import pygame
from colorsys import hls_to_rgb
from gradients import gradients
+from cursors import WarpingCursor
+from eventutils import event_handler, EventDispatcher, EventHandlerMixin
from math import floor
+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 = 0.1
-OFF_SATURATION = 1
-ON_TOP_LUMINANCE = 0.6
-ON_BOTTOM_LUMINANCE = 0.9
-ON_SATURATION = 1
+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.LayeredUpdates, EventHandlerMixin) :
-class _PlayingScreenBase(pygame.sprite.Group) :
def __init__(self, distinctNotes=[]) :
"""
distinctNotes : notes disctinctes présentes dans la chanson
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
+ self.cursor = None
self._initRects()
self._initColumns()
+ self._running = False
+ self.draw(pygame.display.get_surface())
+ self._initCursor()
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
c = Column(hue, rect)
- self.add(c)
-
-
- def drawColumns(self) :
- pass
+ self.add(c, layer=0)
+ def _initCursor(self) :
+ self.cursor = WarpingCursor(blinkMode=True)
+ self.add(self.cursor, layer=2)
+
+
def highlightColumn(self, index) :
for i, sprite in enumerate(self.sprites()) :
sprite.update(i==index)
+ self.draw(pygame.display.get_surface())
+
+ def run(self):
+ self._running = True
+ clock = pygame.time.Clock()
+ pygame.display.flip()
+ while self._running :
+ EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
+ clock.tick(50)
+
+ @event_handler(pygame.KEYDOWN)
+ def handleKeyDown(self, event) :
+ if event.key == pygame.K_q:
+ self._running = False
+ uni = event.unicode
-
+ if uni.isdigit() and int(uni) <=8 :
+ self.highlightColumn(int(uni))
+
+ @event_handler(pygame.MOUSEMOTION)
+ def handleMouseMotion(self, event) :
+ pass
+
+
+
class SongPlayingScreen(_PlayingScreenBase) :
o = C()
o.midi=1
super(SongPlayingScreenTest, self).__init__([o])
- self.__running = True
- pygame.display.flip()
- #while self.__running :
- # events = pygame.event.get()
- # for event in events:
- # self.input(event)
- # pygame.display.flip()
-
- def input(self, event) :
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_q:
- self.__running = False
- uni = event.unicode
- if uni.isdigit() and int(uni) <=8 :
- self.highlightColumn(int(uni))
-
-
- # if event.key == pygame.K_i:
- # self.backToInstrumentChoice = True
- # self.done = True
- #
- # if event.key == pygame.K_w:
- # self.nextLevel = 0
- # self.done = True
- #
- # if event.key == pygame.K_e:
- # self.nextLevel = 1
- # self.done = True
- #
- # if event.key == pygame.K_r:
- # self.nextLevel = 2
- # self.done = True
- #
- # if event.key == pygame.K_t:
- # self.nextLevel = 3
- # self.done = True
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.Sprite, EventHandlerMixin) :
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
self.stateOff = sur
+ self.rectOff = rect
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- size = rect.inflate(2*rect.width,0).size
- self.stateOn = gradients.vertical(rect.size, topRgba, bottomRgba)
+ 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.image = self.stateOn
+ self.image = self.stateOff
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
rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (1,)]
return tuple(rgba)
-
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