+ self.rectOff = rect
+
+ 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.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
+ w, h = rectOn.w, rectOn.h
+ toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
+ self.stateOn.blit(toneName, toneRect)
+ self.rectOn = rectOn
+
+ 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)
+ 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)
+
+