ménage (par le vide)
[minwii.git] / src / gui / PlayingScreen.py
diff --git a/src/gui/PlayingScreen.py b/src/gui/PlayingScreen.py
deleted file mode 100755 (executable)
index 0b1b272..0000000
+++ /dev/null
@@ -1,439 +0,0 @@
-'''\r
-Created on 23 juil. 2009\r
-\r
-@author: Samuel Benveniste\r
-'''\r
-from math import floor, ceil\r
-import pygame\r
-import sys\r
-import colorsys\r
-import constants\r
-from gradients import gradients\r
-from logging.PickleableEvent import PickleableEvent\r
-\r
-\r
-class PlayingScreen:\r
-    '''\r
-    The screen on which the game is played\r
-    \r
-        wiimotes: \r
-                The wiimotes used in this session\r
-        window:\r
-            The main display window\r
-        screen:\r
-            The main display surface\r
-        clock:\r
-            The clock used to animate the screen\r
-        savedScreen:\r
-            The background that is painted every time\r
-        playerScreen:\r
-            The buffer for painting everything before bliting\r
-        width:\r
-            The width of the window in pixels\r
-        height:\r
-            The height of the window in pixels\r
-        extendScale :\r
-            True if the scale is G to C instead of C to C\r
-        cascade:\r
-            True if crossing from note to note with a button pressed triggers a new note\r
-        scaleSize:\r
-            The size of the scale used\r
-        cursorPositions:\r
-            The positions of the cursors on the screen, in pixels\r
-    '''\r
-    \r
-    \r
-    \r
-    def __init__(self, instrumentChoice=None, song = None, cascade=False, extendedScale=False, defaultInstrumentChannel = 16, defaultNote = 60):\r
-        '''\r
-        Constructor\r
-        '''        \r
-        self.blinkLength = 200\r
-        self.minimalVelocity = 64\r
-        self.shortScaleSize = 8\r
-        self.longScaleSize = 11\r
-        if not extendedScale:\r
-            self.offset = self.longScaleSize - self.shortScaleSize\r
-        else:\r
-            self.offset = 0\r
-        self.borderSize = 5\r
-        self.savedHighlightedNote = 0\r
-        \r
-        self.wiimotes = instrumentChoice.wiimotes\r
-        self.activeWiimotes = instrumentChoice.activeWiimotes\r
-        self.window = instrumentChoice.window\r
-        self.screen = instrumentChoice.screen\r
-        self.blitOrigin = instrumentChoice.blitOrigin\r
-        self.clock = instrumentChoice.clock\r
-        self.width = instrumentChoice.width\r
-        self.height = instrumentChoice.height\r
-        self.cursorPositions = instrumentChoice.cursorPositions\r
-        self.savedScreen = instrumentChoice.savedScreen\r
-        self.playerScreen = instrumentChoice.playerScreen\r
-        self.extendedScale = extendedScale\r
-        self.cascade = cascade\r
-        self.joys = instrumentChoice.joys\r
-        self.portOffset = instrumentChoice.portOffset\r
-        self.eventLog = instrumentChoice.eventLog\r
-        self.cursorPositions = instrumentChoice.cursorPositions\r
-        self.song = song\r
-        self.songIterator = self.moveToNextNote()\r
-        self.replay = instrumentChoice.replay\r
-        \r
-        self.defaultInstrumentChannel = defaultInstrumentChannel\r
-        self.defaultNote = defaultNote\r
-        \r
-        self.done = False\r
-        self.backToInstrumentChoice = False\r
-        self.easyMode = False\r
-        \r
-        self.highlightedNote = self.songIterator.next()\r
-        \r
-        self.blinkOn = False\r
-        self.savedBlinkOn = False\r
-        ##Will prevent the song to move on if two consecutive notes are identical and the buttons have not been released in between the two\r
-        ##i.e. it guarantees that there will be an attack between two identical consecutive notes\r
-        self.highlightIsFree = True\r
-        \r
-        self.noteRects = []\r
-        self.boundingRect = None\r
-        self.notes = []\r
-        self.buttonDown = []\r
-        self.velocityLock = []\r
-        \r
-        self._blinkOffset = 0\r
-        \r
-        self.font = pygame.font.Font(None,50)\r
-        self.firstWiimote = 0\r
-        while not self.activeWiimotes[self.firstWiimote] :\r
-            self.firstWiimote += 1\r
-        self.renderedNoteNames = [self.font.render(constants.noteNumberToName(note),False,(0,0,0)) for note in self.wiimotes[self.firstWiimote].instrument.notes[self.offset:]]\r
-        \r
-        self.drawBackground()\r
-        self.initializeWiimotes()\r
-        \r
-        #The main loop\r
-        while not self.done :\r
-            \r
-            #Clear the cursors from the screen\r
-            if self.hasChanged():\r
-                self.drawBackground()\r
-            self.playerScreen.blit(self.savedScreen, (0, 0))\r
-            \r
-            # Limit frame speed to 50 FPS\r
-            #\r
-            timePassed = self.clock.tick(50)\r
-            \r
-            self._blinkOffset += timePassed\r
-            if self._blinkOffset > self.blinkLength:\r
-                self._blinkOffset -= self.blinkLength\r
-                self.blinkOn = not self.blinkOn\r
-                \r
-            if self.replay:\r
-                self.eventLog.update(timePassed)\r
-                pickledEventsToPost = self.eventLog.getPickledEvents() \r
-                for pickledEvent in pickledEventsToPost:\r
-                    pygame.event.post(pickledEvent.event)\r
-            \r
-            events = pygame.event.get()\r
-            \r
-            if not self.replay:\r
-                pickledEvents = [PickleableEvent(event.type,event.dict) for event in events]\r
-                if pickledEvents != [] :\r
-                    self.eventLog.appendEventGroup(pickledEvents)\r
-            \r
-            for event in events:\r
-                self.input(event)\r
-                            \r
-            for i in range(len(self.wiimotes)):\r
-                if self.activeWiimotes[i]:\r
-                    self.wiimotes[i].cursor.update(timePassed, self.cursorPositions[i])\r
-                    if self.buttonDown[i] :\r
-                        self.wiimotes[i].cursor.flash()\r
-                    self.wiimotes[i].cursor.blit(self.playerScreen)\r
-            \r
-            self.screen.blit(self.playerScreen, (0,0))\r
-            \r
-            pygame.display.flip()\r
-        \r
-        for i in range(len(self.wiimotes)):\r
-            if self.activeWiimotes[i]:\r
-                self.wiimotes[i].stopNote(self.notes[i])            \r
-            \r
-    def drawBackground(self):\r
-        self.savedScreen.fill((255,255,255))\r
-        \r
-        if self.extendedScale :\r
-            self.scaleSize = self.longScaleSize\r
-        else:\r
-            self.scaleSize = self.shortScaleSize\r
-        \r
-        self.noteRects = [pygame.Rect(i * self.width / self.scaleSize+self.blitOrigin[0], self.blitOrigin[1], self.width / self.scaleSize + 1, self.height+1) for i in range(self.scaleSize)]\r
-        #inflate last noteRect to cover the far right pixels\r
-        self.noteRects[-1].width = self.noteRects[-1].width + 1\r
-        \r
-        #create bounding rect\r
-        self.boundingRect = self.noteRects[0].unionall(self.noteRects)\r
-        \r
-        #fill the rectangles with a color gradient\r
-        #We start with blue\r
-        startingHue = 0.66666666666666663\r
-        \r
-        for rectNumber in range(self.scaleSize):\r
-            colorRatio = float(rectNumber) / (self.scaleSize - 1)\r
-            #hue will go from 0.6666... (blue) to 0 (red) as colorRation goes up\r
-            hue = startingHue * (1 - colorRatio)\r
-            if self.song != None:\r
-                if rectNumber + self.offset == self.highlightedNote:\r
-                    #The color of the bottom of the rectangle in hls coordinates\r
-                    bottomColorHls = (hue, 0.6, 1)\r
-                    #The color of the top of the rectangle in hls coordinates\r
-                    topColorHls = (hue, 0.9, 1)\r
-                else:\r
-                    #The color of the bottom of the rectangle in hls coordinates\r
-                    bottomColorHls = (hue, 0.2, 1)\r
-                    #The color of the top of the rectangle in hls coordinates\r
-                    topColorHls = (hue, 0.4, 1)\r
-            else:\r
-                #The color of the bottom of the rectangle in hls coordinates\r
-                bottomColorHls = (hue, 0.6, 1)\r
-                #The color of the top of the rectangle in hls coordinates\r
-                topColorHls = (hue, 0.9, 1)\r
-            \r
-            #convert to rgb ranging from 0 to 255\r
-            bottomColorRgb = [floor(255 * i) for i in colorsys.hls_to_rgb(*bottomColorHls)]\r
-            topColorRgb = [floor(255 * i) for i in colorsys.hls_to_rgb(*topColorHls)]\r
-            #add transparency\r
-            bottomColorRgb.append(255)\r
-            topColorRgb.append(255)\r
-            #convert to tuple\r
-            bottomColorRgb = tuple(bottomColorRgb)\r
-            topColorRgb = tuple(topColorRgb)            \r
-            \r
-            self.savedScreen.blit(gradients.vertical(self.noteRects[rectNumber].size, topColorRgb, bottomColorRgb), self.noteRects[rectNumber])\r
-            \r
-            textBlitPoint = (self.noteRects[rectNumber].left+(self.noteRects[rectNumber].width-self.renderedNoteNames[rectNumber].get_width())/2,\r
-                             self.noteRects[rectNumber].bottom-self.renderedNoteNames[rectNumber].get_height())\r
-            \r
-            self.savedScreen.blit(self.renderedNoteNames[rectNumber], textBlitPoint)\r
-            \r
-            pygame.draw.rect(self.savedScreen, pygame.Color(0, 0, 0, 255), self.noteRects[rectNumber], 2)\r
-            \r
-            \r
-            if self.song != None and self.blinkOn:\r
-                borderSize = self.borderSize\r
-                pygame.draw.rect(self.savedScreen, pygame.Color(0, 0, 0, 0), self.noteRects[self.highlightedNote-self.offset].inflate(borderSize/2,borderSize/2), borderSize)\r
-        \r
-    def initializeWiimotes(self):\r
-        for loop in self.wiimotes:\r
-            if loop.port == None :\r
-                loop.port = pygame.midi.Output(loop.portNumber)\r
-            self.notes.append(0)\r
-            self.buttonDown.append(False)\r
-            self.velocityLock.append(False)\r
-    \r
-    def updateCursorPositionFromJoy(self, joyEvent):\r
-        joyName = pygame.joystick.Joystick(joyEvent.joy).get_name()\r
-        correctedJoyId = constants.joyNames.index(joyName)\r
-        if correctedJoyId < len(self.cursorPositions):\r
-            if joyEvent.axis == 0 :\r
-                self.cursorPositions[correctedJoyId] = (int((joyEvent.value + 1) / 2 * self.screen.get_width()), self.cursorPositions[correctedJoyId][1])\r
-            if joyEvent.axis == 1 :\r
-                self.cursorPositions[correctedJoyId] = (self.cursorPositions[correctedJoyId][0], int((joyEvent.value + 1) / 2 * self.screen.get_height()))\r
-    \r
-    def heightToVelocity(self, pos, controllerNumber):\r
-        if self.song != None:\r
-            if self.boundingRect.collidepoint(pos) and (self.highlightedNote == self.notes[controllerNumber] or self.velocityLock[controllerNumber]):\r
-                velocity = int(floor((1 - (float(pos[1])-self.blitOrigin[1]) / self.height) * (127-self.minimalVelocity))+self.minimalVelocity)\r
-            else :\r
-                if self.easyMode:\r
-                    velocity = None\r
-                else:\r
-                    velocity = self.minimalVelocity/3\r
-        else:\r
-            if self.boundingRect.collidepoint(pos):\r
-                velocity = int(floor((1 - (float(pos[1])-self.blitOrigin[1]) / self.height) * (127-self.minimalVelocity))+self.minimalVelocity)\r
-            else :\r
-                velocity = self.minimalVelocity\r
-        return(velocity)\r
-    \r
-    def widthToNote(self, pos):\r
-        nn = 0\r
-        try :\r
-            while self.noteRects[nn].collidepoint(pos) == False:\r
-                nn = nn + 1\r
-            return(nn + self.offset)\r
-        except(IndexError):\r
-            return(None)\r
-    \r
-    def input(self, event): \r
-        \r
-        if event.type == pygame.QUIT:\r
-            for loop in self.wiimotes:\r
-                del loop.port\r
-            pygame.midi.quit()\r
-            sys.exit(0) \r
-        \r
-        if event.type == pygame.KEYDOWN:\r
-            if event.key == pygame.K_q:\r
-                self.done = True\r
-                \r
-            if event.key == pygame.K_i:\r
-                self.backToInstrumentChoice = True\r
-                self.done = True \r
-        \r
-        if event.type == pygame.JOYAXISMOTION:\r
-            joyName = pygame.joystick.Joystick(event.joy).get_name()\r
-            correctedJoyId = constants.joyNames.index(joyName)\r
-            if self.activeWiimotes[correctedJoyId]:\r
-                self.updateCursorPositionFromJoy(event)            \r
-                wiimote = self.wiimotes[correctedJoyId]\r
-                pos = self.cursorPositions[correctedJoyId]\r
-    \r
-                if self.buttonDown[correctedJoyId]:\r
-                    if self.notes[correctedJoyId] != None:\r
-                        velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                        CCHexCode = wiimote.getCCHexCode()\r
-                        wiimote.port.write_short(CCHexCode, 07, velocity)\r
-                    if self.cascade:\r
-                        n = self.widthToNote(pos)\r
-                        if n != self.notes[correctedJoyId]:\r
-                            wiimote.stopNote(self.notes[correctedJoyId])\r
-                            self.notes[correctedJoyId] = n\r
-                            \r
-                            if self.song != None :\r
-                                if self.highlightedNote == self.notes[correctedJoyId]:\r
-                                    self.highlightedNote = self.songIterator.next()\r
-                                    self.velocityLock[correctedJoyId] = True\r
-                                else:\r
-                                    self.velocityLock[correctedJoyId] = False\r
-                            \r
-                            velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                            \r
-                            wiimote.playNote(self.notes[correctedJoyId],velocity)\r
-        \r
-        if event.type == pygame.JOYBUTTONDOWN :\r
-            \r
-            joyName = pygame.joystick.Joystick(event.joy).get_name()\r
-            correctedJoyId = constants.joyNames.index(joyName)\r
-            if self.activeWiimotes[correctedJoyId]:\r
-                wiimote = self.wiimotes[correctedJoyId]\r
-                pos = self.cursorPositions[correctedJoyId]\r
-    \r
-                if not self.buttonDown[correctedJoyId]:\r
-                    savedNote = self.notes[correctedJoyId]\r
-                    self.notes[correctedJoyId] = self.widthToNote(pos)\r
-                    \r
-                    if self.song != None :\r
-                        if self.highlightedNote == self.notes[correctedJoyId]:\r
-                            self.highlightedNote = self.songIterator.next()\r
-                            self.velocityLock[correctedJoyId] = True\r
-                    \r
-                    velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                    \r
-                    if velocity != None :                            \r
-                        if self.easyMode :\r
-                            wiimote.stopNote(savedNote)\r
-                        wiimote.playNote(self.notes[correctedJoyId],velocity)\r
-                    self.buttonDown[correctedJoyId] = True\r
-        \r
-        if event.type == pygame.JOYBUTTONUP:\r
-            joyName = pygame.joystick.Joystick(event.joy).get_name()\r
-            correctedJoyId = constants.joyNames.index(joyName)\r
-            if self.activeWiimotes[correctedJoyId]:\r
-                self.buttonDown[correctedJoyId] = False\r
-                wiimote = self.wiimotes[correctedJoyId]\r
-                if not self.easyMode:\r
-                    wiimote.stopNote(self.notes[correctedJoyId])\r
-                    self.velocityLock[correctedJoyId] = False\r
-            \r
-        if event.type == pygame.MOUSEMOTION:\r
-            \r
-            self.updateCursorPositionFromMouse(event)\r
-\r
-            correctedJoyId = 0\r
-            while not self.activeWiimotes[correctedJoyId] :\r
-                correctedJoyId += 1\r
-            wiimote = self.wiimotes[correctedJoyId]\r
-            pos = self.cursorPositions[correctedJoyId]\r
-\r
-            if self.buttonDown[correctedJoyId]:\r
-                if self.notes[correctedJoyId] != None:\r
-                    velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                    CCHexCode = wiimote.getCCHexCode()\r
-                    wiimote.port.write_short(CCHexCode, 07, velocity)\r
-                if self.cascade:\r
-                    n = self.widthToNote(pos)\r
-                    if n != self.notes[correctedJoyId]:\r
-                        wiimote.stopNote(self.notes[correctedJoyId])\r
-                        self.notes[correctedJoyId] = n\r
-                        \r
-                        if self.song != None :\r
-                            if self.highlightedNote == self.notes[correctedJoyId]:\r
-                                self.highlightedNote = self.songIterator.next()\r
-                                self.velocityLock[correctedJoyId] = True\r
-                            else:\r
-                                self.velocityLock[correctedJoyId] = False\r
-                        \r
-                        velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                            \r
-                        wiimote.playNote(self.notes[correctedJoyId],velocity)                            \r
-        \r
-        if event.type == pygame.MOUSEBUTTONDOWN:\r
-            \r
-            if event.button == 1:\r
-                correctedJoyId = 0\r
-                while not self.activeWiimotes[correctedJoyId] :\r
-                    correctedJoyId += 1\r
-                wiimote = self.wiimotes[correctedJoyId]\r
-                pos = self.cursorPositions[correctedJoyId]\r
-    \r
-                if not self.buttonDown[correctedJoyId]:\r
-                    self.notes[correctedJoyId] = self.widthToNote(pos)\r
-                    \r
-                    if self.song != None :\r
-                        if self.highlightedNote == self.notes[correctedJoyId]:\r
-                            self.highlightedNote = self.songIterator.next()\r
-                            self.velocityLock[correctedJoyId] = True\r
-                    \r
-                    velocity = self.heightToVelocity(pos, correctedJoyId)\r
-                                \r
-                    wiimote.playNote(self.notes[correctedJoyId],velocity)\r
-                    self.buttonDown[correctedJoyId] = True\r
-            \r
-            if event.button == 2:\r
-                \r
-                self.done = True\r
-        \r
-        if event.type == pygame.MOUSEBUTTONUP:\r
-            \r
-            correctedJoyId = 0\r
-            while not self.activeWiimotes[correctedJoyId] :\r
-                correctedJoyId += 1\r
-            wiimote = self.wiimotes[correctedJoyId]\r
-            wiimote.stopNote(self.notes[correctedJoyId])\r
-            self.buttonDown[correctedJoyId] = False\r
-            self.velocityLock[correctedJoyId] = False\r
-        \r
-    def hasChanged(self):\r
-        changed = False\r
-        if self.song != None:\r
-            if self.blinkOn != self.savedBlinkOn or self.highlightedNote != self.savedHighlightedNote:\r
-                self.savedBlinkOn = self.blinkOn\r
-                self.savedHighlightedNote = self.highlightedNote\r
-                changed = True\r
-        return(changed)\r
-    \r
-    def updateCursorPositionFromMouse(self, mouseEvent):\r
-        correctedJoyId = 0\r
-        while not self.activeWiimotes[correctedJoyId] :\r
-            correctedJoyId += 1\r
-        self.cursorPositions[correctedJoyId] = mouseEvent.pos\r
-        \r
-    def moveToNextNote(self):\r
-        while True:\r
-            if self.song == None:\r
-                yield(None)\r
-            else:\r
-                for note in self.song:\r
-                    yield note\r