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pykplayer.py
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pykplayer.py
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#
# Copyright (C) 2010 Kelvin Lawson ([email protected])
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License, or (at your option) any later version.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
"""This module defines the class pykPlayer, which is a base class used
by the modules pykar.py, pycdg.py, and pympg.py. This collects
together some common interfaces used by these different
implementations for different types of Karaoke files."""
from pykconstants import *
from pykmanager import manager
from pykenv import env
import pygame
import sys
import types
import os
class pykPlayer:
def __init__(self, song, songDb,
errorNotifyCallback = None, doneCallback = None,
windowTitle = None):
"""The first parameter, song, may be either a pykdb.SongStruct
instance, or it may be a filename. """
if songDb == None:
import pykdb
songDb = pykdb.globalSongDB
songDb.LoadSettings(None)
self.songDb = songDb
# Set the global command-line options if they have not already
# been set.
if manager.options == None:
parser = self.SetupOptions()
(manager.options, args) = parser.parse_args()
manager.ApplyOptions(self.songDb)
if song is None:
if (len(args) != 1):
parser.print_help()
sys.exit(2)
song = args[0]
# Unfortunately, we can't capture sound when dumping. There
# are two reasons for this. (1) pymedia doesn't currently
# support multiplexing audio with a video stream, so when
# you're dumping an mpeg file, it has to be video-only. (2)
# pygame doesn't provide a way for us to programmatically
# convert a midi file to sound samples anyway--all you can do
# with a midi file is route it through the speakers.
# So, for these reasons, we always just disable sound when
# dumping images or movies.
if manager.options.dump:
manager.options.nomusic = True
if isinstance(song, types.StringTypes):
# We were given a filename. Convert it to a SongStruct.
song = self.songDb.makeSongStruct(song)
# Store the parameters
self.Song = song
self.WindowTitle = windowTitle
# And look up the actual files corresponding to this SongStruct.
self.SongDatas = song.GetSongDatas()
if windowTitle is None:
self.WindowTitle = song.DisplayFilename
# Caller can register a callback by which we
# print out error information, use stdout if none registered
if errorNotifyCallback:
self.ErrorNotifyCallback = errorNotifyCallback
else:
self.ErrorNotifyCallback = self.__defaultErrorPrint
# Caller can register a callback by which we
# let them know when the song is finished
if doneCallback:
self.SongFinishedCallback = doneCallback
else:
self.SongFinishedCallback = None
self.State = STATE_INIT
self.InternalOffsetTime = 0
# These values are used to keep track of the current position
# through the song based on pygame's get_ticks() interface.
# It's used only when get_pos() cannot be used or is
# unreliable for some reason.
self.PlayTime = 0
self.PlayStartTime = 0
self.PlayFrame = 0
# self.PlayStartTime is valid while State == STATE_PLAYING; it
# indicates the get_ticks() value at which the song started
# (adjusted for any pause intervals that occurred during
# play). self.PlayTime is valid while State != STATE_PLAYING;
# it indicates the total number of ticks (milliseconds) that
# have elapsed in the song so far.
# self.PlayFrame starts at 0 and increments once for each
# frame. It's not very meaningful, except in STATE_CAPTURING
# mode.
# Keep track of the set of modifier buttons that are held
# down. This is currently used only for the GP2X interface.
self.ShoulderLHeld = False
self.ShoulderRHeld = False
# Set this true if the player can zoom font sizes.
self.SupportsFontZoom = False
# The following methods are part of the public API and intended to
# be exported from this class.
def Validate(self):
""" Returns True if the karaoke file appears to be playable
and contains lyrics, or False otherwise. """
return self.doValidate()
def Play(self):
self.doPlay()
if manager.options.dump:
self.setupDump()
else:
self.PlayStartTime = pygame.time.get_ticks()
self.State = STATE_PLAYING
# Pause the song - Use Pause() again to unpause
def Pause(self):
if self.State == STATE_PLAYING:
self.doPause()
self.PlayTime = pygame.time.get_ticks() - self.PlayStartTime
self.State = STATE_PAUSED
elif self.State == STATE_PAUSED:
self.doUnpause()
self.PlayStartTime = pygame.time.get_ticks() - self.PlayTime
self.State = STATE_PLAYING
# Close the whole thing down
def Close(self):
self.State = STATE_CLOSING
# you must call Play() to restart. Blocks until pygame is initialised
def Rewind(self):
self.doRewind()
self.PlayTime = 0
self.PlayStartTime = 0
self.PlayFrame = 0
self.State = STATE_NOT_PLAYING
# Stop the song and go back to the start. As you would
# expect Stop to do on a CD player. Play() restarts from
# the beginning
def Stop(self):
self.Rewind()
# Get the song length (in seconds)
def GetLength(self):
ErrorString = "GetLength() not supported"
self.ErrorNotifyCallback (ErrorString)
return None
# Get the current time (in milliseconds).
def GetPos(self):
if self.State == STATE_PLAYING:
return pygame.time.get_ticks() - self.PlayStartTime
else:
return self.PlayTime
def SetupOptions(self, usage = None):
""" Initialise and return optparse OptionParser object,
suitable for parsing the command line options to this
application. """
if usage == None:
usage = "%prog [options] <Karaoke file>"
return manager.SetupOptions(usage, self.songDb)
# Below methods are internal.
def setupDump(self):
# Capture the output as a sequence of numbered frame images.
self.PlayTime = 0
self.PlayStartTime = 0
self.PlayFrame = 0
self.State = STATE_CAPTURING
self.dumpFrameRate = manager.options.dump_fps
assert self.dumpFrameRate
filename = manager.options.dump
base, ext = os.path.splitext(filename)
ext_lower = ext.lower()
self.dumpEncoder = None
if ext_lower == '.mpg':
# Use pymedia to convert frames to an mpeg2 stream
# on-the-fly.
import pymedia
import pymedia.video.vcodec as vcodec
self.dumpFile = open(filename, 'wb')
frameRate = int(self.dumpFrameRate * 100 + 0.5)
self.dumpFrameRate = float(frameRate) / 100.0
params= { \
'type': 0,
'gop_size': 12,
'frame_rate_base': 125,
'max_b_frames': 0,
'height': manager.options.size_y,
'width': manager.options.size_x,
'frame_rate': frameRate,
'deinterlace': 0,
'bitrate': 9800000,
'id': vcodec.getCodecID('mpeg2video')
}
self.dumpEncoder = vcodec.Encoder( params )
return
# Don't dump a video file; dump a sequence of frames instead.
self.dumpPPM = (ext_lower == '.ppm' or ext_lower == '.pnm')
self.dumpAppend = False
# Convert the filename to a pattern.
if '#' in filename:
hash = filename.index('#')
end = hash
while end < len(filename) and filename[end] == '#':
end += 1
count = end - hash
filename = filename[:hash] + '%0' + str(count) + 'd' + filename[end:]
else:
# There's no hash in the filename.
if self.dumpPPM:
# We can dump a series of frames all to the same file,
# if we're dumping ppm frames. Mjpegtools likes this.
self.dumpAppend = True
try:
os.remove(filename)
except OSError:
pass
else:
# Implicitly append a frame number.
filename = base + '%04d' + ext
self.dumpFilename = filename
def doFrameDump(self):
if self.dumpEncoder:
import pymedia.video.vcodec as vcodec
ss = pygame.image.tostring(manager.surface, "RGB")
bmpFrame = vcodec.VFrame(
vcodec.formats.PIX_FMT_RGB24,
manager.surface.get_size(), (ss,None,None))
yuvFrame = bmpFrame.convert(vcodec.formats.PIX_FMT_YUV420P)
d = self.dumpEncoder.encode(yuvFrame)
self.dumpFile.write(d.data)
return
if self.dumpAppend:
filename = self.dumpFilename
else:
filename = self.dumpFilename % self.PlayFrame
print filename
if self.dumpPPM:
# Dump a PPM file. We do PPM by hand since pygame
# doesn't support it directly, but it's so easy and
# useful.
w, h = manager.surface.get_size()
if self.dumpAppend:
f = open(filename, 'ab')
else:
f = open(filename, 'wb')
f.write('P6\n%s %s 255\n' % (w, h))
f.write(pygame.image.tostring(manager.surface, 'RGB'))
else:
# Ask pygame to dump the file. We trust that pygame knows
# how to store an image in the requested format.
pygame.image.save(manager.surface, filename)
def doValidate(self):
return True
def doPlay(self):
pass
def doPause(self):
pass
def doUnpause(self):
pass
def doRewind(self):
pass
def doStuff(self):
# Override this in a derived class to do some useful per-frame
# activity.
# Common handling code for a close request or if the
# pygame window was quit
if self.State == STATE_CLOSING:
if manager.display:
manager.display.fill((0,0,0))
pygame.display.flip()
self.shutdown()
elif self.State == STATE_CAPTURING:
# We are capturing a video file.
self.doFrameDump()
# Set the frame time for the next frame.
self.PlayTime = 1000.0 * self.PlayFrame / self.dumpFrameRate
self.PlayFrame += 1
def doResize(self, newSize):
# This will be called internally whenever the window is
# resized for any reason, either due to an application resize
# request being processed, or due to the user dragging the
# window handles.
pass
def doResizeBegin(self):
# This will be called internally before the screen is resized
# by pykmanager and doResize() is called. Not all players need
# to do anything here.
pass
def doResizeEnd(self):
# This will be called internally after the screen is resized
# by pykmanager and doResize() is called. Not all players need
# to do anything here.
pass
def handleEvent(self, event):
if event.type == pygame.USEREVENT:
self.Close()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.Close()
elif event.key == pygame.K_PAUSE or event.key == pygame.K_p:
self.Pause()
elif event.key == pygame.K_BACKSPACE or event.key == pygame.K_DELETE:
self.Rewind()
self.Play()
# Use control-left/right arrow to offset the current
# graphics time by 1/4 sec. Use control-down arrow to
# restore them to sync.
elif self.State == STATE_PLAYING and event.key == pygame.K_RIGHT and event.mod & (pygame.KMOD_LCTRL | pygame.KMOD_RCTRL):
manager.settings.SyncDelayMs += 250
print "sync %s" % manager.settings.SyncDelayMs
elif self.State == STATE_PLAYING and event.key == pygame.K_LEFT and event.mod & (pygame.KMOD_LCTRL | pygame.KMOD_RCTRL):
manager.settings.SyncDelayMs -= 250
print "sync %s" % manager.settings.SyncDelayMs
elif self.State == STATE_PLAYING and event.key == pygame.K_DOWN and event.mod & (pygame.KMOD_LCTRL | pygame.KMOD_RCTRL):
manager.settings.SyncDelayMs = 0
print "sync %s" % manager.settings.SyncDelayMs
if self.SupportsFontZoom:
if event.key == pygame.K_PLUS or event.key == pygame.K_EQUALS or \
event.key == pygame.K_KP_PLUS:
manager.ZoomFont(1.0/0.9)
elif event.key == pygame.K_MINUS or event.key == pygame.K_UNDERSCORE or \
event.key == pygame.K_KP_MINUS:
manager.ZoomFont(0.9)
elif event.type == pygame.QUIT:
self.Close()
elif env == ENV_GP2X and event.type == pygame.JOYBUTTONDOWN:
if event.button == GP2X_BUTTON_SELECT:
self.Close()
elif event.button == GP2X_BUTTON_START:
self.Pause()
elif event.button == GP2X_BUTTON_L:
self.ShoulderLHeld = True
elif event.button == GP2X_BUTTON_R:
self.ShoulderRHeld = True
if self.SupportsFontZoom:
if event.button == GP2X_BUTTON_RIGHT and self.ShoulderLHeld:
manager.ZoomFont(1.0/0.9)
elif event.button == GP2X_BUTTON_LEFT and self.ShoulderLHeld:
manager.ZoomFont(0.9)
elif env == ENV_GP2X and event.type == pygame.JOYBUTTONUP:
if event.button == GP2X_BUTTON_L:
self.ShoulderLHeld = False
elif event.button == GP2X_BUTTON_R:
self.ShoulderRHeld = False
def shutdown(self):
# This will be called by the pykManager to shut down the thing
# immediately.
# If the caller gave us a callback, let them know we're finished
if self.State != STATE_CLOSED:
self.State = STATE_CLOSED
if self.SongFinishedCallback != None:
self.SongFinishedCallback()
def __defaultErrorPrint(self, ErrorString):
print (ErrorString)
def findPygameFont(self, fontData, fontSize):
""" Returns a pygame.Font selected by this data. """
if not fontData.size:
# The font names a specific filename.
filename = fontData.name
if os.path.sep not in filename:
filename = os.path.join(manager.FontPath, filename)
return pygame.font.Font(filename, fontSize)
# The font names a system font.
pointSize = int(fontData.size * fontSize / 10.0 + 0.5)
return pygame.font.SysFont(
fontData.name, pointSize, bold = fontData.bold,
italic = fontData.italic)