Intelegentny_Pszczelarz/.venv/Lib/site-packages/pygame/examples/camera.py
2023-03-18 12:55:22 +01:00

122 lines
3.8 KiB
Python

#!/usr/bin/env python
""" pygame.examples.camera
Basic image capturing and display using pygame.camera
Keyboard controls
-----------------
- 0, start camera 0.
- 1, start camera 1.
- 9, start camera 9.
- 10, start camera... wait a minute! There's not 10 key!
"""
import pygame as pg
import pygame.camera
class VideoCapturePlayer:
size = (640, 480)
def __init__(self, **argd):
self.__dict__.update(**argd)
super().__init__(**argd)
# create a display surface. standard pygame stuff
self.display = pg.display.set_mode(self.size)
self.init_cams(0)
def init_cams(self, which_cam_idx):
# gets a list of available cameras.
self.clist = pygame.camera.list_cameras()
# ensure a camera exists
if not self.clist:
raise ValueError("Sorry, no cameras detected.")
# check to see if the camera id exists. If not, default to the first one in the list.
try:
cam_id = self.clist[which_cam_idx]
except IndexError:
cam_id = self.clist[0]
# creates the camera of the specified size and in RGB colorspace
self.camera = pygame.camera.Camera(cam_id, self.size, "RGB")
# starts the camera
self.camera.start()
self.clock = pg.time.Clock()
# create a surface to capture to. for performance purposes, you want the
# bit depth to be the same as that of the display surface.
self.snapshot = pg.surface.Surface(self.size, 0, self.display)
# return the name of the camera being used, to be included in the window name
return cam_id
def get_and_flip(self):
# if you don't want to tie the framerate to the camera, you can check and
# see if the camera has an image ready. note that while this works
# on most cameras, some will never return true.
self.snapshot = self.camera.get_image(self.display)
# if 0 and self.camera.query_image():
# # capture an image
# self.snapshot = self.camera.get_image(self.snapshot)
# if 0:
# self.snapshot = self.camera.get_image(self.snapshot)
# # self.snapshot = self.camera.get_image()
# # blit it to the display surface. simple!
# self.display.blit(self.snapshot, (0, 0))
# else:
# self.snapshot = self.camera.get_image(self.display)
# # self.display.blit(self.snapshot, (0,0))
pg.display.flip()
def main(self):
# get the camera list. If there are no cameras, raise a value error.
clist = pygame.camera.list_cameras()
if not clist:
raise ValueError("Sorry, no cameras detected.")
# get the first camera, as this is the default. We want the display to contain the name of the camera.
camera = clist[0]
# create a list of options for the user to easily understand.
print(
"\nPress the associated number for the desired camera to see that display!"
)
print("(Selecting a camera that does not exist will default to camera 0)")
for index, cam in enumerate(clist):
print(f"[{index}]: {cam}")
going = True
while going:
events = pg.event.get()
for e in events:
if e.type == pg.QUIT or (e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE):
going = False
if e.type == pg.KEYDOWN:
if e.key in range(pg.K_0, pg.K_0 + 10):
camera = self.init_cams(e.key - pg.K_0)
self.get_and_flip()
self.clock.tick()
pygame.display.set_caption(f"{camera} ({self.clock.get_fps():.2f} FPS)")
def main():
pg.init()
pygame.camera.init()
VideoCapturePlayer().main()
pg.quit()
if __name__ == "__main__":
main()