Handles various message types for the Brilliant Labs Frame
Project description
Frame Message Package
Note: Currently a work-in-progress, breaking changes likely. Receive (Rx) classes are not implemented yet.
A Python package for handling various types of messages for the Brilliant Labs Frame, including sprites, text, IMU data, and photos.
Installation
pip install frame-msg lz4
Usage
import asyncio
from pathlib import Path
from importlib.resources import files
from frame_ble import FrameBle
from frame_msg import TxSprite
async def main():
"""
Displays sample images on the Frame display.
The images are indexed (palette) PNG images, in 2, 4, and 16 colors (that is, 1-, 2- and 4-bits-per-pixel).
They are using the standard palette from the Frame firmware. If you want to display sprites that have
palettes of other colors, the frameside app must call `sprite.set_palette()` (which lua/sprite_frame_app.lua does)
or call the underlying `frame.display.assign_color()` before the `frame.display.bitmap()` call.
"""
frame = FrameBle()
try:
await frame.connect()
# Send a break signal to Frame in case it has a loop running from another app
await frame.send_break_signal()
# Let the user know we're starting
await frame.send_lua("frame.display.text('Loading...',1,1);frame.display.show();print(1)", await_print=True)
# debug only: check our current battery level
print(f"Battery Level: {await frame.send_lua('print(frame.battery_level())', await_print=True)}")
# send the std lua files to Frame that handle data accumulation and sprite parsing
for stdlua in ['data', 'sprite']:
await frame.upload_file_from_string(files("frame_msg").joinpath(f"lua/{stdlua}.min.lua").read_text(), f"{stdlua}.lua")
# Send the main lua application from this project to Frame that will run the app
# to display the sprites when the messages arrive
# We rename the file slightly when we copy it, although it isn't necessary
await frame.upload_file("lua/sprite_frame_app.lua", "frame_app.lua")
# attach the print response handler so we can see stdout from Frame Lua print() statements
# any await_print=True commands will echo the acknowledgement byte (e.g. "1"), so one can assign
# the handler after the frameside app is running to remove that noise from the log
frame._user_print_response_handler = print
# "require" the main lua file to run it
# Note: we can't await_print here because the require() doesn't return - it has a main loop
await frame.send_lua("require('frame_app')", await_print=False)
# give Frame a moment to start the frameside app,
# based on how much work the app does before it's ready to process incoming data
await asyncio.sleep(0.1)
# Now that the Frameside app has started there is no need to send snippets of Lua
# code directly (in fact, we would need to send a break_signal if we wanted to because
# the main app loop on Frame is running).
# From this point we do message-passing with first-class types and send_message() (or send_data())
# send the 1-bit image to Frame in chunks
# Note that the frameside app is expecting a message of type TxSprite on msgCode 0x20
sprite = TxSprite.from_indexed_png_bytes(Path("images/logo_1bit.png").read_bytes())
await frame.send_message(0x20, sprite.pack())
# send a 2-bit image
sprite = TxSprite.from_indexed_png_bytes(Path("images/street_2bit.png").read_bytes())
await frame.send_message(0x20, sprite.pack())
# send a 4-bit image
sprite = TxSprite.from_indexed_png_bytes(Path("images/hotdog_4bit.png").read_bytes())
await frame.send_message(0x20, sprite.pack())
await asyncio.sleep(5.0)
# stop the app loop
await frame.send_break_signal()
except Exception as e:
print(f"An error occurred: {e}")
finally:
# clean disconnection
if frame.is_connected():
await frame.disconnect()
if __name__ == "__main__":
asyncio.run(main())
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