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Implémentation du clic sur le bouton B.
[minwii.git]
/
src
/
app
/
widgets
/
column.py
diff --git
a/src/app/widgets/column.py
b/src/app/widgets/column.py
index
771b1e4
..
94fddcc
100755
(executable)
--- a/
src/app/widgets/column.py
+++ b/
src/app/widgets/column.py
@@
-6,11
+6,11
@@
$Id$
$URL$
"""
import pygame
$URL$
"""
import pygame
-from colorsys import hls_to_rgb
from gradients import gradients
from math import floor
from globals import BACKGROUND_LAYER
from globals import FOREGROUND_LAYER
from gradients import gradients
from math import floor
from globals import BACKGROUND_LAYER
from globals import FOREGROUND_LAYER
+from globals import hls_to_rgba_8bits
from config import OFF_LUMINANCE
from config import OFF_SATURATION
from config import ON_TOP_LUMINANCE
from config import OFF_LUMINANCE
from config import OFF_SATURATION
from config import ON_TOP_LUMINANCE
@@
-18,7
+18,7
@@
from config import ON_BOTTOM_LUMINANCE
from config import ON_SATURATION
from config import ON_COLUMN_OVERSIZING
from config import ON_COLUMN_ALPHA
from config import ON_SATURATION
from config import ON_COLUMN_OVERSIZING
from config import ON_COLUMN_ALPHA
-from config import FONT
+from config import
LYRICS_FONT, NOTES_
FONT
from config import FONT_COLOR
from config import FONT_COLOR
@@
-30,7
+30,7
@@
class Column(pygame.sprite.DirtySprite) :
# nom de l'intonation
self.tone = tone
# nom de l'intonation
self.tone = tone
- toneName = FONT.render(tone.nom, True, FONT_COLOR)
+ toneName =
NOTES_
FONT.render(tone.nom, True, FONT_COLOR)
# état off : surface unie et nom de l'intonation
sur = pygame.surface.Surface(rect.size)
# état off : surface unie et nom de l'intonation
sur = pygame.surface.Surface(rect.size)
@@
-70,14
+70,27
@@
class Column(pygame.sprite.DirtySprite) :
sur = self.surOn
if syllabus :
sur = sur.copy()
sur = self.surOn
if syllabus :
sur = sur.copy()
- renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
+ rect = self.rectOn
+ renderedSyl = LYRICS_FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
+
+ if sw > self.rectOn.w :
+ sur = pygame.transform.scale(sur, (sw, h))
+ rect = rect.inflate(sw - w, 0)
+ w = sw
+
+ screenWidth = group.dispWidth
+ if rect.left < 0 :
+ rect.left = 0
+ elif rect.right > screenWidth :
+ rect.right = screenWidth
+
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
- self.rect =
self.rectOn
+ self.rect =
rect
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
@@
-85,8
+98,3
@@
class Column(pygame.sprite.DirtySprite) :
self.state = state
self.dirty = 1
self.state = state
self.dirty = 1
-
-def hls_to_rgba_8bits(h, l, s, a=1) :
- #convert to rgb ranging from 0 to 255
- rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (a,)]
- return tuple(rgba)