from math import floor
import types
from musicxml import Tone
-import fluidsynth
from config import FRAMERATE
from config import BORDER
from config import ON_COLUMN_ALPHA
from config import FONT
from config import FONT_COLOR
+from config import DEFAULT_MIDI_VELOCITY
+
+BACKGROUND_LAYER = 0
+FOREGROUND_LAYER = 1
+CURSOR_LAYER = 2
+PLAYING_MODES = {'EASY':0
+ ,'NORMAL':1
+ ,'ADVANCED':2
+ ,'EXPERT':3}
class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
self.keyboardRects = []
self.cursor = None
self._initRects()
+ self.columns = {}
self._initColumns()
self._running = False
self.draw(pygame.display.get_surface())
""" 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)
+ self.columns[tone.midi] = c
+
def _initCursor(self) :
- self.cursor = WarpingCursor(blinkMode=False)
- self.add(self.cursor, layer=2)
+ self.cursor = WarpingCursor(blinkMode=True)
+ self.add(self.cursor, layer=CURSOR_LAYER)
def run(self):
self._running = True
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, synth) :
@event_handler(events.NOTEON)
def noteon(self, evt) :
tone = evt.tone
- self.synth.noteon(0, tone.midi, 64)
+ self.synth.noteon(0, tone.midi, DEFAULT_MIDI_VELOCITY)
@event_handler(events.NOTEOFF)
def noteoff(self, evt) :
class SongPlayingScreen(_PlayingScreenBase) :
- def __init__(self, song) :
- super(SongPlayingScreen, self).__init__(song.distinctNotes)
+ def __init__(self, synth, song, mode=PLAYING_MODES['NORMAL']) :
+ super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
+ self.noteIterator = self.song.iterNotes()
+ self.play()
+
+ def play(self) :
+ note, verseIndex = self.noteIterator.next()
+ syllabus = note.lyrics[verseIndex].syllabus()
+ column = self.columns[note.midi]
+ column.update(True, syllabus)
+
+
+ @event_handler(events.NOTEON)
+ def noteon(self, evt) :
+ tone = evt.tone
+ self.synth.noteon(0, tone.midi, DEFAULT_MIDI_VELOCITY)
+
+ @event_handler(events.NOTEOFF)
+ def noteoff(self, evt) :
+ tone = evt.tone
+ self.synth.noteoff(0, tone.midi)
+
class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
def __init__(self, group, hue, rect, tone) :
pygame.sprite.DirtySprite.__init__(self, group)
+ self.state = False
+
+ # nom de l'intonation
self.tone = tone
- toneName = FONT.render(tone.nom, True, (0,0,0))
+ toneName = FONT.render(tone.nom, True, (0,0,0))
+
+ # état off : surface unie et nom de l'intonation
sur = pygame.surface.Surface(rect.size)
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
tw, th, = toneName.get_size()
toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
sur.blit(toneName, toneRect)
- self.stateOff = sur
+ self.surOff = sur
self.rectOff = rect
+
+ # état on : surface dégradée avec nom de la note avec largeur agrandie
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION, ON_COLUMN_ALPHA)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION, ON_COLUMN_ALPHA)
onWidth = rect.width * ON_COLUMN_OVERSIZING
onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
- self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
+ self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
w, h = rectOn.w, rectOn.h
toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
- self.stateOn.blit(toneName, toneRect)
+ self.surOn.blit(toneName, toneRect)
self.rectOn = rectOn
- self.image = self.stateOff
+ self.image = self.surOff
self.rect = rect
+ #EventDispatcher.addEventListener(pygame.MOUSEBUTTONDOWN, self.onMouseDown)
+ #EventDispatcher.addEventListener(pygame.MOUSEBUTTONUP, self.onMouseUp)
- def update(self, state) :
+ def update(self, state, syllabus='') :
group = self.groups()[0]
+ if state == self.state :
+ # no changes
+ return
if state :
- group.change_layer(self, 1)
- self.image = self.stateOn
+ group.change_layer(self, FOREGROUND_LAYER)
+ sur = self.surOn
+ if syllabus :
+ sur = sur.copy()
+ renderedSyl = FONT.render(syllabus, True, (0,0,0))
+ sw, sh, = renderedSyl.get_size()
+ w, h = self.rectOn.w, self.rectOn.h
+ sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
+ sur.blit(renderedSyl, sylRect)
+
+ self.image = sur
self.rect = self.rectOn
else :
- group.change_layer(self, 0)
- self.image = self.stateOff
+ group.change_layer(self, BACKGROUND_LAYER)
+ self.image = self.surOff
self.rect = self.rectOff
+ self.state = state
+ self.dirty = 1
@event_handler(pygame.MOUSEBUTTONDOWN)
def onMouseDown(self, event) :