#!/usr/bin/env python
# 1. Basic image capturing and displaying using the camera module
import pygame
import pygame.camera
from pygame.locals import *
class VideoCapturePlayer(object):
size = ( 640, 480 )
def __init__(self, **argd):
self.__dict__.update(**argd)
super(VideoCapturePlayer, self).__init__(**argd)
# create a display surface. standard pygame stuff
self.display = pygame.display.set_mode( self.size, 0 )
# gets a list of available cameras.
self.clist = pygame.camera.list_cameras()
if not self.clist:
raise ValueError("Sorry, no cameras detected.")
# creates the camera of the specified size and in RGB colorspace
self.camera = pygame.camera.Camera(self.clist[0], self.size, "RGB")
# starts the camera
self.camera.start()
self.clock = pygame.time.Clock()
# create a surface to capture to. for performance purposes, you want the
# bit depth to be the same as that of the display surface.
self.snapshot = pygame.surface.Surface(self.size, 0, self.display)
def get_and_flip(self):
# if you don't want to tie the framerate to the camera, you can check and
# see if the camera has an image ready. note that while this works
# on most cameras, some will never return true.
if 0 and self.camera.query_image():
# capture an image
self.snapshot = self.camera.get_image(self.snapshot)
self.snapshot = self.camera.get_image(self.snapshot)
#self.snapshot = self.camera.get_image()
# blit it to the display surface. simple!
self.display.blit(self.snapshot, (0,0))
pygame.display.flip()
def main(self):
going = True
while going:
events = pygame.event.get()
for e in events:
if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
going = False
self.get_and_flip()
self.clock.tick()
print (self.clock.get_fps())
def main():
pygame.init()
pygame.camera.init()
VideoCapturePlayer().main()
pygame.quit()
if __name__ == '__main__':
main()
|