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""" |
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* PyDMXControl: A Python 3 module to control DMX using uDMX. |
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* Featuring fixture profiles, built-in effects and a web control panel. |
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* <https://github.com/MattIPv4/PyDMXControl/> |
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* Copyright (C) 2018 Matt Cowley (MattIPv4) ([email protected]) |
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""" |
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from math import floor |
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from typing import Union, List, Tuple |
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import pygame |
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from ._Part import Part |
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from ._Text import Text |
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from .data import load |
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from .._screen import Screen |
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class Fixture(Part): |
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def __init__(self, x: int, y: int, name: str = "", rotation: int = 0, *, |
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outline_color: Union[List[int], Tuple[int]] = (0, 0, 0), |
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fill_color: Union[List[int], Tuple[int]] = (255, 255, 255), |
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label: str = "", scale: float = 1): |
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super().__init__() |
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self.__rotation = rotation |
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self.__name = name |
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self.__data = load(name) |
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self.__outline = outline_color |
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self.__fill = fill_color |
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self.__label = Text(0, 0, label, scale=scale) if label else None |
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self.__scale = scale |
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self.__size = 0.08 * self.__scale |
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self.set_pos(x, y) |
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def design_render(self, screen: Screen) -> Tuple[int, int, pygame.Surface]: |
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# Get points from fixture else rectangle |
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raw_points = self.__data[2] if self.__data else [[0, 0, 0], [30, 0, 1], [30, 10, 1], [0, 10, 1]] |
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# Get largest x/y |
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maxx = max([f[0] for f in raw_points]) |
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maxy = max([f[1] for f in raw_points]) |
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# Split the points up into their line groups |
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pen = 6 |
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points = [] |
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for point in raw_points: |
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if point[2] == 0: |
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points.append([]) |
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points[-1].append([point[0] + pen, point[1] + pen]) |
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# Generate the surface |
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surface = pygame.Surface((maxx + (pen * 2), maxy + (pen * 2)), pygame.SRCALPHA, 32) |
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surface = surface.convert_alpha() |
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# Draw each line group filled |
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for point_set in points: |
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if len(point_set) > 2: |
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pygame.draw.polygon(surface, self.__fill, point_set) |
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# Draw each line group outline |
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for point_set in points: |
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if len(point_set) > 1: |
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pygame.draw.lines(surface, self.__outline, True, point_set, pen) |
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# Resize |
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"""max_size = self.__size |
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x, y = surface.get_size() |
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if x > y: |
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y = y * (max_size / x) |
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x = max_size |
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else: |
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x = x * (max_size / y) |
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y = max_size |
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x, y = int(x), int(y) |
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surface = pygame.transform.scale(surface, (x * screen.block_size, y * screen.block_size))""" |
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x, y = surface.get_size() |
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surface = pygame.transform.scale(surface, ( |
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int(x * self.__size * screen.block_size), int(y * self.__size * screen.block_size))) |
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# Rotate |
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surface = pygame.transform.rotate(surface, self.__rotation) |
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# Calc pos |
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x, y = surface.get_size() |
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x = int((self._x * screen.block_size) - floor(x / 2)) |
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y = int((self._y * screen.block_size) - floor(y / 2)) |
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# Text label |
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if self.__label is not None: |
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# Generate text |
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text = self.__label.design_render(screen)[2] |
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# Add to full |
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tx, ty = text.get_size() |
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fx, fy = surface.get_size() |
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new_surface = pygame.Surface((tx + fx + 3, max(ty, fy + ty / 2)), pygame.SRCALPHA, 32) |
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new_surface = new_surface.convert_alpha() |
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new_surface.blit(surface, (0, new_surface.get_height() - fy)) |
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new_surface.blit(text, (fx + 3, 0)) |
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# Update pos |
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y -= (new_surface.get_height() - fy) |
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else: |
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new_surface = surface |
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# Render |
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return x, y, new_surface |
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