first pass at turning SoundslabInput into a class

This commit is contained in:
Sundog Jones 2020-08-02 16:47:56 -07:00
parent 7e42594e13
commit d0c6cf06e5
1 changed files with 112 additions and 115 deletions

View File

@ -5,20 +5,22 @@ import time
import musicpd
from math import floor
class SoundslabInputHandler:
def __init__(self):
# connect to mpd
player_client = musicpd.MPDClient()
player_client.connect()
self.player_client = musicpd.MPDClient()
self.player_client.connect()
# initialize connection to display
display = SoundslabDisplay(player_client)
self.display = SoundslabDisplay(player_client)
# The buttons on Pirate Audio are connected to pins 5, 6, 16 and 24
# Boards prior to 23 January 2020 used 5, 6, 16 and 20
# try changing 24 to 20 if your Y button doesn't work.
BUTTONS = [5, 6, 16, 24, 17, 27, 22, 23, 20]
self.BUTTONS = [5, 6, 16, 24, 17, 27, 22, 23, 20]
# These correspond to buttons A, B, X and Y then the five-way switch positions
LABELS = ['NW', 'SW', 'NE', 'SE', 'UP', 'SELECT', 'LF', 'DN', 'RT']
self.LABELS = ['NW', 'SW', 'NE', 'SE', 'UP', 'SELECT', 'LF', 'DN', 'RT']
# Set up RPi.GPIO with the "BCM" numbering scheme
GPIO.setmode(GPIO.BCM)
@ -27,85 +29,8 @@ GPIO.setmode(GPIO.BCM)
# with a "PULL UP", which weakly pulls the input signal to 3.3V.
GPIO.setup(BUTTONS, GPIO.IN, pull_up_down=GPIO.PUD_UP)
# some button handlers
def NE():
# play/pause toggle
global player_client
status = player_client.status()
if status['state'] == "play":
print("pausing")
player_client.pause(1)
elif status['state'] == "pause":
print("resuming")
player_client.pause(0)
else: # state == "stop"
print("playing")
player_client.play()
def SW():
# previous track
global player_client
status = player_client.status()
if float(status['elapsed']) > 5.0:
# restart track
print("restart current track")
player_client.seekcur(0)
else:
# go to previous track
print("previous track")
player_client.previous()
def NW():
# open menu
global display
print("toggling menu")
if display.show_menu is True:
display.show_menu = False
else:
display.show_menu = True
def SE():
# next track
global player_client
print("next track")
player_client.next()
def UP():
# volume up 10%
global player_client
print("vol up")
status = player_client.status()
if int(status['volume']) < 100:
player_client.setvol(int(status['volume']) + 10)
def DN():
# volume down 10%
global player_client
print("vol down")
status = player_client.status()
if int(status['volume']) > 0:
player_client.setvol(int(status['volume']) - 10)
def LF():
# seek back 10s
global player_client
print("seek -10s")
status = player_client.status()
player_client.seekcur(floor(float(status['elapsed']) - 10.0))
def RT():
# seek forward 10s
global player_client
print("seek +10s")
status = player_client.status()
player_client.seekcur(floor(float(status['elapsed']) + 10.0))
def SELECT():
# display lock/unlock
display.toggleDisplayOnOff()
# This is a dictionary of the combination of pins and labels
LABELLED_BUTTONS = {
self.LABELLED_BUTTONS = {
5: NW,
6: SW,
16: NE,
@ -117,37 +42,109 @@ LABELLED_BUTTONS = {
20: RT
}
# "handle_button" will be called every time a button is pressed
# It receives one argument: the associated input pin.
def handle_button(pin):
label = LABELS[BUTTONS.index(pin)]
print("Button press detected on pin: {} label: {}".format(pin, label))
func = LABELLED_BUTTONS.get(pin)
func()
# Loop through out buttons and attach the "handle_button" function to each
# We're watching the "FALLING" edge (transition from 3.3V to Ground) and
# picking a generous bouncetime of 150ms to smooth out button presses.
for pin in BUTTONS:
GPIO.add_event_detect(pin, GPIO.FALLING, handle_button, bouncetime=150)
for pin in self.BUTTONS:
GPIO.add_event_detect(pin, GPIO.FALLING, self.handle_button, bouncetime=150)
# some button handlers
def NE(self):
# play/pause toggle
status = self.player_client.status()
if status['state'] == "play":
print("pausing")
player_client.pause(1)
elif status['state'] == "pause":
print("resuming")
player_client.pause(0)
else: # state == "stop"
print("playing")
player_client.play()
def SW(self):
# previous track
status = player_client.status()
if float(status['elapsed']) > 5.0:
# restart track
print("restart current track")
self.player_client.seekcur(0)
else:
# go to previous track
print("previous track")
self.player_client.previous()
def NW(self):
# open menu
print("toggling menu")
if self.display.show_menu is True:
self.display.show_menu = False
else:
self.display.show_menu = True
def SE(self):
# next track
print("next track")
self.player_client.next()
def UP(self):
# volume up 10%
print("vol up")
status = self.player_client.status()
if int(status['volume']) < 100:
self.player_client.setvol(int(status['volume']) + 10)
def DN(self):
# volume down 10%
print("vol down")
status = self.player_client.status()
if int(status['volume']) > 0:
self.player_client.setvol(int(status['volume']) - 10)
def LF(self):
# seek back 10s
print("seek -10s")
status = self.player_client.status()
self.player_client.seekcur(floor(float(status['elapsed']) - 10.0))
def RT(self):
# seek forward 10s
print("seek +10s")
status = self.player_client.status()
self.player_client.seekcur(floor(float(status['elapsed']) + 10.0))
def SELECT(self):
# display lock/unlock
self.display.toggleDisplayOnOff()
# "handle_button" will be called every time a button is pressed
# It receives one argument: the associated input pin.
def handle_button(self, pin):
label = self.LABELS[self.BUTTONS.index(pin)]
print("Button press detected on pin: {} label: {}".format(pin, label))
func = self.LABELLED_BUTTONS.get(pin)
func()
# for now, we'll just go ahead and keep kicking things off from here
input_handler = SoundslabInputHandler()
while True:
if display.show_menu is True:
if input_handler.display.show_menu is True:
# test menu
display.updateMenu({
input_handler.display.updateMenu({
"has_previous": False,
"has_next": True,
"selected": 0,
"rows": ["Turn repeat on", "Turn shuffle on", "View queue >"]
})
else:
display.updateMenu()
input_handler.display.updateMenu()
# test album art
display.updateAlbumArt()
input_handler.display.updateAlbumArt()
# test setting up the overlay
display.updateOverlay()
input_handler.display.updateOverlay()
# test pushing the update to the display
display.updateDisplay()
input_handler.display.updateDisplay()
# wait before continuing
time.sleep(1.0)
time.sleep(0.75)