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8x8grid-unicorn.py
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8x8grid-unicorn.py
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''' 8x8grid-unicorn.py
Animation and single frame creation append
for Pimoroni UnicornHat 8x8 LED matrix'''
import pygame
import sys
import math
from pygame.locals import *
from led import LED
from buttons import Button
import png # pypng
#from astro_pi import AstroPi
import unicornhat as uh
import copy, time
saved = True
warning = False
pygame.display.init()
pygame.font.init()
#ap=AstroPi()
screen = pygame.display.set_mode((530, 395), 0, 32)
pygame.display.set_caption('UnicornHAT Grid editor')
pygame.mouse.set_visible(1)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0, 51, 25))
colour = (255,0,0) # Set default colour to red
rotation = 0
#uh.rotation(rotation)
frame_number = 1
fps = 4
def setColourRed():
global colour
colour = (255,0,0)
def setColourBlue():
global colour
colour = (0,0,255)
def setColourGreen():
global colour
colour = (0,255,0)
def setColourPurple():
global colour
colour = (102,0,204)
def setColourPink():
global colour
colour = (255,0,255)
def setColourYellow():
global colour
colour = (255,255,0)
def setColourOrange():
global colour
colour = (255,128,0)
def setColourWhite():
global colour
colour = (255,255,255)
def setColourCyan():
global colour
colour = (0,255,255)
def clearGrid(): # Clears the pygame LED grid and sets all the leds.lit back to False
for led in leds:
led.lit = False
def buildGrid(): # Takes a grid and builds versions for exporting (png and text)
e = [0,0,0]
e_png = (0,0,0)
grid = [
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
[e,e,e,e,e,e,e,e],
]
#png_grid =[]
png_grid = ['blank','blank','blank','blank','blank','blank','blank','blank']
for led in leds:
if led.lit:
#val = led.pos[0] + (8 * led.pos[1])
val = (8* led.pos[0]) + led.pos[1]
#print val
grid[led.pos[1]][led.pos[0]] = [led.color[0], led.color[1], led.color[2]]
if png_grid[led.pos[0]] == 'blank':
png_grid[led.pos[0]] = (led.color[0], led.color[1], led.color[2])
else:
png_grid[led.pos[0]] = png_grid[led.pos[0]] + (led.color[0], led.color[1], led.color[2])
else:
if png_grid[led.pos[0]] == 'blank':
png_grid[led.pos[0]] = (0,0,0)
else:
png_grid[led.pos[0]] = png_grid[led.pos[0]] + (0,0,0)
return (grid, png_grid)
def piLoad(): # Loads image onto AstroPi matrix
#grid, grid_png = buildGrid()
#ap.set_pixels(grid)
uh.off()
for led in leds:
if led.lit:
uh.set_pixel(led.pos[0], led.pos[1], led.color[0], led.color[1], led.color[2])
#print str(led.pos[0])+ ' ' +str(led.pos[1]) + ' ' + str(led.color[1])
uh.show()
def exportGrid(): # Writes png to file
global saved
grid, png_grid = buildGrid()
FILE=open('image8x8.png','wb')
w = png.Writer(8,8)
w.write(FILE,png_grid)
FILE.close()
saved = True
def exportCons(): # Writes raw list to console
grid, png_grid = buildGrid()
print(grid)
def rotate(): #Rotates image on AstroPi LED matrix
global rotation
if rotation == 270:
rotation = 0
else:
rotation = rotation + 90
#ap.set_rotation(rotation)
uh.rotation(rotation)
play()
def handleClick():
global saved
global warning
pos = pygame.mouse.get_pos()
led = findLED(pos, leds)
if led:
#print 'led ' + str(led) + ' clicked'
led.clicked(colour)
saved = False
for butt in buttons:
if butt.rect.collidepoint(pos):
butt.click()
#print 'button clicked'
if warning:
for butt in buttons_warn:
if butt.rect.collidepoint(pos):
butt.click()
def findLED(clicked_pos, leds): # reads leds and checks if clicked position is in one of them
x = clicked_pos[0]
y = clicked_pos[1]
for led in leds:
if math.hypot(led.pos_x - x, led.pos_y - y) <= led.radius:
return led
#print 'hit led'
return None
def drawEverything():
global warning
screen.blit(background, (0, 0))
#draw the leds
for led in leds:
led.draw()
for button in buttons:
button.draw(screen)
font = pygame.font.Font(None,16)
frame_text = 'Frame '
text = font.render(frame_text,1,(255,255,255))
screen.blit(text, (5,5))
frame_num_text = str(frame_number)
text = font.render(frame_num_text,1,(255,255,255))
screen.blit(text, (18,18))
fps_text = 'Frame rate= ' + str(fps) +' fps'
text = font.render(fps_text,1,(255,255,255))
screen.blit(text, (175,10)) # done
font = pygame.font.Font(None,18)
export_text = 'Animation' # done
text = font.render(export_text,1,(255,255,255))
screen.blit(text, (445,15)) # done
export_text = 'Single Frame'
text = font.render(export_text,1,(255,255,255))
screen.blit(text, (435,120)) # done
pygame.draw.circle(screen,colour,(390,345),20,0)
#flip the screen
if warning:
for button in buttons_warn:
button.draw(screen)
pygame.display.flip()
def load_leds_to_animation():
global frame_number
global leds
for saved_led in animation[frame_number]:
if saved_led.lit:
for led in leds:
if led.pos == saved_led.pos:
led.color = saved_led.color
led.lit = True
def nextFrame():
global frame_number
global leds
#print(frame_number)
animation[frame_number] = copy.deepcopy(leds)
#clearGrid()
frame_number+=1
if frame_number in animation:
leds =[]
for x in range(0, 8):
for y in range(0, 8):
led = LED(radius=20,pos=(x, y))
leds.append(led)
load_leds_to_animation()
def prevFrame():
global frame_number
global leds
#print(frame_number)
animation[frame_number] = copy.deepcopy(leds)
clearGrid()
if frame_number != 1:
frame_number-=1
if frame_number in animation:
leds =[]
for x in range(0, 8):
for y in range(0, 8):
led = LED(radius=20,pos=(x, y))
leds.append(led)
load_leds_to_animation()
def delFrame():
global frame_number
#print('ani length is ' + str(len(animation)) + ' frame is ' + str(frame_number))
if len(animation) > 1:
animation[frame_number] = copy.deepcopy(leds)
del animation[frame_number]
prevFrame()
for shuffle_frame in range(frame_number+1,len(animation)):
animation[shuffle_frame] = animation[shuffle_frame+1]
del animation[len(animation)]
def getLitLEDs():
points = []
for led in leds:
if led.lit:
points.append(led.pos)
return points
# Main program body - set up leds and buttons
leds = []
for x in range(0, 8):
for y in range(0, 8):
led = LED(radius=20,pos=(x, y))
leds.append(led)
buttons = []
buttons_warn = []
animation={}
#global frame_number
def play():
global leds
global frame_number
animation[frame_number] = copy.deepcopy(leds)
#print 'length of ani is ' + str(len(animation))
for playframe in range(1,(len(animation)+1)):
#print(playframe)
leds =[]
for x in range(0, 8):
for y in range(0, 8):
led = LED(radius=20,pos=(x, y))
leds.append(led)
for saved_led in animation[playframe]:
if saved_led.lit:
for led in leds:
if led.pos == saved_led.pos:
led.color = saved_led.color
led.lit = True
piLoad()
time.sleep(1.0/fps)
frame_number = len(animation)
def faster():
global fps
fps+=1
def slower():
global fps
if fps != 1:
fps-=1
def exportAni():
global saved
FILE=open('animation8x8.py','w')
FILE.write('import unicornhat as uh\n')
FILE.write('import time\n')
FILE.write('FRAMES = [\n')
global leds
global frame_number
animation[frame_number] = copy.deepcopy(leds)
#print 'length of ani is ' + str(len(animation))
for playframe in range(1,(len(animation)+1)):
#print(playframe)
leds =[]
for x in range(0,8):
for y in range(0,8):
led = LED(radius=20,pos=(x, y))
leds.append(led)
for saved_led in animation[playframe]:
if saved_led.lit:
for led in leds:
if led.pos == saved_led.pos:
led.color = saved_led.color
led.lit = True
grid, png_grid = buildGrid()
#grid = uh.get_pixels()
FILE.write(str(grid))
FILE.write(',\n')
FILE.write(']\n')
FILE.write('for x in FRAMES:\n')
FILE.write('\t uh.set_pixels(x)\n')
FILE.write('\t uh.show()\n')
FILE.write('\t time.sleep('+ str(1.0/fps) + ')\n')
FILE.close()
saved = True
def prog_exit():
print('exit clicked')
global warning
warning = False
#clearGrid()
pygame.quit()
sys.exit(-1)
def save_it():
print('save clicked')
global warning
exportAni()
warning = False
def quit():
global saved
if saved == False:
nosave_warn()
else:
prog_exit()
def importAni():
global leds
global frame_number
with open('animation8x8.py') as ll:
line_count = sum(1 for _ in ll)
ll.close()
#animation = {}
frame_number = 1
file = open('animation8x8.py')
for r in range(3):
file.readline()
for frame in range(line_count-8):
buff = file.readline()
load_frame = buff.split('], [')
#print load_frame
counter = 1
leds =[]
for f in load_frame:
if counter == 1:
f = f[3:]
elif counter == 64:
f = f[:-5]
elif counter%8 == 0 and counter != 64:
f = f[:-1]
elif (counter-1)%8 == 0:
f = f[1:]
y = int((counter-1)/8)
x = int((counter-1)%8)
#print(counter,x,y)
#print(str(counter) + ' ' + f + ' x= ' + str(x) + ' y= ' + str(y))
led = LED(radius=20,pos=(x, y))
if f == '0, 0, 0':
led.lit = False
else:
led.lit = True
f_colours = f.split(',')
#print(f_colours)
led.color = [int(f_colours[0]),int(f_colours[1]),int(f_colours[2])]
leds.append(led)
counter+=1
animation[frame_number] = copy.deepcopy(leds)
frame_number+=1
counter+=1
file.close()
#drawEverything()
exportAniButton = Button('Export to py', action=exportAni, pos=(425, 45), color=(153,0,0)) # done
buttons.append(exportAniButton)
importAniButton = Button('Import from file', action=importAni, pos=(425, 80 ), color=(153,0,0)) # done
buttons.append(importAniButton)
exportConsButton = Button('Export to console', action=exportCons, pos=(425, 150), color=(160,160,160)) # done
buttons.append(exportConsButton)
exportPngButton = Button('Export to PNG', action=exportGrid, pos=(425, 185), color=(160,160,160)) # done
buttons.append(exportPngButton)
RotateButton = Button('Rotate LEDs', action=rotate, pos=(425, 255), color=(205,255,255)) # done
buttons.append(RotateButton)
clearButton = Button('Clear Grid', action=clearGrid, pos=(425, 220), color=(204,255,255))# done
buttons.append(clearButton)
quitButton = Button('Quit', action=quit, pos=(425, 290), color=(96,96,96))
buttons.append(quitButton)
FasterButton = Button('+', action=faster, size=(40,30), pos=(270, 5), color=(184,138,0)) # done
buttons.append(FasterButton)
SlowerButton = Button('-', action=slower, size=(40,30), pos=(315, 5), color=(184,138,0))# done
buttons.append(SlowerButton)
PlayButton = Button('Play on LEDs', action=play, pos=(425, 340), color=(184,138,0)) # done
buttons.append(PlayButton)
RedButton = Button('', action=setColourRed, size=(50,30), pos=(365, 10),hilight=(0, 200, 200),color=(255,0,0)) # done
buttons.append(RedButton)
OrangeButton = Button('', action=setColourOrange, size=(50,30), pos=(365, 45),hilight=(0, 200, 200),color=(255,128,0)) # done
buttons.append(OrangeButton)
YellowButton = Button('', action=setColourYellow, size=(50,30), pos=(365, 80),hilight=(0, 200, 200),color=(255,255,0)) # done
buttons.append(YellowButton)
GreenButton = Button('', action=setColourGreen, size=(50,30), pos=(365, 115),hilight=(0, 200, 200),color=(0,255,0)) # done
buttons.append(GreenButton)
CyanButton = Button('', action=setColourCyan, size=(50,30), pos=(365, 150),hilight=(0, 200, 200),color=(0,255,255)) # done
buttons.append(CyanButton)
BlueButton = Button('', action=setColourBlue, size=(50,30), pos=(365, 185),hilight=(0, 200, 200),color=(0,0,255)) # done
buttons.append(BlueButton)
PurpleButton = Button('', action=setColourPurple, size=(50,30), pos=(365, 220),hilight=(0, 200, 200),color=(102,0,204)) # done
buttons.append(PurpleButton)
PinkButton = Button('', action=setColourPink, size=(50,30), pos=(365, 255),hilight=(0, 200, 200),color=(255,0,255)) # done
buttons.append(PinkButton)
WhiteButton = Button('', action=setColourWhite, size=(50,30), pos=(365, 290),hilight=(0, 200, 200),color=(255,255,255)) # done
buttons.append(WhiteButton)
PrevFrameButton = Button('<-', action=prevFrame, size=(25,30), pos=(50, 5), color=(184,138,0)) # done
buttons.append(PrevFrameButton)
NextFrameButton = Button('->', action=nextFrame, size=(25,30), pos=(80, 5), color=(184,138,0)) # done
buttons.append(NextFrameButton)
DelFrame = Button('Delete', action=delFrame, size=(45,25), pos=(115, 7), color=(184,138,0)) # done
buttons.append(DelFrame)
saveButton = Button('Save', action=save_it, size=(60,50), pos=(150, 250),hilight=(200, 0, 0),color=(255,255,0)) # done
buttons_warn.append(saveButton)
QuitButton = Button('Quit', action=prog_exit, size=(60,50), pos=(260, 250),hilight=(200, 0, 0),color=(255,255,0)) # done
buttons_warn.append(QuitButton)
def nosave_warn():
global warning
warning = True
font = pygame.font.Font(None,48)
frame_text = 'Unsaved Frames '
for d in range(5):
text = font.render(frame_text,1,(255,0,0))
screen.blit(text, (100,100))
pygame.display.flip()
time.sleep(0.1)
text = font.render(frame_text,1,(0,255,0))
screen.blit(text, (100,100))
pygame.display.flip()
time.sleep(0.1)
drawEverything()
# Main prog loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
if saved == False:
nosave_warn()
else:
prog_exit()
if event.type == MOUSEBUTTONDOWN:
handleClick()
#update the display
drawEverything()