Created
November 18, 2011 01:11
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pygame & multiprocessing for IO
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#import used modules | |
import sys | |
import time | |
import multiprocessing | |
#create a multiprocessing Queue object for sending messages to an input process | |
queueToInputProcess = multiprocessing.Queue() | |
#create a multiprocessing Queue object for receiving messages from an input process | |
queueFromInputProcess = multiprocessing.Queue() | |
#define a function to run continuously in a seperate process that monitors the pygame event queue for keypress events | |
def inputProcessLoop(queueToInputProcess,queueFromInputProcess): | |
import pygame | |
pygame.init() | |
done = False | |
while not done: | |
now = time.time() | |
pygame.event.pump() | |
for event in pygame.event.get() : | |
if event.type == pygame.KEYDOWN : | |
response = event.unicode | |
response_time = now | |
queueFromInputProcess.put([response,response_time]) | |
if not queueToInputProcess.empty(): | |
from_queue = queueToInputProcess.get() | |
if from_queue == 'quit': | |
done = True | |
#start up the input detector in a separate process | |
inputProcess = multiprocessing.Process(target=inputProcessLoop, args=(queueToInputProcess,queueFromInputProcess,)) | |
inputProcess.start() | |
#create a multiprocessing Queue object for sending messages to an output process | |
queueToOutputProcess = multiprocessing.Queue() | |
#define a function to run continuously in a seperate process that monitors the output queue for messages and writes data as necessary | |
def outputProcessLoop(queueToOutputProcess): | |
outfile = open('outfile.txt','w') | |
done = False | |
while not done: | |
if not queueToOutputProcess.empty(): | |
from_queue = queueToOutputProcess.get() | |
if from_queue == 'quit': | |
outfile.close() | |
done = True | |
else: | |
outfile.write(from_queue+'\n') | |
#start up the output process in a separate process | |
outputProcess = multiprocessing.Process(target=outputProcessLoop, args=(queueToOutputProcess,)) | |
outputProcess.start() | |
if __name__ == "__main__": | |
#initialize pygame | |
import pygame | |
pygame.init() | |
#initialize a font | |
defaultFontName = pygame.font.get_default_font() | |
feedbackFont = pygame.font.Font(defaultFontName, 100) | |
#start the diaplay loop | |
done = False | |
updateDisplay = False | |
while not done: | |
if not queueFromInputProcess.empty(): | |
from_queue = queueFromInputProcess.get() | |
if from_queue[0]=='\x1b': | |
queueToInputProcess.put('quit') | |
queueToOutputProcess.put('quit') | |
inputProcess.join() | |
outputProcess.join() | |
pygame.quit() | |
sys.exit() | |
elif from_queue[0]=='i': | |
screen = pygame.display.set_mode((1366,768),pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF) | |
# screen = pygame.display.set_mode((400,400)) | |
screen.fill((0,0,0)) | |
pygame.display.flip() | |
else: | |
toDisplay = from_queue[0] | |
updateDisplay = True | |
if updateDisplay: | |
updateDisplay = False | |
thisRender = feedbackFont.render(toDisplay, True, (255,255,255)) | |
x = screen.get_width()/2-thisRender.get_width()/2 | |
y = screen.get_height()/2-thisRender.get_height()/2 | |
screen.fill((0,0,0)) | |
screen.blit(thisRender,(x,y)) | |
pygame.display.flip() | |
flipLatency = str(time.time()-from_queue[1]) | |
queueToOutputProcess.put(flipLatency) |
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