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8e4a982)
pygame.font.init()
# playingscreen
pygame.font.init()
# playingscreen
BORDER = 0 # 5px
FIRST_HUE = 0.6
OFF_LUMINANCE = 0.2
BORDER = 0 # 5px
FIRST_HUE = 0.6
OFF_LUMINANCE = 0.2
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
ON_COLUMN_OVERSIZING = 1.75
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
ON_COLUMN_OVERSIZING = 1.75
FONT = pygame.font.Font(None, 80)
FONT_COLOR = (0,0,0)
FONT = pygame.font.Font(None, 80)
FONT_COLOR = (0,0,0)
from events import TIMEOUT
from itertools import cycle
from events import TIMEOUT
from itertools import cycle
-class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
+class WarpingCursor(pygame.sprite.DirtySprite, EventHandlerMixin):
'''
The class for animating the warping cursor
'''
'''
The class for animating the warping cursor
'''
def __init__(self, theme='black', duration=50, blinkMode=True):
def __init__(self, theme='black', duration=50, blinkMode=True):
- pygame.sprite.Sprite.__init__(self)
+ pygame.sprite.DirtySprite.__init__(self)
pygame.mouse.set_visible(False)
imagesPath, images = WarpingCursor._get_theme_images(theme)
flashImage = images.pop(images.index('flash.png'))
pygame.mouse.set_visible(False)
imagesPath, images = WarpingCursor._get_theme_images(theme)
flashImage = images.pop(images.index('flash.png'))
@event_handler(TIMEOUT)
def loadNext(self, event) :
if self._blinking :
@event_handler(TIMEOUT)
def loadNext(self, event) :
if self._blinking :
self.image = self.iterator.next()
@event_handler(pygame.MOUSEBUTTONDOWN)
def flashOn(self, event) :
self.image = self.iterator.next()
@event_handler(pygame.MOUSEBUTTONDOWN)
def flashOn(self, event) :
self._blinking = False
self.image = self.flashImage
@event_handler(pygame.MOUSEBUTTONUP)
def flashOff(self, event) :
self._blinking = False
self.image = self.flashImage
@event_handler(pygame.MOUSEBUTTONUP)
def flashOff(self, event) :
if self.blinkMode :
self._blinking = True
self.loadNext(event)
if self.blinkMode :
self._blinking = True
self.loadNext(event)
@event_handler(pygame.MOUSEMOTION)
def move(self, event) :
@event_handler(pygame.MOUSEMOTION)
def move(self, event) :
self.rect.move_ip(event.rel)
self.rect.move_ip(event.rel)
import types
from musicxml import Tone
import types
from musicxml import Tone
+from config import FRAMERATE
from config import BORDER
from config import FIRST_HUE
from config import OFF_LUMINANCE
from config import BORDER
from config import FIRST_HUE
from config import OFF_LUMINANCE
from config import FONT
from config import FONT_COLOR
from config import FONT
from config import FONT_COLOR
-class _PlayingScreenBase(pygame.sprite.LayeredUpdates, EventHandlerMixin) :
+class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
def __init__(self, distinctNotes=[]) :
"""
EventDispatcher.dispatchEvents()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
EventDispatcher.dispatchEvents()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
super(SongPlayingScreenTest, self).__init__([o])
super(SongPlayingScreenTest, self).__init__([o])
-class Column(pygame.sprite.Sprite, EventHandlerMixin) :
+class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
def __init__(self, group, hue, rect, tone) :
def __init__(self, group, hue, rect, tone) :
- pygame.sprite.Sprite.__init__(self, group)
+ pygame.sprite.DirtySprite.__init__(self, group)
+
+ toneName = FONT.render(tone.nom, True, (0,0,0))
sur = pygame.surface.Surface(rect.size)
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
sur = pygame.surface.Surface(rect.size)
rgba = hls_to_rgba_8bits(hue, OFF_LUMINANCE, OFF_SATURATION)
sur.fill(rgba)
+ w, h = rect.w, rect.h
+ tw, th, = toneName.get_size()
+ toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
+ sur.blit(toneName, toneRect)
self.stateOff = sur
self.rectOff = rect
self.stateOff = sur
self.rectOff = rect
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
self.stateOn = 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.rectOn = rectOn
self.image = self.stateOff
self.rect = rect
self.rectOn = rectOn
self.image = self.stateOff
self.rect = rect
- self.toneName = FONT.render(tone.nom, True, (0,0,0))
def update(self, state) :
group = self.groups()[0]
def update(self, state) :
group = self.groups()[0]