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Ajout commentaires.
[minwii.git]
/
src
/
app
/
widgets
/
column.py
diff --git
a/src/app/widgets/column.py
b/src/app/widgets/column.py
index
92f53ba
..
bf1fb90
100755
(executable)
--- a/
src/app/widgets/column.py
+++ b/
src/app/widgets/column.py
@@
-18,19
+18,23
@@
from config import ON_BOTTOM_LUMINANCE
from config import ON_SATURATION
from config import ON_COLUMN_OVERSIZING
from config import ON_COLUMN_ALPHA
from config import ON_SATURATION
from config import ON_COLUMN_OVERSIZING
from config import ON_COLUMN_ALPHA
-from config import FONT
+from config import
LYRICS_FONT, NOTES_
FONT
from config import FONT_COLOR
from config import FONT_COLOR
+import events
class Column(pygame.sprite.DirtySprite) :
class Column(pygame.sprite.DirtySprite) :
+ ''' colonne utilisée pour l'affichage d'une touche du clavier de jeu.
+ '''
- def __init__(self, group, hue, rect, tone) :
+ def __init__(self, group,
index,
hue, rect, tone) :
pygame.sprite.DirtySprite.__init__(self, group)
pygame.sprite.DirtySprite.__init__(self, group)
+ self.index = index
self.state = False
# nom de l'intonation
self.tone = tone
self.state = False
# nom de l'intonation
self.tone = tone
- toneName = FONT.render(tone.nom, True, FONT_COLOR)
+ toneName =
NOTES_
FONT.render(tone.nom, True, FONT_COLOR)
# état off : surface unie et nom de l'intonation
sur = pygame.surface.Surface(rect.size)
# état off : surface unie et nom de l'intonation
sur = pygame.surface.Surface(rect.size)
@@
-70,18
+74,34
@@
class Column(pygame.sprite.DirtySprite) :
sur = self.surOn
if syllabus :
sur = sur.copy()
sur = self.surOn
if syllabus :
sur = sur.copy()
- renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
+ rect = self.rectOn
+ renderedSyl = LYRICS_FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
+
+ if sw > self.rectOn.w :
+ sur = pygame.transform.scale(sur, (sw, h))
+ rect = rect.inflate(sw - w, 0)
+ w = sw
+
+ screenWidth = group.dispWidth
+ if rect.left < 0 :
+ rect.left = 0
+ elif rect.right > screenWidth :
+ rect.right = screenWidth
+
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
- self.rect =
self.rectOn
+ self.rect =
rect
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
self.rect = self.rectOff
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
self.rect = self.rectOff
+
self.state = state
self.state = state
- self.dirty = 1
+ self.dirty = 1
+ evt = pygame.event.Event(events.COLSTATECHANGE, column=self, state=state, syllabus=syllabus)
+ pygame.event.post(evt)