Python pygame 模块,HWSURFACE 实例源码

我们从Python开源项目中,提取了以下25个代码示例,用于说明如何使用pygame.HWSURFACE

项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_flip(self):

        # __doc__ (as of 2008-08-02) for pygame.display.flip:

          # pygame.display.flip(): return None
          # update the full display Surface to the screen
          # 
          # This will update the contents of the entire display. If your display
          # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this
          # will wait for a vertical retrace and swap the surfaces. If you are
          # using a different type of display mode, it will simply update the
          # entire contents of the surface.
          # 
          # When using an pygame.OPENGL display mode this will perform a gl buffer swap. 

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_mode_ok(self):

        # __doc__ (as of 2008-08-02) for pygame.display.mode_ok:

          # pygame.display.mode_ok(size, flags=0, depth=0): return depth
          # pick the best color depth for a display mode
          # 
          # This function uses the same arguments as pygame.display.set_mode().
          # It is used to depermine if a requested display mode is available. It
          # will return 0 if the display mode cannot be set. Otherwise it will
          # return a pixel depth that best matches the display asked for.
          # 
          # Usually the depth argument is not passed, but some platforms can
          # support multiple display depths. If passed it will hint to which
          # depth is a better match.
          # 
          # The most useful flags to pass will be pygame.HWSURFACE,
          # pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
          # return 0 if these display flags cannot be set.
          # 

        self.fail()
项目:code    作者:ActiveState    | 项目源码 | 文件源码
def __init__(self):
        #window setup
        pygame.display.set_caption('Game Of Life')

        # initiate the clock and screen
        self.clock = pygame.time.Clock()
        self.last_tick = pygame.time.get_ticks()
        self.screen_res = [740, 490]

        self.font = pygame.font.SysFont("Impact", 19)

        self.sprites = pygame.sprite.Group()
        self.cells = []
        self.generation = 0
        self.population = 0

        self.screen = pygame.display.set_mode(self.screen_res, pygame.HWSURFACE, 32)

        self.running = False
        self.createGrid()

        while 1:
            self.Loop()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_flip(self):

        # __doc__ (as of 2008-08-02) for pygame.display.flip:

          # pygame.display.flip(): return None
          # update the full display Surface to the screen
          # 
          # This will update the contents of the entire display. If your display
          # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this
          # will wait for a vertical retrace and swap the surfaces. If you are
          # using a different type of display mode, it will simply update the
          # entire contents of the surface.
          # 
          # When using an pygame.OPENGL display mode this will perform a gl buffer swap. 

        self.fail()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_mode_ok(self):

        # __doc__ (as of 2008-08-02) for pygame.display.mode_ok:

          # pygame.display.mode_ok(size, flags=0, depth=0): return depth
          # pick the best color depth for a display mode
          # 
          # This function uses the same arguments as pygame.display.set_mode().
          # It is used to depermine if a requested display mode is available. It
          # will return 0 if the display mode cannot be set. Otherwise it will
          # return a pixel depth that best matches the display asked for.
          # 
          # Usually the depth argument is not passed, but some platforms can
          # support multiple display depths. If passed it will hint to which
          # depth is a better match.
          # 
          # The most useful flags to pass will be pygame.HWSURFACE,
          # pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
          # return 0 if these display flags cannot be set.
          # 

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def test_freetype_Font_render_mono(self):
        font = self._TEST_FONTS['sans']
        color = pygame.Color('black')
        colorkey = pygame.Color('white')
        text = "."

        save_antialiased = font.antialiased
        font.antialiased = False
        try:
            surf, r = font.render(text, color, size=24)
            self.assertEqual(surf.get_bitsize(), 8)
            flags = surf.get_flags()
            self.assertTrue(flags & pygame.SRCCOLORKEY)
            self.assertFalse(flags & (pygame.SRCALPHA | pygame.HWSURFACE))
            self.assertEqual(surf.get_colorkey(), colorkey)
            self.assertTrue(surf.get_alpha() is None)

            translucent_color = pygame.Color(*color)
            translucent_color.a = 55
            surf, r = font.render(text, translucent_color, size=24)
            self.assertEqual(surf.get_bitsize(), 8)
            flags = surf.get_flags()
            self.assertTrue(flags & (pygame.SRCCOLORKEY | pygame.SRCALPHA))
            self.assertFalse(flags & pygame.HWSURFACE)
            self.assertEqual(surf.get_colorkey(), colorkey)
            self.assertEqual(surf.get_alpha(), translucent_color.a)

            surf, r = font.render(text, color, colorkey, size=24)
            self.assertEqual(surf.get_bitsize(), 32)
        finally:
            font.antialiased = save_antialiased
项目:python-kinect    作者:jgerschler    | 项目源码 | 文件源码
def __init__(self):
        pygame.init()

        # Used to manage how fast the screen updates
        self._clock = pygame.time.Clock()

        # Loop until the user clicks the close button.
        self._done = False

        # Used to manage how fast the screen updates
        self._clock = pygame.time.Clock()

        # Kinect runtime object, we want only color and body frames 
        self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared)

        # back buffer surface for getting Kinect infrared frames, 8bit grey, width and height equal to the Kinect color frame size
        self._frame_surface = pygame.Surface((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), 0, 24)
        # here we will store skeleton data 
        self._bodies = None

        # Set the width and height of the screen [width, height]
        self._infoObject = pygame.display.Info()
        self._screen = pygame.display.set_mode((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), 
                                                pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)

        pygame.display.set_caption("Kinect for Windows v2 Infrared")
项目:python-kinect    作者:jgerschler    | 项目源码 | 文件源码
def run(self):
        # -------- Main Program Loop -----------
        while not self._done:
            # --- Main event loop
            for event in pygame.event.get(): # User did something
                if event.type == pygame.QUIT: # If user clicked close
                    self._done = True # Flag that we are done so we exit this loop

                elif event.type == pygame.VIDEORESIZE: # window resized
                    self._screen = pygame.display.set_mode(event.dict['size'], 
                                                pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)


            # --- Getting frames and drawing  
            if self._kinect.has_new_infrared_frame():
                frame = self._kinect.get_last_infrared_frame()
                self.draw_infrared_frame(frame, self._frame_surface)
                frame = None

            self._screen.blit(self._frame_surface, (0,0))
            pygame.display.update()

            # --- Go ahead and update the screen with what we've drawn.
            pygame.display.flip()

            # --- Limit to 60 frames per second
            self._clock.tick(60)

        # Close our Kinect sensor, close the window and quit.
        self._kinect.close()
        pygame.quit()
项目:python-kinect    作者:jgerschler    | 项目源码 | 文件源码
def __init__(self):
        pygame.init()

        # Used to manage how fast the screen updates
        self._clock = pygame.time.Clock()

        # Set the width and height of the screen [width, height]
        self._infoObject = pygame.display.Info()
        self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1), 
                                               pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)

        pygame.display.set_caption("Kinect for Windows v2 Body Game")

        # Loop until the user clicks the close button.
        self._done = False

        # Used to manage how fast the screen updates
        self._clock = pygame.time.Clock()

        # Kinect runtime object, we want only color and body frames 
        self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body)

        # back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
        self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)

        # here we will store skeleton data 
        self._bodies = None
项目:python-kinect    作者:jgerschler    | 项目源码 | 文件源码
def __init__(self):
        pygame.init()
        pygame.mixer.init()

        self.beep_sound = pygame.mixer.Sound('audio\\beep.ogg')
        self.buzz_sound = pygame.mixer.Sound('audio\\buzz.ogg')
        self._infoObject = pygame.display.Info()
        self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1,
                                                self._infoObject.current_h >> 1),
                                               pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)

        pygame.display.set_caption("Kinect Game Framework Test")

        self.finished = False
        self._clock = pygame.time.Clock()
        self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color |
                                                       PyKinectV2.FrameSourceTypes_Body)
        self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width,
                                              self._kinect.color_frame_desc.Height), 0, 32)
        self._bodies = None

        self.score = 0

        self.vocab_dict = {"beach":"playa", "desert":"desierto", "forest":"bosque",
                           "jungle":"selva", "hill":"loma", "island":"isla",
                           "lake":"lago", "mountain":"montaña", "ocean":"oceano",
                           "river":"rio", "valley":"valle", "basin":"cuenca",
                           "volcano":"volcano", "waterfall":"cascada", "creek":"arroyo"}

        self._frame_surface.fill((255, 255, 255))
项目:photobooth    作者:maduck    | 项目源码 | 文件源码
def __init__(self):
        self.runtime_id = 0
        self._canvas = None
        self._background = None
        self._photo_space = None
        self.target_dir = None
        self.font = None
        self._init_camera()
        self.photos = []
        self.printer = backends.acquire_backend("output", "line_printer", self.config)
        self._init_gpio()
        self._get_last_runtime_id()
        self.get_current_photo_directory()

        pygame.init()
        self.clock = pygame.time.Clock()
        self.limit_cpu_usage()
        display_mode = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.FULLSCREEN
        self._canvas = pygame.display.set_mode((0, 0), display_mode)
        self.screen_width = pygame.display.Info().current_w
        self.screen_height = pygame.display.Info().current_h
        self._background = self.fill_background()
        self._photo_space = self.fill_photo_space()
        self._running = True
        self.font = pygame.font.Font(self.config.get('font_filename'), self.config.getint('font_size'))
        pygame.mouse.set_visible(False)
项目:MonitorDarkly    作者:RedBalloonShenanigans    | 项目源码 | 文件源码
def main():
    pg.init()
    screen = pg.display.set_mode((1920,1200), pg.FULLSCREEN|pg.DOUBLEBUF|pg.HWSURFACE)

    lock = image.DellImage("lock_https.gif")
    packet = cnc_packet.build_upload_packet(cnc_packet.build_image_blob(lock, 50, 50))
    display_packet(packet, screen)

    while True:
        x, y = pg.mouse.get_pos()
        packet = cnc_packet.build_cursor_packet(x, y)
        display_packet(packet, screen)
项目:tutorials    作者:krzyszti    | 项目源码 | 文件源码
def __init__(self):
        self._running = True
        self.background = pygame.image.load('background.png')
        self.hero = pygame.image.load('hero.png')
        self.x = 0
        self.y = 0
        pygame.init()
        self._display_surf = pygame.display.set_mode((640, 480), pygame.HWSURFACE | pygame.DOUBLEBUF)
项目:python-mediadecoder    作者:dschreij    | 项目源码 | 文件源码
def __init__(self, dimensions, fullscreen = False, soundrenderer="pyaudio",
        loop=False):
        """ Constructor.

        Parameters
        ----------
        dimensions : tuple (width, height)
            The dimension of the window in which the video should be shown. Aspect
            ratio is maintained.
        fullscreen : bool, optional
            Indicates whether the video should be displayed in fullscreen.
        soundrenderer : {'pyaudio','pygame'}
            Designates which sound backend should render the sound. 
        """

        pygame.init()
        (windowWidth, windowHeight) = dimensions
        flags = pygame.DOUBLEBUF|pygame.OPENGL|pygame.HWSURFACE
        self.fullscreen = fullscreen
        if fullscreen:
            flags = flags | pygame.FULLSCREEN
        pygame.display.set_mode((windowWidth,windowHeight), flags)
        self.windowSize = (windowWidth, windowHeight)

        self.soundrenderer=soundrenderer        
        self.loop = loop
        self.texUpdated = False

        self.__initGL()

        self.decoder = Decoder(
            videorenderfunc=self.__texUpdate,
        )
        self.texture_locked = False
项目:subroofer    作者:Sypherio    | 项目源码 | 文件源码
def set_up_pygame():

    bits = 16

    pygame.mixer.pre_init(44100, -bits, 2)

    pygame.init()
    _display_surf = pygame.display.set_mode(size, pygame.HWSURFACE | pygame.DOUBLEBUF)
项目:Buffe    作者:bentzinir    | 项目源码 | 文件源码
def _init_gui(self):
        pygame.init()

        self._build_targets()

        if GUI_MODE:
            self._screen = pygame.display.set_mode(self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)

        self._running = True
项目:pyweather    作者:rbischoff    | 项目源码 | 文件源码
def __init__(self, drivers=DEFAULT_DRIVERS, size=DEFAULT_SIZE, screen_type=DEFAULT_SCREEN, borders=(5, 5),
                 border_width=3, line_color=(255, 255, 255), font='freesans', font_color=(255, 255, 255),
                 icons=ICON_DICTIONARY):
        """DisplayDriver class is the class that build the base display for use in the weather
        app.  Argument descriptions: drivers is a tuple of strings with available SDL_VIDEODRIVER
        environmental varaibles; size is a tuple of two integers describing the x, y size of the
        screen; screen_type is a string value that corresponds to the pygame constants for
        dispay.set_mode
        """

        formats = {'no_frame': pygame.NOFRAME, 'full_screen': pygame.FULLSCREEN, 'double_buff': pygame.DOUBLEBUF,
                   'hw_surface': pygame.HWSURFACE, 'open_GL': pygame.OPENGL, 'resizable': pygame.RESIZABLE}

        self._system_data = SystemData()
        self._display_instance = None
        self._drivers = drivers
        self._size = size
        self._borders = borders
        self._border_width = border_width
        self._line_color = line_color
        self._font = font
        self._font_color = font_color
        self._format = formats[screen_type]
        self._icons = icons
        self._base_dir = os.getcwd() + ICON_BASE_DIR
        self._scale_icons = True
        self._xmax = self._size[0] - self._borders[0]
        self._ymax = self._size[1] - self._borders[1]
        self._av = 1
        self._av_time = 1
        self._screen = None
        self._blits = []
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # This function will create a display Surface. The arguments passed in
          # are requests for a display type. The actual created display will be
          # the best possible match supported by the system.
          # 
          # The resolution argument is a pair of numbers representing the width
          # and height. The flags argument is a collection of additional
          # options.  The depth argument represents the number of bits to use
          # for color.
          # 
          # The Surface that gets returned can be drawn to like a regular
          # Surface but changes will eventually be seen on the monitor.
          # 
          # If no resolution is passed or is set to (0, 0) and pygame uses SDL
          # version 1.2.10 or above, the created Surface will have the same size
          # as the current screen resolution. If only the width or height are
          # set to 0, the Surface will have the same width or height as the
          # screen resolution. Using a SDL version prior to 1.2.10 will raise an
          # exception.
          # 
          # It is usually best to not pass the depth argument. It will default
          # to the best and fastest color depth for the system. If your game
          # requires a specific color format you can control the depth with this
          # argument. Pygame will emulate an unavailable color depth which can
          # be slow.
          # 
          # When requesting fullscreen display modes, sometimes an exact match
          # for the requested resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # The flags argument controls which type of display you want. There
          # are several to choose from, and you can even combine multiple types
          # using the bitwise or operator, (the pipe "|" character). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     hardware accelerated, only in FULLSCREEN
          #    pygame.OPENGL        create an opengl renderable display
          #    pygame.RESIZABLE     display window should be sizeable
          #    pygame.NOFRAME       display window will have no border or controls

        self.fail()
项目:python-kinect    作者:jgerschler    | 项目源码 | 文件源码
def run(self):
        # -------- Main Program Loop -----------
        while not self._done:
            # --- Main event loop
            for event in pygame.event.get(): # User did something
                if event.type == pygame.QUIT: # If user clicked close
                    self._done = True # Flag that we are done so we exit this loop

                elif event.type == pygame.VIDEORESIZE: # window resized
                    self._screen = pygame.display.set_mode(event.dict['size'], 
                                               pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)

            # --- Game logic should go here

            # --- Getting frames and drawing  
            # --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data 
            if self._kinect.has_new_color_frame():
                frame = self._kinect.get_last_color_frame()
                self.draw_color_frame(frame, self._frame_surface)
                frame = None

            # --- Cool! We have a body frame, so can get skeletons
            if self._kinect.has_new_body_frame(): 
                self._bodies = self._kinect.get_last_body_frame()

            # --- draw skeletons to _frame_surface
            if self._bodies is not None: 
                for i in range(0, self._kinect.max_body_count):
                    body = self._bodies.bodies[i]
                    if not body.is_tracked: 
                        continue 

                    joints = body.joints 
                    # convert joint coordinates to color space 
                    joint_points = self._kinect.body_joints_to_color_space(joints)
                    self.draw_body(joints, joint_points, SKELETON_COLORS[i])

            # --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio
            # --- (screen size may be different from Kinect's color frame size) 
            h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width()
            target_height = int(h_to_w * self._screen.get_width())
            surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height));
            self._screen.blit(surface_to_draw, (0,0))
            surface_to_draw = None
            pygame.display.update()

            # --- Go ahead and update the screen with what we've drawn.
            pygame.display.flip()

            # --- Limit to 60 frames per second
            self._clock.tick(60)

        # Close our Kinect sensor, close the window and quit.
        self._kinect.close()
        pygame.quit()
项目:MVP2    作者:critterandguitari    | 项目源码 | 文件源码
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    #drivers = ['fbcon']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
项目:MVP2    作者:critterandguitari    | 项目源码 | 文件源码
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    #drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    drivers = ['vesafbdf']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            exit()
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # This function will create a display Surface. The arguments passed in
          # are requests for a display type. The actual created display will be
          # the best possible match supported by the system.
          # 
          # The resolution argument is a pair of numbers representing the width
          # and height. The flags argument is a collection of additional
          # options.  The depth argument represents the number of bits to use
          # for color.
          # 
          # The Surface that gets returned can be drawn to like a regular
          # Surface but changes will eventually be seen on the monitor.
          # 
          # If no resolution is passed or is set to (0, 0) and pygame uses SDL
          # version 1.2.10 or above, the created Surface will have the same size
          # as the current screen resolution. If only the width or height are
          # set to 0, the Surface will have the same width or height as the
          # screen resolution. Using a SDL version prior to 1.2.10 will raise an
          # exception.
          # 
          # It is usually best to not pass the depth argument. It will default
          # to the best and fastest color depth for the system. If your game
          # requires a specific color format you can control the depth with this
          # argument. Pygame will emulate an unavailable color depth which can
          # be slow.
          # 
          # When requesting fullscreen display modes, sometimes an exact match
          # for the requested resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # The flags argument controls which type of display you want. There
          # are several to choose from, and you can even combine multiple types
          # using the bitwise or operator, (the pipe "|" character). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     hardware accelerated, only in FULLSCREEN
          #    pygame.OPENGL        create an opengl renderable display
          #    pygame.RESIZABLE     display window should be sizeable
          #    pygame.NOFRAME       display window will have no border or controls

        self.fail()
项目:LovelySpace    作者:lmb753    | 项目源码 | 文件源码
def __init__(self):
        self.parameters = Parameters("Config/default.ini")
        if isfile("Config/config.ini") :
            self.parameters.Load("Config/config.ini")

        # screen mode
        screenMode = self.parameters["screenMode"]
        if(screenMode == Screen_mode.Fullscreen) :
            args = pygame.HWSURFACE | pygame.FULLSCREEN | pygame.DOUBLEBUF
        elif(screenMode == Screen_mode.Borderless) :
            os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0'
            args = pygame.NOFRAME
        else:
            args = 0
            os.environ["SDL_VIDEO_CENTERED"] = "1"

        # window icon
        self.icon = pygame.image.load("Assets/icon.png")
        self.icon = pygame.transform.scale(self.icon, (32, 32))
        pygame.display.set_icon(self.icon)

        # window parameters
        self.width = self.parameters["windowWidth"]
        self.height = self.parameters["windowHeight"]

        # some managers and important things
        self.screen = pygame.display.set_mode((self.width, self.height), args)
        pygame.display.set_caption("Lovely Space")
        self.clock = pygame.time.Clock()
        self.input = input.Input(self)
        self.audio = audio.Audio()
        self.size = size.Size(self.width, self.height, 1920, 1080)

        # a random font
        self.fpsFont = pygame.font.SysFont("Arial", 25)

        # drunk shit
        self.iniPosition = pygame.math.Vector2(0, 200)
        self.drunkY = 1
        self.drunkX = 1

        # pause things
        self.pause = None
        self.isPaused = False

        self.mode = titlescreen.TitleScreen(self)
        #self.mode = game.Game(self)
项目:Camera2TCP    作者:kevinkit    | 项目源码 | 文件源码
def __init__(self, host, port,camtype="webcam",ID=0,image_name='lena.png',change=True,Debug=True):
        self.host = host
        self.port = port
        self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
        self.sock.bind((self.host, self.port))
        self.comThreads = []
        self.alive = True;
        self.RGB0 = [];
        self.Depth = [];
        self.Body = [];
        self.camtype = camtype;
        self.ret = False;
        self.log = "test"
        self.HDRGB = [];
        self.imageName = image_name;
        self.change = change;
        self.sys_random = random.SystemRandom();
        #Assuming 8bit pic
        self.cnt = 0;
        self.trip = 0;
        self.Debug = Debug

        self.send_counter = 0;
        self.rgb_cnt = 0;
        #Locks
        self.Lock  = threading.Lock()

        if self.Debug:
            self.img = cv2.imread(self.imageName); #This one will be altered!
            self.orig_img = cv2.imread(self.imageName); #This one will be the same
            self.ImageT = threading.Thread(target=self.imagechanger)
            self.ImageT.start()
            self.height,self.width,self.channel = self.img.shape;
            self.x_pos = random.randint(10,self.width);
            self.y_pos = random.randint(10,self.height);
            if self.ImageT.isAlive():
                self.log = "height: " + str(self.height)
        if Kinect:
            pygame.init()


            #Used to manage how fast the screen updates
            self._clock = pygame.time.Clock()
            self._done = False;
            self._infoObject = pygame.display.Info()
            self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
                                       pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)



            # Kinect runtime object, we want only color and body frames
            self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body | PyKinectV2.FrameSourceTypes_Depth | PyKinectV2.FrameSourceTypes_Infrared)
            # back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size
            self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32)
            # here we will store skeleton data
            self._bodies = None

        if camtype == "webcam":

            self.cap = cv2.VideoCapture(ID)
项目:KinectHowOld    作者:crwilcox    | 项目源码 | 文件源码
def __init__(self):
        pygame.init()


        # Used to manage how fast the screen updates
        self._clock = pygame.time.Clock()

        # Set the width and height of the screen [width, height]
        self._infoObject = pygame.display.Info()
        self._screen = pygame.display.set_mode(
            (self._infoObject.current_w >> 1, self._infoObject.current_h >> 1),
            pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.RESIZABLE, 32
        )

        pygame.display.set_caption("Guess your Age!")

        # Loop until the user clicks the close button.
        self._done = False

        # Kinect runtime object, we want only color and body frames
        if PyKinectRuntime and USE_KINECT:
            self._kinect = PyKinectRuntime.PyKinectRuntime(
                PyKV2.FrameSourceTypes_Color |
                PyKV2.FrameSourceTypes_Body
            )
            frame_dimension = (
                self._kinect.color_frame_desc.Width,
                self._kinect.color_frame_desc.Height
            )
        else:
            self._kinect = None
            frame_dimension = 800, 600

        # back buffer surface for getting Kinect color frames, 32bit color,
        # width and height equal to the Kinect color frame size
        self._frame_surface = pygame.Surface(frame_dimension, 0, 32)

        # here we will store skeleton data
        self._bodies = None
        self._stored_bodies = {}

        self._faces = []
        self._face_bodies = []

        self._update_oxford = 0
        self.python_logo_image = pygame.image.load('pylogo.png')
        self.msft_logo_image = pygame.image.load('microsoftlogo.png')

        self.bg_color = pygame.Color(55, 117, 169)