+class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
+
+ def __init__(self, group, hue, rect, tone) :
+ pygame.sprite.DirtySprite.__init__(self, group)
+ self.state = False
+
+ # nom de l'intonation
+ self.tone = tone
+ toneName = FONT.render(tone.nom, True, (0,0,0))
+
+ # état off : surface unie et nom de l'intonation
+ sur = pygame.surface.Surface(rect.size)
+ rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
+ sur.fill(rgba)
+ w, h = rect.w, rect.h
+ tw, th, = toneName.get_size()
+ toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
+ sur.blit(toneName, toneRect)
+ self.surOff = sur
+ self.rectOff = rect
+
+
+ # état on : surface dégradée avec nom de la note avec largeur agrandie
+ topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION, ON_COLUMN_ALPHA)
+ bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION, ON_COLUMN_ALPHA)
+ onWidth = rect.width * ON_COLUMN_OVERSIZING
+ onLeft = rect.centerx - onWidth / 2
+ rectOn = pygame.Rect((onLeft, 0),
+ (onWidth, rect.height))
+ self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
+ w, h = rectOn.w, rectOn.h
+ toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
+ self.surOn.blit(toneName, toneRect)
+ self.rectOn = rectOn
+
+ self.image = self.surOff
+ self.rect = rect
+ #EventDispatcher.addEventListener(pygame.MOUSEBUTTONDOWN, self.onMouseDown)
+ #EventDispatcher.addEventListener(pygame.MOUSEBUTTONUP, self.onMouseUp)