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@borpin
Created June 5, 2017 21:01
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A python script to display 4 buttons on a TFT attached to a Pi and change text and colour when pressed
import pygame
# Needs this to get the event types
from pygame.locals import *
import os
import logging
from time import sleep
log_format = '%(asctime)-6s: %(name)s - %(levelname)s - %(message)s'
console_handler = logging.StreamHandler()
console_handler.setFormatter(logging.Formatter(log_format))
logger = logging.getLogger()
logger.setLevel(logging.DEBUG)
logger.addHandler(console_handler)
#Colours
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
black = (0,0,0)
display_width = 320
display_height = 240
# Assume all buttons of equal size (allow for a 5mm border all round to be added
button_dim = (0,0,120,80)
# define the centres for the buttons rather than top left
button_ctrs =[(85,65),(85,175),(235,65),(235,175)]
# I'm going to save the state of each button
button_state = [False , False, False, False]
# functions from https://pythonprogramming.net/displaying-text-pygame-screen/
# create a text object
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
# display text
def message_display(text,button):
largeText = pygame.font.Font('freesansbold.ttf',75)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = (button_ctrs[button])
lcd.blit(TextSurf, TextRect)
# work out which quarter of the screen was pressed
def which_button ():
pos = pygame.mouse.get_pos()
#Find which quarter of the screen we're in
x,y = pos
button = 5
if x < 160:
if y < 120:
button = 0
else:
button = 1
else:
if y < 120:
button = 2
else:
button = 3
return button
#########################
# Start doing things
#########################
# setup LCD screen
os.putenv('SDL_FBDEV', '/dev/fb1')
os.putenv('SDL_MOUSEDRV', 'TSLIB')
os.putenv('SDL_MOUSEDEV', '/dev/input/by-path/platform-20204000.spi-event')
#os.putenv('SDL_MOUSEDEV', '/dev/input/event0')
pygame.init()
pygame.mouse.set_visible(False)
# create a screen
lcd = pygame.display.set_mode((display_width, display_height))
# set up the initial screen
# Add a background
lcd.fill(red)
# build the array of rects with centers defined
buttons = []
for button in range (0,4):
buttons.append(pygame.Rect(button_dim))
buttons[button].center = button_ctrs[button]
#draw the buttons with a border
for button in buttons:
# make the border by drawing a bigger rect first
pygame.draw.rect(lcd, black, button.inflate(5,5), 0)
pygame.draw.rect(lcd, blue, button, 0)
message_display("off",buttons.index(button))
# update the whole screen as the borders are outside of the rects defined
# so if we just updated those, the borders do not show.
pygame.display.flip()
# enclose loop in a try - catch to give a clean exit
try:
print ("Press CTRL+C to exit")
while True:
# Scan touchscreen events
for event in pygame.event.get():
# Just use a button down event.
if(event.type is MOUSEBUTTONDOWN):
# which button was pressed
but_pressed = which_button()
# update the buttons state
button_state[but_pressed] = not button_state[but_pressed]
# update the display based on the state
if button_state[but_pressed]:
pygame.draw.rect(lcd, green, buttons[but_pressed], 0)
message_display("on",but_pressed)
else:
pygame.draw.rect(lcd, blue, buttons[but_pressed], 0)
message_display("off",but_pressed)
# just update the pressed button rect
pygame.display.update(buttons[but_pressed])
# put a sleep here to de-bounce
sleep(0.2)
# clear the queue of events that may have happened while we were sleeping
pygame.event.clear()
except KeyboardInterrupt:
# graceful exit (running interactively)
print ("Goodbye.")
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