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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()
# angle 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 angled and scaled image
screen.fill(bgcolor)
screen.blit(newImage, newImageRect)
pygame.display.flip()
# choose a new angle and scale
angle = angle + 5.0
scale = scale * 0.95
# finish once the scale becomes very very small
if scale < 0.001:
break
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