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main.py
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import os
import time
from PIL import Image
import pygame
from pygame.locals import *
# from PIL import Image
import threading
# import exifread
from watchdog.observers import Observer
from watchdog.events import FileSystemEventHandler
# Chemin du dossier contenant les photos
PHOTO_FOLDER = "./photos"
# Temps affichage photos (1000 = 1 seconde)
TIMER = 8000
# Liste des fichiers dans le dossier
def get_photo_files():
return [os.path.join(PHOTO_FOLDER, f) for f in os.listdir(PHOTO_FOLDER) if
os.path.isfile(os.path.join(PHOTO_FOLDER, f))]
photo_files = get_photo_files()
# Chemin vers le dossier contenant les images
IMAGE_DIR = './photos'
# Initialisation de Pygame
pygame.init()
pygame.display.set_caption("Diaporama")
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
# Récupération de la résolution de l'écran
info = pygame.display.Info()
max_width = info.current_w
max_height = info.current_h
# Création de la fenêtre
screen = pygame.display.set_mode((max_width, max_height), FULLSCREEN)
# Initialisation de la variable fullscreen
fullscreen = False
# Boucle principale
running = True
photo_index = 0
clock = pygame.time.Clock()
auto_change = True
auto_change_timer = 0
pause = False # Initialisation de la variable pause
# Chargement des photos
def load_photos():
global photo_files
global photo_index
while True:
if not auto_change:
continue
next_index = (photo_index + 1) % len(photo_files)
pygame.image.load(photo_files[next_index])
pygame.time.wait(10)
threading.Thread(target=load_photos, daemon=True).start()
# Créez une nouvelle surface pour dessiner les images et les logos
intermediate_surface = pygame.Surface(screen.get_size())
# Logos Play, Pause, Next, Previous
LOGO_SIZE = (200, 200)
pause_logo = pygame.image.load("./Logos/pause.png")
pause_logo = pygame.image.load("./logos/pause.png")
pause_logo = pygame.transform.smoothscale(pause_logo, LOGO_SIZE)
pause_logo_rect = pause_logo.get_rect(center=screen.get_rect().center)
play_logo = pygame.image.load("./Logos/play.png")
play_logo = pygame.image.load("./logos/play.png")
play_logo = pygame.transform.smoothscale(play_logo, LOGO_SIZE)
play_logo_rect = play_logo.get_rect(center=screen.get_rect().center)
next_logo = pygame.image.load("./Logos/next.png")
next_logo = pygame.image.load("./logos/next.png")
next_logo = pygame.transform.smoothscale(next_logo, LOGO_SIZE)
next_logo_rect = next_logo.get_rect(midright=(screen.get_rect().right - 50, screen.get_rect().centery))
next_logo_rect = next_logo.get_rect(midright=(screen.get_rect().right - 200, screen.get_rect().centery))
previous_logo = pygame.image.load("./Logos/previous.png")
previous_logo = pygame.image.load("./logos/previous.png")
previous_logo = pygame.transform.smoothscale(previous_logo, LOGO_SIZE)
previous_logo_rect = previous_logo.get_rect(midleft=(screen.get_rect().left + 50, screen.get_rect().centery))
previous_logo_rect = previous_logo.get_rect(midleft=(screen.get_rect().left + 200, screen.get_rect().centery))
# Chargement des images dans une liste
images = []
# Fonction pour charger une image en utilisant un thread
def load_image(local_image_path):
with Image.open(local_image_path) as img:
img.thumbnail(screen.get_size())
images.append(pygame.image.fromstring(img.tobytes(), img.size, "RGB"))
# Création des threads pour charger les images
image_threads = []
for file_name in os.listdir(IMAGE_DIR):
if file_name.endswith('.jpg') or file_name.endswith('.png'):
image_path = os.path.join(IMAGE_DIR, file_name)
image_thread = threading.Thread(target=load_image, args=(image_path,))
image_threads.append(image_thread)
image_thread.start()
# Attente de la fin du chargement de toutes les images
for image_thread in image_threads:
image_thread.join()
class ImageHandler(FileSystemEventHandler):
def on_modified(self, local_event):
if local_event.src_path.endswith('.jpg') or local_event.src_path.endswith('.png'):
load_image(local_event.src_path)
def watch_images_directory():
event_handler = ImageHandler()
observer = Observer()
observer.schedule(event_handler, IMAGE_DIR, recursive=False)
observer.start()
try:
while True:
time.sleep(1)
except KeyboardInterrupt:
observer.stop()
observer.join()
watch_thread = threading.Thread(target=watch_images_directory)
watch_thread.daemon = True
watch_thread.start()
# Définition des zones d'affichage
screen_width, screen_height = screen.get_size()
left_rect = pygame.Rect(0, 0, screen_width // 3, screen_height)
center_rect = pygame.Rect(screen_width // 3, 0, screen_width // 3, screen_height)
right_rect = pygame.Rect(screen_width * 2 // 3, 0, screen_width // 3, screen_height)
# Variables pour le diaporama
current_image_index = 0
next_image_time = pygame.time.get_ticks() + 5000
is_paused = False
image = images[current_image_index]
image_rect = image.get_rect(center=screen.get_rect().center)
# Boucle principale
running = True
while running:
# Gestion des événements
# Gestion des événements Pygame
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
if event.type == pygame.QUIT:
running = False
elif event.type == KEYDOWN and event.key == K_SPACE:
auto_change = not auto_change
if not auto_change:
screen.blit(pause_logo, pause_logo_rect)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_LEFT:
current_image_index = (current_image_index - 1) % len(images)
next_image_time = pygame.time.get_ticks() + 5000
screen.blit(previous_logo, previous_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 secondes avant de masquer le logo
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
else:
screen.blit(play_logo, play_logo_rect)
elif event.key == pygame.K_RIGHT:
screen.blit(next_logo, next_logo_rect)
current_image_index = (current_image_index + 1) % len(images)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 secondes avant de masquer le logo
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
elif event.type == KEYDOWN and event.key == K_LEFT:
photo_index = (photo_index - 1) % len(photo_files)
screen.blit(previous_logo, previous_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 secondes avant de masquer le logo
screen.fill((0, 0, 0))
elif event.type == KEYDOWN and event.key == K_RIGHT:
photo_index = (photo_index + 1) % len(photo_files)
screen.blit(next_logo, next_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 secondes avant de masquer le logo
screen.fill((0, 0, 0))
elif event.type == KEYDOWN and event.key == K_f:
fullscreen = not fullscreen
if fullscreen:
screen = pygame.display.set_mode((0, 0), FULLSCREEN)
else:
screen = pygame.display.set_mode((800, 600), RESIZABLE)
elif event.type == KEYDOWN and event.key == K_r:
photo_files = get_photo_files()
photo_index = 0
next_image_time = pygame.time.get_ticks() + 5000
elif event.key == pygame.K_SPACE:
is_paused = not is_paused
if is_paused:
screen.blit(pause_logo, pause_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
else:
screen.blit(play_logo, play_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
elif event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
if left_rect.collidepoint(pos):
current_image_index = (current_image_index - 1) % len(images)
next_image_time = pygame.time.get_ticks() + 5000
screen.blit(previous_logo, previous_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
previous_image_time = pygame.time.get_ticks() + 5000
elif center_rect.collidepoint(pos):
is_paused = not is_paused
if is_paused:
screen.blit(pause_logo, pause_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
else:
screen.blit(play_logo, play_logo_rect)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
elif right_rect.collidepoint(pos):
screen.blit(next_logo, next_logo_rect)
current_image_index = (current_image_index + 1) % len(images)
pygame.display.flip()
pygame.time.delay(1000) # Pause de 1 seconde avant de masquer le logo
screen.fill((0, 0, 0))
next_image_time = pygame.time.get_ticks() + 5000
# Changement automatique de photo
if auto_change:
if pygame.time.get_ticks() - auto_change_timer > TIMER:
photo_index = (photo_index + 1) % len(photo_files)
auto_change_timer = pygame.time.get_ticks()
image = images[current_image_index]
image_rect = image.get_rect(center=screen.get_rect().center)
# Affichage de la photo courante
photo = pygame.image.load(photo_files[photo_index])
photo_rect = photo.get_rect()
# Calcul de l'échelle nécessaire pour adapter la photo à la fenêtre
scale = min(float(screen.get_width()) / photo_rect.width, float(screen.get_height()) / photo_rect.height)
# Redimensionnement de la photo en conservant son rapport d'aspect
new_width = int(photo_rect.width * scale)
new_height = int(photo_rect.height * scale)
photo = pygame.transform.smoothscale(photo, (new_width, new_height))
# Positionnement de la photo au centre de la fenêtre
photo_rect = photo.get_rect(center=screen.get_rect().center)
# Affichage de la photo
screen.fill((0, 0, 0))
screen.blit(photo, photo_rect)
# Dessinez l'image actuelle sur la surface intermédiaire
intermediate_surface.fill((0, 0, 0))
intermediate_surface.blit(image, image_rect)
# Dessinez la surface intermédiaire sur l'écran
screen.blit(intermediate_surface, (0, 0))
pygame.display.flip()
# Attente avant de passer à la photo suivante
# clock.tick(60) # 60 images par seconde
if not is_paused and pygame.time.get_ticks() >= next_image_time:
current_image_index = (current_image_index + 1) % len(images)
next_image_time = pygame.time.get_ticks() + 5000
# Fermeture de Pygame
pygame.quit()

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requirements.txt Normal file
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pygame~=2.3.0
Pillow~=9.5.0
watchdog~=3.0.0