from eventutils import event_handler, EventDispatcher, EventHandlerMixin
from cursors import WarpingCursor
from config import FRAMERATE
+from config import INSTRUMENTS
from globals import BACKGROUND_LAYER
from globals import FOREGROUND_LAYER
from globals import CURSOR_LAYER
rows = 3
cols = 3
- instruments = ['accordeon', 'celesta', 'flute', 'guitare', 'orgue', 'piano', 'tuba', 'violon', 'violoncelle']
+ instruments = INSTRUMENTS
def __init__(self) :
super(InstrumentSelector, self).__init__()
#self._initRects()
self._initTiles()
self._initCursor()
+ self._inflatedTile = None
+ self.selectedInstrument = None
def _initTiles(self) :
screen = pygame.display.get_surface()
tileHeight = int(round(float(screen.get_height()) / self.rows))
self.tiles = []
- instrus = self.instruments[:]
+ instrus = list(self.instruments[:])
for y in range(self.cols) :
for x in range(self.rows) :
upperLeftCorner = (x * tileWidth, y * tileHeight)
rect = pygame.Rect(upperLeftCorner, (tileWidth, tileHeight))
+ # !!! s'il y avait plus de 3x3 tuiles !!!, il faudrait alors
+ # changer le tuple (x,y) qui concerne le point d'application de l'homotétie.
+ # Cf. InstrumentTile.inflate
tile = InstrumentTile(instrus.pop(0), self, rect, (x,y))
self.add(tile, layer=BACKGROUND_LAYER)
self.tiles.append(tile)
if event.key == pygame.K_q:
self.stop()
- #@event_handler(pygame.MOUSEMOTION)
- @event_handler(pygame.MOUSEBUTTONDOWN)
+ @event_handler(pygame.MOUSEMOTION)
def onMouseMove(self, event) :
for tile in reversed(self.sprites()[:-1]) :
if tile.rect.collidepoint(*event.pos) :
break
def raiseTileOver(self, tile) :
- self.change_layer(tile, FOREGROUND_LAYER)
- tile.inflate(tile.coords)
+ if not tile.inflated :
+ self.change_layer(tile, FOREGROUND_LAYER)
+ tile.inflate(tile.coords)
+
+ if self._inflatedTile :
+ self._inflatedTile.deflate()
+ self.change_layer(self._inflatedTile, BACKGROUND_LAYER)
+
+ self._inflatedTile = tile
+
+ @event_handler(pygame.MOUSEBUTTONDOWN)
+ def selectInstrument(self, event) :
+ for tile in reversed(self.sprites()[:-1]) :
+ if tile.rect.collidepoint(*event.pos) :
+ self.selectedInstrument = tile.instrumentDescription
+ self.stop()
+ break
return os.path.sep.join(imagePath)
BORDER = 10
- INFLATE_ZOOM = 0.25
+ INFLATE_ZOOM = 0.4
- def __init__(self, name, group, rect, coords) :
+ def __init__(self, instrumentDescription, group, rect, coords) :
pygame.sprite.DirtySprite.__init__(self, group)
- self.name = name
+ self.inflated = False
+ self.instrumentDescription = instrumentDescription
self.rect = rect
+ self._baseRect = rect.copy()
self.coords = coords
-
-
+ imagePath = InstrumentTile._get_instrument_image(instrumentDescription['name'])
+ self._img = pygame.image.load(imagePath)
+ self.update()
+
+
+ def update(self) :
innerWidth, innerHeight = [l-self.BORDER*2 for l in self.rect.size]
+ innerSize = innerWidth, innerHeight
+
+ border = pygame.Surface(self.rect.size)
+ border.fill((0xdd,0xdd,0xdd,255))
- imagePath = InstrumentTile._get_instrument_image(name)
- img = pygame.image.load(imagePath)
+ bg = pygame.Surface(innerSize)
+ bg.fill((255,255,255,255))
+ bgRect = pygame.Rect((self.BORDER, self.BORDER), innerSize)
+
+ img = self._img
iWidth, iHeight = img.get_size()
imgRatio = float(iWidth) / iHeight
ih = innerHeight
iw = int(round(innerHeight * imgRatio))
- position = ((innerWidth - iw) / 2 + self.BORDER, (innerHeight - ih) / 2 + self.BORDER)
-
+ imgPosition = ((innerWidth - iw) / 2, (innerHeight - ih) / 2)
+ imgRect = pygame.Rect(imgPosition, (iw, ih))
img = pygame.transform.smoothscale(img, (iw, ih))
- bg = pygame.Surface(self.rect.size)
- bg.fill((255,255,255,255))
- bg.blit(img, pygame.Rect(position, (iw, ih)))
-
- self.image = bg
+ bg.blit(img, imgRect)
+ border.blit(bg, bgRect)
+ self.image = border
+
def inflate(self, refPoint) :
+ self.inflated = True
keep = {}
for name in REF_POINTS[refPoint] :
keep[name] = getattr(self.rect, name)
self.rect.inflate_ip(*[l*self.INFLATE_ZOOM for l in self.rect.size])
- img = pygame.transform.smoothscale(self.image, self.rect.size)
- self.image = img
-
for k, v in keep.items() :
setattr(self.rect, k, v)
+ self.update()
self.dirty = 1
-
+
+
+ def deflate(self) :
+ self.inflated = False
+ self.rect = self._baseRect.copy()
+ self.update()
+ self.dirty = 1
+
REF_POINTS = {