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The story of Pluto starts in Summer 2015, in Shenzhen, China. I was living there and wanted to tell my grandparents about it, yet they aren't online (or using cell phones), so I decided to send a letter. I don't speak Chinese, so the process of sending a letter was complex. Eventually, I had Chinese speakers visit the post office with me to help me through the process. I sent two letters: one to the U.S. and one to Germany. One out of the two arrived (the German one), and it took about five weeks to do so.
I thought this process could've gone more smoothly, yet neither of my grandmothers is computer/internet capable. The idea for what is now Pluto was born. I managed to build it last semester in school, for a business venture class.
What is Pluto:Pluto tries to bridge communication across generational gaps, while leveraging the speed of the internet. I wanted it to be easy for those who aren't computer literate to easily communicate with those who are, instantaneously. The ideal arrangement keeps generational communication interfaces relatively intact. The older generation would still primarily operate with reading and writing on physical media, while the younger generation can work with e-mail. Pluto's goal is to make these temporally unique interfaces compatible.
As of now Pluto is working as a HP Deskjet 2130 series paired with a Raspberry Pi Model 2B ( it also works with just a Model B), an Adafruit 3.5" PiTFT touch screen, a G-Mail account, and the software I wrote.
If my grandparents want to write me, they should be able to write a physical letter, put it into Pluto, and hit one button to scan and send it (it's not quite that simple yet, though it works). The message would then arrive in my e-mail inbox for me to read.
When I want to send a message to my grandparents, I should be able to write an e-mail, send it to Pluto's e-mail address, and then my grandparents should easily be able to print it out and read.
As of now Pluto can send and receive messages, though improvements are needed for successful operation with my grandparents. I am hoping that by sharing Pluto, someone more knowledgeable than myself sees this and can offer input where it is needed (See module 2 for the biggest bottleneck).
Pluto offers full service functionality for sending and receiving mail by linking a series of modules: it can log-in to GMAIL, print letterhead for sending, scan and send written letters, and, lastly, receive and print e-mail messages.
All the functionality is split into a series of buttons on one home-screen, which was built with Pygame.
Module 1: Log-in
Files: pluto.py, client_secret.json (If you plan on making something similar, your personalized client_secret.json file can be downloaded from the G-Mail API).
This module was provided by the G-Mail API example code (the "SCOPE" variable they gave needed to be changed as access is read-only by default, which isn't good for sending e-mails). The log-in/authentication flow is handled by Google, and is only necessary the first time Pluto logs in.
Module 2 (Red button): Print a piece of letterhead for writing the recipient's address along with a message
Files: pluto.py
This module was meant to print out letterhead with guided boxes for handwriting the recipient's e-mail address and a message on a piece of paper. When the letter is ready to be sent, Pluto would ideally scan the piece of paper (scanning is module 3) and extract the handwritten e-mail address. This address would be fed to a handwriting recognition/ICR program, which would then read the address and direct the message there.
I couldn't find any open source libraries that could handle this task to an acceptable standard (I found and tried a couple OCR libraries that were built for printed text, which didn't work too well on my handwriting). A big motivator for my releasing this is the hope that someone who knows about this stuff better than myself could offer knowledge, advice, or assistance in this area so that Pluto can actually be used in the field. If anyone reading this knows of any libraries/solutions, a hand/pointer would be awesome!
Module 2.5 (Orange Button): Enter Recipient Address
Files: Pluto.py, VirtualKeyboard.py
This module is necessary as I was not able to get an ICR engine up and running in module 2 to an acceptable level. Hitting "Enter E-mail" brings up a touch screen keyboard (cloned and modified from here) for entering in the desired recipient's e-mail address. Once "Enter" is hit, the e-mail address will show up on screen.
Module 3 (Green Button): Scan and Send Mail
Files: pluto.py, scan.py, Popup.py
Hitting the green button scans the message in the scanner using python SANE to help out. The message is temporarily saved as an image file, which is subsequently sent as an email attachment to the e-mail address that was entered, using methods provided by the G-Mail API. A confirmation is then displayed on screen.
Module 4 (Blue Button): Receive and Print Mail
Files: printCups.py, pluto.py, Popup.py
Hitting the blue button has Pluto download the latest message in its G-Mail inbox as an .html file, which it then converts to a .pdf, finally printing it out for reading.
Ideally Pluto would be set up so that more messages are accessible. However, I designed the first working prototype to be as easy as possible to use with my grandparents in mind.
Libraries That Need to Be Installed on the Pi for this Project:
HPLIP (which should include CUPS and SANE; if not, they need to be installed separately). I had to install the Debian version from the HPLIP website, as the most recent Raspbian version wasn't yet compatible with the HP 2130 printer.
GUI Elements:
Pygame (should come installed on a Pi)
What would ideally be working/isn't working yet:- Ideally, the input keyboard wouldn't exist, and the outgoing address would be input through handwriting it on the paper. It would then being extracted through an onboard intelligent character recognition system (ICR/OCR).
- An additional menu to very simply navigate multiple inbox messages would be an improvement over the current latest message only functionality (some skeleton code to retrieve multiple messages is already included, but commented out. The design/interface aspect of this has not been thought out or implemented).
- The ability to receive image files/attachment images.
Other E-mail Compatible Printers:
There are many E-mail compatible printers on the market, however I have yet to find one that would be easy enough for my grandparents to use (if anyone knows one that may work, please send it my way). They are not the target customers of such products, however. The e-mailing function is a sub-feature (not the focus of the entire product), and as such, often buried amongst a myriad of small buttons and sub-menus.
Pluto can also somewhat easily (though not very cheaply) add internet messaging/functionality to most existing HP printers with no internet.
Miscellaneous:
Google provides a message decoding method GetMimeMessage(), which I then used getPayload() to extract the HTML, yet it was inserting stray "=" characters in the .html file, which would subsequently show up in the printed e-mail. An alternate method is used, GetRawMessageHtml(); both methods are still in the code. If anyone knows why this is/how to fix this, insight would be appreciated. There is a tradeoff, as Google's GetMimeMessage() + getPayload() can partially handle complex CSS in e-mails, while my modified version of GetRawMessageHtml() cannot (and it also breaks Google's abstraction barriers).
Shout outs: Thanks to Jeremy Press for designing the logo and some software advice, Gita Christianti for the name, and Gita, Luuc Nijmeijer, and Jaap Walsweer for affording me the time to build Pluto.
If you have any feedback, questions, or comments, please comment below!
#! /usr/bin/env python
from __future__ import print_function
import httplib2
import sys, os
sys.path.insert(0, os.path.abspath('..'))
import pygame, pygbutton
from pygame.locals import *
from virtualKeyboard import VirtualKeyboard
from Popup import Popup
import email
from apiclient import discovery
import oauth2client
from oauth2client import client
from oauth2client import tools
from apiclient import errors
from email.mime.audio import MIMEAudio
from email.mime.base import MIMEBase
from email.mime.image import MIMEImage
from email.mime.multipart import MIMEMultipart
from email.mime.text import MIMEText
import mimetypes
import base64
import send
import time
import scan
import printCups
import pdfkit
"""----------------------GMAIL functions----------------------------"""
try:
import argparse
flags = argparse.ArgumentParser(parents=[tools.argparser]).parse_args()
except ImportError:
flags = None
SCOPES = 'https://www.googleapis.com/auth/gmail.modify'
CLIENT_SECRET_FILE = 'client_secret.json'
APPLICATION_NAME = 'Gmail API Python Quickstart'
def get_credentials():
"""Gets valid user credentials from storage.
If nothing has been stored, or if the stored credentials are invalid,
the OAuth2 flow is completed to obtain the new credentials.
Returns:
Credentials, the obtained credential.
"""
home_dir = os.path.expanduser('~')
credential_dir = os.path.join(home_dir, '.credentials')
if not os.path.exists(credential_dir):
os.makedirs(credential_dir)
credential_path = os.path.join(credential_dir,
'gmail-python-quickstart.json')
store = oauth2client.file.Storage(credential_path)
credentials = store.get()
if not credentials or credentials.invalid:
flow = client.flow_from_clientsecrets(CLIENT_SECRET_FILE, SCOPES)
flow.user_agent = APPLICATION_NAME
if flags:
credentials = tools.run_flow(flow, store, flags)
else: # Needed only for compatibility with Python 2.6
credentials = tools.run(flow, store)
print('Storing credentials to ' + credential_path)
return credentials
"""Get a list of Messages from the user's mailbox.
"""
def ListMessagesMatchingQuery(service, user_id, query=''):
"""List all Messages of the user's mailbox matching the query.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
query: String used to filter messages returned.
Eg.- 'from:user@some_domain.com' for Messages from a particular sender.
Returns:
List of Messages that match the criteria of the query. Note that the
returned list contains Message IDs, you must use get with the
appropriate ID to get the details of a Message.
"""
try:
response = service.users().messages().list(userId=user_id,
q=query).execute()
messages = []
if 'messages' in response:
messages.extend(response['messages'])
while 'nextPageToken' in response:
page_token = response['nextPageToken']
response = service.users().messages().list(userId=user_id, q=query,
pageToken=page_token).execute()
messages.extend(response['messages'])
return messages
except errors.HttpError, error:
print('An error occurred: %s' % error)
def ListMessagesWithLabels(service, user_id, label_ids=[]):
"""List all Messages of the user's mailbox with label_ids applied.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
label_ids: Only return Messages with these labelIds applied.
Returns:
List of Messages that have all required Labels applied. Note that the
returned list contains Message IDs, you must use get with the
appropriate id to get the details of a Message.
"""
try:
response = service.users().messages().list(userId=user_id,
labelIds=label_ids).execute()
messages = []
if 'messages' in response:
messages.extend(response['messages'])
while 'nextPageToken' in response:
page_token = response['nextPageToken']
response = service.users().messages().list(userId=user_id,
labelIds=label_ids,
pageToken=page_token).execute()
messages.extend(response['messages'])
return messages
except errors.HttpError, error:
print('An error occurred: %s' % error)
"""Get Message with given ID.
"""
def GetMessage(service, user_id, msg_id):
"""Get a Message with given ID.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
msg_id: The ID of the Message required.
Returns:
A Message.
"""
try:
#take out format='raw' if don't want base64
message = service.users().messages().get(userId=user_id, id=msg_id, format='raw').execute()
print('Message snippet: %s' % message['snippet'])
return message
except errors.HttpError, error:
print('An error occurred: %s' % error)
def GetMimeMessage(service, user_id, msg_id):
"""Get a Message and use it to create a MIME Message.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
msg_id: The ID of the Message required.
Returns:
A MIME Message, consisting of data from Message.
"""
try:
message = service.users().messages().get(userId=user_id, id=msg_id,
format='raw').execute()
#print('Message snippet: %s' % message['snippet'])
msg_str = base64.urlsafe_b64decode(message['raw'].encode('ASCII'))
mime_msg = email.message_from_string(msg_str)
return mime_msg
except errors.HttpError, error:
print('An error occurred: %s' % error)
def GetRawMessageHtml(service, user_id, msg_id):
"""Get a Message and use it to create a MIME Message.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
msg_id: The ID of the Message required.
Returns:
An HTML Message as a string, consisting of data from Message.
"""
try:
message = service.users().messages().get(userId=user_id, id=msg_id,
format='full').execute()
#print('Message snippet: %s' % message['snippet'])
text = ""
payload = message['payload']['parts']
for each in payload:
if each['mimeType'] == 'text/html':
text += each['body']['data']
msg_str = base64.urlsafe_b64decode(text.encode('ASCII'))
return msg_str
except errors.HttpError, error:
print('An error occurred: %s' % error)
def CreateMessageWithAttachment(
sender, to, subject, message_text, file_dir, filename):
"""Create a message for an email.
Args:
sender: Email address of the sender.
to: Email address of the receiver.
subject: The subject of the email message.
message_text: The text of the email message.
file_dir: The directory containing the file to be attached.
filename: The name of the file to be attached.
Returns:
An object containing a base64url encoded email object.
"""
message = MIMEMultipart()
message['to'] = to
message['from'] = sender
message['subject'] = subject
msg = MIMEText(message_text)
message.attach(msg)
path = os.path.join(file_dir, filename)
content_type, encoding = mimetypes.guess_type(path)
if content_type is None or encoding is not None:
content_type = 'application/octet-stream'
main_type, sub_type = content_type.split('/', 1)
if main_type == 'text':
fp = open(path, 'rb')
msg = MIMEText(fp.read(), _subtype=sub_type)
fp.close()
elif main_type == 'image':
fp = open(path, 'rb')
msg = MIMEImage(fp.read(), _subtype=sub_type)
fp.close()
elif main_type == 'audio':
fp = open(path, 'rb')
msg = MIMEAudio(fp.read(), _subtype=sub_type)
fp.close()
else:
fp = open(path, 'rb')
msg = MIMEBase(main_type, sub_type)
msg.set_payload(fp.read())
fp.close()
msg.add_header('Content-Disposition', 'attachment', filename=filename)
message.attach(msg)
return {'raw': base64.urlsafe_b64encode(message.as_string())}
def SendMessage(service, user_id, message):
"""Send an email message.
Args:
service: Authorized Gmail API service instance.
user_id: User's email address. The special value "me"
can be used to indicate the authenticated user.
message: Message to be sent.
Returns:
Sent Message.
"""
try:
message = (service.users().messages().send(userId=user_id, body=message).execute())
print('Message Id: %s' % message['id'])
return message
except errors.HttpError, error:
print('An error occurred: %s' % error)
"""----------------------Misc functions----------------------------"""
def getPayload(inputMessage):
text = ""
for part in inputMessage.walk():
#each part is either non-multipart, or another multi-part message
#that contains more parts... tree message
if part.get_content_type()== 'text/html':
text += part.get_payload()
return text
def decodeBase64(data):
"""Decode base64, padding being optional
Parameters:
data: Base 64 data as a string
Returns the decoded byte string
"""
missing_padding = 4 - len(data)%4
if missing_padding:
data += b'='* missing_padding
return base64.decodestring(data)
def writeFile(data, name, ext):
fileName = name + "." + ext
with open(fileName, 'wb') as f:
f.write(data)
f.close()
return
"""----------------------Main Method----------------------------"""
def main():
"""Shows basic usage of the Gmail API.
Creates a Gmail API service object and outputs a list of label names
of the user's Gmail account.
"""
credentials = get_credentials()
http = credentials.authorize(httplib2.Http())
service = discovery.build('gmail', 'v1', http=http)
results = service.users().labels().list(userId='me').execute()
labels = results.get('labels', [])
FPS = 30
WINDOWWIDTH = 480
WINDOWHEIGHT = 320
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
BLACK = (0, 0, 0)
LIGHTGREEN = (53, 230, 97)
LIGHTBLUE = (53, 156, 230)
LIGHTORANGE = (242, 109, 19)
windowBgColor = WHITE
pygame.init()
FPSCLOCK = pygame.time.Clock()
DISPLAYSURFACE = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('PLUTO')
myfont = pygame.font.Font(None, 30)
label = myfont.render("<-- Enter address", 1, BLACK)
buttonEnterEmail = pygbutton.PygButton((10, 10, 100, 80), 'Enter Email', bgcolor=LIGHTORANGE)
buttonScan = pygbutton.PygButton((10, 100, 225, 210), 'Scan and Send', bgcolor=LIGHTGREEN, font=myfont)
buttonReceive = pygbutton.PygButton((245, 100, 225, 210), 'Receive and Print', bgcolor=LIGHTBLUE, font=myfont)
buttonPrintICR = pygbutton.PygButton((370, 10, 100, 80), 'Letterhead', bgcolor=RED)
winBgButtons = (buttonEnterEmail, buttonScan, buttonReceive, buttonPrintICR)
allButtons = winBgButtons
userinput = ""
while True:
for event in pygame.event.get(): # event handling loop
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
if 'click' in buttonReceive.handleEvent(event): #User called for printing of file
idenListCurr = ListMessagesMatchingQuery(service, 'me', 'in:inbox')
idenListLast = None
#if idenListLast != idenListCurr: #to be used in future with inbox functionality
#msgList = [] #should be a way to do this where only add the new messages
#for each in idenListCurr:
#iden = each[u'id']
#mimeMsg = GetMimeMessage(service, 'me', iden)
#msgList.append(mimeMsg)
#idenListLast = idenListCurr
#displayInterface(msgList)
htmlMsg = GetRawMessageHtml(service, 'me', idenListCurr[0][u'id'])
writeFile(htmlMsg, "temp", "html")
try:
pdfkit.from_file("/home/pi/git/PlutoTest/temp.html", "temp.pdf") #change to your directory
except IOError:
pass
popup = Popup(DISPLAYSURFACE)
tempInput = popup.run("Your message will print")
printCups.executePrint("/home/pi/git/PlutoTest/temp.pdf") #change to your directory
os.remove("/home/pi/git/PlutoTest/temp.pdf") #change to your directory
os.remove("/home/pi/git/PlutoTest/temp.html") #change to your directory
time.sleep(5)
if 'click' in buttonScan.handleEvent(event):#user called for scanning and sending of file
scan.executeScan("temp")
message = CreateMessageWithAttachment("example.pluto.email@gmail.com", userinput, "Hello from Pluto!", "Enjoy!",
"/home/pi/git/PlutoTest/", "temp.png") #change to your email, directory
SendMessage(service, 'me', message)
os.remove("/home/pi/git/PlutoTest/temp.png") #change to your directory
popup = Popup(DISPLAYSURFACE)
tempInput = popup.run("Your message has been sent")
print("sent")
time.sleep(5)
if 'click' in buttonEnterEmail.handleEvent(event): #user called to enter e-mail address
vkeybd = VirtualKeyboard(DISPLAYSURFACE)
tempInput = vkeybd.run("...")
if tempInput != "...":
userinput = tempInput
label = myfont.render("To: " + userinput, 1, BLACK)
if 'click' in buttonPrintICR.handleEvent(event): #user called to print letterhead
popup = Popup(DISPLAYSURFACE)
tempInput = popup.run("The letterhead will print")
printCups.executePrint("/home/pi/git/PlutoTest/DemoPaper.png") #change to your directory
time.sleep(5)
DISPLAYSURFACE.fill(windowBgColor)
for b in allButtons:
b.draw(DISPLAYSURFACE)
# draw the text onto the surface
DISPLAYSURFACE.blit(label, (120, 35, 350, 80))
pygame.display.update()
FPSCLOCK.tick(FPS)
if __name__ == '__main__':
main()
"""
printCups is a module that prints a given file using cups
"""
import cups
"""
executePrint() opens a cups connection, selects the first printer and prints
a desired file to this printer
Args:
fileName: String with address of the file for printing
"""
def executePrint(fileName):
conn = cups.Connection()
printers = conn.getPrinters()
printerName = printers.keys()[0]
conn.printFile(printerName, fileName, "Python_Status_print", {})
return
def main():
return
if __name__== "__main__":
main()
"""
scan is a module that uses python SANE to scan a document
in a scanner, and save it under a given filename.
"""
from __future__ import print_function
import sane
from PIL import Image
"""
executeScan() scans and saves the image, as a png by default.
Args:
fileName: Desired name to save scan the under.
"""
def executeScan(fileName):
#
# Change these for 16bit / grayscale scans
#
depth = 8
mode = 'color'
#
# Initialize sane
#
ver = sane.init()
print('SANE version:', ver)
#
# Get devices
#
devices = sane.get_devices()
print('Available devices:', devices)
#
# Open first device
#
dev = sane.open(devices[0][0])
#
# Set some options
#
params = dev.get_parameters()
print("device params", params)
try:
dev.depth = depth
except:
print('Cannot set depth, defaulting to %d' % params[3])
try:
dev.mode = mode
except:
print('Cannot set mode, defaulting to %s' % params[0])
try:
dev.br_x = 320.
dev.br_y = 240.
except:
print('Cannot set scan area, using default')
params = dev.get_parameters()
print('Device parameters:', params)
#
# Start a scan and get and PIL.Image object
#
dev.start()
im = dev.snap()
im.save(fileName + '.png')
#
# Close the device
#
dev.close()
def main():
executeScan()
if __name__ == '__main__':
main()
"""
(C) Copyright 2007 Anthony Maro
(C) Copyright 2014 William B Phelps
Version 2.1 - March 2014 - for PiTFT 320x240 touchscreen
Version 2.2 - March 2014 - generalized for "any" touchscreen
February 2016 - customized for Popups on Pluto by Max Eusterbrock
Now has 2 line input area (code specific for 2 lines)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
Usage:
from virtualKeyboard import VirtualKeyboard
vkeybd = VirtualKeyboard(screen)
userinput = vkeybd.run(default_text)
screen is a full screen pygame screen. The VirtualKeyboard will shade out the current screen and overlay
a transparent keyboard. default_text gets fed to the initial text import - used for editing text fields
If the user clicks the escape hardware button, the default_text is returned
"""
import pygame, time
from pygame.locals import *
from string import maketrans
Uppercase = maketrans("abcdefghijklmnopqrstuvwxyz`1234567890-=[]\;\',./",
'ABCDEFGHIJKLMNOPQRSTUVWXYZ~!@#$%^&*()_+{}|:"<>?')
#_keyWidth = 27 # default key width including borders
#_keyHeight = 29 # default key height
# ----------------------------------------------------------------------------
class Popup():
''' Implement a basic full screen virtual keyboard for touchscreens '''
def __init__(self, screen):
self.screen = screen
self.rect = self.screen.get_rect()
self.w = self.rect.width
self.h = self.rect.height
# make a copy of the screen
self.screenCopy = screen.copy()
# create a background surface
self.background = pygame.Surface(self.rect.size)
self.background.fill((0,0,0)) # fill with black
self.background.set_alpha(127) # 50% transparent
# blit background to screen
self.screen.blit(self.background,(0,0))
self.keyW = int(self.w/12+0.5) # key width with border
self.keyH = int(self.h/8+0.5) # key height
self.x = (self.w-self.keyW*12)/2 # centered
self.y = 5 # stay away from the edges (better touch)
# print 'keys x {} w {} keyW {} keyH {}'.format(self.x, self.w, self.keyW, self.keyH)
pygame.font.init() # Just in case
self.keyFont = pygame.font.Font(None, self.keyW) # keyboard font
# set dimensions for text input box
# self.textW = self.w-(self.keyW+2) # leave room for escape key (?)
self.textW = self.keyW*11+2 # leave room for escape key
self.textH = self.keyH*2-6
self.caps = False
self.keys = []
# self.textbox = pygame.Surface((self.rect.width,self.keyH*2))
self.addkeys() # add all the keys
self.paintkeys() # paint all the keys
pygame.display.update()
def run(self, text=''):
self.text = text
# create an input text box
# create a text input box with room for 2 lines of text. leave room for the escape key
self.input = TextInput(self.screen,self.text,20,10,440,80)
counter = 0
# main event loop (hog all processes since we're on top, but someone might want
# to rewrite this to be more event based...
while True:
time.sleep(0.1) # 10/second is often enough
events = pygame.event.get()
if events <> None:
for e in events:
# touch screen does not have these events...
# if (e.type == KEYDOWN):
# if e.key == K_ESCAPE:
# self.clear()
# return self.text # Return what we started with
# if e.key == K_RETURN:
# self.clear()
# return self.input.text # Return what the user entered
# if e.key == K_LEFT:
# self.input.deccursor()
# pygame.display.flip()
# if e.key == K_RIGHT:
# self.input.inccursor()
# pygame.display.flip()
if (e.type == MOUSEBUTTONDOWN):
self.selectatmouse()
if (e.type == MOUSEBUTTONUP):
if self.clickatmouse():
# user clicked enter or escape if returns True
self.clear()
return self.input.text # Return what the user entered
if (e.type == MOUSEMOTION):
if e.buttons[0] == 1:
# user click-dragged to a different key?
self.selectatmouse()
counter += 1
if counter > 5:
self.input.flashcursor()
counter = 0
## gtk.main_iteration(block=False)
def unselectall(self, force = False):
''' Force all the keys to be unselected
Marks any that change as dirty to redraw '''
for key in self.keys:
if key.selected:
key.selected = False
key.dirty = True
def clickatmouse(self):
''' Check to see if the user is pressing down on a key and draw it selected '''
self.unselectall()
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pygame.mouse.get_pos()):
key.dirty = True
if key.bskey:
# Backspace
self.input.backspace()
self.paintkeys()
return False
if key.fskey:
self.input.inccursor()
self.paintkeys()
return False
if key.atkey:
self.input.addcharatcursor('@')
self.paintkeys()
return False
if key.shiftkey:
self.togglecaps()
self.paintkeys()
return False
if key.escape:
self.input.text = '' # clear input
return True
if key.enter:
return True
if self.caps:
keycap = key.caption.translate(Uppercase)
else:
keycap = key.caption
self.input.addcharatcursor(keycap)
self.paintkeys()
return False
self.paintkeys()
return False
def togglecaps(self):
''' Toggle uppercase / lowercase '''
if self.caps:
self.caps = False
else:
self.caps = True
for key in self.keys:
key.dirty = True
def selectatmouse(self):
# User has touched the screen - is it inside the textbox, or inside a key rect?
self.unselectall()
pos = pygame.mouse.get_pos()
# print 'touch {}'.format(pos)
if self.input.rect.collidepoint(pos):
# print 'input {}'.format(pos)
self.input.setcursor(pos)
else:
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pos):
key.selected = True
key.dirty = True
self.paintkeys()
return
self.paintkeys()
def addkeys(self): # Add all the keys for the virtual keyboard
x = self.x
y = self.y + self.textH + self.keyH/4
xfont = pygame.font.SysFont('Courier', 40, bold=True) # I like this X better #TODO???
onekey = VKey('X',140,100,200,200,xfont) # exit key TODO???
onekey.special = True
onekey.escape = True
self.keys.append(onekey)
def paintkeys(self):
''' Draw the keyboard (but only if they're dirty.) '''
for key in self.keys:
key.draw(self.screen, self.background, self.caps)
pygame.display.update()
def clear(self):
''' Put the screen back to before we started '''
self.screen.blit(self.screenCopy,(0,0))
pygame.display.update()
# ----------------------------------------------------------------------------
class TextInput():
''' Handles the text input box and manages the cursor '''
def __init__(self, screen, text, x, y, w, h):
self.screen = screen
self.text = text
self.cursorpos = len(text)
self.x = x
self.y = y
self.w = w
self.h = h
self.rect = Rect(x,y,w,h)
self.layer = pygame.Surface((self.w,self.h))
self.background = pygame.Surface((self.w,self.h))
self.background.fill((0,0,0)) # fill with black
# self.font = pygame.font.Font(None, fontsize) # use this if you want more text in the line
rect = screen.get_rect()
fsize = int(rect.height/12+0.5) # font size proportional to screen height
self.txtFont = pygame.font.SysFont('Courier New', fsize, bold=True)
# attempt to figure out how many chars will fit on a line
# this does not work with proportional fonts
tX = self.txtFont.render("XXXXXXXXXX", 1, (255,255,0)) # 10 chars
rtX = tX.get_rect() # how big is it?
self.lineChars = int(self.w/(rtX.width/10))-1 # chars per line (horizontal)
self.lineH = rtX.height # pixels per line (vertical)
# print 'txtinp: width={} rtX={} font={} lineChars={} lineH={}'.format(self.w,rtX,fsize, self.lineChars,self.lineH)
self.cursorlayer = pygame.Surface((2,22)) # thin vertical line
self.cursorlayer.fill((255,255,255)) # white vertical line
self.cursorvis = True
self.cursorX = len(text)%self.lineChars
self.cursorY = int(len(text)/self.lineChars) # line 1
self.draw()
def draw(self):
''' Draw the text input box '''
# self.layer.fill([255, 255, 255, 127]) # 140
self.layer.fill((0,0,0)) # clear the layer
pygame.draw.rect(self.layer, (255,255,255), (0,0,self.w,self.h), 1) # draw the box
# should be more general, but for now, just hack it for 2 lines
txt1 = self.text[:self.lineChars] # line 1
txt2 = self.text[self.lineChars:] # line 2
t1 = self.txtFont.render(txt1, 1, (255,255,0)) # line 1
self.layer.blit(t1,(4,4))
t2 = self.txtFont.render(txt2, 1, (255,255,0)) # line 1
self.layer.blit(t2,(4,4+self.lineH))
self.screen.blit(self.background, self.rect)
self.screen.blit(self.layer, self.rect)
self.drawcursor()
pygame.display.update()
def flashcursor(self):
''' Toggle visibility of the cursor '''
if self.cursorvis:
self.cursorvis = False
else:
self.cursorvis = True
self.screen.blit(self.background,self.rect)
self.screen.blit(self.layer,self.rect)
if self.cursorvis:
self.drawcursor()
pygame.display.update()
def addcharatcursor(self, letter):
''' Add a character whereever the cursor is currently located '''
if self.cursorpos < len(self.text):
# Inserting in the middle
self.text = self.text[:self.cursorpos] + letter + self.text[self.cursorpos:]
self.cursorpos += 1
self.draw()
return
self.text += letter
self.cursorpos += 1
self.draw()
def backspace(self):
''' Delete a character before the cursor position '''
if self.cursorpos == 0: return
self.text = self.text[:self.cursorpos-1] + self.text[self.cursorpos:]
self.cursorpos -= 1
self.draw()
return
def deccursor(self):
''' Move the cursor one space left '''
if self.cursorpos == 0: return
self.cursorpos -= 1
self.draw()
def inccursor(self):
''' Move the cursor one space right (but not beyond the end of the text) '''
if self.cursorpos == len(self.text): return
self.cursorpos += 1
self.draw()
def drawcursor(self):
''' Draw the cursor '''
line = int(self.cursorpos/self.lineChars) # line number
if line>1: line = 1
x = 4
y = 4 + self.y + line*self.lineH
# Calc width of text to this point
if self.cursorpos > 0:
linetext = self.text[line*self.lineChars:self.cursorpos]
rtext = self.txtFont.render(linetext, 1, (255,255,255))
textpos = rtext.get_rect()
x = x + textpos.width + 1
self.screen.blit(self.cursorlayer,(x,y))
def setcursor(self,pos): # move cursor to char nearest position (x,y)
line = int((pos[1]-self.y)/self.lineH) # vertical
if line>1: line = 1 # only 2 lines
x = pos[0]-self.x + line*self.w # virtual x position
p = 0
l = len(self.text)
# print 'setcursor {} x={},y={}'.format(pos,x,y)
# print 'text {}'.format(self.text)
while p < l:
text = self.txtFont.render(self.text[:p+1], 1, (255,255,255)) # how many pixels to next char?
rtext = text.get_rect()
textX = rtext.x + rtext.width
# print 't = {}, tx = {}'.format(t,textX)
if textX >= x: break # we found it
p += 1
self.cursorpos = p
self.draw()
# ----------------------------------------------------------------------------
class VKey(object):
''' A single key for the VirtualKeyboard '''
# def __init__(self, caption, x, y, w=67, h=67):
def __init__(self, caption, x, y, w, h, font):
self.x = x
self.y = y
self.caption = caption
self.w = w+1 # overlap borders
self.h = h+1 # overlap borders
self.special = False
self.enter = False
self.bskey = False
self.fskey = False
self.atkey = False
self.escape = False
self.shiftkey = False
self.font = font
self.selected = False
self.dirty = True
self.keylayer = pygame.Surface((self.w,self.h)).convert()
self.keylayer.fill((128, 128, 128)) # 0,0,0
## self.keylayer.set_alpha(160)
# Pre draw the border and store in the key layer
pygame.draw.rect(self.keylayer, (255,255,255), (0,0,self.w,self.h), 1)
def draw(self, screen, background, shifted=False, forcedraw=False):
''' Draw one key if it needs redrawing '''
if not forcedraw:
if not self.dirty: return
keyletter = self.caption
if shifted:
if self.shiftkey:
self.selected = True # highlight the Shift button
if not self.special:
keyletter = self.caption.translate(Uppercase)
position = Rect(self.x, self.y, self.w, self.h)
# put the background back on the screen so we can shade properly
screen.blit(background, (self.x,self.y), position)
# Put the shaded key background into key layer
if self.selected:
color = (200,200,200)
else:
color = (0,0,0)
# Copy key layer onto the screen using Alpha so you can see through it
pygame.draw.rect(self.keylayer, color, (1,1,self.w-2,self.h-2))
screen.blit(self.keylayer,(self.x,self.y))
# Create a new temporary layer for the key contents
# This might be sped up by pre-creating both selected and unselected layers when
# the key is created, but the speed seems fine unless you're drawing every key at once
templayer = pygame.Surface((self.w,self.h))
templayer.set_colorkey((0,0,0))
color = (255,255,255)
text = self.font.render(keyletter, 1, (255, 255, 255))
textpos = text.get_rect()
blockoffx = (self.w / 2)
blockoffy = (self.h / 2)
offsetx = blockoffx - (textpos.width / 2)
offsety = blockoffy - (textpos.height / 2)
templayer.blit(text,(offsetx, offsety))
screen.blit(templayer, (self.x,self.y))
self.dirty = False
virtualKeyboard.py
Python"""
(C) Copyright 2007 Anthony Maro
(C) Copyright 2014 William B Phelps
Version 2.1 - March 2014 - for PiTFT 320x240 touchscreen
Version 2.2 - March 2014 - generalized for "any" touchscreen
February 2016 - customized for e-mail input on Pluto by Max Eusterbrock
Now has 2 line input area (code specific for 2 lines)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
Usage:
from virtualKeyboard import VirtualKeyboard
vkeybd = VirtualKeyboard(screen)
userinput = vkeybd.run(default_text)
screen is a full screen pygame screen. The VirtualKeyboard will shade out the current screen and overlay
a transparent keyboard. default_text gets fed to the initial text import - used for editing text fields
If the user clicks the escape hardware button, the default_text is returned
"""
import pygame, time
from pygame.locals import *
from string import maketrans
Uppercase = maketrans("abcdefghijklmnopqrstuvwxyz`1234567890-=[]\;\',./",
'ABCDEFGHIJKLMNOPQRSTUVWXYZ~!@#$%^&*()_+{}|:"<>?')
#_keyWidth = 27 # default key width including borders
#_keyHeight = 29 # default key height
# ----------------------------------------------------------------------------
class VirtualKeyboard():
''' Implement a basic full screen virtual keyboard for touchscreens '''
def __init__(self, screen):
self.screen = screen
self.rect = self.screen.get_rect()
self.w = self.rect.width
self.h = self.rect.height
# make a copy of the screen
self.screenCopy = screen.copy()
# create a background surface
self.background = pygame.Surface(self.rect.size)
self.background.fill((0,0,0)) # fill with black
self.background.set_alpha(127) # 50% transparent
# blit background to screen
self.screen.blit(self.background,(0,0))
self.keyW = int(self.w/12+0.5) # key width with border
self.keyH = int(self.h/8+0.5) # key height
self.x = (self.w-self.keyW*12)/2 # centered
self.y = 5 # stay away from the edges (better touch)
# print 'keys x {} w {} keyW {} keyH {}'.format(self.x, self.w, self.keyW, self.keyH)
pygame.font.init() # Just in case
self.keyFont = pygame.font.Font(None, self.keyW) # keyboard font
# set dimensions for text input box
# self.textW = self.w-(self.keyW+2) # leave room for escape key (?)
self.textW = self.keyW*11+2 # leave room for escape key
self.textH = self.keyH*2-6
self.caps = False
self.keys = []
# self.textbox = pygame.Surface((self.rect.width,self.keyH*2))
self.addkeys() # add all the keys
self.paintkeys() # paint all the keys
pygame.display.update()
def run(self, text=''):
self.text = text
# create an input text box
# create a text input box with room for 2 lines of text. leave room for the escape key
self.input = TextInput(self.screen,self.text,self.x,self.y,self.textW,self.textH)
counter = 0
# main event loop (hog all processes since we're on top, but someone might want
# to rewrite this to be more event based...
while True:
time.sleep(0.1) # 10/second is often enough
events = pygame.event.get()
if events <> None:
for e in events:
# touch screen does not have these events...
# if (e.type == KEYDOWN):
# if e.key == K_ESCAPE:
# self.clear()
# return self.text # Return what we started with
# if e.key == K_RETURN:
# self.clear()
# return self.input.text # Return what the user entered
# if e.key == K_LEFT:
# self.input.deccursor()
# pygame.display.flip()
# if e.key == K_RIGHT:
# self.input.inccursor()
# pygame.display.flip()
if (e.type == MOUSEBUTTONDOWN):
self.selectatmouse()
if (e.type == MOUSEBUTTONUP):
if self.clickatmouse():
# user clicked enter or escape if returns True
self.clear()
return self.input.text # Return what the user entered
if (e.type == MOUSEMOTION):
if e.buttons[0] == 1:
# user click-dragged to a different key?
self.selectatmouse()
counter += 1
if counter > 5:
self.input.flashcursor()
counter = 0
## gtk.main_iteration(block=False)
def unselectall(self, force = False):
''' Force all the keys to be unselected
Marks any that change as dirty to redraw '''
for key in self.keys:
if key.selected:
key.selected = False
key.dirty = True
def clickatmouse(self):
''' Check to see if the user is pressing down on a key and draw it selected '''
self.unselectall()
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pygame.mouse.get_pos()):
key.dirty = True
if key.bskey:
# Backspace
self.input.backspace()
self.paintkeys()
return False
if key.fskey:
self.input.inccursor()
self.paintkeys()
return False
if key.atkey:
self.input.addcharatcursor('@')
self.paintkeys()
return False
if key.shiftkey:
self.togglecaps()
self.paintkeys()
return False
if key.escape:
self.input.text = '' # clear input
return True
if key.enter:
return True
if self.caps:
keycap = key.caption.translate(Uppercase)
else:
keycap = key.caption
self.input.addcharatcursor(keycap)
self.paintkeys()
return False
self.paintkeys()
return False
def togglecaps(self):
''' Toggle uppercase / lowercase '''
if self.caps:
self.caps = False
else:
self.caps = True
for key in self.keys:
key.dirty = True
def selectatmouse(self):
# User has touched the screen - is it inside the textbox, or inside a key rect?
self.unselectall()
pos = pygame.mouse.get_pos()
# print 'touch {}'.format(pos)
if self.input.rect.collidepoint(pos):
# print 'input {}'.format(pos)
self.input.setcursor(pos)
else:
for key in self.keys:
keyrect = Rect(key.x,key.y,key.w,key.h)
if keyrect.collidepoint(pos):
key.selected = True
key.dirty = True
self.paintkeys()
return
self.paintkeys()
def addkeys(self): # Add all the keys for the virtual keyboard
x = self.x
y = self.y + self.textH + self.keyH/4
row = ['1','2','3','4','5','6','7','8','9','0','-','=']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
y += self.keyH # overlap border
x = self.x
row = ['q','w','e','r','t','y','u','i','o','p','[',']']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
y += self.keyH
x = self.x
row = ['a','s','d','f','g','h','j','k','l',';','\'','`']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
x = self.x + self.keyW/2
y += self.keyH
row = ['z','x','c','v','b','n','m',',','.','/','\\']
for item in row:
onekey = VKey(item,x,y,self.keyW,self.keyH,self.keyFont)
self.keys.append(onekey)
x += self.keyW
x = self.x + 1
y += self.keyH + self.keyH/4
# print 'addkeys keyW {} keyH {}'.format(self.keyW, self.keyH)
onekey = VKey('Shift',x,y,int(self.keyW*2.5),self.keyH,self.keyFont)
onekey.special = True
onekey.shiftkey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/6
onekey = VKey('@',x,y,self.keyW*5,self.keyH,self.keyFont)
onekey.special = True
onekey.atkey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/6
onekey = VKey('Enter',x,y,int(self.keyW*2.5),self.keyH,self.keyFont)
onekey.special = True
onekey.enter = True
self.keys.append(onekey)
x += onekey.w + self.keyW/3
onekey = VKey('<-',x,y,int(self.keyW*1.2+0.5),self.keyH,self.keyFont)
onekey.special = True
onekey.bskey = True
self.keys.append(onekey)
x += onekey.w + self.keyW/3
xfont = pygame.font.SysFont('Courier', 22, bold=True) # I like this X better #TODO???
onekey = VKey('X',self.x+self.textW-1,self.y,self.keyW,self.keyH,xfont) # exit key TODO???
onekey.special = True
onekey.escape = True
self.keys.append(onekey)
def paintkeys(self):
''' Draw the keyboard (but only if they're dirty.) '''
for key in self.keys:
key.draw(self.screen, self.background, self.caps)
pygame.display.update()
def clear(self):
''' Put the screen back to before we started '''
self.screen.blit(self.screenCopy,(0,0))
pygame.display.update()
# ----------------------------------------------------------------------------
class TextInput():
''' Handles the text input box and manages the cursor '''
def __init__(self, screen, text, x, y, w, h):
self.screen = screen
self.text = text
self.cursorpos = len(text)
self.x = x
self.y = y
self.w = w
self.h = h
self.rect = Rect(x,y,w,h)
self.layer = pygame.Surface((self.w,self.h))
self.background = pygame.Surface((self.w,self.h))
self.background.fill((0,0,0)) # fill with black
# self.font = pygame.font.Font(None, fontsize) # use this if you want more text in the line
rect = screen.get_rect()
fsize = int(rect.height/12+0.5) # font size proportional to screen height
self.txtFont = pygame.font.SysFont('Courier New', fsize, bold=True)
# attempt to figure out how many chars will fit on a line
# this does not work with proportional fonts
tX = self.txtFont.render("XXXXXXXXXX", 1, (255,255,0)) # 10 chars
rtX = tX.get_rect() # how big is it?
self.lineChars = int(self.w/(rtX.width/10))-1 # chars per line (horizontal)
self.lineH = rtX.height # pixels per line (vertical)
# print 'txtinp: width={} rtX={} font={} lineChars={} lineH={}'.format(self.w,rtX,fsize, self.lineChars,self.lineH)
self.cursorlayer = pygame.Surface((2,22)) # thin vertical line
self.cursorlayer.fill((255,255,255)) # white vertical line
self.cursorvis = True
self.cursorX = len(text)%self.lineChars
self.cursorY = int(len(text)/self.lineChars) # line 1
self.draw()
def draw(self):
''' Draw the text input box '''
# self.layer.fill([255, 255, 255, 127]) # 140
self.layer.fill((0,0,0)) # clear the layer
pygame.draw.rect(self.layer, (255,255,255), (0,0,self.w,self.h), 1) # draw the box
# should be more general, but for now, just hack it for 2 lines
txt1 = self.text[:self.lineChars] # line 1
txt2 = self.text[self.lineChars:] # line 2
t1 = self.txtFont.render(txt1, 1, (255,255,0)) # line 1
self.layer.blit(t1,(4,4))
t2 = self.txtFont.render(txt2, 1, (255,255,0)) # line 1
self.layer.blit(t2,(4,4+self.lineH))
self.screen.blit(self.background, self.rect)
self.screen.blit(self.layer, self.rect)
self.drawcursor()
pygame.display.update()
def flashcursor(self):
''' Toggle visibility of the cursor '''
if self.cursorvis:
self.cursorvis = False
else:
self.cursorvis = True
self.screen.blit(self.background,self.rect)
self.screen.blit(self.layer,self.rect)
if self.cursorvis:
self.drawcursor()
pygame.display.update()
def addcharatcursor(self, letter):
''' Add a character whereever the cursor is currently located '''
if self.cursorpos < len(self.text):
# Inserting in the middle
self.text = self.text[:self.cursorpos] + letter + self.text[self.cursorpos:]
self.cursorpos += 1
self.draw()
return
self.text += letter
self.cursorpos += 1
self.draw()
def backspace(self):
''' Delete a character before the cursor position '''
if self.cursorpos == 0: return
self.text = self.text[:self.cursorpos-1] + self.text[self.cursorpos:]
self.cursorpos -= 1
self.draw()
return
def deccursor(self):
''' Move the cursor one space left '''
if self.cursorpos == 0: return
self.cursorpos -= 1
self.draw()
def inccursor(self):
''' Move the cursor one space right (but not beyond the end of the text) '''
if self.cursorpos == len(self.text): return
self.cursorpos += 1
self.draw()
def drawcursor(self):
''' Draw the cursor '''
line = int(self.cursorpos/self.lineChars) # line number
if line>1: line = 1
x = 4
y = 4 + self.y + line*self.lineH
# Calc width of text to this point
if self.cursorpos > 0:
linetext = self.text[line*self.lineChars:self.cursorpos]
rtext = self.txtFont.render(linetext, 1, (255,255,255))
textpos = rtext.get_rect()
x = x + textpos.width + 1
self.screen.blit(self.cursorlayer,(x,y))
def setcursor(self,pos): # move cursor to char nearest position (x,y)
line = int((pos[1]-self.y)/self.lineH) # vertical
if line>1: line = 1 # only 2 lines
x = pos[0]-self.x + line*self.w # virtual x position
p = 0
l = len(self.text)
# print 'setcursor {} x={},y={}'.format(pos,x,y)
# print 'text {}'.format(self.text)
while p < l:
text = self.txtFont.render(self.text[:p+1], 1, (255,255,255)) # how many pixels to next char?
rtext = text.get_rect()
textX = rtext.x + rtext.width
# print 't = {}, tx = {}'.format(t,textX)
if textX >= x: break # we found it
p += 1
self.cursorpos = p
self.draw()
# ----------------------------------------------------------------------------
class VKey(object):
''' A single key for the VirtualKeyboard '''
# def __init__(self, caption, x, y, w=67, h=67):
def __init__(self, caption, x, y, w, h, font):
self.x = x
self.y = y
self.caption = caption
self.w = w+1 # overlap borders
self.h = h+1 # overlap borders
self.special = False
self.enter = False
self.bskey = False
self.fskey = False
self.atkey = False
self.escape = False
self.shiftkey = False
self.font = font
self.selected = False
self.dirty = True
self.keylayer = pygame.Surface((self.w,self.h)).convert()
self.keylayer.fill((128, 128, 128)) # 0,0,0
## self.keylayer.set_alpha(160)
# Pre draw the border and store in the key layer
pygame.draw.rect(self.keylayer, (255,255,255), (0,0,self.w,self.h), 1)
def draw(self, screen, background, shifted=False, forcedraw=False):
''' Draw one key if it needs redrawing '''
if not forcedraw:
if not self.dirty: return
keyletter = self.caption
if shifted:
if self.shiftkey:
self.selected = True # highlight the Shift button
if not self.special:
keyletter = self.caption.translate(Uppercase)
position = Rect(self.x, self.y, self.w, self.h)
# put the background back on the screen so we can shade properly
screen.blit(background, (self.x,self.y), position)
# Put the shaded key background into key layer
if self.selected:
color = (200,200,200)
else:
color = (0,0,0)
# Copy key layer onto the screen using Alpha so you can see through it
pygame.draw.rect(self.keylayer, color, (1,1,self.w-2,self.h-2))
screen.blit(self.keylayer,(self.x,self.y))
# Create a new temporary layer for the key contents
# This might be sped up by pre-creating both selected and unselected layers when
# the key is created, but the speed seems fine unless you're drawing every key at once
templayer = pygame.Surface((self.w,self.h))
templayer.set_colorkey((0,0,0))
color = (255,255,255)
text = self.font.render(keyletter, 1, (255, 255, 255))
textpos = text.get_rect()
blockoffx = (self.w / 2)
blockoffy = (self.h / 2)
offsetx = blockoffx - (textpos.width / 2)
offsety = blockoffy - (textpos.height / 2)
templayer.blit(text,(offsetx, offsety))
screen.blit(templayer, (self.x,self.y))
self.dirty = False
GNU GENERAL PUBLIC LICENSE
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above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
{one line to give the program's name and a brief idea of what it does.}
Copyright (C) {year} {name of author}
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
{project} Copyright (C) {year} {fullname}
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
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