431 lines
13 KiB
Python
431 lines
13 KiB
Python
import pyray as pr
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import math
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from ctypes import c_float
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from gapless_player import GaplessPlayer, Song, song_data_to_Song
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from scrolling_text import ScrollingText
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import numpy as np
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import threading
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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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# --- 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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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 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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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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player = GaplessPlayer()
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print("add queue")
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# player.add_to_queue(
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# Song(
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# "/mnt/HDD/Downloads/72 Pantera.wav",
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# "Bullseye",
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# 1,
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# "KDrew",
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# "",
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# "KDrew",
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# )
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# )
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albums = client.jellyfin.user_items(
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params={
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"IncludeItemTypes": "MusicAlbum",
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"SearchTerm": "Dawn FM", # album name
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"Recursive": True,
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},
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)
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album = albums["Items"][0] # pick the album you want
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album_id = album["Id"]
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tracks = client.jellyfin.user_items(
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params={
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"ParentId": album_id,
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"IncludeItemTypes": "Audio",
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"SortBy": "IndexNumber",
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"SortOrder": "Ascending",
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},
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)
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for track in tracks["Items"]:
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player.add_to_queue(
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song_data_to_Song(
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track, server
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)
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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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if end <= start:
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continue
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bar_values[i] = np.mean(magnitudes[start:end])
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# ---- STATIC SCALING ----
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# Instead of normalizing to the max of the frame, we scale by the FFT size.
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# For a Hanning windowed FFT, dividing by (FFT_SIZE / 4) maps
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# maximum possible volume roughly to 1.0.
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bar_values = bar_values / (FFT_SIZE / 4.0)
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# ---- DRAW ----
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def map_to_screen(val):
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return rect_x + (math.log10(max(1, val)) / log_max) * album_cover_size
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spacing = 0
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for i in range(num_bars):
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# 1. Calculate integer pixel boundaries first
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# This ensures the right edge of one bar is exactly the left edge of the next
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x_start_int = int(map_to_screen(log_edges[i]))
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x_end_int = int(map_to_screen(log_edges[i+1]))
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# 2. Width is the difference between these fixed integer points
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w = (x_end_int - x_start_int) - spacing
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value = bar_values[i]
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h = int(min(1.0, value) * album_cover_size)
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# 3. Anchor to bottom
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y = (rect_y + album_cover_size) - h
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alpha = min(1.0, ((value+1)**2)-1)
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r = 255
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g = 0
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b = 0
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# Keep alpha at 255 (fully opaque)
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color = pr.Color(r, g, b, int(255 * alpha))
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# 4. Draw the bar
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# Use max(1, w) to ensure high-frequency bars don't disappear on small screens
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pr.draw_rectangle(
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x_start_int,
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int(y),
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max(1, int(w)),
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h,
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color
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)
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pr.end_scissor_mode()
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pos = pr.Vector2(current_width * 0.5 - current_height * 0.05, current_height * 0.9-progress_rect.height)
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size = pr.Vector2(current_height * 0.1, current_height * 0.1)
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if draw_play_pause_button(pos, size, player.playing):
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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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pr.end_drawing()
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# Cleanup
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if texture is not None:
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pr.unload_texture(texture)
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pr.close_window()
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close_event.set()
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# save_state_thread.join() |