fucknugget
This commit is contained in:
326
display.py
326
display.py
@@ -6,21 +6,30 @@ Renders the JARVIS UI overlay via X11.
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Development: python display.py
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Kiosk: DISPLAY=:0 python display.py --fullscreen
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Weather via Open-Meteo (free, no API key).
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Location set by --location postcode (default BH8 8JZ).
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"""
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import os
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import json
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import math
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import threading
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import time as _time
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import argparse
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import urllib.request
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import urllib.parse
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from datetime import datetime
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_parser = argparse.ArgumentParser(description='JARVIS display', add_help=True)
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_parser.add_argument(
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'--fullscreen', '-fs', action='store_true',
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help='Run fullscreen under X11/Wayland')
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_parser.add_argument('--fullscreen', '-fs', action='store_true',
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help='Run fullscreen under X11/Wayland')
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_parser.add_argument('--width', type=int, default=1280,
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help='Screen width (default 1280)')
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_parser.add_argument('--height', type=int, default=800,
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help='Screen height (default 800)')
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_parser.add_argument('--location', type=str, default='BH8 8JZ',
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help='UK postcode for weather (default BH8 8JZ)')
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_args, _ = _parser.parse_known_args()
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import pygame
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@@ -30,142 +39,192 @@ BLACK = ( 0, 0, 0)
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WHITE = (255, 255, 255)
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GRAY = (160, 160, 160)
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DIM_GRAY = ( 80, 80, 80)
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WIRE_COL = ( 58, 58, 58) # subdued wireframe line colour
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WIRE_COL = ( 58, 58, 58)
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WIRE_EYE = ( 95, 95, 95)
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# ── WMO weather codes (Open-Meteo) ────────────────────────────────────────────
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_WMO = {
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0: 'Clear sky', 1: 'Mainly clear', 2: 'Partly cloudy', 3: 'Overcast',
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45: 'Fog', 48: 'Freezing fog',
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51: 'Light drizzle', 53: 'Drizzle', 55: 'Heavy drizzle',
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61: 'Light rain', 63: 'Rain', 65: 'Heavy rain',
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71: 'Light snow', 73: 'Snow', 75: 'Heavy snow', 77: 'Snow grains',
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80: 'Light showers', 81: 'Showers', 82: 'Heavy showers',
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85: 'Snow showers', 86: 'Heavy snow showers',
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95: 'Thunderstorm', 96: 'Thunderstorm + hail', 99: 'Thunderstorm + hail',
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}
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# ── Weather state (updated by background thread) ──────────────────────────────
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_weather: dict = {} # keys: 'week' (list), 'hours' (list), 'location' (str)
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_weather_lock = threading.Lock()
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def _postcode_to_latlon(postcode: str) -> tuple[float, float]:
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url = 'https://api.postcodes.io/postcodes/' + urllib.parse.quote(postcode.replace(' ', ''))
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with urllib.request.urlopen(url, timeout=10) as r:
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data = json.loads(r.read())
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return data['result']['latitude'], data['result']['longitude']
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def _fetch_weather(lat: float, lon: float) -> None:
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url = (
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'https://api.open-meteo.com/v1/forecast'
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f'?latitude={lat:.4f}&longitude={lon:.4f}'
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'&daily=weather_code,temperature_2m_max,temperature_2m_min'
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'&hourly=temperature_2m,weather_code'
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'&timezone=Europe%2FLondon'
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'&forecast_days=7'
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)
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with urllib.request.urlopen(url, timeout=10) as r:
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data = json.loads(r.read())
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daily = data['daily']
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hourly = data['hourly']
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week = []
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for i, date_str in enumerate(daily['time']):
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d = datetime.strptime(date_str, '%Y-%m-%d')
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week.append({
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'day': 'Today' if i == 0 else d.strftime('%A'),
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'date': d.strftime('%-d %b'),
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'high': round(daily['temperature_2m_max'][i]),
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'low': round(daily['temperature_2m_min'][i]),
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'desc': _WMO.get(daily['weather_code'][i], ''),
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})
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now = datetime.now()
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hours = []
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for i, ts in enumerate(hourly['time']):
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t = datetime.strptime(ts, '%Y-%m-%dT%H:%M')
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if t < now or t.date() != now.date():
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continue
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hours.append({
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'label': t.strftime('%-I%p').lower(),
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'temp': round(hourly['temperature_2m'][i]),
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})
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with _weather_lock:
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_weather['week'] = week
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_weather['hours'] = hours
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def _weather_worker(lat: float, lon: float) -> None:
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while True:
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try:
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_fetch_weather(lat, lon)
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except Exception:
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pass
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_time.sleep(1800)
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# ── Wireframe face ────────────────────────────────────────────────────────────
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# Pure 2-D face drawing. Face shape is defined by an explicit width profile;
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# eye sockets, nose bridge and chin are drawn as distinct features so the
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# brain immediately reads "face" rather than a geometric solid.
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WIRE_EYE = ( 95, 95, 95) # slightly brighter for eye/feature lines
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def _hw(t: float, rx: float) -> float:
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"""
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Face half-width in pixels at normalised height t.
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t = -1 → crown (top)
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t = 0 → cheek level (widest, ~= rx)
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t = +1 → chin tip
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Upper half: rounded ellipse.
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Lower half: faster taper toward chin.
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"""
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if t <= 0.0:
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return rx * math.sqrt(max(0.0, 1.0 - t * t))
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else:
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return rx * math.sqrt(max(0.0, 1.0 - t * t)) * (1.0 - 0.30 * t)
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return rx * math.sqrt(max(0.0, 1.0 - t * t)) * (1.0 - 0.30 * t)
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def draw_wireframe_face(surface: pygame.Surface,
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cx: int, cy: int,
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rx: float, ry: float) -> None:
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"""
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Draw a 2-D face wireframe centred at (cx, cy).
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Coordinate system: t ∈ [−1, +1] (−1=crown, 0=cheeks, +1=chin)
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x_fraction ∈ [−1, +1] (fraction of half-width at t)
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"""
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N_H = 13 # horizontal grid lines
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N_V = 11 # vertical grid lines (including edges)
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PTS = 40 # interpolation steps per curve
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cx: int, cy: int, rx: float, ry: float) -> None:
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N_H, N_V, PTS = 13, 11, 40
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# Helpers ─────────────────────────────────────────────────────────────────
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def sc(xf: float, t: float) -> tuple[int, int]:
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"""xf (fraction of half-width) + height t → screen pixel."""
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w = _hw(t, rx)
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# Slight forward bow: face curves toward viewer at cheek level
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bow = int(0.06 * w * (1.0 - t * t) * (1.0 - xf * xf))
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return (int(cx + xf * w), int(cy + t * ry) - bow)
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def sc(xf, t):
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w = _hw(t, rx)
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bow = int(0.06 * w * (1.0 - t*t) * (1.0 - xf*xf))
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return (int(cx + xf*w), int(cy + t*ry) - bow)
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def draw(pts, close=False, col=WIRE_COL):
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def draw(pts, col=WIRE_COL):
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if len(pts) >= 2:
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pygame.draw.lines(surface, col, close, pts, 1)
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pygame.draw.lines(surface, col, False, pts, 1)
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# Face outline (left and right silhouette) ────────────────────────────────
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t_vals = [(-1.0 + 2.0 * i / (PTS - 1)) for i in range(PTS)]
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draw([sc(-1.0, t) for t in t_vals]) # left edge
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draw([sc( 1.0, t) for t in t_vals]) # right edge
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# Crown arc (straight line across the very top)
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draw([sc(-1.0, -1.0), sc(1.0, -1.0)])
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# Chin arc
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draw([sc(-0.6, 1.0), sc(0.0, 1.02), sc(0.6, 1.0)])
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t_vals = [-1.0 + 2.0*i/(PTS-1) for i in range(PTS)]
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draw([sc(-1.0, t) for t in t_vals])
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draw([sc( 1.0, t) for t in t_vals])
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pygame.draw.lines(surface, WIRE_COL, False, [sc(-1.0,-1.0), sc(1.0,-1.0)], 1)
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pygame.draw.lines(surface, WIRE_COL, False, [sc(-0.6,1.0), sc(0.0,1.02), sc(0.6,1.0)], 1)
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# Horizontal grid lines ───────────────────────────────────────────────────
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for i in range(1, N_H):
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t = -1.0 + 2.0 * i / N_H
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draw([sc(-1.0 + 2.0 * j / (PTS - 1), t) for j in range(PTS)])
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# Vertical grid lines ─────────────────────────────────────────────────────
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t = -1.0 + 2.0*i/N_H
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draw([sc(-1.0 + 2.0*j/(PTS-1), t) for j in range(PTS)])
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for i in range(1, N_V):
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xf = -1.0 + 2.0 * i / N_V
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xf = -1.0 + 2.0*i/N_V
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draw([sc(xf, t) for t in t_vals])
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# ── Eye sockets ───────────────────────────────────────────────────────────
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# Each eye is a small ellipse drawn in a slightly brighter colour so it
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# immediately reads as a facial feature.
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eye_t = -0.38 # height: upper face (~35% from crown)
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eye_xf = 0.35 # lateral offset (fraction of half-width at eye_t)
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eye_w = _hw(eye_t, rx) # face half-width at eye level
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e_rx = int(eye_w * 0.24)
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e_ry = int(ry * 0.09)
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eye_t, eye_xf = -0.38, 0.35
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eye_w = _hw(eye_t, rx)
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e_rx = int(eye_w * 0.24)
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e_ry = int(ry * 0.09)
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for sign in (-1, +1):
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ecx = int(cx + sign * eye_xf * eye_w)
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ecy = int(cy + eye_t * ry)
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eye_pts = [
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(int(ecx + e_rx * math.cos(2 * math.pi * k / 28)),
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int(ecy + e_ry * math.sin(2 * math.pi * k / 28)))
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for k in range(28)
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]
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draw(eye_pts + [eye_pts[0]], col=WIRE_EYE)
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pts = [(int(ecx + e_rx*math.cos(2*math.pi*k/28)),
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int(ecy + e_ry*math.sin(2*math.pi*k/28))) for k in range(29)]
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pygame.draw.lines(surface, WIRE_EYE, True, pts, 1)
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# ── Nose bridge ───────────────────────────────────────────────────────────
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# Two short lines running from inner eye corners down to nose tip
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inner = int(eye_w * 0.12)
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e_btm = int(cy + eye_t * ry) + e_ry
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nose_y = int(cy + 0.08 * ry)
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inner = int(eye_w * 0.12)
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e_btm = int(cy + eye_t*ry) + e_ry
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nose_y = int(cy + 0.08*ry)
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nose_w = int(eye_w * 0.07)
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draw([(cx - inner, e_btm), (cx - nose_w, nose_y)], col=WIRE_COL)
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draw([(cx + inner, e_btm), (cx + nose_w, nose_y)], col=WIRE_COL)
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draw([(cx-inner, e_btm), (cx-nose_w, nose_y)])
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draw([(cx+inner, e_btm), (cx+nose_w, nose_y)])
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# ── Clock / date ─────────────────────────────────────────────────────────────
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# ── Clock ─────────────────────────────────────────────────────────────────────
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def draw_clock(surface: pygame.Surface, fonts: dict,
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x: int, y: int) -> None:
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now = datetime.now()
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date_str = now.strftime('%A, %B %-d, %Y')
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time_str = now.strftime('%-H:%M')
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secs_str = now.strftime('%S')
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# Date row
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surface.blit(fonts['small'].render(date_str, True, GRAY), (x, y))
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# Large time + superscript seconds
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t_surf = fonts['large'].render(time_str, True, WHITE)
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s_surf = fonts['small'].render(secs_str, True, DIM_GRAY)
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def draw_clock(surface: pygame.Surface, fonts: dict, x: int, y: int) -> None:
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now = datetime.now()
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t_surf = fonts['large'].render(now.strftime('%-H:%M'), True, WHITE)
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s_surf = fonts['small'].render(now.strftime('%S'), True, DIM_GRAY)
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surface.blit(fonts['small'].render(now.strftime('%A, %-d %B %Y'), True, GRAY), (x, y))
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ty = y + fonts['small'].get_height() + 4
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surface.blit(t_surf, (x, ty))
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surface.blit(s_surf, (x + t_surf.get_width() + 2,
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ty + t_surf.get_height() - s_surf.get_height() - 8))
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# ── Status line ───────────────────────────────────────────────────────────────
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# ── Weather panel ─────────────────────────────────────────────────────────────
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def draw_status(surface: pygame.Surface, fonts: dict,
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text: str, cx: int, y: int) -> None:
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surf = fonts['small'].render(text, True, GRAY)
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surface.blit(surf, (cx - surf.get_width() // 2, y))
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def draw_weather(surface: pygame.Surface, fonts: dict, x: int, y: int) -> None:
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with _weather_lock:
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week = list(_weather.get('week', []))
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hours = list(_weather.get('hours', []))
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sh = fonts['small'].get_height()
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lh = fonts['large'].get_height()
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if not week:
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surface.blit(fonts['small'].render('Weather loading…', True, DIM_GRAY), (x, y))
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return
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# Rotate through the 7 days every 4 seconds
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day = week[int(_time.time() / 4) % len(week)]
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surface.blit(fonts['small'].render(f"{day['day']} {day['date']}", True, GRAY), (x, y))
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t_surf = fonts['large'].render(f"{day['high']}° / {day['low']}°", True, WHITE)
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ty = y + sh + 4
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surface.blit(t_surf, (x, ty))
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surface.blit(fonts['small'].render(day['desc'], True, GRAY), (x, ty + lh + 3))
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# Hourly strip for today — next 8 hours, displayed as "2pm 14° 3pm 13° …"
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if hours:
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strip_y = ty + lh + 3 + sh + 8
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col_w = 52
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for i, h in enumerate(hours[:8]):
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hx = x + i * col_w
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surface.blit(fonts['small'].render(h['label'], True, DIM_GRAY), (hx, strip_y))
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surface.blit(fonts['small'].render(f"{h['temp']}°", True, GRAY),
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(hx, strip_y + sh + 1))
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def draw_dot(surface: pygame.Surface, cx: int, y: int,
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radius: int = 9) -> None:
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def draw_dot(surface: pygame.Surface, cx: int, y: int, radius: int = 9) -> None:
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pygame.draw.circle(surface, WHITE, (cx, y), radius)
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# ── Font helper ───────────────────────────────────────────────────────────────
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def _load_font(size: int, bold: bool = False) -> pygame.font.Font:
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"""Try a list of clean system fonts, fall back to pygame built-in."""
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for name in ('DejaVuSans', 'FreeSans', 'LiberationSans',
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'Helvetica', 'Arial', None):
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for name in ('DejaVuSans', 'FreeSans', 'LiberationSans', 'Helvetica', 'Arial', None):
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try:
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f = pygame.font.SysFont(name, size, bold=bold)
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if f:
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@@ -195,59 +254,56 @@ def main() -> None:
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'small': _load_font(13),
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}
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# Layout anchors — all relative to screen size so they adapt to resolution
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face_rx = int(min(W, H) * 0.085) # half-width at cheek level
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face_ry = int(min(W, H) * 0.100) # half-height crown→chin
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face_cx = W // 2
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face_cy = int(face_ry * 1.2) + 8 # nearly touches the top edge
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status_y = int(H * 0.82)
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dot_y = int(H * 0.895)
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face_rx = int(min(W, H) * 0.085)
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face_ry = int(min(W, H) * 0.100)
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face_cx = W // 2
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face_cy = int(face_ry * 1.2) + 8
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dot_y = int(H * 0.895)
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# ── Load face wireframe PNG if present ────────────────────────────────────
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# Place any face wireframe PNG at assets/face_wire.png and it will be
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# used automatically. Black background is composited away via BLEND_ADD
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# so only the bright lines show. Falls back to parametric drawing.
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_here = os.path.dirname(os.path.abspath(__file__))
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_png_path = os.path.join(_here, 'assets', 'face_wire.png')
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face_img = None
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if os.path.exists(_png_path):
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raw = pygame.image.load(_png_path).convert()
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img_src_w, img_src_h = raw.get_size()
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# Scale to fit face slot while preserving aspect ratio
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scale = min((face_rx * 2.2) / img_src_w,
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(face_ry * 2.4) / img_src_h)
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img_w = max(1, int(img_src_w * scale))
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img_h = max(1, int(img_src_h * scale))
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face_img = pygame.transform.smoothscale(raw, (img_w, img_h))
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clock_block_h = fonts['small'].get_height() + 4 + fonts['large'].get_height()
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clock_y = face_cy - clock_block_h // 2
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weather_x = face_cx + face_rx + 30
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status_text = 'Initializing...'
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# Resolve postcode and start weather thread
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try:
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lat, lon = _postcode_to_latlon(_args.location)
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threading.Thread(target=_weather_worker, args=(lat, lon), daemon=True).start()
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except Exception:
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pass
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clock = pygame.time.Clock()
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_here = os.path.dirname(os.path.abspath(__file__))
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png_path = os.path.join(_here, 'assets', 'face_wire.png')
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face_img = None
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if os.path.exists(png_path):
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raw = pygame.image.load(png_path).convert()
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iw, ih = raw.get_size()
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scale = min((face_rx * 2.2) / iw, (face_ry * 2.4) / ih)
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face_img = pygame.transform.smoothscale(
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raw, (max(1, int(iw*scale)), max(1, int(ih*scale))))
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||||
|
||||
pg_clock = pygame.time.Clock()
|
||||
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
return
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key in (pygame.K_ESCAPE, pygame.K_q):
|
||||
pygame.quit()
|
||||
return
|
||||
pygame.quit(); return
|
||||
if event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q):
|
||||
pygame.quit(); return
|
||||
|
||||
screen.fill(BLACK)
|
||||
|
||||
if face_img:
|
||||
screen.blit(face_img,
|
||||
face_img.get_rect(center=(face_cx, face_cy)),
|
||||
screen.blit(face_img, face_img.get_rect(center=(face_cx, face_cy)),
|
||||
special_flags=pygame.BLEND_ADD)
|
||||
else:
|
||||
draw_wireframe_face(screen, face_cx, face_cy, face_rx, face_ry)
|
||||
clock_block_h = fonts['small'].get_height() + 4 + fonts['large'].get_height()
|
||||
draw_clock(screen, fonts, 20, face_cy - clock_block_h // 2)
|
||||
draw_status(screen, fonts, status_text, W // 2, status_y)
|
||||
|
||||
draw_clock(screen, fonts, 20, clock_y)
|
||||
draw_weather(screen, fonts, weather_x, clock_y)
|
||||
draw_dot(screen, W // 2, dot_y)
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(10) # 10 fps is plenty for a status screen
|
||||
pg_clock.tick(10)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
Reference in New Issue
Block a user