Updated storyboard mechanics
Updated statemachine Implemented advanced choice mechanics Still testing.
This commit is contained in:
parent
2c85f7ed46
commit
06cbde4179
4 changed files with 333 additions and 368 deletions
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@ -120,7 +120,7 @@ class PizzaHAL:
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# Extract data and sampling rate from file
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# data, fs = sf.read(str(sound), dtype='float32')
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# self.soundcache[str(sound)] = (data, fs)
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self.soundcache[str(sound)] = mx.Sound(sound)
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self.soundcache[str(sound)] = mx.Sound(str(sound))
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def init_camera(self):
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if self.camera is None:
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@ -157,23 +157,19 @@ class PizzaHAL:
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return resp
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def move_vert(hal: PizzaHAL, steps: int):
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def move(hal: PizzaHAL,
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steps: int,
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horizontal: bool,
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**kwargs):
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"""
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Move the motor controlling the vertical scroll a given distance.
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"""
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hal.send_cmd(SerialCommands.MOTOR_V, steps.to_bytes(2, 'little', signed=True))
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hal.send_cmd(SerialCommands.MOTOR_H if horizontal else SerialCommands.MOTOR_V,
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steps.to_bytes(2, 'little', signed=True))
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def move_hor(hal: PizzaHAL, steps: int):
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"""
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Move the motor controlling the horizontal scroll a given distance.
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"""
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hal.send_cmd(SerialCommands.MOTOR_H, steps.to_bytes(2, 'little', signed=True))
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def rewind(hal: PizzaHAL):
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def rewind(hal: PizzaHAL, **kwargs):
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"""
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Rewind both scrolls.
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@ -181,9 +177,9 @@ def rewind(hal: PizzaHAL):
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hal.send_cmd(SerialCommands.REWIND)
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def turn_off(hal: PizzaHAL):
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def turn_off(hal: PizzaHAL, **kwargs):
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"""
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Turn off everything.
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Turn off the lights.
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"""
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hal.send_cmd(SerialCommands.BACKLIGHT, 0)
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hal.send_cmd(SerialCommands.FRONTLIGHT, 0)
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@ -223,7 +219,7 @@ def wait_for_input(hal: PizzaHAL,
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(8 if green_cb else 0)
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if sound is not None:
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hal.play_sound(sound)
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hal.play_sound(str(sound))
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resp = hal.send_cmd(SerialCommands.USER_INTERACT, bitmask.to_bytes(1, 'little', signed=False), timeout.to_bytes(4, 'little', signed=False))
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@ -246,7 +242,14 @@ def wait_for_input(hal: PizzaHAL,
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timeout_cb(**kwargs)
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def light_layer(hal: PizzaHAL, r: float, g: float, b: float, w: float, fade: float = 0.0, **kwargs):
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def light(hal: PizzaHAL,
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r: float,
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g: float,
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b: float,
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w: float,
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fade: float = 0.0,
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backlight: bool = False,
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**kwargs):
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"""
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Turn on the light to illuminate the upper scroll
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@ -258,30 +261,10 @@ def light_layer(hal: PizzaHAL, r: float, g: float, b: float, w: float, fade: flo
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:param steps: int
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How many steps for the fade (default: 100)
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"""
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hal.send_cmd(SerialCommands.FRONTLIGHT,
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int(r * 255).to_bytes(1, 'little'),
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int(g * 255).to_bytes(1, 'little'),
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hal.send_cmd(SerialCommands.BACKLIGHT if backlight else SerialCommands.FRONTLIGHT,
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int(b * 255).to_bytes(1, 'little'),
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int(w * 255).to_bytes(1, 'little'),
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int(fade * 1000).to_bytes(4, 'little'))
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def backlight(hal: PizzaHAL, r: float, g: float, b: float, w: float, fade: float = 0.0, **kwargs):
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"""
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Turn on the backlight
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:param hal: The hardware abstraction object
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:param fade: float
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Default 0, time in seconds to fade in or out
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:param intensity: float
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Intensity of the light in percent
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:param steps: int
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How many steps for the fade (default: 100)
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"""
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hal.send_cmd(SerialCommands.BACKLIGHT,
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int(r * 255).to_bytes(1, 'little'),
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int(g * 255).to_bytes(1, 'little'),
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int(b * 255).to_bytes(1, 'little'),
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int(r * 255).to_bytes(1, 'little'),
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int(w * 255).to_bytes(1, 'little'),
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int(fade * 1000).to_bytes(4, 'little'))
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@ -295,7 +278,7 @@ def play_sound(hal: PizzaHAL, sound: Any, **kwargs):
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"""
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# Extract data and sampling rate from file
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try:
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hal.play_sound(sound)
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hal.play_sound(str(sound))
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while mx.get_busy():
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pass
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except KeyboardInterrupt:
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@ -1,248 +1,42 @@
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from pizzactrl import storyboard, fs_names
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from pizzactrl import fs_names
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from pizzactrl.storyboard import *
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STORYBOARD = [
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storyboard.Chapter(
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# storyboard.Do(storyboard.Activity.ADVANCE_UP),
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storyboard.Do(storyboard.Activity.LIGHT_BACK, # Bild 1
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intensity=1.0, fade=1.0)
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Chapter(
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Do(Activity.ADVANCE_UP,
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steps=50),
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Do(Activity.LIGHT_BACK, # Bild 1
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intensity=1.0, fade=1.0),
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Do(Activity.WAIT_FOR_INPUT,
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on_blue=Select(Option.CONTINUE),
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on_red=Select(Option.REPEAT))
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 2
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Chapter(
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Do(Activity.ADVANCE_LEFT,
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steps=100),
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Do(Activity.ADVANCE_UP,
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steps=50),
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Do(Activity.WAIT_FOR_INPUT,
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on_blue=Select(Option.CONTINUE),
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on_red=Select(Option.REPEAT),
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on_yellow=Select(Option.GOTO, chapter=0),
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on_green=Select(Option.QUIT))
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.ADVANCE_UP), # Bild 3
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.ADVANCE_UP), # Bild 4
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0.0),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP), # Bild 5
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Chapter(
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Do(Activity.ADVANCE_LEFT,
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steps=-50),
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Do(Activity.ADVANCE_UP,
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steps=-20)
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_SOUND,
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filename=fs_names.REC_NAME,
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duration=7.0,
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cache=True),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.REC_NAME),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.ADVANCE_UP), # Bild 6
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_SOUND,
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filename=fs_names.REC_CITY_DESC,
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duration=60.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 7
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0.0),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.TAKE_PHOTO,
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filename=fs_names.REC_PORTRAIT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_SHUTTER)
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP)
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=2.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 9
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_LAYER,
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intensity=1., fade=0.5),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=0.5),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_LAYER,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 10
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 11
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 12
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=.5),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 13
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_SOUND,
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filename=fs_names.REC_CITY_NAME,
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duration=7.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 14
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_SOUND,
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filename=fs_names.REC_CITY_DESC,
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duration=60.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 15
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_SOUND,
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filename=fs_names.REC_CITY_DESC,
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duration=60.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 16
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 17
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=1.),
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storyboard.Do(storyboard.Activity.WAIT_FOR_INPUT),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_REC_AUDIO),
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storyboard.Do(storyboard.Activity.RECORD_VIDEO,
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filename=fs_names.REC_DRAW_CITY,
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duration=60.0),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.SFX_STOP_REC),
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storyboard.Do(storyboard.Activity.ADVANCE_UP) # Bild 18
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),
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storyboard.Chapter(
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=1., fade=1.),
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.ADVANCE_UP), # Bild 19
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storyboard.Do(storyboard.Activity.PLAY_SOUND,
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sound=fs_names.StoryFile('01dummy')),
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storyboard.Do(storyboard.Activity.LIGHT_BACK,
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intensity=0., fade=2.)
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Chapter(
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Do(Activity.ADVANCE_LEFT,
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steps=100),
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Do(Activity.ADVANCE_UP,
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steps=50),
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Do(Activity.WAIT_FOR_INPUT,
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on_blue=Select(Option.CONTINUE),
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on_red=Select(Option.REPEAT),
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on_yellow=Select(Option.GOTO, chapter=0),
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on_green=Select(Option.QUIT))
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)
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]
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|
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@ -9,10 +9,11 @@ from enum import Enum, auto
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from subprocess import call
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from pizzactrl import fs_names, sb_dummy
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from .storyboard import Activity
|
||||
from .hal_serial import SerialCommunicationError, play_sound, take_photo, record_video, record_sound, turn_off, \
|
||||
PizzaHAL, init_camera, init_sounds, wait_for_input, \
|
||||
light_layer, backlight, move_vert, move_hor, rewind
|
||||
from pizzactrl.hal import ScrollSensor
|
||||
from .storyboard import Activity, Select, Option
|
||||
from .hal_serial import SerialCommunicationError, PizzaHAL, play_sound, take_photo, record_video, record_sound, turn_off, wait_for_input, \
|
||||
light, move, rewind
|
||||
from pizzactrl import storyboard
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
@ -50,25 +51,47 @@ def load_sounds():
|
|||
return soundcache
|
||||
|
||||
|
||||
# Map Activities to function calls
|
||||
ACTIVITY_SELECTOR = {
|
||||
Activity.PLAY_SOUND: play_sound,
|
||||
Activity.RECORD_SOUND: record_sound,
|
||||
Activity.RECORD_VIDEO: record_video,
|
||||
Activity.TAKE_PHOTO: take_photo,
|
||||
Activity.LIGHT_LAYER: light,
|
||||
Activity.LIGHT_BACK: light,
|
||||
Activity.ADVANCE_UP: move,
|
||||
Activity.ADVANCE_LEFT: move
|
||||
}
|
||||
|
||||
|
||||
class Statemachine:
|
||||
def __init__(self,
|
||||
story_de: Any=None,
|
||||
story_en: Any=None,
|
||||
move: bool = False,
|
||||
loop: bool = True):
|
||||
loop: bool = True,
|
||||
test: bool = False):
|
||||
self.state = State.POWER_ON
|
||||
self.hal = PizzaHAL()
|
||||
|
||||
self.chapter = 0
|
||||
self.next_chapter = 0
|
||||
|
||||
self.story = None
|
||||
self.story_de = story_de
|
||||
self.story_en = story_en
|
||||
self.alt = False
|
||||
|
||||
self.lang = Language.NOT_SET
|
||||
self.move = move
|
||||
self.test = False
|
||||
|
||||
self.MOVE = move # self.move is reset to this value
|
||||
self.move = self.MOVE
|
||||
|
||||
self.test = test
|
||||
self.loop = loop
|
||||
|
||||
def run(self):
|
||||
logger.debug(f'Run(state={self.state})')
|
||||
|
||||
choice = {
|
||||
State.POWER_ON: self._power_on,
|
||||
State.POST: self._post,
|
||||
|
@ -77,6 +100,7 @@ class Statemachine:
|
|||
State.REWIND: self._rewind,
|
||||
State.IDLE_END: self._idle_end
|
||||
}
|
||||
|
||||
while (self.state is not State.ERROR) and \
|
||||
(self.state is not State.SHUTDOWN):
|
||||
choice[self.state]()
|
||||
|
@ -107,65 +131,61 @@ class Statemachine:
|
|||
Initialize hal callbacks, load sounds
|
||||
"""
|
||||
logger.debug(f'power on')
|
||||
|
||||
# TODO enable lid sensor
|
||||
# self.hal.lid_sensor.when_pressed = self._lid_open
|
||||
# self.hal.lid_sensor.when_released = self._lid_closed
|
||||
try:
|
||||
self.hal.init_connection()
|
||||
except SerialCommunicationError as e:
|
||||
self.state = State.ERROR
|
||||
logger.exception(e)
|
||||
return
|
||||
init_sounds(self.hal, load_sounds())
|
||||
init_camera(self.hal)
|
||||
|
||||
self.hal.init_sounds(load_sounds())
|
||||
self.hal.init_camera()
|
||||
|
||||
self.state = State.POST
|
||||
|
||||
def _post(self):
|
||||
"""
|
||||
Power on self test.
|
||||
"""
|
||||
logger.debug(f'post')
|
||||
# check scroll positions and rewind if necessary
|
||||
turn_off(self.hal)
|
||||
|
||||
if not os.path.exists(fs_names.USB_STICK):
|
||||
logger.debug(f'post')
|
||||
|
||||
if (not self.test) and (not os.path.exists(fs_names.USB_STICK)):
|
||||
logger.warning('USB-Stick not found.')
|
||||
self.state = State.ERROR
|
||||
return
|
||||
|
||||
# TODO set RPi_HELO pins, wait for response
|
||||
|
||||
# Callback for start when blue button is held
|
||||
self.hal.btn_start.when_activated = self._start_or_rewind
|
||||
logger.debug('start button callback activated')
|
||||
# self.hal.btn_start.when_activated = self._start_or_rewind
|
||||
# logger.debug('start button callback activated')
|
||||
|
||||
try:
|
||||
self.hal.init_connection()
|
||||
except SerialCommunicationError as e:
|
||||
self.state = State.ERROR
|
||||
logger.exception(e)
|
||||
return
|
||||
|
||||
# play a sound if everything is alright
|
||||
play_sound(self.hal, fs_names.SFX_POST_OK)
|
||||
|
||||
if self.test:
|
||||
self.state = State.PLAY
|
||||
logger.debug('play')
|
||||
else:
|
||||
self.state = State.IDLE_START
|
||||
logger.debug('idle_start')
|
||||
|
||||
|
||||
def _idle_start(self):
|
||||
"""
|
||||
Device is armed. Wait for user to press start button
|
||||
"""
|
||||
pass
|
||||
|
||||
def _start_or_rewind(self):
|
||||
"""
|
||||
Callback function.
|
||||
|
||||
If statemachine is in idle state, start playback when start
|
||||
button is pressed (released).
|
||||
|
||||
If statemachine is playing, trigger rewind and start fresh
|
||||
"""
|
||||
if self.state == State.IDLE_START:
|
||||
self.state = State.PLAY
|
||||
return
|
||||
if self.state == State.PLAY:
|
||||
self.state = State.REWIND
|
||||
|
||||
def _play(self):
|
||||
"""
|
||||
Run the storyboard
|
||||
Select language, then run the storyboard
|
||||
"""
|
||||
logger.debug(f'play')
|
||||
if self.test:
|
||||
|
@ -174,48 +194,134 @@ class Statemachine:
|
|||
# TODO reenable language selection
|
||||
self.story = self.story_en
|
||||
|
||||
for chapter in iter(self.story):
|
||||
logger.debug(f'playing chapter {chapter}')
|
||||
while self.chapter is not None:
|
||||
self._play_chapter()
|
||||
self._advance_chapter()
|
||||
|
||||
self.state = State.REWIND
|
||||
|
||||
def _option_callback(self, selection: Select):
|
||||
"""
|
||||
Return a callback for the appropriate option and parameters.
|
||||
Callbacks set the properties of `Statemachine` to determine it's behaviour.
|
||||
"""
|
||||
rewind = selection.values.get('rewind', Option.REPEAT.value['rewind'])
|
||||
next_chapter = selection.values.get('chapter', Option.GOTO.value['chapter'])
|
||||
shutdown = selection.values.get('shutdown', Option.QUIT.value['shutdown'])
|
||||
|
||||
def _continue(**kwargs):
|
||||
"""
|
||||
Continue in the Storyboard. Prepare advancing to the next chapter.
|
||||
"""
|
||||
self.move = self.MOVE
|
||||
if len(self.story) > (self.chapter + 1):
|
||||
self.next_chapter = self.chapter + 1
|
||||
else:
|
||||
self.next_chapter = None
|
||||
|
||||
def _repeat(**kwargs):
|
||||
"""
|
||||
Repeat the current chapter. Do not rewind if the selection says so.
|
||||
"""
|
||||
self.move = rewind
|
||||
self.next_chapter = self.chapter
|
||||
|
||||
def _goto(**kwargs):
|
||||
"""
|
||||
Jump to a specified chapter.
|
||||
"""
|
||||
self.move = self.MOVE
|
||||
self.next_chapter = next_chapter
|
||||
|
||||
def _quit(**kwargs):
|
||||
self.move = self.MOVE
|
||||
self.loop = not shutdown
|
||||
self.next_chapter = None
|
||||
|
||||
return {
|
||||
Option.CONTINUE: _continue,
|
||||
Option.REPEAT: _repeat,
|
||||
Option.GOTO: _goto,
|
||||
Option.QUIT: _quit,
|
||||
None: None
|
||||
}[selection.option]
|
||||
|
||||
def _play_chapter(self):
|
||||
"""
|
||||
Play the chapter specified by self.chapter
|
||||
"""
|
||||
logger.debug(f'playing chapter {self.chapter}')
|
||||
|
||||
if self.chapter < len(self.story):
|
||||
chapter = self.story[self.chapter]
|
||||
|
||||
while chapter.hasnext():
|
||||
act = next(chapter)
|
||||
logger.debug(f'next activity {act.activity}')
|
||||
if act.activity is Activity.WAIT_FOR_INPUT:
|
||||
wait_for_input(hal=self.hal,
|
||||
go_callback=chapter.mobilize,
|
||||
back_callback=chapter.rewind,
|
||||
to_callback=self._start_or_rewind)
|
||||
# elif act.activity is Activity.ADVANCE_UP:
|
||||
# if chapter.move and self.move:
|
||||
# logger.debug(
|
||||
# f'advance({self.hal.motor_ud}, '
|
||||
# f'{self.hal.ud_sensor})')
|
||||
# advance(motor=self.hal.motor_ud,
|
||||
# sensor=self.hal.ud_sensor)
|
||||
# elif not self.move:
|
||||
# play_sound(self.hal, fs_names.StoryFile('stop'))
|
||||
blue_cb = self._option_callback(act.values['on_blue']),
|
||||
red_cb = self._option_callback(act.values['on_red']),
|
||||
yellow_cb = self._option_callback(act.values['on_yellow']),
|
||||
green_cb = self._option_callback(act.values['on_green']),
|
||||
timeout_cb = self._option_callback(act.values['on_timeout']),
|
||||
**act.values)
|
||||
else:
|
||||
try:
|
||||
{
|
||||
Activity.PLAY_SOUND: play_sound,
|
||||
Activity.RECORD_SOUND: record_sound,
|
||||
Activity.RECORD_VIDEO: record_video,
|
||||
Activity.TAKE_PHOTO: take_photo,
|
||||
Activity.LIGHT_LAYER: light_layer,
|
||||
Activity.LIGHT_BACK: backlight,
|
||||
# Activity.ADVANCE_UP: move_vert,
|
||||
# Activity.ADVANCE_LEFT: move_hor
|
||||
}[act.activity](self.hal, **act.values)
|
||||
ACTIVITY_SELECTOR[act.activity](self.hal, **act.values)
|
||||
except KeyError:
|
||||
logger.exception('Caught KeyError, ignoring...')
|
||||
pass
|
||||
|
||||
self.state = State.REWIND
|
||||
self.next_chapter = self.chapter + 1
|
||||
else:
|
||||
self.next_chapter = None
|
||||
|
||||
def _advance_chapter(self):
|
||||
"""
|
||||
Update chapters and move the scrolls.
|
||||
Update self.chapter to self.next_chapter
|
||||
"""
|
||||
if self.next_chapter is not None:
|
||||
diff = self.next_chapter - self.chapter
|
||||
h_steps = 0
|
||||
v_steps = 0
|
||||
if diff < 0:
|
||||
"""
|
||||
Rewind all chapters up to target
|
||||
"""
|
||||
for ch in self.story[self.next_chapter:self.chapter]:
|
||||
steps = ch.rewind()
|
||||
h_steps += steps['h_steps']
|
||||
v_steps += steps['v_steps']
|
||||
|
||||
elif diff > 0:
|
||||
"""
|
||||
Skip all chapters up to target
|
||||
"""
|
||||
for ch in self.story[self.chapter:self.next_chapter]:
|
||||
steps = ch.skip()
|
||||
h_steps += steps['h_steps']
|
||||
v_steps += steps['v_steps']
|
||||
else:
|
||||
"""
|
||||
Rewind current chapter
|
||||
"""
|
||||
steps = self.story[self.chapter].rewind()
|
||||
h_steps = steps['h_steps']
|
||||
v_steps = steps['v_steps']
|
||||
|
||||
if self.move:
|
||||
move(self.hal, h_steps, True)
|
||||
move(self.hal, v_steps, False)
|
||||
|
||||
self.chapter = self.next_chapter
|
||||
|
||||
def _rewind(self):
|
||||
"""
|
||||
Rewind all scrolls, post-process videos
|
||||
"""
|
||||
# postprocessing
|
||||
# TODO postprocessing - add sound
|
||||
logger.debug('Converting video...')
|
||||
cmdstring = f'MP4Box -add {fs_names.REC_DRAW_CITY} {fs_names.REC_MERGED_VIDEO}'
|
||||
call([cmdstring], shell=True)
|
||||
|
@ -223,6 +329,7 @@ class Statemachine:
|
|||
logger.debug('Rewinding...')
|
||||
if self.move:
|
||||
rewind(self.hal)
|
||||
|
||||
for chapter in self.story:
|
||||
chapter.rewind()
|
||||
|
||||
|
|
|
@ -1,19 +1,70 @@
|
|||
from enum import Enum, auto
|
||||
|
||||
|
||||
class Option(Enum):
|
||||
"""
|
||||
Options can be chosen by the user in WAIT_FOR_INPUT
|
||||
"""
|
||||
CONTINUE = {} # Continue with chapter
|
||||
REPEAT = {'rewind': True} # Repeat chapter from beginning. `rewind=True`: reset scrolls to starting position
|
||||
GOTO = {'chapter': 0} # Jump to chapter number
|
||||
QUIT = {'shutdown': True} # End playback. `shutdown=True` also powers off box
|
||||
|
||||
|
||||
class Select:
|
||||
"""
|
||||
An option instance. Can override the default settings from `Option`s
|
||||
"""
|
||||
def __init__(self, option: Option, **kwargs):
|
||||
self.option = option
|
||||
self.values = {}
|
||||
if option is not None:
|
||||
for key, value in self.option.value.items():
|
||||
self.values[key] = kwargs.get(key, value)
|
||||
|
||||
|
||||
class Activity(Enum):
|
||||
WAIT_FOR_INPUT = {'steps': 0}
|
||||
"""
|
||||
Things the box can do
|
||||
"""
|
||||
WAIT_FOR_INPUT = {'on_blue': Select(Option.CONTINUE),
|
||||
'on_red': Select(Option.REPEAT),
|
||||
'on_yellow': Select(None),
|
||||
'on_green': Select(None),
|
||||
'on_timeout': Select(Option.QUIT),
|
||||
'sound': None,
|
||||
'timeout': 0}
|
||||
PLAY_SOUND = {'sound': None}
|
||||
RECORD_SOUND = {'duration': 0.0, 'filename': '', 'cache': False}
|
||||
RECORD_VIDEO = {'duration': 0.0, 'filename': ''}
|
||||
RECORD_SOUND = {'duration': 10.0,
|
||||
'filename': '',
|
||||
'cache': False}
|
||||
RECORD_VIDEO = {'duration': 60.0,
|
||||
'filename': ''}
|
||||
TAKE_PHOTO = {'filename': ''}
|
||||
ADVANCE_UP = {'speed': 0.3, 'direction': True, 'steps': 100}
|
||||
ADVANCE_LEFT = {'speed': 0.3, 'direction': True, 'steps': 200} # TODO set right number of steps
|
||||
LIGHT_LAYER = {'intensity': 1.0, 'fade': 0.0, 'layer': True}
|
||||
LIGHT_BACK = {'intensity': 1.0, 'fade': 0.0}
|
||||
ADVANCE_UP = {'steps': 100, # TODO set right number of steps
|
||||
'direction': True,
|
||||
'horizontal': False}
|
||||
ADVANCE_LEFT = {'steps': 200, # TODO set right number of steps
|
||||
'direction': True,
|
||||
'horizontal': True}
|
||||
LIGHT_LAYER = {'r': 0,
|
||||
'g': 0,
|
||||
'b': 0,
|
||||
'w': 1.0,
|
||||
'fade': 1.0,
|
||||
'backlight': False}
|
||||
LIGHT_BACK = {'r': 0,
|
||||
'g': 0,
|
||||
'b': 0,
|
||||
'w': 1.0,
|
||||
'fade': 1.0,
|
||||
'backlight': True}
|
||||
|
||||
|
||||
class Do:
|
||||
"""
|
||||
An activity instance. Can override the default settings from `Activity`s
|
||||
"""
|
||||
def __init__(self, activity: Activity, **kwargs):
|
||||
self.activity = activity
|
||||
self.values = {}
|
||||
|
@ -23,33 +74,63 @@ class Do:
|
|||
|
||||
class Chapter:
|
||||
"""
|
||||
A logical storyboard entity, which can be replayed (rewind to start).
|
||||
A logical storyboard entity, which can be replayed (rewind to start)
|
||||
or skipped (do all movements at once).
|
||||
|
||||
Keeps track of advanced steps on the scrolls.
|
||||
"""
|
||||
def __init__(self, *activities):
|
||||
self.activities = activities
|
||||
self.pos = 0
|
||||
self.move = True
|
||||
self.move_ud = 0
|
||||
self.index = 0
|
||||
self.h_pos = 0
|
||||
self.v_pos = 0
|
||||
|
||||
def __iter__(self):
|
||||
return self
|
||||
|
||||
def __next__(self):
|
||||
if self.pos >= len(self.activities):
|
||||
if self.index >= len(self.activities):
|
||||
raise StopIteration
|
||||
act = self.activities[self.pos]
|
||||
self.pos += 1
|
||||
|
||||
act = self.activities[self.index]
|
||||
self._update_pos(act)
|
||||
return act
|
||||
|
||||
def _update_pos(self, act: Activity):
|
||||
"""
|
||||
Update the positions from the activity.
|
||||
Implicitly increments the index.
|
||||
"""
|
||||
self.index += 1
|
||||
if act.activity is Activity.ADVANCE_UP:
|
||||
self.v_pos += act.values.get('steps', 0)
|
||||
elif act.activity is Activity.ADVANCE_LEFT:
|
||||
self.h_pos += act.values.get('steps', 0)
|
||||
|
||||
def hasnext(self):
|
||||
return self.pos < len(self.activities)
|
||||
"""
|
||||
Returns True if the chapter has more activities
|
||||
"""
|
||||
return self.index < len(self.activities)
|
||||
|
||||
def rewind(self, **kwargs):
|
||||
self.move = False
|
||||
self.pos = 0
|
||||
"""
|
||||
Reset the position to zero. Return how many steps are needed to rewind the scrolls
|
||||
"""
|
||||
self.index = 0
|
||||
h_pos = self.h_pos
|
||||
v_pos = self.v_pos
|
||||
self.h_pos = 0
|
||||
self.v_pos = 0
|
||||
return {'h_steps': -h_pos, 'v_steps': -v_pos}
|
||||
|
||||
def mobilize(self, **kwargs):
|
||||
self.move = True
|
||||
def skip(self, **kwargs):
|
||||
"""
|
||||
Skip chapter. Returns all movements necessary to advance scrolls.
|
||||
"""
|
||||
h_pos = self.h_pos
|
||||
v_pos = self.v_pos
|
||||
for act in self.activities[self.index:]:
|
||||
self._update_pos(act)
|
||||
return {'h_steps': self.h_pos - h_pos, 'v_steps': self.v_pos - v_pos}
|
||||
|
||||
|
|
Loading…
Reference in a new issue