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"""Accesses OLPC Camera functionality via gstreamer
Depends upon:
pygame
python-gstreamer
"""
import threading
import logging
import time
import os
import pygame
import gst
from olpcgames.util import get_activity_root
log = logging.getLogger( 'olpcgames.camera' )
#log.setLevel( logging.DEBUG )
CAMERA_LOAD = 9917
CAMERA_LOAD_FAIL = 9918
class CameraSprite(object):
"""Create gstreamer surface for the camera."""
def __init__(self, x, y):
import olpcgames
if olpcgames.WIDGET:
self._init_video(olpcgames.WIDGET, x, y)
def _init_video(self, widget, x, y):
from olpcgames import video
self._vid = video.VideoWidget()
widget._fixed.put(self._vid, x, y)
self._vid.show()
self.player = video.Player(self._vid)
self.player.play()
class Camera(object):
"""A class representing a still-picture camera
Produces a simple gstreamer bus that terminates in a filesink, that is,
it stores the results in a file. When a picture is "snapped" the gstreamer
stream is iterated until it finishes processing and then the file can be
read.
There are two APIs available, a synchronous API which can potentially
stall your activity's GUI (and is NOT recommended) and an
asynchronous API which returns immediately and delivers the captured
camera image via a Pygame event. To be clear, it is recommended
that you use the snap_async method, *not* the snap method.
Note:
The Camera class is simply a convenience wrapper around a fairly
straightforward gstreamer bus. If you have more involved
requirements for your camera manipulations you will probably
find it easier to write your own camera implementation than to
use this one. Basically we provide here the "normal" use case of
snapping a picture into a pygame image.
"""
_aliases = {
'camera': 'v4l2src',
'test': 'videotestsrc',
'testing': 'videotestsrc',
'png': 'pngenc',
'jpeg': 'jpegenc',
'jpg': 'jpegenc',
}
def __init__(self, source='camera', format='png', filename='snap.png', directory = None):
"""Initialises the Camera's internal description
source -- the gstreamer source for the video to capture, useful values:
'v4l2src','camera' -- the camera
'videotestsrc','test' -- test pattern generator source
format -- the gstreamer encoder to use for the capture, useful values:
'pngenc','png' -- PNG format graphic
'jpegenc','jpg','jpeg' -- JPEG format graphic
filename -- the filename to use for the capture
directory -- the directory in which to create the temporary file, defaults
to get_activity_root() + 'tmp'
"""
self.source = self._aliases.get( source, source )
self.format = self._aliases.get( format, format )
self.filename = filename
self.directory = directory
SNAP_PIPELINE = '%(source)s ! ffmpegcolorspace ! %(format)s ! filesink location="%(filename)s"'
def _create_pipe( self ):
"""Method to create the cstreamer pipe from our settings"""
if not self.directory:
path = os.path.join( get_activity_root(), 'tmp' )
try:
os.makedirs( path )
log.info( 'Created temporary directory: %s', path )
except (OSError,IOError), err:
pass
else:
path = self.directory
filename = os.path.join( path, self.filename )
format = self.format
source = self.source
pipeline = self.SNAP_PIPELINE % locals()
log.debug( 'Background thread processing: %s', pipeline )
return filename, gst.parse_launch(pipeline)
def snap(self):
"""Snap a picture via the camera by iterating gstreamer until finished
Note: this is an unsafe implementation, it will cause the whole
activity to hang if the operation happens to fail! It is strongly
recommended that you use snap_async instead of snap!
"""
log.debug( 'Starting snap' )
filename, pipe = self._create_pipe()
pipe.set_state(gst.STATE_PLAYING)
bus = pipe.get_bus()
tmp = False
while True:
event = self.bus.poll(gst.MESSAGE_STATE_CHANGED, 5)
if event:
old, new, pending = event.parse_state_changed()
if pending == gst.STATE_VOID_PENDING:
if tmp:
break
else:
tmp = True
else:
break
log.log( 'Ending snap, loading: %s', filename )
return self._load_and_clean( filename )
def _load_and_clean( self, filename ):
"""Use pygame to load given filename, delete after loading/attempt"""
try:
log.info( 'Loading snapshot file: %s', filename )
return pygame.image.load(filename)
finally:
try:
os.remove( filename )
except (IOError,OSError), err:
pass
def snap_async( self, token=None ):
"""Snap a picture asynchronously generating event on success/failure
token -- passed back as attribute of the event which signals that capture
is finished
We return two types of events CAMERA_LOAD and CAMERA_LOAD_FAIL,
depending on whether we succeed or not. Attributes of the events which
are returned:
token -- as passed to this method
filename -- the filename in our temporary directory we used to store
the file temporarily
image -- pygame image.load result if successful, None otherwise
err -- Exception instance if failed, None otherwise
Basically identical to the snap method, save that it posts a message
to the event bus in eventwrap instead of blocking and returning...
"""
log.debug( 'beginning async snap')
t = threading.Thread(target=self._background_snap, args=(token,))
t.start()
log.debug( 'background thread started for gstreamer' )
return token
def _background_snap(
self,
token = None,
):
"""Process gst messages until pipe is finished
pipe -- gstreamer pipe definition for parse_launch, normally it will
produce a file into which the camera should store an image
We consider pipe to be finished when we have had two "state changed"
gstreamer events where the pending state is VOID, the first for when
we begin playing, the second for when we finish.
"""
log.debug( 'Background thread kicking off gstreamer capture begun' )
from olpcgames import eventwrap
from pygame.event import Event
filename, pipe = self._create_pipe()
bus = pipe.get_bus()
bus.add_signal_watch()
def _background_snap_onmessage( bus, message ):
"""Handle messages from the picture-snapping bus"""
log.debug( 'Message handler for gst messages: %s', message )
t = message.type
if t == gst.MESSAGE_EOS:
pipe.set_state(gst.STATE_NULL)
try:
image = self._load_and_clean( filename )
success = True
except Exception, err:
success = False
image = None
else:
err = None
log.debug( 'Success loading file %r', token )
eventwrap.post(Event(
CAMERA_LOAD,
filename=filename,
success = success,
token = token,
image=image,
err=err
))
elif t == gst.MESSAGE_ERROR:
log.warn( 'Failure loading file %r: %s', token, message )
pipe.set_state(gst.STATE_NULL)
err, debug = message.parse_error()
eventwrap.post(Event(
CAMERA_LOAD_FAIL,
filename=filename,
success = False,
token = token,
image=None,
err=err
))
return False
bus.connect('message', _background_snap_onmessage)
pipe.set_state(gst.STATE_PLAYING)
def snap():
"""Dump a snapshot from the camera to a pygame surface in background thread
See Camera.snap
"""
return Camera().snap()
def snap_async( token=None, **named ):
"""Dump snapshot from camera return asynchronously as event in Pygame
See Camera.snap_async
"""
return Camera(**named).snap_async( token )
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