$URL$
"""
import pygame
-from colorsys import hls_to_rgb
from gradients import gradients
-import events
-from eventutils import event_handler, EventDispatcher, EventHandlerMixin
from math import floor
from globals import BACKGROUND_LAYER
from globals import FOREGROUND_LAYER
+from globals import hls_to_rgba_8bits
from config import OFF_LUMINANCE
from config import OFF_SATURATION
from config import ON_TOP_LUMINANCE
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
+import events
-class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
+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)
+ self.index = index
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)
self.image = self.surOff
self.rect = rect
- #EventDispatcher.addEventListener(pygame.MOUSEBUTTONDOWN, self.onMouseDown)
- #EventDispatcher.addEventListener(pygame.MOUSEBUTTONUP, self.onMouseUp)
def update(self, state, syllabus='') :
group = self.groups()[0]
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
+
+ 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
- self.rect = self.rectOn
+ self.rect = rect
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
self.rect = self.rectOff
+
self.state = state
- self.dirty = 1
-
- #@event_handler(pygame.MOUSEBUTTONDOWN)
- def onMouseDown(self, event) :
- if self.rect.collidepoint(*event.pos) and self.state :
- self.raiseKeyDown()
+ self.dirty = 1
- @event_handler(pygame.MOUSEBUTTONUP)
- def onMouseUp(self, event) :
- self.raiseKeyUp()
-
- def raiseKeyDown(self) :
- evt = pygame.event.Event(events.KEYDOWN, column=self)
+ evt = pygame.event.Event(events.COLSTATECHANGE, column=self, state=state, syllabus=syllabus)
pygame.event.post(evt)
- print 'down', self.tone.nom
-
- def raiseKeyUp(self) :
- if self.state :
- evt = pygame.event.Event(events.KEYUP, column=self)
- pygame.event.post(evt)
- print 'up', self.tone.nom
-
-# 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)
-
-
-
-def hls_to_rgba_8bits(h, l, s, a=1) :
- #convert to rgb ranging from 0 to 255
- rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (a,)]
- return tuple(rgba)