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aa_arc_gauge.py
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aa_arc_gauge.py
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#!/usr/bin/python3
"""! @brief Implementation of circular Anti-Aliased ("AA") gauges with gradient coloring."""
##
# @file aa_arc_gauge.py
#
# @brief Contains implementation of circular Anti-Aliased ("AA") gauges with gradient coloring.
#
import pygame,sys,time
import pygame.freetype
pygame.init()
import sys
import os
os.environ['PYGAME_FREETYPE'] = '1'
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/freqshow_code')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/assets')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/assets/saved_fonts')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/sensor_pages')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/general_pages')
sys.path.append('/home/pi/Sensor_Scripts/pygame_code/tricorder/resources')
# import pygame.freetype
# from enum import Enum
# from pygame.sprite import Sprite
import pygame.gfxdraw
import pygame.freetype
from colors import WHITE,RED,GREY,BLACK,DARK_GREY,LIGHT_GREY,YELLOW
from global_functions import get_text_dimensions, my_map
from fonts import FONT_DIN, FONT_HELVETICA_NEUE,FONT_FEDERATION
import numpy as np
import logging
# ====================================================== #
HOME_DIR="/home/pi/Sensor_Scripts/pygame_code/tricorder/"
FONTS_DIR=HOME_DIR+"assets/saved_fonts/"
number_keys=[pygame.K_0,pygame.K_1,pygame.K_2,pygame.K_3,pygame.K_4,\
pygame.K_5,pygame.K_6,pygame.K_7,pygame.K_8,pygame.K_9]
# ---- arc parameters ---- #
# radius=35
# offset=75
# RAD_CONSTANT=0.0174533
## Pi/2 in radians
RAD_CONSTANT=0.0175
class AA_Gauge():
"""! Generic class for an anti-aliased circular gauge with gradient coloring.
@section Description
Defines the base class utilized by all pages.
@section Main Components
- Radius
- Range: min and max vals
--autolims
- Arc color
- Background arc color
- Weight
- Title
- Font: type, size, color
"""
def __init__(self,
screen,
curr_val=None,
in_min=0,
in_max=100,
radius=30,
origin=(50,50),
weight=3,
color=RED,
empty_arc_color=GREY,
CURR_FONT=FONT_HELVETICA_NEUE,
main_font_size=28,
FONT_COLOR=WHITE,
solid_bg_color=BLACK,
range_color=DARK_GREY,
range_font=FONT_HELVETICA_NEUE,
range_font_size=24,
suffix='',
print_num=True,
solid_bg=False,
draw_empty_arc=True,
print_range=True,
print_title=True,
title='',
title_font_size=18,
title_font=FONT_FEDERATION,
title_font_color=LIGHT_GREY,
auto_lims=True,
offset=45):
'''! Constructor'''
## Pygame main screen/display object
self.screen=screen
## Value to display
self.curr_val=curr_val
## Min possible input value
self.in_min=in_min
## Max possible input value
self.in_max=in_max
## Gauge thickness
self.weight=weight
## Determines the bottom clipping angle
self.offset=offset
self.init_radius(radius)
## Outer radius
self.gauge_radius=self.radius
self.init_origin()
self.update_boundries()
## Default foreground color is red.
self.color=color
## Default foreground color is grey.
self.empty_arc_color=empty_arc_color
## To show/hide suffix for main number display.
self.suffix=suffix
## Show hide main number display.
self.print_num=print_num
## Default background is transparent.
self.solid_bg=solid_bg
## Empty arc is drawn by default.
self.draw_empty_arc=draw_empty_arc
## Default font is HELVETICA_NEUE.
self.CURR_FONT=CURR_FONT
## Font size for main numver display.
self.main_font_size=main_font_size
## Default font color is white.
self.FONT_COLOR=FONT_COLOR
## Default solid bg color is black.
self.solid_bg_color=solid_bg_color
## Determines if range is printed. Default value is True.
self.print_range=print_range
## Font for rendering range values. Default value is HELVETICA_NEUE.
self.range_font=range_font
## Font size for rendering range values. Default size is 24.
self.range_font_size=range_font_size
## Color for range font. Default color is DARK_GREY.
self.range_color=range_color
## Print title or not. Default is True.
self.print_title=print_title
## Title for gauge.
self.title=title
## Default font size for title is 18.
self.title_font_size=title_font_size
## Default title font is FONT_FEDERATION.
self.title_font=title_font
## Default title color is LIGHT_GREY.
self.title_font_color=title_font_color
## To adjust gauge limits automatically. Default is True.
self.auto_lims=auto_lims
def init_origin(self):
'''! Calculates origin (x,y) for gauge.'''
## Adjusted x-origin for gauge, accounting for radius and weight.
self.origin_x=self.radius+self.weight
## Adjusted y-origin for gauge, accounting for radius and weight.
self.origin_y=self.radius+self.weight
## Adjusted origin for gauge, accounting for radius and weight.
self.origin= (self.origin_x,self.origin_y)
def init_radius(self,new_radius):
'''! Saves radius and diameter for faster execution.'''
## Gauge radius (outer)
self.radius=new_radius
## Gauge diameter (outer)
self.d=self.radius*2
# self.weight=self.gauge_radius//self.weight_ratio
def update_boundries(self):
'''! Calculates bounding rectabgle.'''
## Gauge thickness
w=self.weight
r=self.radius
d=self.d-1
x=self.origin_x
y=self.origin_y
j=(2*self.offset/360)*(r+w)
# self.bounding_rect=[(x-(r+w//2)),(y-(r+w//2)),(d+w//2),(d+w//2)]
self.bounding_rect=[0,0,(d+w*2),(d+w*2)]
def adjust_gauge_lims(self):
'''! Sets min/max limits to nearest round numbers.'''
lower_lims=[0,0.1,1,10,100,1000,10000,100000]
upper_lims=[0.1,1,10,100,1000,10000,100000,1000000]
for low,up in zip(lower_lims,upper_lims):
if low<=self.curr_val<up:
self.in_max=up
def update_val(self,new_val):
'''! Uodate current value.'''
self.curr_val=new_val
if self.auto_lims:
self.adjust_gauge_lims()
def blit_gauge(self,new_val,print_val=None):
'''! Render and return gauge as surface.'''
try:
# ----------------- arc params ----------------- #
radius=self.radius
# j=int((self.offset/360)*(radius))
size=((self.d+self.weight),(self.d+self.weight*2))
surf = pygame.Surface(size)
# surf.fill(BLUE)
# ----------------- draw background ----------------- #
if (self.solid_bg):
pygame.draw.rect(surf, self.solid_bg_color, self.bounding_rect)
surf.fill(self.solid_bg_color)
# ------------- Empty Arc Params ------------- #
# draw empty arc
# arc(surface, x, y, r, start_angle, stop_angle, color)
x=size[0]//2
y=size[1]//2-self.weight//2
start_angle=(180-self.offset)
end_angle=(360+self.offset)
# rangee=np.linspace(0,255,self.weight//2)
empty_radius_range=range(radius-self.weight//4,radius+self.weight//4)
radius_range=range(radius-self.weight//2,radius+self.weight//2)
# ------------- Draw Arc ------------- #
if new_val is not None:
try:
new_val=float(new_val)
except Exception as e:
new_val=-2
print ('aa_arc_gauge: ',e)
if print_val!=None:
orig=print_val
else:
orig=round(new_val,2)
# print ('new_val: ',new_val)
# print(type(new_val))
self.update_val(new_val)
curr_val_scaled=my_map(self.curr_val,self.in_min,self.in_max,start_angle,end_angle)
# --- draw empty arc --- #
if (self.draw_empty_arc):
for curr_r in empty_radius_range:
try:
pygame.gfxdraw.arc(surf, x,y, curr_r,int(round(curr_val_scaled,2)), end_angle, self.empty_arc_color)
except OverflowError as e:
print (e)
print (curr_val_scaled)
except ValueError as e:
print (e)
print (curr_val_scaled)
jj=np.linspace(start_angle, curr_val_scaled, 255)
alpha_vals=np.linspace(20,255,len(jj))
try:
arc_angles=[]
if (len(jj)>2):
for index in range((len(jj)-1)):
start_ang=int(jj[index])
end_ang=int(jj[index+1])
ccooll=(self.color[0], self.color[1], self.color[2], int(alpha_vals[index+1]))
arc_angles.append([start_ang,end_ang,ccooll])
except Exception as e:
print (e)
print (curr_val_scaled)
for item in arc_angles:
s=item[0]
e=item[1]
c=item[2]
for curr_r in radius_range:
try:
pygame.gfxdraw.arc(surf, x, y , curr_r,s, e, c)
except OverflowError as o:
print (o)
print (curr_val_scaled)
# ------------- Print Range ------------- #
if (self.print_range):
r_div_2=radius//2
range_y_pos=(radius*2+self.weight//2)
txt_surf,w,h=get_text_dimensions(f'{self.in_min:,}',font_style=self.range_font,font_color=self.range_color,style=0,font_size=self.range_font_size)
surf.blit(txt_surf,(10,range_y_pos-h))
txt_surf,w,h=get_text_dimensions(f'{self.in_max:,}',font_style=self.range_font,font_color=self.range_color,style=0,font_size=self.range_font_size)
surf.blit(txt_surf,(int(size[0]-self.weight-w),range_y_pos-h))
# ------------- Print Curr Value
if (self.print_num):
if len(str(orig).split('.'))>1:
t0=str(orig).split('.')[0]
t1=str(orig).split('.')[1]
if t1=='0':
t1=''
else:
t1='.'+t1
else:
t0=orig
t1=''
curr_val_surf,w,h=get_text_dimensions(text="{}".format(t0),font_style=self.CURR_FONT,font_color=WHITE,style=0,font_size=self.main_font_size)
decimal_surf,w2,h2=get_text_dimensions(text=f'{t1}',font_style=self.CURR_FONT,font_color=WHITE,style=0,font_size=self.main_font_size//2-1)
suffix_surf,w3,h3=get_text_dimensions(text="{}".format(self.suffix),font_style=self.CURR_FONT,font_color=WHITE,style=0,font_size=self.main_font_size//2-1)
total_len=w+max(w2,w3)
if t1=='':
h_correction= -h3
else:
h_correction=0
curr_x=self.bounding_rect[0]+radius+self.weight//2-total_len//2
curr_y=self.bounding_rect[1]+radius+self.weight//2-h//2
surf.blit(curr_val_surf,(curr_x,curr_y))
space=5
surf.blit(decimal_surf,(curr_x+w+space,self.bounding_rect[1]+radius+self.weight//2-h//2))
surf.blit(suffix_surf,(curr_x+w+space,self.bounding_rect[1]+radius+self.weight//2-h//2+h2+1+h_correction))
# ------------- Print Title
if (self.print_title) and self.title!='':
# self.title='VIS'
txt_surf,w,h=get_text_dimensions(text=self.title,font_style=self.title_font,font_color=self.title_font_color,style=1,font_size=self.title_font_size)
surf.blit(txt_surf,(self.bounding_rect[0]+radius+self.weight//2-w//2,self.bounding_rect[1]+r_div_2+self.weight//2-h//2))
except Exception as e:
# raise (e)
logging.error (e)
surf = pygame.Surface(size)
txt_surf,w,h=get_text_dimensions(text="XX",font_style=self.title_font,font_color=self.title_font_color,style=1,font_size=self.title_font_size)
surf.blit(txt_surf,(self.bounding_rect[0]+radius+self.weight//2-w//2,self.bounding_rect[1]+(radius//2)+self.weight//2-h//2))
return surf
def fps_manager(clock,screen,fps_array):
'''! For testing performance (not used in normal execcution).'''
curr_fps=round(clock.get_fps(),2)
if curr_fps>0:
fps_array=np.append(fps_array,curr_fps)
if (3<curr_fps<70):
fps_txt=FONT_20.render("{} fps".format(curr_fps), 1, WHITE)
_,_,w,h=fps_txt.get_bounding_rect()
screen.blit(fps_txt,((screen_w//2-w//2,1)))
try:
minn=round(np.min(fps_array),2)
maxx=round(np.max(fps_array),2)
avg=round(np.mean(fps_array),2)
median=round(np.median(fps_array),2)
total=len(fps_array)
fps_txt=FONT_20.render("min:{} max:{} avg:{} median:{} total:{}".format(minn,maxx,avg,median,total), 1, WHITE)
_,_,w,h=fps_txt.get_bounding_rect()
screen.blit(fps_txt,(3,screen_h-2*h))
except:
pass
return fps_array
def handle_events():
'''! For testing (not used in normal execcution).'''
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and (event.key == pygame.K_ESCAPE or event.key==ord('q'))):
pygame.quit()
sys.exit()
# if __name__ == '__main__':
# # pygame initialization
# screen_w=400
# screen_h=400
# pygame.init()
# screen = pygame.display.set_mode((screen_w, screen_h),pygame.RESIZABLE | pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.ASYNCBLIT)
# clock = pygame.time.Clock()
# # gauge-related variables
# origin=(screen_w//2,screen_h//2)
# in_min=1
# in_max=10
# padding_x=0 # padding between actual bounding rect and final rect
# padding_y=0
# color_list=[RED,
# DARK_RED,
# YELLOW,
# DARK_YELLOW,
# ORANGE,
# GREEN,
# BLUE,
# GRID_BLUE,
# BLUE_GREY,
# MISTY_BLUE,
# PURPLE,
# VIOLET,
# CREAM]
# color_names_list=['RED',
# 'DARK_RED',
# 'YELLOW',
# 'DARK_YELLOW',
# 'ORANGE',
# 'GREEN',
# 'BLUE',
# 'GRID_BLUE',
# 'BLUE_GREY',
# 'MISTY_BLUE',
# 'PURPLE',
# 'VIOLET',
# 'CREAM']
# color_txt=FONT_20.render('{}'.format(color_list[0]),1,WHITE)
# # other variables
# max_fps=0
# min_fps=100000
# downcount=False
# fps_array=np.array([])
# # init the gauge
# G=AA_Gauge(screen,0,radius=100,weight=8,in_max=in_max,print_num=True,solid_bg=False,solid_bg_color=YELLOW,color=RED,draw_empty_arc=True,empty_arc_color=(96,96,96,120),origin=origin,suffix='Lux',main_font_size=50)
# while 1:
# # determine range
# if downcount:
# my_range=reversed(range(in_min,in_max+1))
# else:
# my_range=range(in_min,in_max+1)
# for curr_val in my_range:
# curr_val+=1/curr_val
# # print (curr_val)
# clock.tick()
# screen.fill(BLACK)
# handle_events()
# gauge_img=G.blit_gauge(curr_val)
# bounding_rect=gauge_img.get_bounding_rect()
# # print (j)
# pos=(screen_w//4-G.radius//2,screen_h//4-G.radius//2)
# screen.blit(gauge_img,pos)
# left=pos[0]-padding_x
# top=pos[1]-padding_y
# width=bounding_rect[2]+2*padding_x
# height=bounding_rect[3]+2*padding_y
# rekt=[left,top,width,height]
# pygame.gfxdraw.rectangle(screen, rekt, WHITE)
# if (curr_val%25==0):
# my_color=curr_val%len(color_list)
# G.color=color_list[my_color]
# # print ('my_color: ',my_color,color_names_list[my_color])
# color_txt=FONT_36.render('{}'.format(color_names_list[my_color]),1,WHITE)
# screen.blit(color_txt,(3,screen_h-100))
# fps_array=fps_manager(clock,screen,fps_array)
# pygame.display.update()
# time.sleep(1)
# downcount=not downcount
# time.sleep(2)
# pygame.quit()
# exit()