Raspberry Pi Pygame UI basics
PygameUI GPIOs
We're now going to improve the UI by introducing a widget framework PygameUI.
Update your version of distribute:
Install PygameUI:
PygameUI by default uses, IMO, a rather ugly font. If you want to change this you can simply copy a couple of True Type fonts into the pygameui resources directory.
You can find all the ttf files already on your Raspberry Pi with this command:
Now just copy a regular and a bold font over the existing ones in the resource directory. You may want to backup the originals just in case.
cd /usr/local/lib/python2.7/dist-packages/pygameui/resources/fontssudo mv bold.ttf bold.oldsudo mv regular.ttf regular.oldsudo cp /usr/share/fonts/truetype/freefont/FreeSans.ttf regular.ttfsudo cp /usr/share/fonts/truetype/freefont/FreeSansBold.ttf bold.ttf
cd /usr/local/lib/python2.7/dist-packages/pygameui/resources/fontssudo mv bold.ttf bold.oldsudo mv regular.ttf regular.oldsudo cp /usr/share/fonts/truetype/freefont/FreeSans.ttf regular.ttfsudo cp /usr/share/fonts/truetype/freefont/FreeSansBold.ttf bold.ttf
This example controls GPIO #17 and #4 as before but now we're using the new framework.
The widget rendering and touchscreen events are handled by PygameUI. The PiTft class defines the buttons to draw on screen and the click event to be fired when a button is pressed.
Startup
At the top here we've now imported the pygameui library. We use it quite a bit later on so ui
is a nice short alias for it.
The other key addition here islogging. When using more libraries and frameworks it's very useful to set up logging so you can see the output in a file or, in this case, on the console. We're also able to configure the logger intoDEBUG
mode so we can really see what's going on underneath our code and troubleshoot if needs be.
import pygameimport osimport pygameui as uiimport loggingimport RPi.GPIO as GPIO #Setup the GPIOs as outputs - only 4 and 17 are availableGPIO.setmode(GPIO.BCM)GPIO.setup(4, GPIO.OUT)GPIO.setup(17, GPIO.OUT) 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) os.putenv('SDL_FBDEV', '/dev/fb1')os.putenv('SDL_MOUSEDRV', 'TSLIB')os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
import pygameimport osimport pygameui as uiimport loggingimport RPi.GPIO as GPIO #Setup the GPIOs as outputs - only 4 and 17 are availableGPIO.setmode(GPIO.BCM)GPIO.setup(4, GPIO.OUT)GPIO.setup(17, GPIO.OUT) 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) os.putenv('SDL_FBDEV', '/dev/fb1')os.putenv('SDL_MOUSEDRV', 'TSLIB')os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')
UI definition
For some hints on how to use widgets within the framework take a look at thekitchen sink script.
The basic principle is that you define a class that inherits fromui.Scene
and in the__init__
method you define all the widgets. A Scene is the full window, in our case the entire display (320,240).
Each button's position and size is defined using aui.Rect
and a text label is also supplied. Anon_clicked
handler is then assigned - this handler is called when the button is clicked. In our case this is thegpi_button
method.
The gpi_button
method simply looks at the label of the button that's been clicked to determine which GPIO to set on or off.
MARGIN = 20 class PiTft(ui.Scene): def __init__(self): ui.Scene.__init__(self) self.on17_button = ui.Button(ui.Rect(MARGIN, MARGIN, 130, 90), '17 on') self.on17_button.on_clicked.connect(self.gpi_button) self.add_child(self.on17_button) self.on4_button = ui.Button(ui.Rect(170, MARGIN, 130, 90), '4 on') self.on4_button.on_clicked.connect(self.gpi_button) self.add_child(self.on4_button) self.off17_button = ui.Button(ui.Rect(MARGIN, 130, 130, 90), '17 off') self.off17_button.on_clicked.connect(self.gpi_button) self.add_child(self.off17_button) self.off4_button = ui.Button(ui.Rect(170, 130, 130, 90), '4 off') self.off4_button.on_clicked.connect(self.gpi_button) self.add_child(self.off4_button) def gpi_button(self, btn, mbtn): logger.info(btn.text) if btn.text == '17 on': GPIO.output(17, False) elif btn.text == '4 on': GPIO.output(4, False) elif btn.text == '17 off': GPIO.output(17, True) elif btn.text == '4 off': GPIO.output(4, True) ui.init('Raspberry Pi UI', (320, 240))pygame.mouse.set_visible(False)ui.scene.push(PiTft())
MARGIN = 20 class PiTft(ui.Scene): def __init__(self): ui.Scene.__init__(self) self.on17_button = ui.Button(ui.Rect(MARGIN, MARGIN, 130, 90), '17 on') self.on17_button.on_clicked.connect(self.gpi_button) self.add_child(self.on17_button) self.on4_button = ui.Button(ui.Rect(170, MARGIN, 130, 90), '4 on') self.on4_button.on_clicked.connect(self.gpi_button) self.add_child(self.on4_button) self.off17_button = ui.Button(ui.Rect(MARGIN, 130, 130, 90), '17 off') self.off17_button.on_clicked.connect(self.gpi_button) self.add_child(self.off17_button) self.off4_button = ui.Button(ui.Rect(170, 130, 130, 90), '4 off') self.off4_button.on_clicked.connect(self.gpi_button) self.add_child(self.off4_button) def gpi_button(self, btn, mbtn): logger.info(btn.text) if btn.text == '17 on': GPIO.output(17, False) elif btn.text == '4 on': GPIO.output(4, False) elif btn.text == '17 off': GPIO.output(17, True) elif btn.text == '4 off': GPIO.output(4, True) ui.init('Raspberry Pi UI', (320, 240))pygame.mouse.set_visible(False)ui.scene.push(PiTft())
Main loop
This is a key point. The main loop of you program is now taken care of by pygameui. Thecontrol has been inverted - we've supplied pygameui with code to call when certain user actions occur.
The pygameui main loop is started with this final line of code:
As usual, you can run this from the pygamelcd project:
Page last edited January 24, 2016
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