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Utilisation de LayeredUpdates pour maj dans le bon ordre.
[minwii.git]
/
src
/
app
/
widgets
/
playingscreen.py
diff --git
a/src/app/widgets/playingscreen.py
b/src/app/widgets/playingscreen.py
index
146e549
..
9558770
100755
(executable)
--- a/
src/app/widgets/playingscreen.py
+++ b/
src/app/widgets/playingscreen.py
@@
-22,10
+22,10
@@
OFF_SATURATION = 1
ON_TOP_LUMINANCE = 0.6
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
ON_TOP_LUMINANCE = 0.6
ON_BOTTOM_LUMINANCE = 0.9
ON_SATURATION = 1
-ON_COLUMN_OVERSIZING = 1.5
+ON_COLUMN_OVERSIZING = 1.
7
5
-class _PlayingScreenBase(pygame.sprite.
Ord
eredUpdates, EventHandlerMixin) :
+class _PlayingScreenBase(pygame.sprite.
Lay
eredUpdates, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
def __init__(self, distinctNotes=[]) :
"""
@@
-77,11
+77,11
@@
class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) :
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
c = Column(hue, rect)
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) :
def _initCursor(self) :
- self.cursor = WarpingCursor()
- self.add(self.cursor)
+ self.cursor = WarpingCursor(
blinkMode=True
)
+ self.add(self.cursor
, layer=2
)
def highlightColumn(self, index) :
def highlightColumn(self, index) :
@@
-129,7
+129,7
@@
class SongPlayingScreenTest(_PlayingScreenBase) :
super(SongPlayingScreenTest, self).__init__([o])
super(SongPlayingScreenTest, self).__init__([o])
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.Sprite
, EventHandlerMixin
) :
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
def __init__(self, hue, rect) :
pygame.sprite.Sprite.__init__(self)
@@
-141,7
+141,10
@@
class Column(pygame.sprite.Sprite) :
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
topRgba = hls_to_rgba_8bits(hue, ON_TOP_LUMINANCE, ON_SATURATION)
bottomRgba = hls_to_rgba_8bits(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION)
- rectOn = rect.inflate(ON_COLUMN_OVERSIZING * rect.width, 0)
+ 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.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
self.rectOn = rectOn
@@
-149,12
+152,24
@@
class Column(pygame.sprite.Sprite) :
self.rect = rect
def update(self, state) :
self.rect = rect
def update(self, state) :
+ group = self.groups()[0]
if state :
if state :
+ group.change_layer(self, 1)
self.image = self.stateOn
self.rect = self.rectOn
else :
self.image = self.stateOn
self.rect = self.rectOn
else :
+ group.change_layer(self, 0)
self.image = self.stateOff
self.rect = self.rectOff
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
def hls_to_rgba_8bits(h, l, s) :
#convert to rgb ranging from 0 to 255