import pygame
from colorsys import hls_to_rgb
from gradients import gradients
+from math import floor
# 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 = 0.9
-ON_BOTTOM_LUMINANCE = 0.6
+ON_TOP_LUMINANCE = 0.6
+ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
-class _PlayingScreenBase(object) :
+class _PlayingScreenBase(pygame.sprite.OrderedUpdates) :
def __init__(self, distinctNotes=[]) :
"""
distinctNotes : notes disctinctes présentes dans la chanson
triées du plus grave au plus aigu.
"""
+ super(_PlayingScreenBase, self).__init__()
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
self._initRects()
- self.drawColumns()
+ self._initColumns()
+
def _initRects(self) :
dispWidth = screen.get_width() - 2 * BORDER
dispHeight = screen.get_height() - 2 * BORDER
- columnWidth = int(round(float(dispWidth) / keyboardLength))
+ columnWidth = int(round(float(dispWidth) / self.keyboardLength))
rects = []
- for i in range(keyboardLength) :
+ for i in range(self.keyboardLength) :
upperLeftCorner = (i*columnWidth + BORDER, BORDER)
rect = pygame.Rect(upperLeftCorner, (columnWidth, dispHeight))
rects.append(rect)
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
- c = Column(hue)
+ c = Column(hue, rect)
+ self.add(c)
-
- def drawColumns(self) :
- pass
-
- def highLightColumn(self) :
- pass
+
+ def highlightColumn(self, index) :
+ for i, sprite in enumerate(self.sprites()) :
+ sprite.update(i==index)
+ self.draw(pygame.display.get_surface())
+
class SongPlayingScreen(_PlayingScreenBase) :
def __init__(self, song) :
- super(SongPlayingScreen, self).__init__(song.)
+ super(SongPlayingScreen, self).__init__(song.distinctNotes)
self.song = song
-
+class SongPlayingScreenTest(_PlayingScreenBase) :
+ def __init__(self) :
+ class C:pass
+ o = C()
+ o.midi=1
+ super(SongPlayingScreenTest, self).__init__([o])
+ self.__running = True
+ #pygame.display.flip()
+ #raw_input('allez ?')
+
+ def run(self):
+ while self.__running :
+ pygame.display.flip()
+ events = pygame.event.get()
+ for event in events:
+ self.input(event)
+
+ 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) :
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
- sur = Surface(rect.size)
- rgba = hls_to_rgb(hue, OFF_LUMINANCE, OFF_SATURATION) + (255,)
+ sur = pygame.surface.Surface(rect.size)
+ rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
self.stateOff = sur
- topRgba = hls_to_rgb(hue, ON_TOP_LUMINANCE, ON_SATURATION) + (255,)
- bottomRgba = hls_to_rgb(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION) + (255,)
+ 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
+ print rect.size, size
self.stateOn = gradients.vertical(size, topRgba, bottomRgba)
+
+ self.image = self.stateOff
+ self.rect = rect
+
+ def update(self, state) :
+ if state :
+ self.image = self.stateOn
+ else :
+ self.image = self.stateOff
+
+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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