
if self.__loop_count == 0:
self.__done = True
if self.__animation_type == "bouncing":
# Loop from the first frame to the last, and then back to the first again, then set done to True
if self.__bouncing:
if self.__current_frame == 0:
if self.__loop_count == 0:
self.__done = True
else:
if self.__loop_count >0:
self.__loop_count -=1
self.forward()
self.__bouncing = False
if self.__loop_count == -1:
# bounce infinately
self.forward()
self.__bouncing = False
if (self.__current_frame < self.frame_count) and (self.__current_frame>0):
self.reverse()
else:
if self.__current_frame == 0:
if self.__loop_count == 0:
self.__done = True
elif self.__loop_count == -1:
# bounce infinatey
self.forward()
else:
self.forward()
self.__loop_count -= 1
elif self.__current_frame == self.frame_count:
self.reverse()
self.__bouncing = True
else:
self.forward()
if self.__animation_type == "default":
# loop through from first frame to last, then set done to True
if self.__current_frame == self.frame_count:
self.__current_frame = 0
self.__done = True
else:
self.forward()
@property
def frame_count(self):
""" Returns the total number of frames in the animation """
return len(self.__frames)-1
@property
def done(self):
""" Has the animation completed """
if self.__done:
self.__done = False # reset the done flag to false
return True
else:
return False
def loop(self, no:int=None):
""" Loops the animation
if no is None or -1 the animation will continue looping until animate.stop() is called """
if no is not None:
self.__loop_count = no
else:
self.__loop_count = -1
self.__animation_type = "loop"
def stop(self):
self.__loop_count = 0
self.__bouncing = False
self.__done = True
def bounce(self, no:int=None):
""" Loops the animation forward, then backward, the number of time specified in no,
if there is no number provided it will animate infinately """
self.__animation_type = "bouncing"
if no is not None:
self.__loop_count = no
else:
self.__loop_count = -1
@property
def width(self):
""" Gets the icon width """
return self.__width
@width.setter
def width(self, value):
""" Sets the icon width """
self.__width = value
@property
def height(self):
""" Gets the icon height """
return self.__width
@height.setter
def height(self, value):
""" Sets the icon height """
self.__height = value
def __str__(self):
message = f"Animate: {self.filename}, {self.__current_frame}, {self.__loop_count}, {self.__done}, x: {self.__x}, y: {self.__y}"
return message
class Button():
""" Models a button, check the status with is_pressed """
# The private variables
__pressed = False
__pin = 0
__button_down = False
def __init__(self, pin:int):
""" Sets up the button """
self.__pin = Pin(pin, Pin.IN, Pin.PULL_UP)
self.__pressed = False
@property
def is_pressed(self)->bool:
""" Returns the current state of the button """
if self.__pin.value() == 0:
self.__button_down = True
print("button pressed")
return True
if self.__pin.value() == 1:
self.__button_down = False
return False
# if not self.__button_down:
# self.__button_down = False
# return True
# else:
# return False
class Event():
""" Models events that can happen, with timers and pop up messages """
name = ""
value = 0
sprite = None
timer = -1 # -1 means no timer set
timer_ms = 0
__callback = None
message = ""
done = False
_timer_instance = None # holds the timer instance
def __init__(self, name=None, sprite=None, value=None, callback=None):
""" Create a new event """
if name:
self.name = name
if sprite:
self.sprite = sprite
if value:
self.value = value
if callback is not None:
self.__callback = callback
def popup(self, display):
# display popup window
# show sprite
# show message
fbuf = framebuf.FrameBuffer(bytearray(128 * 48 * 1), 128, 48, framebuf.MONO_HLSB)
fbuf.rect(0,0,128,48, 1)
fbuf.blit(self.sprite.image, 5, 10)
fbuf.text(self.message, 32, 18)
display.blit(fbuf,0,16)
# oled.blit(fbuf, 0, 16)
display.show()
# oled.show()
sleep(2)
def tick(self):
""" Progresses the animation on frame """
self.timer_ms += 1
if self.timer_ms >= self.timer:
if self.__callback is not None:
print("poop check callback")
self.__callback
self.timer = -1
self.timer_ms = 0
else:
# print("Timer Alert!")
self.done = True
def reset(self):
self.done = False
def start(self, duration):
""" Start a timer that will run a callback routine when complete """
# print(f"Starting Timer for {duration/1000} seconds")
self.done = False
if self._timer_instance:
self._timer_instance.deinit() # Stop any previous timer
self._timer_instance = Timer(-1) # Create a one-shot timer
self._timer_instance.init(period=duration, mode=Timer.ONE_SHOT, callback=self._timer_callback)
def _timer_callback(self, t):
""" Internal method to handle the timer callback """
if self.__callback:
# print("Timer completed, executing callback.")
self.__callback()
# else:
# print("Timer complete, but no callback")
self.done = True
# self.timer = -1
class GameState():
states = {}
def __init__(self):
pass
def __str__(self):
""" shows the current game state """
message = "Game State: "
# for state in self.states:
# message += ", ".join(f"{key}: {value}" for key, value in self.states.items())
message += ", ".join(f"{key}: {value}" for key, value in self.states.items())
message += "."
return message