#!/usr/bin/env python3 import math import argparse import json from enum import Enum, auto from threading import Thread from queue import Queue, Empty from typing import Tuple, Callable, TypedDict, List, Dict, Optional import pygame import pygame.freetype import requests from iboard import IBoard from screensavers import ClockScreensaver class ButtonDef(TypedDict): text: str cbk: Callable[[], None] class ActionType(Enum): MSG = auto() # Shows a message for about 5 seconds GET = auto() # Performs a HTTP GET QUIT = auto() # Quits an application class Action(TypedDict): label: str action_type: ActionType action_param: Optional[str] action_message: Optional[str] class Button: PRESS_OFFSET = 2 HOVER_ANIMATION_STEPS = 5 def __init__(self, position: pygame.Rect, text: str, theme: Dict, cbk: Callable[[], None]): self.position: pygame.Rect self.set_position(position) self.text = text self.theme = theme self.cbk = cbk self.font = pygame.freetype.SysFont(name=theme["btn_font_face"], size=int(theme["btn_font_size"])) text_rect = self.font.get_rect(self.text) self.text_pos = pygame.Rect((self.position.left + (self.position.width - text_rect.width)/2), (self.position.top + (self.position.height - text_rect.height)/2), text_rect.width, text_rect.height) self.bg_color = pygame.Color(self.theme["btn_bg_color"]) self.hover_bg_color = pygame.Color(self.theme["btn_hover_color"]) self.hover_animation_step = 0 def get_bg_color(self): if self.pos_is_inside(pygame.mouse.get_pos()): self.hover_animation_step = min(self.hover_animation_step + 1, self.HOVER_ANIMATION_STEPS) else: self.hover_animation_step = max(self.hover_animation_step - 1, 0) if self.hover_animation_step == self.HOVER_ANIMATION_STEPS: return self.hover_bg_color if self.hover_animation_step == 0: return self.bg_color new_color = tuple(map(lambda v: v[0] + (((v[1]-v[0])/self.HOVER_ANIMATION_STEPS)*self.hover_animation_step), zip(self.bg_color, self.hover_bg_color))) return new_color def needs_redrawing(self) -> bool: return self.hover_animation_step == self.HOVER_ANIMATION_STEPS or self.hover_animation_step == 0 def set_position(self, position: pygame.Rect): self.position = position def get_position(self) -> pygame.Rect: if pygame.mouse.get_pressed(3)[0] and self.pos_is_inside(pygame.mouse.get_pos()): return pygame.Rect(self.position.left + self.PRESS_OFFSET, self.position.top + self.PRESS_OFFSET, self.position.width, self.position.height) return self.position def get_text_pos(self) -> pygame.Rect: if pygame.mouse.get_pressed(3)[0] and self.pos_is_inside(pygame.mouse.get_pos()): return pygame.Rect(self.text_pos.left + self.PRESS_OFFSET, self.text_pos.top + self.PRESS_OFFSET, self.text_pos.width, self.text_pos.height) return self.text_pos def draw(self, screen: pygame.Surface): pygame.draw.rect(screen, self.get_bg_color(), self.get_position(), 0) self.font.render_to(screen, self.get_text_pos(), self.text, fgcolor=self.theme["btn_text_color"]) def pos_is_inside(self, pos: Tuple) -> bool: return (self.position.left < pos[0] and (self.position.left + self.position.width) > pos[0]) and \ (self.position.top < pos[1] and (self.position.top + self.position.height) > pos[1]) def handle_event(self, event: pygame.event.Event): if event.type == pygame.MOUSEBUTTONUP: if event.button == 1 and self.pos_is_inside(event.pos): self.cbk() class MessageBoard(IBoard): def __init__(self, screen_rect: pygame.Rect, text: str, theme: Dict): self.text = text self.font = pygame.freetype.SysFont(name=theme["message_font_face"], size=int(theme["message_font_size"])) text_rect = self.font.get_rect(self.text) self.text_pos = pygame.Rect((screen_rect.left + (screen_rect.width - text_rect.width)/2), (screen_rect.top + (screen_rect.height - text_rect.height)/2), text_rect.width, text_rect.height) self.theme = theme self.was_drawn_already = False def handle_event(self, _): pass def draw(self, screen: pygame.Surface, force_redraw: bool): if not self.was_drawn_already or force_redraw: screen.fill(self.theme["message_bg_color"]) self.font.render_to(screen, self.text_pos, self.text, fgcolor=self.theme["message_text_color"]) self.was_drawn_already = True class MenuBoard(IBoard): BUTTON_MARGINS = 10 def __init__(self, screen_rect: pygame.Rect, buttons: List[ButtonDef], theme: Dict): self.rows = math.floor(math.sqrt(len(buttons))) self.cols = math.ceil(math.sqrt(len(buttons))) if (self.rows * self.cols) < len(buttons): # extra row if buttons don't fit self.rows += 1 button_positions = self.generate_button_positions(screen_rect) self.buttons = list(map(lambda d: Button(next(button_positions), d['text'], theme, d['cbk']), buttons)) self.theme = theme def generate_button_positions(self, screen_rect: pygame.Rect): current_button_row = 0 current_button_col = 0 button_width = math.floor((screen_rect.width - (self.cols + 1) * self.BUTTON_MARGINS) / self.cols) button_height = math.floor((screen_rect.height - (self.rows + 1) * self.BUTTON_MARGINS) / self.rows) while (current_button_row * current_button_col) < (self.cols * self.rows): top = self.BUTTON_MARGINS + (current_button_row * (button_height + self.BUTTON_MARGINS)) left = self.BUTTON_MARGINS + (current_button_col * (button_width + self.BUTTON_MARGINS)) current_button_col += 1 if current_button_col >= self.cols: current_button_col = 0 current_button_row += 1 yield pygame.Rect(left, top, button_width, button_height) def handle_event(self, event: pygame.event.Event): for b in self.buttons: b.handle_event(event) def draw(self, screen: pygame.Surface, force_redraw: bool): if force_redraw or any(map(Button.needs_redrawing, self.buttons)): screen.fill(self.theme["menu_bg_color"]) for b in self.buttons: b.draw(screen) class App: FPS = 30 SHOW_REQUEST_MESSAGE_FOR_AT_LEAST_S = 5 IGNORE_EVENTS_FOR_TICKS_AFTER_SCREENSAVER = 5 def __init__(self, actions: List[Action], theme: Dict, fullscreen: bool, screensaver_delay: int): pygame.init() info = pygame.display.Info() flags = 0 if fullscreen: flags = pygame.FULLSCREEN self.screen = pygame.display.set_mode((info.current_w, info.current_h), flags=flags) self.clock = pygame.time.Clock() self.running = False self.theme = theme buttons = list(map(lambda u: ButtonDef(text=u['label'], cbk=self.button_press_handler(u)), actions)) self.board: IBoard = MenuBoard(self.get_screen_rect(), buttons, theme) self.task_q = Queue() self.screensaver = ClockScreensaver() self.TICKS_UNTIL_SCREENSAVER = screensaver_delay * self.FPS def get_screen_rect(self) -> pygame.Rect: return pygame.Rect(0, 0, self.screen.get_width(), self.screen.get_height()) def show_message(self, msg: str) -> Callable[[], None]: def x(): self.board = MessageBoard(self.get_screen_rect(), msg, theme=self.theme) return x def show_message_handler(self, action: Action) -> Callable[[], None]: def impl(): previous_board = self.board def thr_fun(): def end_thr(): self.board = previous_board try: sleep_time = int(action['action_param']) pygame.time.wait(sleep_time * 1000) except Exception as e: self.task_q.put(self.show_message(f"Exception caught: {e}")) pygame.time.wait(5 * 1000) finally: self.task_q.put(end_thr) process_thr = Thread(target=thr_fun) process_thr.start() self.board = MessageBoard(self.get_screen_rect(), action['action_message'], theme=self.theme) return impl def get_handler(self, action: Action) -> Callable[[], None]: def impl(): previous_board = self.board def thr_fun(): def end_thr(): self.board = previous_board req_start_ts = pygame.time.get_ticks() ret = requests.get(action['action_param']) print(f"GET {action['action_param']}: {ret}") self.task_q.put(self.show_message(f"Request done: {ret}")) pygame.time.wait(max(self.SHOW_REQUEST_MESSAGE_FOR_AT_LEAST_S * 1000 - (pygame.time.get_ticks() - req_start_ts), 0)) self.task_q.put(end_thr) self.board = MessageBoard(self.get_screen_rect(), action['action_message'], theme=self.theme) process_thr = Thread(target=thr_fun) process_thr.start() return impl def button_press_handler(self, action: Action) -> Callable[[], None]: if action['action_type'] == ActionType.MSG: return self.show_message_handler(action) elif action['action_type'] == ActionType.GET: return self.get_handler(action) elif action['action_type'] == ActionType.QUIT: return self.quit raise NotImplementedError(action['action_type']) def loop(self): self.running = True needs_redrawing = True # Block event handling for some time after screensaver is disabled to prevent # user from clicking somewhere they don't intend to. ticks_after_screensaver = 0 # how many ticks left until the screensaver should be engaged screensaver_ticks = self.TICKS_UNTIL_SCREENSAVER while self.running: try: self.task_q.get_nowait()() except Empty: pass ticks_after_screensaver = max(ticks_after_screensaver-1, 0) for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False if screensaver_ticks != 0 and ticks_after_screensaver == 0: self.board.handle_event(event) screensaver_ticks = self.TICKS_UNTIL_SCREENSAVER needs_redrawing = True if screensaver_ticks == 0: self.screensaver.draw(self.screen, False) ticks_after_screensaver = self.IGNORE_EVENTS_FOR_TICKS_AFTER_SCREENSAVER else: self.board.draw(self.screen, needs_redrawing) screensaver_ticks -= 1 needs_redrawing = False pygame.display.flip() self.clock.tick(self.FPS) pygame.quit() def quit(self): self.board = MessageBoard(self.get_screen_rect(), "Exiting...", theme=self.theme) self.running = False def get_url_defs(config_data: dict) -> List[Action]: url_defs = [] for d in data['actions']: url_defs.append(Action(label=d['label'], action_type=ActionType[d['action_type']], action_param=d.get('action_param'), action_message=d.get('action_message'))) return url_defs if __name__ == '__main__': parser = argparse.ArgumentParser() parser.add_argument("config_path", help="Path to the config file.", type=str) parser.add_argument("--no-fullscreen", help="Fullscreen", action='store_true') parser.add_argument("--screensaver-delay", help="Screensaver delay, in seconds. Default=30", type=int, default=30) args = parser.parse_args() url_defs: List[Action] = [] with open(args.config_path, "rb") as f: data = json.load(f) url_defs = get_url_defs(data) app = App(url_defs, theme=data["theme"], fullscreen=not args.no_fullscreen, screensaver_delay=args.screensaver_delay) app.loop()