import types
# TODO : positionner cette constance en fonction de la résolution d'affichage
# externaliser la conf.
-BORDER = 5 # 5px
-FIRST_HUE = 0.6
-OFF_LUMINANCE = 0.2
-OFF_SATURATION = 1
-ON_TOP_LUMINANCE = 0.6
-ON_BOTTOM_LUMINANCE = 0.9
-ON_SATURATION = 1
-ON_COLUMN_OVERSIZING = 1.5
+from config import BORDER
+from config import FIRST_HUE
+from config import OFF_LUMINANCE
+from config import OFF_SATURATION
+from config import ON_TOP_LUMINANCE
+from config import ON_BOTTOM_LUMINANCE
+from config import ON_SATURATION
+from config import ON_COLUMN_OVERSIZING
-class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) :
+class _PlayingScreenBase(pygame.sprite.LayeredUpdates, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
distinctNotes : notes disctinctes présentes dans la chanson
triées du plus grave au plus aigu.
"""
- print '__init__ _PlayingScreenBase'
super(_PlayingScreenBase, self).__init__()
self.distinctNotes = distinctNotes
self.keyboardLength = 0
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
c = Column(hue, rect)
- self.add(c)
+ self.add(c, layer=0)
def _initCursor(self) :
- self.cursor = WarpingCursor()
- #self.add(self.cursor)
+ self.cursor = WarpingCursor(blinkMode=True)
+ self.add(self.cursor, layer=2)
def highlightColumn(self, index) :
def run(self):
self._running = True
clock = pygame.time.Clock()
+ pygame.display.flip()
while self._running :
- pygame.display.flip()
EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
clock.tick(50)
@event_handler(pygame.KEYDOWN)
class SongPlayingScreenTest(_PlayingScreenBase) :
def __init__(self) :
- print '__init__ SongPlayingScreenTest'
class C:pass
o = C()
o.midi=1
super(SongPlayingScreenTest, self).__init__([o])
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.Sprite, EventHandlerMixin) :
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- rectOn = rect.inflate(ON_COLUMN_OVERSIZING * rect.width, 0)
+ onWidth = rect.width * ON_COLUMN_OVERSIZING
+ onLeft = rect.centerx - onWidth / 2
+ rectOn = pygame.Rect((onLeft, 0),
+ (onWidth, rect.height))
self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
self.rectOn = rectOn
self.rect = rect
def update(self, state) :
+ group = self.groups()[0]
if state :
+ group.change_layer(self, 1)
self.image = self.stateOn
self.rect = self.rectOn
else :
+ group.change_layer(self, 0)
self.image = self.stateOff
self.rect = self.rectOff
+
+ @event_handler(pygame.MOUSEBUTTONDOWN)
+ def onMouseDown(self, event) :
+ if self.rect.collidepoint(*event.pos) :
+ self.update(True)
+
+ @event_handler(pygame.MOUSEBUTTONUP)
+ def onMouseUp(self, event) :
+ self.update(False)
def hls_to_rgba_8bits(h, l, s) :
#convert to rgb ranging from 0 to 255