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
-FIRST_HUE = 0.6
-OFF_LUMINANCE = 0.2
-OFF_SATURATION = 1
-ON_TOP_LUMINANCE = 0.6
-ON_BOTTOM_LUMINANCE = 0.9
-ON_SATURATION = 1
-ON_COLUMN_OVERSIZING = 1.5
+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 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 ON_COLUMN_ALPHA
+from config import FONT
+from config import FONT_COLOR
-def event_handler(eventType) :
- def doRename(m) :
- m.__name__ = 'eventHandler%s' % eventType
- return m
- return doRename
-
-
-class MetaRenamer(type):
- def __new__(mcs, name, bases, dict) :
- for k, v in dict.items() :
- if isinstance(v, types.FunctionType) :
- if k != v.__name__ :
- print 'renommage de %s en %s' % (k, v.__name__)
- dict[v.__name__] = v
- del dict[k]
- return type.__new__(mcs, name, bases, dict)
-
-
-class _PlayingScreenBase(pygame.sprite.OrderedUpdates) :
-
- __metaclass__ = MetaRenamer
+class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
def __init__(self, distinctNotes=[]) :
"""
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
- print hue
- c = Column(hue, rect)
- self.add(c)
+ tone = self.distinctNotes[i]
+ c = Column(self, hue, rect, tone)
+ self.add(c, layer=0)
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) :
- 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 :
- pygame.display.flip()
- events = pygame.event.get()
- for event in events:
- self.input(event)
+ EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
+ clock.tick(FRAMERATE)
- def input(self, event) :
- handler = getattr(self, 'eventHandler%s' % event.type, lambda e:None)
- handler(event)
-
@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 PlayingScreen(_PlayingScreenBase) :
+ "fenêtre de jeu pour improvisation"
+ scale = [55, 57, 59, 60, 62, 64, 65, 67, 69, 71, 72]
+
+ def __init__(self) :
+ distinctNotes = []
+ for midi in self.scale :
+ tone = Tone(midi)
+ distinctNotes.append(tone)
+
+ super(PlayingScreen, self).__init__(distinctNotes)
+
class SongPlayingScreen(_PlayingScreenBase) :
super(SongPlayingScreenTest, self).__init__([o])
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
- def __init__(self, hue, rect) :
- pygame.sprite.Sprite.__init__(self)
+ def __init__(self, group, hue, rect, tone) :
+ 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)
+ 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
- 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)
+ 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)
+ 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
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 raiseNoteOn(self) :
+ pass
+
+ def raiseNoteOff(self) :
+ pass
+
+
-def hls_to_rgba_8bits(h, l, s) :
+def hls_to_rgba_8bits(h, l, s, a=1) :
#convert to rgb ranging from 0 to 255
- rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (1,)]
+ rgba = [floor(255 * i) for i in hls_to_rgb(h, l, s) + (a,)]
return tuple(rgba)