from colorsys import hls_to_rgb
from gradients import gradients
from cursors import WarpingCursor
+import events
from eventutils import event_handler, EventDispatcher, EventHandlerMixin
from math import floor
import types
from musicxml import Tone
+import fluidsynth
from config import FRAMERATE
from config import BORDER
from config import FONT
from config import FONT_COLOR
+BACKGROUND_LAYER = 0
+FOREGROUND_LAYER = 1
+CURSOR_LAYER = 2
+
class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
- def __init__(self, distinctNotes=[]) :
+ def __init__(self, synth, distinctNotes=[]) :
"""
distinctNotes : notes disctinctes présentes dans la chanson
triées du plus grave au plus aigu.
"""
super(_PlayingScreenBase, self).__init__()
+ self.synth = synth
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
self._running = False
self.draw(pygame.display.get_surface())
self._initCursor()
-
def _initRects(self) :
""" création des espaces réservés pour
afficher les colonnes.
"""
- ambitus = self.distinctNotes[-1].midi - self.distinctNotes[0].midi
- if ambitus <= 12 :
- self.keyboardLength = 8
- else :
- self.keyboardLength = 11
+ #ambitus = self.distinctNotes[-1].midi - self.distinctNotes[0].midi
+ #if ambitus <= 12 :
+ # self.keyboardLength = 8
+ #else :
+ # self.keyboardLength = 11
+ self.keyboardLength = len(self.distinctNotes)
screen = pygame.display.get_surface()
hue = FIRST_HUE - hueStep * i
tone = self.distinctNotes[i]
c = Column(self, hue, rect, tone)
- self.add(c, layer=0)
+ self.add(c, layer=BACKGROUND_LAYER)
def _initCursor(self) :
self.cursor = WarpingCursor(blinkMode=True)
- self.add(self.cursor, layer=2)
+ self.add(self.cursor, layer=CURSOR_LAYER)
def run(self):
self._running = True
clock = pygame.time.Clock()
pygame.display.flip()
+ pygame.mouse.set_visible(False)
while self._running :
EventDispatcher.dispatchEvents()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
clock.tick(FRAMERATE)
+ 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
-
-
- @event_handler(pygame.MOUSEMOTION)
- def handleMouseMotion(self, event) :
- pass
class PlayingScreen(_PlayingScreenBase) :
"fenêtre de jeu pour improvisation"
scale = [55, 57, 59, 60, 62, 64, 65, 67, 69, 71, 72]
- def __init__(self) :
+ def __init__(self, synth) :
distinctNotes = []
for midi in self.scale :
tone = Tone(midi)
distinctNotes.append(tone)
- super(PlayingScreen, self).__init__(distinctNotes)
-
+ super(PlayingScreen, self).__init__(synth, distinctNotes)
+
+ @event_handler(events.NOTEON)
+ def noteon(self, evt) :
+ tone = evt.tone
+ self.synth.noteon(0, tone.midi, 64)
+
+ @event_handler(events.NOTEOFF)
+ def noteoff(self, evt) :
+ tone = evt.tone
+ self.synth.noteoff(0, tone.midi)
+
class SongPlayingScreen(_PlayingScreenBase) :
- def __init__(self, song) :
- super(SongPlayingScreen, self).__init__(song.distinctNotes)
+ def __init__(self, synth, song) :
+ super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
+
+ @event_handler(events.NOTEON)
+ def noteon(self, evt) :
+ tone = evt.tone
+ self.synth.noteon(0, tone.midi, 64)
+
+ @event_handler(events.NOTEOFF)
+ def noteoff(self, evt) :
+ tone = evt.tone
+ self.synth.noteoff(0, tone.midi)
-class SongPlayingScreenTest(_PlayingScreenBase) :
- def __init__(self) :
- class C:pass
- o = C()
- o.midi=1
- super(SongPlayingScreenTest, self).__init__([o])
class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
def __init__(self, group, hue, rect, tone) :
pygame.sprite.DirtySprite.__init__(self, group)
-
+ self.tone = tone
toneName = FONT.render(tone.nom, True, (0,0,0))
sur = pygame.surface.Surface(rect.size)
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
def update(self, state) :
group = self.groups()[0]
if state :
- group.change_layer(self, 1)
+ group.change_layer(self, FOREGROUND_LAYER)
self.image = self.stateOn
self.rect = self.rectOn
else :
- group.change_layer(self, 0)
+ group.change_layer(self, BACKGROUND_LAYER)
self.image = self.stateOff
self.rect = self.rectOff
def onMouseDown(self, event) :
if self.rect.collidepoint(*event.pos) :
self.update(True)
+ self.raiseNoteOn()
@event_handler(pygame.MOUSEBUTTONUP)
def onMouseUp(self, event) :
self.update(False)
+ self.raiseNoteOff()
def raiseNoteOn(self) :
- pass
-
+ evt = pygame.event.Event(events.NOTEON, tone=self.tone)
+ pygame.event.post(evt)
+
def raiseNoteOff(self) :
- pass
+ evt = pygame.event.Event(events.NOTEOFF, tone=self.tone)
+ pygame.event.post(evt)