$URL$
"""
import pygame
-from colorsys import hls_to_rgb
-from gradients import gradients
from cursors import WarpingCursor
+from column import Column
+import events
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.
-from config import BORDER
+from musicxml import Tone
+
+from config import FRAMERATE
from config import FIRST_HUE
-from config import OFF_LUMINANCE
-from config import OFF_SATURATION
-from config import ON_TOP_LUMINANCE
-from config import ON_BOTTOM_LUMINANCE
-from config import ON_SATURATION
-from config import ON_COLUMN_OVERSIZING
+from config import MIDI_VELOCITY_RANGE
+from config import MIDI_PAN_RANGE
+from globals import BACKGROUND_LAYER
+from globals import CURSOR_LAYER
+from globals import PLAYING_MODES_DICT
-class _PlayingScreenBase(pygame.sprite.LayeredUpdates, EventHandlerMixin) :
+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.cursor = None
self._initRects()
+ self.columns = {}
self._initColumns()
self._running = False
self.draw(pygame.display.get_surface())
- self._initCursor()
-
-
+ 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()
# taille de la zone d'affichage utile (bordure autour)
- dispWidth = screen.get_width() - 2 * BORDER
- dispHeight = screen.get_height() - 2 * BORDER
+ self.dispWidth = dispWidth = screen.get_width()
+ self.dispHeight = dispHeight = screen.get_height()
columnWidth = int(round(float(dispWidth) / self.keyboardLength))
rects = []
for i in range(self.keyboardLength) :
- upperLeftCorner = (i*columnWidth + BORDER, BORDER)
+ upperLeftCorner = (i*columnWidth, 0)
rect = pygame.Rect(upperLeftCorner, (columnWidth, dispHeight))
rects.append(rect)
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
- c = Column(hue, rect)
- self.add(c, layer=0)
+ tone = self.distinctNotes[i]
+ c = Column(self, i, hue, rect, tone)
+ self.add(c, layer=BACKGROUND_LAYER)
+ self.columns[tone.midi] = c
+
def _initCursor(self) :
self.cursor = WarpingCursor(blinkMode=True)
- self.add(self.cursor, layer=2)
-
+ self.add(self.cursor, layer=CURSOR_LAYER)
- def highlightColumn(self, index) :
- for i, sprite in enumerate(self.sprites()) :
- sprite.update(i==index)
- self.draw(pygame.display.get_surface())
-
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(50)
+ clock.tick(FRAMERATE)
+ def stop(self) :
+ self._running = False
+ self.synth.system_reset()
+ 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
- uni = event.unicode
-
- if uni.isdigit() and int(uni) <=8 :
- self.highlightColumn(int(uni))
+ self.stop()
+ @event_handler(pygame.MOUSEBUTTONDOWN)
+ def onMouseDown(self, event) :
+ # TODO à cleaner : on vire le dernier élément
+ # parce qu'il s'agit du curseur
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos):
+ self.raiseColDown(col, event.pos)
+ break
+
+ @event_handler(pygame.MOUSEBUTTONUP)
+ def onMouseUp(self, event) :
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos) :
+ self.raiseColUp(col, event.pos)
+ break
+
@event_handler(pygame.MOUSEMOTION)
- def handleMouseMotion(self, event) :
- pass
+ def onMouseMove(self, event) :
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos) :
+ self.raiseColOver(col, event.pos)
+ break
+
+ def raiseColDown(self, col, pos) :
+ evt = pygame.event.Event(events.COLDOWN, column=col, pos=pos)
+ pygame.event.post(evt)
+
+ def raiseColUp(self, col, pos) :
+ evt = pygame.event.Event(events.COLUP, column=col, pos=pos)
+ pygame.event.post(evt)
+
+ def raiseColOver(self, col, pos) :
+ evt = pygame.event.Event(events.COLOVER, column=col, pos=pos)
+ pygame.event.post(evt)
+
+ def getVelocity(self, pos) :
+ vel = (float(self.dispWidth) - pos[1]) / self.dispWidth
+ vel = int(vel * (MIDI_VELOCITY_RANGE[1] - MIDI_VELOCITY_RANGE[0])) + MIDI_VELOCITY_RANGE[0]
+ return vel
+ def getPan(self, index) :
+ pan = float(index) / (self.keyboardLength -1)
+ pan = int(pan * (MIDI_PAN_RANGE[1] - MIDI_PAN_RANGE[0])) + MIDI_PAN_RANGE[0]
+ return pan
+
+class PlayingScreen(_PlayingScreenBase) :
+ "fenêtre de jeu pour improvisation"
+ scale = [55, 57, 59, 60, 62, 64, 65, 67, 69, 71, 72]
+
+ def __init__(self, synth) :
+ distinctNotes = []
+ for midi in self.scale :
+ tone = Tone(midi)
+ distinctNotes.append(tone)
+
+ super(PlayingScreen, self).__init__(synth, distinctNotes)
+
+ @event_handler(events.NOTEON)
+ def noteon(self, evt) :
+ tone = evt.tone
+ self.synth.noteon(0, tone.midi, 96)
+
+ @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, mode=PLAYING_MODES_DICT['EASY']) :
+ super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
-
-class SongPlayingScreenTest(_PlayingScreenBase) :
- def __init__(self) :
- class C:pass
- o = C()
- o.midi=1
- super(SongPlayingScreenTest, self).__init__([o])
+ self.quarterNoteDuration = song.quarterNoteDuration
+ self.currentColumn = None
+ self.noteIterator = self.song.iterNotes()
+ self.displayNext()
+ if mode == PLAYING_MODES_DICT['NORMAL'] :
+ EventDispatcher.addEventListener(events.COLDOWN, self.handleColumnDown)
+ EventDispatcher.addEventListener(events.COLUP, self.handleColumnUp)
+ elif mode == PLAYING_MODES_DICT['EASY'] :
+ EventDispatcher.addEventListener(events.COLOVER, self.handleColumnOver)
+
-
-class Column(pygame.sprite.Sprite, EventHandlerMixin) :
+ def displayNext(self, event=None) :
+ if self.currentColumn:
+ self.currentColumn.update(False)
+ note, verseIndex = self.noteIterator.next()
+ syllabus = note.lyrics[verseIndex].syllabus()
+ column = self.columns[note.midi]
+ column.update(True, syllabus)
+ self.currentColumn = column
+ self.currentNote = note
+ self.currentNotePlayed = False
- def __init__(self, hue, rect) :
- pygame.sprite.Sprite.__init__(self)
- sur = pygame.surface.Surface(rect.size)
- rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
- sur.fill(rgba)
- self.stateOff = sur
- self.rectOff = rect
-
- topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
- bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- 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.rectOn = rectOn
-
- self.image = self.stateOff
- self.rect = rect
-
- def update(self, state) :
- group = self.groups()[0]
- if state :
- group.change_layer(self, 1)
- self.image = self.stateOn
- self.rect = self.rectOn
- else :
- group.change_layer(self, 0)
- self.image = self.stateOff
- self.rect = self.rectOff
+ def handleColumnDown(self, event) :
+ col = event.column
+ if col.state:
+ pan = self.getPan(col.index)
+ self.synth.cc(0, 10, pan)
+ vel = self.getVelocity(event.pos)
+ self.synth.noteon(0, col.tone.midi, vel)
+ self.currentNotePlayed = True
- @event_handler(pygame.MOUSEBUTTONDOWN)
- def onMouseDown(self, event) :
- if self.rect.collidepoint(*event.pos) :
- self.update(True)
+ def handleColumnUp(self, event) :
+ if self.currentNotePlayed :
+ self.synth.noteoff(0, self.currentColumn.tone.midi)
+ self.displayNext()
+
+ def handleColumnOver(self, event) :
+ col = event.column
+ if col.state and not self.currentNotePlayed :
+ pan = self.getPan(col.index)
+ self.synth.cc(0, 10, pan)
+ vel = self.getVelocity(event.pos)
+ self.synth.noteon(0, col.tone.midi, vel)
+ SongPlayingScreen.setNoteTimeout(
+ int(self.currentNote.duration * \
+ self.quarterNoteDuration)
+ )
+ self.currentNotePlayed = True
+
+ @event_handler(events.NOTEEND)
+ def clearTimeOutAndDisplayNext(self, evt) :
+ pygame.time.set_timer(evt.type, 0)
+ self.synth.noteoff(0, self.currentNote.midi)
+ self.displayNext()
+
+ @staticmethod
+ def setNoteTimeout(delay) :
+ pygame.time.set_timer(events.NOTEEND, delay)
+
+ def stop(self) :
+ pygame.time.set_timer(events.NOTEEND, 0)
+ super(SongPlayingScreen, self).stop()
- @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
- rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (1,)]
- return tuple(rgba)