test with new gui code

This commit is contained in:
William Bell
2025-12-27 01:34:42 +00:00
parent ca5ab41677
commit 56e29a57e2
2 changed files with 592 additions and 428 deletions

569
app.py
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@@ -1,451 +1,164 @@
import pyray as pr
import math
from ctypes import c_float
from gapless_player import GaplessPlayer, Song, song_data_to_Song
from scrolling_text import ScrollingText
import numpy as np
import threading
# SPDX-FileCopyrightText: 2021 ladyada for Adafruit Industries
# SPDX-License-Identifier: MIT
# Copyright (c) 2017 Adafruit Industries
# Author: James DeVito
# Ported to RGB Display by Melissa LeBlanc-Williams
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# This example is for use on (Linux) computers that are using CPython with
# Adafruit Blinka to support CircuitPython libraries. CircuitPython does
# not support PIL/pillow (python imaging library)!
"""
This example is for use on (Linux) computers that are using CPython with
Adafruit Blinka to support CircuitPython libraries. CircuitPython does
not support PIL/pillow (python imaging library)!
"""
import random
import time
import os
from jelly import server, client
from colorsys import hsv_to_rgb
# # --- Configuration Constants ---
# INITIAL_SCREEN_WIDTH = 240
# INITIAL_SCREEN_HEIGHT = 240
# TARGET_FPS =60
import board
from digitalio import DigitalInOut, Direction
from PIL import Image, ImageDraw, ImageFont
# # --- State Variables ---
# state = {
# "screen_width": INITIAL_SCREEN_WIDTH,
# "screen_height": INITIAL_SCREEN_HEIGHT,
# }
from adafruit_rgb_display import st7789
import old_app
# # --- Utility Functions ---
# Create the display
cs_pin = DigitalInOut(board.CE0)
dc_pin = DigitalInOut(board.D25)
reset_pin = DigitalInOut(board.D24)
BAUDRATE = 24000000
# def format_time_mm_ss(seconds):
# """Converts a time in seconds to an 'MM:SS' string format."""
# seconds = int(seconds)
# minutes = seconds // 60
# seconds_remainder = seconds % 60
# return f"{minutes:02d}:{seconds_remainder:02d}"
# def get_progress_bar_rect(screen_width, screen_height):
# width = screen_width
# height = screen_height*0.021
# x = (screen_width - width) / 2
# y = screen_height - height
# return pr.Rectangle(x, y, width, height)
# def draw_progress_bar(rect, current_time, total_time):
# if total_time > 0:
# progress_ratio = current_time / total_time
# else:
# progress_ratio = 0.0
# pr.draw_rectangle_rec(rect, pr.Color(100, 100, 100, 255))
# progress_width = rect.width * progress_ratio
# pr.draw_rectangle(
# int(rect.x),
# int(rect.y)+1,
# int(progress_width),
# int(rect.height),
# pr.Color(200, 50, 50, 255),
# )
# # pr.draw_rectangle_lines_ex(rect, 2, pr.Color(50, 50, 50, 255))
# time_text = f"{format_time_mm_ss(current_time)} / {format_time_mm_ss(total_time)}"
# text_width = pr.measure_text(time_text, int(rect.height * 0.7))
# # pr.draw_text(
# # time_text,
# # int(rect.x + rect.width / 2 - text_width / 2),
# # int(rect.y + rect.height * 0.15),
# # int(rect.height * 0.7),
# # pr.WHITE,
# # )
# pr.set_config_flags(pr.ConfigFlags.FLAG_WINDOW_RESIZABLE)
# # pr.set_config_flags(pr.FLAG_MSAA_4X_HINT)
# #pr.set_config_flags(pr.FLAG_FULLSCREEN_MODE)
# pr.init_window(state["screen_width"], state["screen_height"], "UgPod")
# pr.set_target_fps(TARGET_FPS)
player = GaplessPlayer()
print("add queue")
player.add_to_queue(
Song(
"bruhh",
"music/pink floyd/dark side of the moon/06 Money.flac",
"Money",
1,
"The Dark Side Of The Moon",
"",
"Pink Floyd",
)
spi = board.SPI()
disp = st7789.ST7789(
spi,
height=240,
y_offset=80,
rotation=180,
cs=cs_pin,
dc=dc_pin,
rst=reset_pin,
baudrate=BAUDRATE,
)
player.add_to_queue(
Song(
"bruhh",
"music/pink floyd/dark side of the moon/07 Us and Them.flac",
"Us and Them",
1,
"The Dark Side Of The Moon",
"",
"Pink Floyd",
)
)
# Input pins:
button_A = DigitalInOut(board.D5)
button_A.direction = Direction.INPUT
# albums = client.jellyfin.user_items(
# params={
# "IncludeItemTypes": "MusicAlbum",
# "SearchTerm": "Dawn FM", # album name
# "Recursive": True,
# },
# )
button_B = DigitalInOut(board.D6)
button_B.direction = Direction.INPUT
# album = albums["Items"][0] # pick the album you want
# album_id = album["Id"]
button_L = DigitalInOut(board.D27)
button_L.direction = Direction.INPUT
button_R = DigitalInOut(board.D23)
button_R.direction = Direction.INPUT
# tracks = client.jellyfin.user_items(
# params={
# "ParentId": album_id,
# "IncludeItemTypes": "Audio",
# "SortBy": "IndexNumber",
# "SortOrder": "Ascending",
# },
# )
button_U = DigitalInOut(board.D17)
button_U.direction = Direction.INPUT
# for track in tracks["Items"]:
# player.add_to_queue(
# song_data_to_Song(
# track, server
# )
# )
button_D = DigitalInOut(board.D22)
button_D.direction = Direction.INPUT
# print("add queue done")
# player.load_state("data/player.json")
# close_event = threading.Event()
# def save_state_loop():
# while not close_event.wait(10):
# player.save_state("data/player.lock.json")
# os.rename("data/player.lock.json", "data/player.json")
# # save_state_thread = threading.Thread(target=save_state_loop)
# # save_state_thread.start()
button_C = DigitalInOut(board.D4)
button_C.direction = Direction.INPUT
# current_path = None
# texture = None
# Turn on the Backlight
backlight = DigitalInOut(board.D26)
backlight.switch_to_output()
backlight.value = True
# Create blank image for drawing.
# Make sure to create image with mode 'RGB' for color.
width = disp.width
height = disp.height
image = Image.new("RGB", (width, height))
# def load_texture(path):
# global texture, current_path
# Get drawing object to draw on image.
draw = ImageDraw.Draw(image)
# if not path:
# return
# Clear display.
draw.rectangle((0, 0, width, height), outline=0, fill=(255, 0, 0))
disp.image(image)
# if path == current_path:
# return
# Get drawing object to draw on image.
draw = ImageDraw.Draw(image)
# if texture is not None:
# pr.unload_texture(texture)
# Draw a black filled box to clear the image.
draw.rectangle((0, 0, width, height), outline=0, fill=0)
# texture = pr.load_texture(path)
# current_path = path
udlr_fill = "#00FF00"
udlr_outline = "#00FFFF"
button_fill = "#FF00FF"
button_outline = "#FFFFFF"
fnt = ImageFont.truetype("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf", 30)
# def draw_play_pause_button(pos: pr.Vector2, size: pr.Vector2, is_playing: bool) -> bool:
# clicked = False
# rect = pr.Rectangle(pos.x, pos.y, size.x, size.y)
# # Optional hover background
# if pr.check_collision_point_rec(pr.get_mouse_position(), rect):
# pr.draw_rectangle_rec(rect, pr.fade(pr.BLACK, 0.4))
# if pr.is_mouse_button_pressed(pr.MOUSE_LEFT_BUTTON):
# clicked = True
# cx = pos.x + size.x / 2
# cy = pos.y + size.y / 2
# icon_padding = size.x * 0.25
# icon_size = size.x - icon_padding * 2
# if is_playing:
# # PAUSE (two bars centered, same visual weight as play)
# bar_width = icon_size * 0.25
# bar_height = icon_size
# left_x = cx - bar_width - bar_width * 0.4
# right_x = cx + bar_width * 0.4
# top_y = 1+cy - bar_height / 2
# pr.draw_rectangle(
# int(left_x),
# int(top_y),
# int(bar_width),
# int(bar_height),
# pr.WHITE,
# )
# pr.draw_rectangle(
# int(right_x),
# int(top_y),
# int(bar_width),
# int(bar_height),
# pr.WHITE,
# )
# else:
# # PLAY (centered triangle)
# p1 = pr.Vector2(cx - icon_size / 2, cy - icon_size / 2)
# p2 = pr.Vector2(cx - icon_size / 2, cy + icon_size / 2)
# p3 = pr.Vector2(cx + icon_size / 2, cy)
# pr.draw_triangle(p1, p2, p3, pr.WHITE)
# return clicked
# title = ScrollingText(
# "",
# 15
# )
# # --- Main Game Loop ---
# while not pr.window_should_close():
# # 1. Update
# current_width = pr.get_screen_width()
# current_height = pr.get_screen_height()
# if pr.is_key_pressed(pr.KEY_F11):
# pr.toggle_fullscreen()
# if pr.is_key_pressed(pr.KeyboardKey.KEY_SPACE):
# if player.playing:
# player.pause()
# else:
# player.play()
# if pr.is_key_pressed(pr.KeyboardKey.KEY_LEFT):
# player.seek(player.position - 5)
# if pr.is_key_pressed(pr.KeyboardKey.KEY_RIGHT):
# player.seek(player.position + 5)
# pr.begin_drawing()
# pr.clear_background(pr.Color(40, 40, 40, 255))
# dt = pr.get_frame_time()
# progress_rect = get_progress_bar_rect(current_width, current_height)
# # pr.draw_text(
# # "UgPod",
# # int(current_width * 0.05),
# # int(current_height * 0.05),
# # int(current_height * 0.05),
# # pr.SKYBLUE,
# # )
# current_song = player.get_current_song()
# draw_progress_bar(
# progress_rect,
# player.position,
# (current_song and current_song.duration) or 0.0,
# )
# if current_song:
# load_texture(current_song.album_cover_path)
# title_font_size = int(current_height*0.05)
# album_cover_size = int(min(current_width, current_height*0.7))
# title.speed = title_font_size*2.5
# title_size = pr.Vector2(current_width-int(current_height * 0.01)*2, title_font_size)
# title.update(dt,title_size)
# title.set_text(f"{current_song.name} - {current_song.artist_name}", title_font_size)
# title.draw(pr.Vector2(int(current_height * 0.01),int(current_height * 0.8)),title_size)
# # pr.draw_text(
# # ,
# # ,
# # int(current_height * 0.03),
# # pr.WHITE,
# # )
# points = player.oscilloscope_data_points
# if texture is not None:
# scale = min(album_cover_size / texture.width, album_cover_size / texture.height)
# dest_rect = pr.Rectangle(
# current_width//2 - album_cover_size//2,
# (current_height*0.8)//2 - album_cover_size//2,
# texture.width * scale,
# texture.height * scale,
# )
# src_rect = pr.Rectangle(0, 0, texture.width, texture.height)
# pr.draw_texture_pro(
# texture, src_rect, dest_rect, pr.Vector2(0, 0), 0.0, pr.WHITE
# )
# else:
# clip = pr.Rectangle(int(current_width//2 - album_cover_size//2),
# int((current_height*0.8)//2 - album_cover_size//2),
# int(album_cover_size),
# int(album_cover_size))
# pr.begin_scissor_mode(
# int(clip.x),
# int(clip.y),
# int(clip.width),
# int(clip.height),
# )
# pr.draw_rectangle(
# int(clip.x),
# int(clip.y),
# int(clip.width),
# int(clip.height), pr.BLACK)
# # cx = current_width * 0.5+1
# # cy = current_height * 0.4+1
# # MAX_LEN = album_cover_size * 0.25 # tune this
# # MIN_ALPHA = 10
# # MAX_ALPHA = 255
# # for i in range(len(points) - 1):
# # x1 = cx + points[i][0] * album_cover_size * 0.5
# # y1 = cy + -points[i][1] * album_cover_size * 0.5
# # x2 = cx + points[i+1][0] * album_cover_size * 0.5
# # y2 = cy + -points[i+1][1] * album_cover_size * 0.5
# # dx = x2 - x1
# # dy = y2 - y1
# # length = (dx * dx + dy * dy) ** 0.5
# # # 1.0 = short line, 0.0 = long line
# # t = max(0.0, min(1.0, 1.0 - (length / MAX_LEN)))*math.pow(i/len(points), 2)
# # alpha = int(MIN_ALPHA + t * (MAX_ALPHA - MIN_ALPHA))
# # color = pr.Color(255, 255, 255, alpha)
# # pr.draw_line(int(x1), int(y1), int(x2), int(y2), color)
# # draw background square
# if len(points) >= 2:
# samples = np.fromiter(
# ((p[0] + p[1]) * 0.5 for p in points),
# dtype=np.float32
# )
# # Guard: FFT must have meaningful size
# if samples.size > 128:
# rect_x = int(current_width // 2 - album_cover_size // 2)
# rect_y = int((current_height * 0.8) // 2 - album_cover_size // 2)
# # ---- FFT ----
# FFT_SIZE = min(samples.size, 2048)
# window = np.hanning(FFT_SIZE)
# fft = np.fft.rfft(samples[:FFT_SIZE] * window)
# magnitudes = np.abs(fft)
# # remove DC component (important for visuals)
# magnitudes[0] = 0.0
# # ---- LOG BINNING ----
# num_bars = album_cover_size//10
# num_bins = magnitudes.size
# # logarithmic bin edges (low end stretched)
# log_min = 1
# log_max = math.log10(num_bins)
# log_edges = np.logspace(
# math.log10(log_min),
# log_max,
# num_bars + 1
# ).astype(int)
# bar_values = np.zeros(num_bars, dtype=np.float32)
# for i in range(num_bars):
# start = log_edges[i]
# end = log_edges[i + 1]
# if end <= start:
# continue
# bar_values[i] = np.mean(magnitudes[start:end])
# # ---- STATIC SCALING ----
# # Instead of normalizing to the max of the frame, we scale by the FFT size.
# # For a Hanning windowed FFT, dividing by (FFT_SIZE / 4) maps
# # maximum possible volume roughly to 1.0.
# bar_values = bar_values / (FFT_SIZE / 4.0)
# # ---- DRAW ----
# def map_to_screen(val):
# return rect_x + (math.log10(max(1, val)) / log_max) * album_cover_size
# spacing = 0
# for i in range(num_bars):
# # 1. Calculate integer pixel boundaries first
# # This ensures the right edge of one bar is exactly the left edge of the next
# x_start_int = int(map_to_screen(log_edges[i]))
# x_end_int = int(map_to_screen(log_edges[i+1]))
# # 2. Width is the difference between these fixed integer points
# w = (x_end_int - x_start_int) - spacing
# value = bar_values[i]
# h = int(min(1.0, value) * album_cover_size)
# # 3. Anchor to bottom
# y = (rect_y + album_cover_size) - h
# alpha = min(1.0, ((value+1)**2)-1)
# r = 255
# g = 0
# b = 0
# # Keep alpha at 255 (fully opaque)
# color = pr.Color(r, g, b, int(255 * alpha))
# # 4. Draw the bar
# # Use max(1, w) to ensure high-frequency bars don't disappear on small screens
# pr.draw_rectangle(
# x_start_int,
# int(y),
# max(1, int(w)),
# h,
# color
# )
# pr.end_scissor_mode()
# pos = pr.Vector2(current_width * 0.5 - current_height * 0.05, current_height * 0.9-progress_rect.height)
# size = pr.Vector2(current_height * 0.1, current_height * 0.1)
# if draw_play_pause_button(pos, size, player.playing):
# if player.playing:
# player.pause()
# else:
# player.play()
# pr.end_drawing()
# # Cleanup
# if texture is not None:
# pr.unload_texture(texture)
# pr.close_window()
# close_event.set()
# # save_state_thread.join()
player.play()
while True:
time.sleep(1)
up_fill = 0
if not button_U.value: # up pressed
up_fill = udlr_fill
draw.polygon([(40, 40), (60, 4), (80, 40)], outline=udlr_outline, fill=up_fill) # Up
down_fill = 0
if not button_D.value: # down pressed
down_fill = udlr_fill
draw.polygon([(60, 120), (80, 84), (40, 84)], outline=udlr_outline, fill=down_fill) # down
left_fill = 0
if not button_L.value: # left pressed
left_fill = udlr_fill
draw.polygon([(0, 60), (36, 42), (36, 81)], outline=udlr_outline, fill=left_fill) # left
right_fill = 0
if not button_R.value: # right pressed
right_fill = udlr_fill
draw.polygon([(120, 60), (84, 42), (84, 82)], outline=udlr_outline, fill=right_fill) # right
center_fill = 0
if not button_C.value: # center pressed
center_fill = button_fill
draw.rectangle((40, 44, 80, 80), outline=button_outline, fill=center_fill) # center
A_fill = 0
if not button_A.value: # left pressed
A_fill = button_fill
draw.ellipse((140, 80, 180, 120), outline=button_outline, fill=A_fill) # A button
B_fill = 0
if not button_B.value: # left pressed
B_fill = button_fill
draw.ellipse((190, 40, 230, 80), outline=button_outline, fill=B_fill) # B button
# make a random color and print text
rcolor = tuple(int(x * 255) for x in hsv_to_rgb(random.random(), 1, 1))
draw.text((20, 150), "Hello World", font=fnt, fill=rcolor)
rcolor = tuple(int(x * 255) for x in hsv_to_rgb(random.random(), 1, 1))
draw.text((20, 180), "Hello World", font=fnt, fill=rcolor)
rcolor = tuple(int(x * 255) for x in hsv_to_rgb(random.random(), 1, 1))
draw.text((20, 210), "Hello World", font=fnt, fill=rcolor)
# Display the Image
disp.image(image)
time.sleep(0.1)

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old_app.py Normal file
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@@ -0,0 +1,451 @@
import pyray as pr
import math
from ctypes import c_float
from gapless_player import GaplessPlayer, Song, song_data_to_Song
from scrolling_text import ScrollingText
import numpy as np
import threading
import time
import os
from jelly import server, client
# # --- Configuration Constants ---
# INITIAL_SCREEN_WIDTH = 240
# INITIAL_SCREEN_HEIGHT = 240
# TARGET_FPS =60
# # --- State Variables ---
# state = {
# "screen_width": INITIAL_SCREEN_WIDTH,
# "screen_height": INITIAL_SCREEN_HEIGHT,
# }
# # --- Utility Functions ---
# def format_time_mm_ss(seconds):
# """Converts a time in seconds to an 'MM:SS' string format."""
# seconds = int(seconds)
# minutes = seconds // 60
# seconds_remainder = seconds % 60
# return f"{minutes:02d}:{seconds_remainder:02d}"
# def get_progress_bar_rect(screen_width, screen_height):
# width = screen_width
# height = screen_height*0.021
# x = (screen_width - width) / 2
# y = screen_height - height
# return pr.Rectangle(x, y, width, height)
# def draw_progress_bar(rect, current_time, total_time):
# if total_time > 0:
# progress_ratio = current_time / total_time
# else:
# progress_ratio = 0.0
# pr.draw_rectangle_rec(rect, pr.Color(100, 100, 100, 255))
# progress_width = rect.width * progress_ratio
# pr.draw_rectangle(
# int(rect.x),
# int(rect.y)+1,
# int(progress_width),
# int(rect.height),
# pr.Color(200, 50, 50, 255),
# )
# # pr.draw_rectangle_lines_ex(rect, 2, pr.Color(50, 50, 50, 255))
# time_text = f"{format_time_mm_ss(current_time)} / {format_time_mm_ss(total_time)}"
# text_width = pr.measure_text(time_text, int(rect.height * 0.7))
# # pr.draw_text(
# # time_text,
# # int(rect.x + rect.width / 2 - text_width / 2),
# # int(rect.y + rect.height * 0.15),
# # int(rect.height * 0.7),
# # pr.WHITE,
# # )
# pr.set_config_flags(pr.ConfigFlags.FLAG_WINDOW_RESIZABLE)
# # pr.set_config_flags(pr.FLAG_MSAA_4X_HINT)
# #pr.set_config_flags(pr.FLAG_FULLSCREEN_MODE)
# pr.init_window(state["screen_width"], state["screen_height"], "UgPod")
# pr.set_target_fps(TARGET_FPS)
player = GaplessPlayer()
print("add queue")
player.add_to_queue(
Song(
"bruhh",
"music/pink floyd/dark side of the moon/06 Money.flac",
"Money",
1,
"The Dark Side Of The Moon",
"",
"Pink Floyd",
)
)
player.add_to_queue(
Song(
"bruhh",
"music/pink floyd/dark side of the moon/07 Us and Them.flac",
"Us and Them",
1,
"The Dark Side Of The Moon",
"",
"Pink Floyd",
)
)
# albums = client.jellyfin.user_items(
# params={
# "IncludeItemTypes": "MusicAlbum",
# "SearchTerm": "Dawn FM", # album name
# "Recursive": True,
# },
# )
# album = albums["Items"][0] # pick the album you want
# album_id = album["Id"]
# tracks = client.jellyfin.user_items(
# params={
# "ParentId": album_id,
# "IncludeItemTypes": "Audio",
# "SortBy": "IndexNumber",
# "SortOrder": "Ascending",
# },
# )
# for track in tracks["Items"]:
# player.add_to_queue(
# song_data_to_Song(
# track, server
# )
# )
# print("add queue done")
# player.load_state("data/player.json")
# close_event = threading.Event()
# def save_state_loop():
# while not close_event.wait(10):
# player.save_state("data/player.lock.json")
# os.rename("data/player.lock.json", "data/player.json")
# # save_state_thread = threading.Thread(target=save_state_loop)
# # save_state_thread.start()
# current_path = None
# texture = None
# def load_texture(path):
# global texture, current_path
# if not path:
# return
# if path == current_path:
# return
# if texture is not None:
# pr.unload_texture(texture)
# texture = pr.load_texture(path)
# current_path = path
# def draw_play_pause_button(pos: pr.Vector2, size: pr.Vector2, is_playing: bool) -> bool:
# clicked = False
# rect = pr.Rectangle(pos.x, pos.y, size.x, size.y)
# # Optional hover background
# if pr.check_collision_point_rec(pr.get_mouse_position(), rect):
# pr.draw_rectangle_rec(rect, pr.fade(pr.BLACK, 0.4))
# if pr.is_mouse_button_pressed(pr.MOUSE_LEFT_BUTTON):
# clicked = True
# cx = pos.x + size.x / 2
# cy = pos.y + size.y / 2
# icon_padding = size.x * 0.25
# icon_size = size.x - icon_padding * 2
# if is_playing:
# # PAUSE (two bars centered, same visual weight as play)
# bar_width = icon_size * 0.25
# bar_height = icon_size
# left_x = cx - bar_width - bar_width * 0.4
# right_x = cx + bar_width * 0.4
# top_y = 1+cy - bar_height / 2
# pr.draw_rectangle(
# int(left_x),
# int(top_y),
# int(bar_width),
# int(bar_height),
# pr.WHITE,
# )
# pr.draw_rectangle(
# int(right_x),
# int(top_y),
# int(bar_width),
# int(bar_height),
# pr.WHITE,
# )
# else:
# # PLAY (centered triangle)
# p1 = pr.Vector2(cx - icon_size / 2, cy - icon_size / 2)
# p2 = pr.Vector2(cx - icon_size / 2, cy + icon_size / 2)
# p3 = pr.Vector2(cx + icon_size / 2, cy)
# pr.draw_triangle(p1, p2, p3, pr.WHITE)
# return clicked
# title = ScrollingText(
# "",
# 15
# )
# # --- Main Game Loop ---
# while not pr.window_should_close():
# # 1. Update
# current_width = pr.get_screen_width()
# current_height = pr.get_screen_height()
# if pr.is_key_pressed(pr.KEY_F11):
# pr.toggle_fullscreen()
# if pr.is_key_pressed(pr.KeyboardKey.KEY_SPACE):
# if player.playing:
# player.pause()
# else:
# player.play()
# if pr.is_key_pressed(pr.KeyboardKey.KEY_LEFT):
# player.seek(player.position - 5)
# if pr.is_key_pressed(pr.KeyboardKey.KEY_RIGHT):
# player.seek(player.position + 5)
# pr.begin_drawing()
# pr.clear_background(pr.Color(40, 40, 40, 255))
# dt = pr.get_frame_time()
# progress_rect = get_progress_bar_rect(current_width, current_height)
# # pr.draw_text(
# # "UgPod",
# # int(current_width * 0.05),
# # int(current_height * 0.05),
# # int(current_height * 0.05),
# # pr.SKYBLUE,
# # )
# current_song = player.get_current_song()
# draw_progress_bar(
# progress_rect,
# player.position,
# (current_song and current_song.duration) or 0.0,
# )
# if current_song:
# load_texture(current_song.album_cover_path)
# title_font_size = int(current_height*0.05)
# album_cover_size = int(min(current_width, current_height*0.7))
# title.speed = title_font_size*2.5
# title_size = pr.Vector2(current_width-int(current_height * 0.01)*2, title_font_size)
# title.update(dt,title_size)
# title.set_text(f"{current_song.name} - {current_song.artist_name}", title_font_size)
# title.draw(pr.Vector2(int(current_height * 0.01),int(current_height * 0.8)),title_size)
# # pr.draw_text(
# # ,
# # ,
# # int(current_height * 0.03),
# # pr.WHITE,
# # )
# points = player.oscilloscope_data_points
# if texture is not None:
# scale = min(album_cover_size / texture.width, album_cover_size / texture.height)
# dest_rect = pr.Rectangle(
# current_width//2 - album_cover_size//2,
# (current_height*0.8)//2 - album_cover_size//2,
# texture.width * scale,
# texture.height * scale,
# )
# src_rect = pr.Rectangle(0, 0, texture.width, texture.height)
# pr.draw_texture_pro(
# texture, src_rect, dest_rect, pr.Vector2(0, 0), 0.0, pr.WHITE
# )
# else:
# clip = pr.Rectangle(int(current_width//2 - album_cover_size//2),
# int((current_height*0.8)//2 - album_cover_size//2),
# int(album_cover_size),
# int(album_cover_size))
# pr.begin_scissor_mode(
# int(clip.x),
# int(clip.y),
# int(clip.width),
# int(clip.height),
# )
# pr.draw_rectangle(
# int(clip.x),
# int(clip.y),
# int(clip.width),
# int(clip.height), pr.BLACK)
# # cx = current_width * 0.5+1
# # cy = current_height * 0.4+1
# # MAX_LEN = album_cover_size * 0.25 # tune this
# # MIN_ALPHA = 10
# # MAX_ALPHA = 255
# # for i in range(len(points) - 1):
# # x1 = cx + points[i][0] * album_cover_size * 0.5
# # y1 = cy + -points[i][1] * album_cover_size * 0.5
# # x2 = cx + points[i+1][0] * album_cover_size * 0.5
# # y2 = cy + -points[i+1][1] * album_cover_size * 0.5
# # dx = x2 - x1
# # dy = y2 - y1
# # length = (dx * dx + dy * dy) ** 0.5
# # # 1.0 = short line, 0.0 = long line
# # t = max(0.0, min(1.0, 1.0 - (length / MAX_LEN)))*math.pow(i/len(points), 2)
# # alpha = int(MIN_ALPHA + t * (MAX_ALPHA - MIN_ALPHA))
# # color = pr.Color(255, 255, 255, alpha)
# # pr.draw_line(int(x1), int(y1), int(x2), int(y2), color)
# # draw background square
# if len(points) >= 2:
# samples = np.fromiter(
# ((p[0] + p[1]) * 0.5 for p in points),
# dtype=np.float32
# )
# # Guard: FFT must have meaningful size
# if samples.size > 128:
# rect_x = int(current_width // 2 - album_cover_size // 2)
# rect_y = int((current_height * 0.8) // 2 - album_cover_size // 2)
# # ---- FFT ----
# FFT_SIZE = min(samples.size, 2048)
# window = np.hanning(FFT_SIZE)
# fft = np.fft.rfft(samples[:FFT_SIZE] * window)
# magnitudes = np.abs(fft)
# # remove DC component (important for visuals)
# magnitudes[0] = 0.0
# # ---- LOG BINNING ----
# num_bars = album_cover_size//10
# num_bins = magnitudes.size
# # logarithmic bin edges (low end stretched)
# log_min = 1
# log_max = math.log10(num_bins)
# log_edges = np.logspace(
# math.log10(log_min),
# log_max,
# num_bars + 1
# ).astype(int)
# bar_values = np.zeros(num_bars, dtype=np.float32)
# for i in range(num_bars):
# start = log_edges[i]
# end = log_edges[i + 1]
# if end <= start:
# continue
# bar_values[i] = np.mean(magnitudes[start:end])
# # ---- STATIC SCALING ----
# # Instead of normalizing to the max of the frame, we scale by the FFT size.
# # For a Hanning windowed FFT, dividing by (FFT_SIZE / 4) maps
# # maximum possible volume roughly to 1.0.
# bar_values = bar_values / (FFT_SIZE / 4.0)
# # ---- DRAW ----
# def map_to_screen(val):
# return rect_x + (math.log10(max(1, val)) / log_max) * album_cover_size
# spacing = 0
# for i in range(num_bars):
# # 1. Calculate integer pixel boundaries first
# # This ensures the right edge of one bar is exactly the left edge of the next
# x_start_int = int(map_to_screen(log_edges[i]))
# x_end_int = int(map_to_screen(log_edges[i+1]))
# # 2. Width is the difference between these fixed integer points
# w = (x_end_int - x_start_int) - spacing
# value = bar_values[i]
# h = int(min(1.0, value) * album_cover_size)
# # 3. Anchor to bottom
# y = (rect_y + album_cover_size) - h
# alpha = min(1.0, ((value+1)**2)-1)
# r = 255
# g = 0
# b = 0
# # Keep alpha at 255 (fully opaque)
# color = pr.Color(r, g, b, int(255 * alpha))
# # 4. Draw the bar
# # Use max(1, w) to ensure high-frequency bars don't disappear on small screens
# pr.draw_rectangle(
# x_start_int,
# int(y),
# max(1, int(w)),
# h,
# color
# )
# pr.end_scissor_mode()
# pos = pr.Vector2(current_width * 0.5 - current_height * 0.05, current_height * 0.9-progress_rect.height)
# size = pr.Vector2(current_height * 0.1, current_height * 0.1)
# if draw_play_pause_button(pos, size, player.playing):
# if player.playing:
# player.pause()
# else:
# player.play()
# pr.end_drawing()
# # Cleanup
# if texture is not None:
# pr.unload_texture(texture)
# pr.close_window()
# close_event.set()
# # save_state_thread.join()
player.play()
# while True:
# time.sleep(1)