MotionImage
Based on code of MotionBox, now we use images captured by Motion, plus the "movement rectangle" data to dynamically display the image data in PyGame.
rm *.jpg
motion -c motionimage.conf | python -u motionimage.py
#!/usr/bin/python
import sys
import pygame
from pygame.locals import *
from pygame.time import Clock
from time import sleep
import thread
def scaleToFitBox(size, box):
"""
size should be a tuple (pair) of form (w, h)
box is also a tuple (bw, bh)
returns a new tuple of a size,
preserving the ratio of size, but fitting in the box
(scaling up or down as needed)
"""
(sw, sh) = size
(bw, bh) = box
# nw, nh represent the "new" width and height to return
# 1. try fitting box width
nw = bw
# nh can be calculated based on the aspect ratio of the sourcea
nh = int((float(sh)/sw)*nw)
# fit the box?
if (nh <= bh):
# if so, return it
return (nw, nh)
else:
# two big? then fit the height
nh = bh
# nw can be calculated based on the aspect ratio of the sourcea
nw = int((float(sw)/sh)*nh)
return (nw, nh)
def main():
mfullimage = None
mimage = None
(mx, my, mw, mh) = (10, 10, 50, 50)
pygame.init()
# screen = pygame.display.set_mode((640, 480), FULLSCREEN, 32)
screen = pygame.display.set_mode((640, 480), 0, 32)
pygame.display.set_caption("motionbox")
clock = Clock()
while True:
# TIMING
clock.tick(30)
# PROCESS EVENTS
for event in pygame.event.get():
if event.type==QUIT or \
(event.type == KEYDOWN and event.key == K_ESCAPE):
sys.exit()
elif event.type == KEYDOWN and event.key == K_f:
# http://www.pygame.org/docs/ref/display.html#pygame.display.toggle_fullscreen
pygame.display.toggle_fullscreen()
elif event.type == USEREVENT:
mx = event.x
my = event.y
mw = event.w
mh = event.h
mx -= mw/2
my -= mh/2
mfilename = event.filename
mfullimage = pygame.image.load(mfilename).convert()
# "crop" the full image by creating a new surface of the right size
# and using the blit command to copy the interesting rect to it
subimage = pygame.Surface((mw, mh), 0, mfullimage)
subimage.blit(mfullimage, (0, 0), (mx, my, mw, mh))
# mimage = mfullimage.subsurface((mx, my, mw, mh))
(nw, nh) = scaleToFitBox((mw, mh), (640, 480))
subimage = pygame.transform.scale(subimage, (nw, nh))
# figure out new position to draw the scaled up image
# (simply center the image based on it's new size)
mx = (640 - nw) / 2
my = (480 - nh) / 2
#mx += 1
#if (mx > 500): mx = 0
screen.fill((0, 0, 0))
# draw rectangle using current position & size
if mfullimage:
#screen.blit(mfullimage, (0,0))
# screen.blit(mfullimage, (mx, my), (mx, my, mw, mh))
screen.blit(subimage, (mx, my))
# draw test rect
#pygame.draw.rect(screen, (255, 0, 0), (mx, my, mw, mh), 1)
pygame.display.update()
# sleep(0.01)
# start pygame in a separate thread
# starting a thread is like running a program with & on the shell
thread.start_new_thread(main, ())
# READ INFO FROM STDIN
while 1:
line = sys.stdin.readline()
if (not line): break
line = line.strip()
try:
if line.startswith("image"):
# print "read image data:", line
(x, y, w, h, numpixels, filename) = line.split()[1:]
x = int(x)
y = int(y)
w = int(w)
h = int(h)
# create a custom "event" and send it (post it) to the pygame loop
evt = pygame.event.Event(USEREVENT, {"x" : x, "y": y, "w":w, "h":h, "filename": filename})
pygame.event.post(evt)
except ValueError:
print "bad image line", line