added simple blank slate to build on

This commit is contained in:
Nicholas Dyer 2023-08-18 20:13:55 -04:00
parent 4c206a2342
commit e936b835e1
Signed by: ndyer
GPG Key ID: 1118528038C53648
5 changed files with 142 additions and 0 deletions

4
thermostat/__init__.py Normal file
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"""Smart thermostat for local CITRUxx use."""
__version__ = '0.0.1'
from . import mainloop

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thermostat/__main__.py Normal file
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"""
Launch script for Pocket Friends.
"""
import sys
import thermostat
if __name__ == '__main__':
is_windowed = False
if len(sys.argv) > 0:
for arg in sys.argv:
print(arg)
if arg == '--windowed':
is_windowed = True
thermostat.mainloop.main(is_windowed=is_windowed)

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thermostat/mainloop.py Normal file
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import pygame
import os
import thermostat.surfaces as surfaces
# Global variables
SCREEN_SIZE = (720, 720)
FPS = 60
VALID_SURFACES = [
'button_pad',
'screensaver'
]
def main(is_windowed=False):
"""
Main scene manager to display the scenes of the application
:param is_windowed: boolean to start the game in windowed mode
"""
pygame.init()
clock = pygame.time.Clock()
if is_windowed:
window = pygame.display.set_mode(SCREEN_SIZE)
else:
window = pygame.display.set_mode(SCREEN_SIZE, pygame.FULLSCREEN)
# Starts the program with the surface 'dial' as the default
surface = getattr(globals()['surfaces'], 'button_pad').Surface(SCREEN_SIZE)
running = True
while running:
clock.tick(FPS)
surface.update()
window.blit(surface, surface.get_rect())
if not surface.running:
if surface.quit:
break
# Switch the surface to a new surface
next_surface = surface.next_surface
if next_surface not in VALID_SURFACES:
raise Exception('Given surface is not a valid surface!')
surface = getattr(globals()['surfaces'], next_surface).Surface(SCREEN_SIZE)
pygame.display.flip()
pygame.quit()

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"""Smart thermostat for local CITRUxx use."""
__version__ = '0.0.1'
from . import button_pad

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import math
import pygame
import os
DIAL_SCALING = 0.9
QUIT_BUTTON_SIZE = 50
SCRIPT_DIR = os.path.dirname(os.path.abspath(__file__))
class MouseHandler:
def __init__(self):
self.prev_mouse_pos = pygame.mouse.get_pos()
self.mouse_pos = pygame.mouse.get_pos()
self.active = False
self.click = False
def update(self):
self.prev_mouse_pos = self.mouse_pos
self.mouse_pos = pygame.mouse.get_pos()
self.click = False
class QuitButton(pygame.Surface):
def __init__(self):
super().__init__((QUIT_BUTTON_SIZE, QUIT_BUTTON_SIZE), pygame.SRCALPHA)
self.rect = self.get_rect()
pygame.draw.rect(self, (255, 0, 0), self.rect, 3)
pygame.draw.line(self, (255, 0, 0), (0, 0), (QUIT_BUTTON_SIZE, QUIT_BUTTON_SIZE), 3)
pygame.draw.line(self, (255, 0, 0), (0, QUIT_BUTTON_SIZE), (QUIT_BUTTON_SIZE, 0), 3)
class Surface(pygame.Surface):
def __init__(self, window_size):
super().__init__(window_size, pygame.SRCALPHA)
self.running = True
self.quit = False
self.next_surface = ''
self.mouse_frames = 0
dial_size = int(min(window_size[0], window_size[1]) * 0.9)
self.quit_button = QuitButton()
self.mouse_handler = MouseHandler()
self.font = pygame.font.Font(SCRIPT_DIR + '/resources/tuffy.ttf', 128)
def update(self):
self.fill((32, 32, 32))
self.mouse_handler.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
self.quit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
self.quit = True
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_handler.active = True
self.mouse_handler.update()
self.mouse_handler.prev_mouse_pos = self.mouse_handler.mouse_pos
self.mouse_handler.click = True
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_handler.active = False
if self.mouse_handler.click:
if self.mouse_handler.mouse_pos[0] <= QUIT_BUTTON_SIZE and \
self.mouse_handler.mouse_pos[1] <= QUIT_BUTTON_SIZE:
self.running = False
self.quit = True
self.blit(self.quit_button, self.quit_button.rect)