import pygame
import types
+import kinect.pygamedisplay as kinect
+
import minwii.events as events
from minwii.log import eventLogger
from minwii.eventutils import event_handler, EventDispatcher, EventHandlerMixin
self._initColumns()
self._running = False
self.draw(pygame.display.get_surface())
- self._initCursor()
+ self._initCursor()
+
+ self.kinectRgb = kinect.RGB()
+ self.kinectRgbSur = pygame.Surface((640, 480))
def _initRects(self) :
""" création des espaces réservés pour
EventDispatcher.dispatchEvents()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
+
+ self.kinectRgb.update()
+ rgbImg = self.kinectRgb.capture()
+ self.kinectRgbSur.blit(rgbImg, (0, 0))
+ screen = pygame.display.get_surface()
+ screen.blit(pygame.transform.flip(self.kinectRgbSur, True, False), (0, 0))
+ pygame.display.flip()
+
clock.tick(FRAMERATE)
def stop(self) :
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
- if event.key == pygame.K_q or \
- event.unicode == u'q' or \
- pygame.K_ESCAPE:
+ if event.key in (pygame.K_q, pygame.K_ESCAPE) or \
+ event.unicode == u'q' :
self.stop()
@event_handler(pygame.MOUSEBUTTONDOWN)
delay = self.currentNote.duration * self.quarterNoteDuration
delay = delay + delay * self.tempoTrim
delay = int(delay)
+ if delay < 1 :
+ delay = 1 # durée minimale, car 0 désactiverait le timer.
pygame.time.set_timer(events.NOTEEND, delay)
def tempoTrimUp(self, step=0.1) :