qq bidouilles de l'ordre de l'expérimentation.
[minwii.git] / src / app / widgets / playingscreen.py
index 571a3d9..4638267 100755 (executable)
@@ -21,7 +21,7 @@ from config import DEFAULT_MIDI_VELOCITY
 
 from globals import BACKGROUND_LAYER
 from globals import CURSOR_LAYER
 
 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) :
 
 
 class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
 
@@ -57,8 +57,8 @@ class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
         screen = pygame.display.get_surface()
 
         # taille de la zone d'affichage utile (bordure autour)
         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))
 
         
         columnWidth = int(round(float(dispWidth) / self.keyboardLength))
 
@@ -95,14 +95,17 @@ class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
             dirty = self.draw(pygame.display.get_surface())
             pygame.display.update(dirty)
             clock.tick(FRAMERATE)
             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:
         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) :
     
     @event_handler(pygame.MOUSEBUTTONDOWN)
     def onMouseDown(self, event) :
@@ -110,23 +113,34 @@ class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
         # parce qu'il s'agit du curseur
         for col in reversed(self.sprites()[:-1]) :
             if col.rect.collidepoint(*event.pos):
         # parce qu'il s'agit du curseur
         for col in reversed(self.sprites()[:-1]) :
             if col.rect.collidepoint(*event.pos):
-                self.raiseKeyDown(col)
+                self.raiseColDown(col)
                 break
 
     @event_handler(pygame.MOUSEBUTTONUP)
     def onMouseUp(self, event) :
         for col in reversed(self.sprites()[:-1]) :
             if col.rect.collidepoint(*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.raiseKeyUp(col)
+                self.raiseColUp(col)
+                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)
                 break
 
                 break
 
-    def raiseKeyDown(self, col) :
+    def raiseColDown(self, col) :
         evt = pygame.event.Event(events.COLDOWN, column=col)
         pygame.event.post(evt)
 
         evt = pygame.event.Event(events.COLDOWN, column=col)
         pygame.event.post(evt)
 
-    def raiseKeyUp(self, col) :
+    def raiseColUp(self, col) :
         evt = pygame.event.Event(events.COLUP, column=col)
         pygame.event.post(evt)
         evt = pygame.event.Event(events.COLUP, column=col)
         pygame.event.post(evt)
+    
+    def raiseColOver(self, col) :
+        evt = pygame.event.Event(events.COLOVER, column=col)
+        pygame.event.post(evt)
 
         
 class PlayingScreen(_PlayingScreenBase) :
 
         
 class PlayingScreen(_PlayingScreenBase) :
@@ -155,32 +169,63 @@ class PlayingScreen(_PlayingScreenBase) :
 
 class SongPlayingScreen(_PlayingScreenBase) :
     
 
 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
         super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
         self.song = song
+        self.quarterNoteDuration = song.quarterNoteDuration
         self.currentColumn = None
         self.noteIterator = self.song.iterNotes()
         self.displayNext()
         self.currentColumn = None
         self.noteIterator = self.song.iterNotes()
         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 displayNext(self) :
+    def displayNext(self, event=None) :
         if self.currentColumn:
             self.currentColumn.update(False)
         note, verseIndex = self.noteIterator.next()
         if self.currentColumn:
             self.currentColumn.update(False)
         note, verseIndex = self.noteIterator.next()
-        syllabus = note.lyrics[verseIndex].syllabus(encoding="iso-8859-1")
+        syllabus = note.lyrics[verseIndex].syllabus()
         column = self.columns[note.midi]
         column.update(True, syllabus)
         self.currentColumn = column
         column = self.columns[note.midi]
         column.update(True, syllabus)
         self.currentColumn = column
+        self.currentNote = note
         self.currentNotePlayed = False
     
         self.currentNotePlayed = False
     
-    @event_handler(events.COLDOWN)
     def handleColumnDown(self, event) :
         col = event.column
         if col.state:
             self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
             self.currentNotePlayed = True
     
     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.COLUP)
     def handleColumnUp(self, event) :
         if self.currentNotePlayed :
             self.synth.noteoff(0, self.currentColumn.tone.midi)
             self.displayNext()
     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()
+