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