disable graphics (the raspberry pi doesnt support drm, only a direct frame buffer)
This commit is contained in:
701
app.py
701
app.py
@@ -9,68 +9,68 @@ import time
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import os
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from jelly import server, client
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# --- Configuration Constants ---
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INITIAL_SCREEN_WIDTH = 240
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INITIAL_SCREEN_HEIGHT = 240
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TARGET_FPS =60
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# # --- Configuration Constants ---
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# INITIAL_SCREEN_WIDTH = 240
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# INITIAL_SCREEN_HEIGHT = 240
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# TARGET_FPS =60
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# --- State Variables ---
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state = {
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"screen_width": INITIAL_SCREEN_WIDTH,
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"screen_height": INITIAL_SCREEN_HEIGHT,
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}
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# # --- State Variables ---
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# state = {
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# "screen_width": INITIAL_SCREEN_WIDTH,
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# "screen_height": INITIAL_SCREEN_HEIGHT,
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# }
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# --- Utility Functions ---
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# # --- Utility Functions ---
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def format_time_mm_ss(seconds):
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"""Converts a time in seconds to an 'MM:SS' string format."""
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seconds = int(seconds)
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minutes = seconds // 60
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seconds_remainder = seconds % 60
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return f"{minutes:02d}:{seconds_remainder:02d}"
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# def format_time_mm_ss(seconds):
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# """Converts a time in seconds to an 'MM:SS' string format."""
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# seconds = int(seconds)
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# minutes = seconds // 60
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# seconds_remainder = seconds % 60
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# return f"{minutes:02d}:{seconds_remainder:02d}"
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def get_progress_bar_rect(screen_width, screen_height):
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width = screen_width
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height = screen_height*0.021
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x = (screen_width - width) / 2
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y = screen_height - height
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return pr.Rectangle(x, y, width, height)
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# def get_progress_bar_rect(screen_width, screen_height):
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# width = screen_width
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# height = screen_height*0.021
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# x = (screen_width - width) / 2
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# y = screen_height - height
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# return pr.Rectangle(x, y, width, height)
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def draw_progress_bar(rect, current_time, total_time):
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if total_time > 0:
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progress_ratio = current_time / total_time
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else:
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progress_ratio = 0.0
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# def draw_progress_bar(rect, current_time, total_time):
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# if total_time > 0:
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# progress_ratio = current_time / total_time
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# else:
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# progress_ratio = 0.0
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pr.draw_rectangle_rec(rect, pr.Color(100, 100, 100, 255))
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progress_width = rect.width * progress_ratio
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pr.draw_rectangle(
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int(rect.x),
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int(rect.y)+1,
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int(progress_width),
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int(rect.height),
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pr.Color(200, 50, 50, 255),
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)
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# pr.draw_rectangle_lines_ex(rect, 2, pr.Color(50, 50, 50, 255))
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# pr.draw_rectangle_rec(rect, pr.Color(100, 100, 100, 255))
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# progress_width = rect.width * progress_ratio
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# pr.draw_rectangle(
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# int(rect.x),
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# int(rect.y)+1,
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# int(progress_width),
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# int(rect.height),
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# pr.Color(200, 50, 50, 255),
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# )
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# # pr.draw_rectangle_lines_ex(rect, 2, pr.Color(50, 50, 50, 255))
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time_text = f"{format_time_mm_ss(current_time)} / {format_time_mm_ss(total_time)}"
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text_width = pr.measure_text(time_text, int(rect.height * 0.7))
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# pr.draw_text(
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# time_text,
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# int(rect.x + rect.width / 2 - text_width / 2),
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# int(rect.y + rect.height * 0.15),
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# int(rect.height * 0.7),
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# pr.WHITE,
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# )
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# time_text = f"{format_time_mm_ss(current_time)} / {format_time_mm_ss(total_time)}"
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# text_width = pr.measure_text(time_text, int(rect.height * 0.7))
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# # pr.draw_text(
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# # time_text,
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# # int(rect.x + rect.width / 2 - text_width / 2),
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# # int(rect.y + rect.height * 0.15),
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# # int(rect.height * 0.7),
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# # pr.WHITE,
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# # )
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pr.set_config_flags(pr.ConfigFlags.FLAG_WINDOW_RESIZABLE)
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# pr.set_config_flags(pr.FLAG_MSAA_4X_HINT)
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#pr.set_config_flags(pr.FLAG_FULLSCREEN_MODE)
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pr.init_window(state["screen_width"], state["screen_height"], "UgPod")
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pr.set_target_fps(TARGET_FPS)
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# pr.set_config_flags(pr.ConfigFlags.FLAG_WINDOW_RESIZABLE)
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# # pr.set_config_flags(pr.FLAG_MSAA_4X_HINT)
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# #pr.set_config_flags(pr.FLAG_FULLSCREEN_MODE)
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# pr.init_window(state["screen_width"], state["screen_height"], "UgPod")
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# pr.set_target_fps(TARGET_FPS)
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player = GaplessPlayer()
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@@ -116,316 +116,323 @@ for track in tracks["Items"]:
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)
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print("add queue done")
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player.load_state("data/player.json")
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close_event = threading.Event()
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def save_state_loop():
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while not close_event.wait(10):
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player.save_state("data/player.lock.json")
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os.rename("data/player.lock.json", "data/player.json")
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# save_state_thread = threading.Thread(target=save_state_loop)
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# save_state_thread.start()
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current_path = None
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texture = None
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def load_texture(path):
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global texture, current_path
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if not path:
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return
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if path == current_path:
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return
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if texture is not None:
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pr.unload_texture(texture)
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texture = pr.load_texture(path)
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current_path = path
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def draw_play_pause_button(pos: pr.Vector2, size: pr.Vector2, is_playing: bool) -> bool:
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clicked = False
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rect = pr.Rectangle(pos.x, pos.y, size.x, size.y)
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# Optional hover background
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if pr.check_collision_point_rec(pr.get_mouse_position(), rect):
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pr.draw_rectangle_rec(rect, pr.fade(pr.BLACK, 0.4))
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if pr.is_mouse_button_pressed(pr.MOUSE_LEFT_BUTTON):
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clicked = True
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cx = pos.x + size.x / 2
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cy = pos.y + size.y / 2
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icon_padding = size.x * 0.25
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icon_size = size.x - icon_padding * 2
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if is_playing:
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# PAUSE (two bars centered, same visual weight as play)
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bar_width = icon_size * 0.25
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bar_height = icon_size
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left_x = cx - bar_width - bar_width * 0.4
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right_x = cx + bar_width * 0.4
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top_y = 1+cy - bar_height / 2
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pr.draw_rectangle(
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int(left_x),
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int(top_y),
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int(bar_width),
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int(bar_height),
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pr.WHITE,
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)
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pr.draw_rectangle(
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int(right_x),
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int(top_y),
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int(bar_width),
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int(bar_height),
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pr.WHITE,
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)
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else:
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# PLAY (centered triangle)
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p1 = pr.Vector2(cx - icon_size / 2, cy - icon_size / 2)
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p2 = pr.Vector2(cx - icon_size / 2, cy + icon_size / 2)
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p3 = pr.Vector2(cx + icon_size / 2, cy)
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pr.draw_triangle(p1, p2, p3, pr.WHITE)
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return clicked
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title = ScrollingText(
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"",
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15
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)
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# --- Main Game Loop ---
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while not pr.window_should_close():
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# 1. Update
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current_width = pr.get_screen_width()
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current_height = pr.get_screen_height()
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if pr.is_key_pressed(pr.KEY_F11):
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pr.toggle_fullscreen()
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if pr.is_key_pressed(pr.KeyboardKey.KEY_SPACE):
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if player.playing:
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player.pause()
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else:
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player.play()
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if pr.is_key_pressed(pr.KeyboardKey.KEY_LEFT):
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player.seek(player.position - 5)
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if pr.is_key_pressed(pr.KeyboardKey.KEY_RIGHT):
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player.seek(player.position + 5)
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pr.begin_drawing()
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pr.clear_background(pr.Color(40, 40, 40, 255))
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dt = pr.get_frame_time()
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progress_rect = get_progress_bar_rect(current_width, current_height)
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# pr.draw_text(
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# "UgPod",
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# int(current_width * 0.05),
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# int(current_height * 0.05),
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# int(current_height * 0.05),
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# pr.SKYBLUE,
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# )
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current_song = player.get_current_song()
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draw_progress_bar(
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progress_rect,
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player.position,
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(current_song and current_song.duration) or 0.0,
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)
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if current_song:
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load_texture(current_song.album_cover_path)
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title_font_size = int(current_height*0.05)
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album_cover_size = int(min(current_width, current_height*0.7))
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title.speed = title_font_size*2.5
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title_size = pr.Vector2(current_width-int(current_height * 0.01)*2, title_font_size)
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title.update(dt,title_size)
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title.set_text(f"{current_song.name} - {current_song.artist_name}", title_font_size)
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title.draw(pr.Vector2(int(current_height * 0.01),int(current_height * 0.8)),title_size)
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# pr.draw_text(
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# ,
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# ,
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# int(current_height * 0.03),
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# pr.WHITE,
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# )
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points = player.oscilloscope_data_points
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if texture is not None:
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scale = min(album_cover_size / texture.width, album_cover_size / texture.height)
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dest_rect = pr.Rectangle(
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current_width//2 - album_cover_size//2,
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(current_height*0.8)//2 - album_cover_size//2,
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texture.width * scale,
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texture.height * scale,
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)
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src_rect = pr.Rectangle(0, 0, texture.width, texture.height)
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pr.draw_texture_pro(
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texture, src_rect, dest_rect, pr.Vector2(0, 0), 0.0, pr.WHITE
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)
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else:
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clip = pr.Rectangle(int(current_width//2 - album_cover_size//2),
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int((current_height*0.8)//2 - album_cover_size//2),
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int(album_cover_size),
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int(album_cover_size))
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pr.begin_scissor_mode(
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int(clip.x),
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int(clip.y),
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int(clip.width),
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int(clip.height),
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)
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pr.draw_rectangle(
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int(clip.x),
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int(clip.y),
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int(clip.width),
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int(clip.height), pr.BLACK)
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# cx = current_width * 0.5+1
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# cy = current_height * 0.4+1
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# MAX_LEN = album_cover_size * 0.25 # tune this
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# MIN_ALPHA = 10
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# MAX_ALPHA = 255
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# for i in range(len(points) - 1):
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# x1 = cx + points[i][0] * album_cover_size * 0.5
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# y1 = cy + -points[i][1] * album_cover_size * 0.5
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# x2 = cx + points[i+1][0] * album_cover_size * 0.5
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# y2 = cy + -points[i+1][1] * album_cover_size * 0.5
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# dx = x2 - x1
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# dy = y2 - y1
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# length = (dx * dx + dy * dy) ** 0.5
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# # 1.0 = short line, 0.0 = long line
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# t = max(0.0, min(1.0, 1.0 - (length / MAX_LEN)))*math.pow(i/len(points), 2)
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# alpha = int(MIN_ALPHA + t * (MAX_ALPHA - MIN_ALPHA))
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# color = pr.Color(255, 255, 255, alpha)
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# pr.draw_line(int(x1), int(y1), int(x2), int(y2), color)
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# draw background square
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if len(points) >= 2:
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samples = np.fromiter(
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((p[0] + p[1]) * 0.5 for p in points),
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dtype=np.float32
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)
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# Guard: FFT must have meaningful size
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if samples.size > 128:
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rect_x = int(current_width // 2 - album_cover_size // 2)
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rect_y = int((current_height * 0.8) // 2 - album_cover_size // 2)
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# ---- FFT ----
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FFT_SIZE = min(samples.size, 2048)
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window = np.hanning(FFT_SIZE)
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fft = np.fft.rfft(samples[:FFT_SIZE] * window)
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magnitudes = np.abs(fft)
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# remove DC component (important for visuals)
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magnitudes[0] = 0.0
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# ---- LOG BINNING ----
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num_bars = album_cover_size//10
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num_bins = magnitudes.size
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# logarithmic bin edges (low end stretched)
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log_min = 1
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log_max = math.log10(num_bins)
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log_edges = np.logspace(
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math.log10(log_min),
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log_max,
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num_bars + 1
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).astype(int)
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bar_values = np.zeros(num_bars, dtype=np.float32)
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for i in range(num_bars):
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start = log_edges[i]
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end = log_edges[i + 1]
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# player.load_state("data/player.json")
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# close_event = threading.Event()
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# def save_state_loop():
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# while not close_event.wait(10):
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# player.save_state("data/player.lock.json")
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# os.rename("data/player.lock.json", "data/player.json")
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# # save_state_thread = threading.Thread(target=save_state_loop)
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# # save_state_thread.start()
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# current_path = None
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# texture = None
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# def load_texture(path):
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# global texture, current_path
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# if not path:
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# return
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# if path == current_path:
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# return
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# if texture is not None:
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# pr.unload_texture(texture)
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# texture = pr.load_texture(path)
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# current_path = path
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# def draw_play_pause_button(pos: pr.Vector2, size: pr.Vector2, is_playing: bool) -> bool:
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# clicked = False
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# rect = pr.Rectangle(pos.x, pos.y, size.x, size.y)
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# # Optional hover background
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# if pr.check_collision_point_rec(pr.get_mouse_position(), rect):
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# pr.draw_rectangle_rec(rect, pr.fade(pr.BLACK, 0.4))
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# if pr.is_mouse_button_pressed(pr.MOUSE_LEFT_BUTTON):
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# clicked = True
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# cx = pos.x + size.x / 2
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# cy = pos.y + size.y / 2
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# icon_padding = size.x * 0.25
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# icon_size = size.x - icon_padding * 2
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# if is_playing:
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# # PAUSE (two bars centered, same visual weight as play)
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# bar_width = icon_size * 0.25
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# bar_height = icon_size
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# left_x = cx - bar_width - bar_width * 0.4
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# right_x = cx + bar_width * 0.4
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# top_y = 1+cy - bar_height / 2
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# pr.draw_rectangle(
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# int(left_x),
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# int(top_y),
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# int(bar_width),
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# int(bar_height),
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# pr.WHITE,
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# )
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# pr.draw_rectangle(
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# int(right_x),
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# int(top_y),
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# int(bar_width),
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# int(bar_height),
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# pr.WHITE,
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# )
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# else:
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# # PLAY (centered triangle)
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# p1 = pr.Vector2(cx - icon_size / 2, cy - icon_size / 2)
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# p2 = pr.Vector2(cx - icon_size / 2, cy + icon_size / 2)
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# p3 = pr.Vector2(cx + icon_size / 2, cy)
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# pr.draw_triangle(p1, p2, p3, pr.WHITE)
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# return clicked
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# title = ScrollingText(
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# "",
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# 15
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# )
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# # --- Main Game Loop ---
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# while not pr.window_should_close():
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# # 1. Update
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# current_width = pr.get_screen_width()
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# current_height = pr.get_screen_height()
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# if pr.is_key_pressed(pr.KEY_F11):
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# pr.toggle_fullscreen()
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# if pr.is_key_pressed(pr.KeyboardKey.KEY_SPACE):
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# if player.playing:
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# player.pause()
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# else:
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# player.play()
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# if pr.is_key_pressed(pr.KeyboardKey.KEY_LEFT):
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# 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)
|
||||
|
||||
if end <= start:
|
||||
continue
|
||||
|
||||
bar_values[i] = np.mean(magnitudes[start:end])
|
||||
# bar_values = np.zeros(num_bars, dtype=np.float32)
|
||||
|
||||
# ---- STATIC SCALING ----
|
||||
# for i in range(num_bars):
|
||||
# start = log_edges[i]
|
||||
# end = log_edges[i + 1]
|
||||
|
||||
# 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)
|
||||
# if end <= start:
|
||||
# continue
|
||||
|
||||
# ---- DRAW ----
|
||||
# bar_values[i] = np.mean(magnitudes[start:end])
|
||||
|
||||
def map_to_screen(val):
|
||||
return rect_x + (math.log10(max(1, val)) / log_max) * album_cover_size
|
||||
# # ---- STATIC SCALING ----
|
||||
|
||||
spacing = 0
|
||||
# # 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)
|
||||
|
||||
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]))
|
||||
# # ---- DRAW ----
|
||||
|
||||
# 2. Width is the difference between these fixed integer points
|
||||
w = (x_end_int - x_start_int) - spacing
|
||||
# def map_to_screen(val):
|
||||
# return rect_x + (math.log10(max(1, val)) / log_max) * album_cover_size
|
||||
|
||||
value = bar_values[i]
|
||||
h = int(min(1.0, value) * album_cover_size)
|
||||
# spacing = 0
|
||||
|
||||
# 3. Anchor to bottom
|
||||
y = (rect_y + album_cover_size) - h
|
||||
# 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]))
|
||||
|
||||
alpha = min(1.0, ((value+1)**2)-1)
|
||||
r = 255
|
||||
g = 0
|
||||
b = 0
|
||||
# # 2. Width is the difference between these fixed integer points
|
||||
# w = (x_end_int - x_start_int) - spacing
|
||||
|
||||
# Keep alpha at 255 (fully opaque)
|
||||
color = pr.Color(r, g, b, int(255 * alpha))
|
||||
# value = bar_values[i]
|
||||
# h = int(min(1.0, value) * album_cover_size)
|
||||
|
||||
# 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()
|
||||
# # 3. Anchor to bottom
|
||||
# y = (rect_y + album_cover_size) - h
|
||||
|
||||
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)
|
||||
# alpha = min(1.0, ((value+1)**2)-1)
|
||||
# r = 255
|
||||
# g = 0
|
||||
# b = 0
|
||||
|
||||
if draw_play_pause_button(pos, size, player.playing):
|
||||
if player.playing:
|
||||
player.pause()
|
||||
else:
|
||||
player.play()
|
||||
pr.end_drawing()
|
||||
# # Keep alpha at 255 (fully opaque)
|
||||
# color = pr.Color(r, g, b, int(255 * alpha))
|
||||
|
||||
# Cleanup
|
||||
if texture is not None:
|
||||
pr.unload_texture(texture)
|
||||
# # 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()
|
||||
|
||||
pr.close_window()
|
||||
close_event.set()
|
||||
# save_state_thread.join()
|
||||
# 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)
|
||||
Reference in New Issue
Block a user