from globals import BACKGROUND_LAYER
from globals import CURSOR_LAYER
-from globals import PLAYING_MODES
+from globals import PLAYING_MODES_DICT
class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
self._initColumns()
self._running = False
self.draw(pygame.display.get_surface())
- self._initCursor()
-
+ self._initCursor()
def _initRects(self) :
""" création des espaces réservés pour
screen = pygame.display.get_surface()
# taille de la zone d'affichage utile (bordure autour)
- dispWidth = screen.get_width() - 2 * BORDER
- dispHeight = screen.get_height() - 2 * BORDER
+ self.dispWidth = dispWidth = screen.get_width() - 2 * BORDER
+ self.dispHeight = dispHeight = screen.get_height() - 2 * BORDER
columnWidth = int(round(float(dispWidth) / self.keyboardLength))
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
tone = self.distinctNotes[i]
- c = Column(self, hue, rect, tone)
+ c = Column(self, i, hue, rect, tone)
self.add(c, layer=BACKGROUND_LAYER)
self.columns[tone.midi] = c
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
clock.tick(FRAMERATE)
-
+
+ def stop(self) :
+ self._running = False
+ self.synth.system_reset()
pygame.mouse.set_visible(True)
self.cursor._stopBlink()
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
if event.key == pygame.K_q:
- self._running = False
-
+ self.stop()
+
+ @event_handler(pygame.MOUSEBUTTONDOWN)
+ def onMouseDown(self, event) :
+ # TODO à cleaner : on vire le dernier élément
+ # parce qu'il s'agit du curseur
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos):
+ self.raiseColDown(col, event.pos)
+ break
+
+ @event_handler(pygame.MOUSEBUTTONUP)
+ def onMouseUp(self, event) :
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos) :
+ self.raiseColUp(col, event.pos)
+ break
+
+ @event_handler(pygame.MOUSEMOTION)
+ def onMouseMove(self, event) :
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos) :
+ self.raiseColOver(col, event.pos)
+ break
+
+ def raiseColDown(self, col, pos) :
+ evt = pygame.event.Event(events.COLDOWN, column=col, pos=pos)
+ pygame.event.post(evt)
+
+ def raiseColUp(self, col, pos) :
+ evt = pygame.event.Event(events.COLUP, column=col, pos=pos)
+ pygame.event.post(evt)
+
+ def raiseColOver(self, col, pos) :
+ evt = pygame.event.Event(events.COLOVER, column=col, pos=pos)
+ pygame.event.post(evt)
+
class PlayingScreen(_PlayingScreenBase) :
"fenêtre de jeu pour improvisation"
class SongPlayingScreen(_PlayingScreenBase) :
- def __init__(self, synth, song, mode=PLAYING_MODES['NORMAL']) :
+ def __init__(self, synth, song, mode=PLAYING_MODES_DICT['EASY']) :
super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
+ self.quarterNoteDuration = song.quarterNoteDuration
+ self.currentColumn = None
self.noteIterator = self.song.iterNotes()
- self.play()
+ self.displayNext()
+ if mode == PLAYING_MODES_DICT['NORMAL'] :
+ EventDispatcher.addEventListener(events.COLDOWN, self.handleColumnDown)
+ EventDispatcher.addEventListener(events.COLUP, self.handleColumnUp)
+ elif mode == PLAYING_MODES_DICT['EASY'] :
+ EventDispatcher.addEventListener(events.COLOVER, self.handleColumnOver)
+
- def play(self) :
+ def displayNext(self, event=None) :
+ if self.currentColumn:
+ self.currentColumn.update(False)
note, verseIndex = self.noteIterator.next()
syllabus = note.lyrics[verseIndex].syllabus()
column = self.columns[note.midi]
column.update(True, syllabus)
+ self.currentColumn = column
+ self.currentNote = note
+ self.currentNotePlayed = False
+ def handleColumnDown(self, event) :
+ col = event.column
+ if col.state:
+ self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
+ self.currentNotePlayed = True
- @event_handler(events.NOTEON)
- def noteon(self, evt) :
- tone = evt.tone
- self.synth.noteon(0, tone.midi, DEFAULT_MIDI_VELOCITY)
-
- @event_handler(events.NOTEOFF)
- def noteoff(self, evt) :
- tone = evt.tone
- self.synth.noteoff(0, tone.midi)
-
+ def handleColumnUp(self, event) :
+ if self.currentNotePlayed :
+ self.synth.noteoff(0, self.currentColumn.tone.midi)
+ self.displayNext()
+
+ def handleColumnOver(self, event) :
+ col = event.column
+ if col.state and not self.currentNotePlayed :
+ self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
+ SongPlayingScreen.setNoteTimeout(
+ int(self.currentNote.duration * \
+ self.quarterNoteDuration)
+ )
+ self.currentNotePlayed = True
+
+ @event_handler(events.NOTEEND)
+ def clearTimeOutAndDisplayNext(self, evt) :
+ pygame.time.set_timer(evt.type, 0)
+ self.synth.noteoff(0, self.currentNote.midi)
+ self.displayNext()
+
+ @staticmethod
+ def setNoteTimeout(delay) :
+ pygame.time.set_timer(events.NOTEEND, delay)
+ def stop(self) :
+ pygame.time.set_timer(events.NOTEEND, 0)
+ super(SongPlayingScreen, self).stop()
-#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)
-#
-# def update(self, state, syllabus='') :
-# group = self.groups()[0]
-# if state == self.state :
-# # no changes
-# return
-# if state :
-# group.change_layer(self, FOREGROUND_LAYER)
-# sur = self.surOn
-# if syllabus :
-# sur = sur.copy()
-# renderedSyl = FONT.render(syllabus, True, (0,0,0))
-# sw, sh, = renderedSyl.get_size()
-# w, h = self.rectOn.w, self.rectOn.h
-# sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
-# sur.blit(renderedSyl, sylRect)
-#
-# self.image = sur
-# self.rect = self.rectOn
-# else :
-# group.change_layer(self, BACKGROUND_LAYER)
-# self.image = self.surOff
-# self.rect = self.rectOff
-# self.state = state
-# self.dirty = 1
-#
-# @event_handler(pygame.MOUSEBUTTONDOWN)
-# def onMouseDown(self, event) :
-# if self.rect.collidepoint(*event.pos) :
-# self.update(True)
-# self.raiseNoteOn()
-#
-# @event_handler(pygame.MOUSEBUTTONUP)
-# def onMouseUp(self, event) :
-# self.update(False)
-# self.raiseNoteOff()
-#
-# def raiseNoteOn(self) :
-# evt = pygame.event.Event(events.NOTEON, tone=self.tone)
-# pygame.event.post(evt)
-#
-# def raiseNoteOff(self) :
-# evt = pygame.event.Event(events.NOTEOFF, tone=self.tone)
-# pygame.event.post(evt)
-#
-#
-#
-#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)
-#
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