287 lines
12 KiB
Python
287 lines
12 KiB
Python
#!/usr/bin/env python3
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"""
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JARVIS Display
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──────────────
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Renders the JARVIS UI overlay. Works in two modes:
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X11 (development laptop):
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python display.py
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Linux framebuffer (device – no windowing system):
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python display.py --framebuffer
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# or
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JARVIS_FB=1 python display.py
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Framebuffer prerequisites on Debian (device):
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sudo apt install python3-pygame
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sudo usermod -aG video $USER # then log out/in
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# If fbdev fails (common on newer kernels) try KMS/DRM:
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SDL_VIDEODRIVER=kmsdrm python display.py --framebuffer
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"""
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import os
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import math
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import argparse
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from datetime import datetime
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# ── CLI / env-var flags ─────────────────────────────────────────────────────
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# These must be parsed BEFORE pygame is imported so we can set SDL env vars
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# in time for pygame.init() to pick them up.
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_parser = argparse.ArgumentParser(description='JARVIS display', add_help=True)
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_parser.add_argument(
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'--framebuffer', '-fb', action='store_true',
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help='Render to Linux framebuffer instead of an X11/Wayland window')
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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('--width', type=int, default=1280,
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help='Screen / framebuffer width (default 1280)')
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_parser.add_argument('--height', type=int, default=800,
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help='Screen / framebuffer height (default 800)')
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_args, _ = _parser.parse_known_args()
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USE_FB: bool = _args.framebuffer or bool(os.environ.get('JARVIS_FB'))
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if USE_FB:
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# SDL2 env vars must be set before pygame.display.init()
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os.environ.setdefault('SDL_VIDEODRIVER', 'kmsdrm')
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os.environ.setdefault('SDL_RENDER_DRIVER', 'software')
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os.environ.setdefault('SDL_FBDEV', os.environ.get('JARVIS_FBDEV', '/dev/fb0'))
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# Prevent SDL trying to open a mouse device on the framebuffer
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os.environ.setdefault('SDL_NOMOUSE', '1')
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import pygame # noqa: E402 — import after env setup
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# ── Colour palette ───────────────────────────────────────────────────────────
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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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# ── 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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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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# 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 draw(pts, close=False, 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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# 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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# 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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for i in range(1, 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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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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# ── 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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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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# ── Clock / date ─────────────────────────────────────────────────────────────
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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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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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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_dot(surface: pygame.Surface, cx: int, y: int,
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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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try:
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f = pygame.font.SysFont(name, size, bold=bold)
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if f:
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return f
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except Exception:
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pass
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return pygame.font.Font(None, size)
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# ── Main loop ─────────────────────────────────────────────────────────────────
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def main() -> None:
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pygame.init()
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W, H = _args.width, _args.height
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if USE_FB or _args.fullscreen:
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screen = pygame.display.set_mode((W, H), pygame.FULLSCREEN | pygame.NOFRAME)
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else:
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screen = pygame.display.set_mode((W, H))
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pygame.display.set_caption('JARVIS')
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pygame.mouse.set_visible(False)
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fonts = {
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'large': _load_font(56),
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'small': _load_font(18),
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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) * 0.115) # half-width at cheek level
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face_ry = int(min(W, H) * 0.135) # 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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# ── 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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status_text = 'Initializing...'
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clock = pygame.time.Clock()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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return
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if event.type == pygame.KEYDOWN:
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if event.key in (pygame.K_ESCAPE, pygame.K_q):
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pygame.quit()
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return
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# Touch / mouse tap anywhere also quits in kiosk mode
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if USE_FB and event.type == pygame.MOUSEBUTTONDOWN:
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pygame.quit()
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return
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screen.fill(BLACK)
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if face_img:
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screen.blit(face_img,
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face_img.get_rect(center=(face_cx, face_cy)),
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special_flags=pygame.BLEND_ADD)
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else:
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draw_wireframe_face(screen, face_cx, face_cy, face_rx, face_ry)
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clock_block_h = fonts['small'].get_height() + 4 + fonts['large'].get_height()
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draw_clock(screen, fonts, 20, face_cy - clock_block_h // 2)
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draw_status(screen, fonts, status_text, W // 2, status_y)
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draw_dot(screen, W // 2, dot_y)
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pygame.display.flip()
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clock.tick(10) # 10 fps is plenty for a status screen
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if __name__ == '__main__':
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main()
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