X-Git-Url: https://scm.cri.mines-paristech.fr/git/minwii.git/blobdiff_plain/ce0df18443db4c43ba336f802eca6143be832093..a72de39dce597f55d5c63f51825427605314cd72:/src/app/widgets/playingscreen.py?ds=inline diff --git a/src/app/widgets/playingscreen.py b/src/app/widgets/playingscreen.py index 7944204..9558770 100755 --- a/src/app/widgets/playingscreen.py +++ b/src/app/widgets/playingscreen.py @@ -9,18 +9,24 @@ $URL$ import pygame from colorsys import hls_to_rgb from gradients import gradients +from cursors import WarpingCursor +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. -BORDER = 5 # 5px +BORDER = 0 # 5px FIRST_HUE = 0.6 -OFF_LUMINANCE = 0.1 +OFF_LUMINANCE = 0.2 OFF_SATURATION = 1 ON_TOP_LUMINANCE = 0.6 ON_BOTTOM_LUMINANCE = 0.9 ON_SATURATION = 1 +ON_COLUMN_OVERSIZING = 1.75 + + +class _PlayingScreenBase(pygame.sprite.LayeredUpdates, EventHandlerMixin) : -class _PlayingScreenBase(pygame.sprite.OrderedUpdates) : def __init__(self, distinctNotes=[]) : """ distinctNotes : notes disctinctes présentes dans la chanson @@ -30,8 +36,12 @@ class _PlayingScreenBase(pygame.sprite.OrderedUpdates) : self.distinctNotes = distinctNotes self.keyboardLength = 0 self.keyboardRects = [] + self.cursor = None self._initRects() self._initColumns() + self._running = False + self.draw(pygame.display.get_surface()) + self._initCursor() @@ -67,15 +77,43 @@ class _PlayingScreenBase(pygame.sprite.OrderedUpdates) : for i, rect in enumerate(self.keyboardRects) : hue = FIRST_HUE - hueStep * i c = Column(hue, rect) - self.add(c) - + self.add(c, layer=0) + + def _initCursor(self) : + self.cursor = WarpingCursor(blinkMode=True) + self.add(self.cursor, layer=2) + 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() + while self._running : + EventDispatcher.dispatchEvents() + dirty = self.draw(pygame.display.get_surface()) + pygame.display.update(dirty) + clock.tick(50) + + @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)) + + @event_handler(pygame.MOUSEMOTION) + def handleMouseMotion(self, event) : + pass + + + class SongPlayingScreen(_PlayingScreenBase) : @@ -89,48 +127,9 @@ class SongPlayingScreenTest(_PlayingScreenBase) : o = C() o.midi=1 super(SongPlayingScreenTest, self).__init__([o]) - self.__running = True - #pygame.display.flip() - #raw_input('allez ?') - - def run(self): - while self.__running : - pygame.display.flip() - events = pygame.event.get() - for event in events: - self.input(event) - - def input(self, event) : - if event.type == pygame.KEYDOWN: - if event.key == pygame.K_q: - self.__running = False - uni = event.unicode - if uni.isdigit() and int(uni) <=8 : - self.highlightColumn(int(uni)) - - - # if event.key == pygame.K_i: - # self.backToInstrumentChoice = True - # self.done = True - # - # if event.key == pygame.K_w: - # self.nextLevel = 0 - # self.done = True - # - # if event.key == pygame.K_e: - # self.nextLevel = 1 - # self.done = True - # - # if event.key == pygame.K_r: - # self.nextLevel = 2 - # self.done = True - # - # if event.key == pygame.K_t: - # self.nextLevel = 3 - # self.done = True -class Column(pygame.sprite.Sprite) : +class Column(pygame.sprite.Sprite, EventHandlerMixin) : def __init__(self, hue, rect) : pygame.sprite.Sprite.__init__(self) @@ -138,24 +137,41 @@ class Column(pygame.sprite.Sprite) : 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) - size = rect.inflate(2*rect.width,0).size - print rect.size, size - self.stateOn = gradients.vertical(size, topRgba, bottomRgba) + 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 + + @event_handler(pygame.MOUSEBUTTONDOWN) + def onMouseDown(self, event) : + if self.rect.collidepoint(*event.pos) : + self.update(True) + + @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) - 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