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# camera: take a picture, animate it on screen

import gst, pippy, pygame, sys, time

# grey background
bgcolor = (128, 128, 128)

# grab a frame from camera to file
pipeline = gst.parse_launch('v4l2src ! ffmpegcolorspace ! jpegenc ! filesink location=/tmp/pippypic.jpg')
pipeline.set_state(gst.STATE_PLAYING)

# start using pygame
pygame.init()

# turn off cursor
pygame.mouse.set_visible(False)

# create the pygame window and return a Surface object for
# drawing in that window.
screen = pygame.display.set_mode()

# pause for a second to allow the camera frame to be grabbed
time.sleep(1)

# stop the camera frame grabbing
pipeline.set_state(gst.STATE_NULL)

# load in the grabbed camera frame
image = pygame.image.load("/tmp/pippypic.jpg")

angle = 0.0
scale = 2.0

while pippy.pygame.next_frame():
  # every time we animate, check for quit or keydown events and exit
  for event in pygame.event.get():
    if event.type == pygame.QUIT: sys.exit()
    elif event.type == pygame.KEYDOWN: sys.exit()

  # rotate and scale the image
  newImage = pygame.transform.rotozoom(image, angle, scale)
  newImageRect = newImage.get_rect()
  newImageRect.centerx = screen.get_rect().centerx
  newImageRect.centery = screen.get_rect().centery

  # display the rotated and scaled image
  screen.fill(bgcolor)
  screen.blit(newImage, newImageRect)
  pygame.display.flip()

  # choose a new rotation angle and scale
  angle = angle + 5.0
  scale = scale * 0.95

  # finish once the scale becomes very very small
  if scale < 0.001:
    break