import pygame
from colorsys import hls_to_rgb
from gradients import gradients
+from cursors import WarpingCursor
+from eventutils import event_handler, EventDispatcher, EventHandlerMixin
from math import floor
import types
# TODO : positionner cette constance en fonction de la résolution d'affichage
# externaliser la conf.
-BORDER = 5 # 5px
+BORDER = 0 # 5px
FIRST_HUE = 0.6
OFF_LUMINANCE = 0.2
OFF_SATURATION = 1
ON_COLUMN_OVERSIZING = 1.5
-def event_handler(eventType) :
- def doRename(m) :
- m.__name__ = 'eventHandler%s' % eventType
- return m
- return doRename
-
-
-class MetaRenamer(type):
- def __new__(mcs, name, bases, dict) :
- for k, v in dict.items() :
- if isinstance(v, types.FunctionType) :
- if k != v.__name__ :
- print 'renommage de %s en %s' % (k, v.__name__)
- dict[v.__name__] = v
- del dict[k]
- return type.__new__(mcs, name, bases, dict)
-
-
-class _PlayingScreenBase(pygame.sprite.OrderedUpdates) :
-
- __metaclass__ = MetaRenamer
+class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
+ self.cursor = None
self._initRects()
self._initColumns()
self._running = False
+ self.draw(pygame.display.get_surface())
+ self._initCursor()
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
- print hue
c = Column(hue, rect)
self.add(c)
-
+
+ def _initCursor(self) :
+ self.cursor = WarpingCursor(blinkMode=True)
+ self.add(self.cursor)
+
def highlightColumn(self, index) :
for i, sprite in enumerate(self.sprites()) :
def run(self):
self._running = True
+ clock = pygame.time.Clock()
+ pygame.display.flip()
while self._running :
- pygame.display.flip()
- events = pygame.event.get()
- for event in events:
- self.input(event)
-
- def input(self, event) :
- handler = getattr(self, 'eventHandler%s' % event.type, lambda e:None)
- handler(event)
+ EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
+ clock.tick(50)
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
@event_handler(pygame.MOUSEMOTION)
def handleMouseMotion(self, event) :
+ pass
super(SongPlayingScreenTest, self).__init__([o])
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.Sprite, EventHandlerMixin) :
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
else :
self.image = self.stateOff
self.rect = self.rectOff
+
+ @event_handler(pygame.MOUSEBUTTONDOWN)
+ def onMouseDown(self, event) :
+ if self.rect.collidepoint(*event.pos) :
+ self.update(True)
+
+ @event_handler(pygame.MOUSEBUTTONUP)
+ def onMouseUp(self, event) :
+ self.update(False)
def hls_to_rgba_8bits(h, l, s) :
#convert to rgb ranging from 0 to 255