--- /dev/null
+# -*- coding: utf-8 -*-
+"""
+Écran de sélection de l'instrument
+
+$Id$
+$URL$
+"""
+import os.path
+import pygame
+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
+from globals import hls_to_rgba_8bits
+
+
+class InstrumentSelector(pygame.sprite.LayeredDirty, EventHandlerMixin) :
+
+ rows = 3
+ cols = 3
+ 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()
+ tileWidth = int(round(float(screen.get_width()) / self.cols))
+ tileHeight = int(round(float(screen.get_height()) / self.rows))
+
+ self.tiles = []
+ 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)
+
+ def _initCursor(self) :
+ self.cursor = WarpingCursor(blinkMode=True)
+ 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)
+
+ def stop(self) :
+ self._running = False
+ pygame.mouse.set_visible(True)
+ self.cursor._stopBlink()
+
+ @event_handler(pygame.KEYDOWN)
+ def handleKeyDown(self, event) :
+ if event.key == pygame.K_q:
+ self.stop()
+
+ @event_handler(pygame.MOUSEMOTION)
+ def onMouseMove(self, event) :
+ for tile in reversed(self.sprites()[:-1]) :
+ if tile.rect.collidepoint(*event.pos) :
+ self.raiseTileOver(tile)
+ break
+
+ def raiseTileOver(self, tile) :
+ 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
+
+
+
+class InstrumentTile(pygame.sprite.DirtySprite) :
+
+ @staticmethod
+ def _get_instrument_image(name) :
+ imagePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
+ imagePath.extend(['data', 'instruments'])
+ name, ext = os.path.splitext(name)
+ imagePath.append('%s%s' % (name, ext or '.jpg'))
+ return os.path.sep.join(imagePath)
+
+ BORDER = 10
+ INFLATE_ZOOM = 0.4
+
+ def __init__(self, instrumentDescription, group, rect, coords) :
+ pygame.sprite.DirtySprite.__init__(self, group)
+ 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))
+
+ 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
+
+ # adapts dimensions
+ iw = innerWidth
+ ih = int(round(innerWidth / imgRatio))
+
+ if ih > innerHeight:
+ ih = innerHeight
+ iw = int(round(innerHeight * imgRatio))
+
+ imgPosition = ((innerWidth - iw) / 2, (innerHeight - ih) / 2)
+ imgRect = pygame.Rect(imgPosition, (iw, ih))
+ img = pygame.transform.smoothscale(img, (iw, ih))
+
+ 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])
+
+ 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 = {
+ (0, 0) : ['top', 'left'],
+ (1, 0) : ['top'],
+ (2, 0) : ['top', 'right'],
+
+ (0, 1) : ['left'],
+ (1, 1) : [],
+ (2, 1) : ['right'],
+
+ (0, 2) : ['bottom', 'left'],
+ (1, 2) : ['bottom'],
+ (2, 2) : ['bottom', 'right']
+}
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