$URL$
"""
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
from musicxml import Tone
-import fluidsynth
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
-
-BACKGROUND_LAYER = 0
-FOREGROUND_LAYER = 1
-CURSOR_LAYER = 2
+from config import DEFAULT_MIDI_VELOCITY
+
+from globals import BACKGROUND_LAYER
+from globals import CURSOR_LAYER
+from globals import PLAYING_MODES
class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
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
tone = self.distinctNotes[i]
c = Column(self, hue, rect, tone)
self.add(c, layer=BACKGROUND_LAYER)
+ self.columns[tone.midi] = c
+
def _initCursor(self) :
self.cursor = WarpingCursor(blinkMode=True)
def handleKeyDown(self, event) :
if event.key == pygame.K_q:
self._running = False
-
+
+ @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)
+ 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)
+ break
+
+ @event_handler(pygame.MOUSEMOTION)
+ def onMouseMove(self, event) :
+ for col in reversed(self.sprites()[:-1]) :
+ if col.rect.collidepoint(*event.pos) :
+ self.raiseColOver(col)
+ break
+
+ def raiseColDown(self, col) :
+ evt = pygame.event.Event(events.COLDOWN, column=col)
+ pygame.event.post(evt)
+
+ def raiseColUp(self, col) :
+ evt = pygame.event.Event(events.COLUP, column=col)
+ pygame.event.post(evt)
+
+ def raiseColOver(self, col) :
+ evt = pygame.event.Event(events.COLOVER, column=col)
+ pygame.event.post(evt)
+
class PlayingScreen(_PlayingScreenBase) :
"fenêtre de jeu pour improvisation"
+
scale = [55, 57, 59, 60, 62, 64, 65, 67, 69, 71, 72]
def __init__(self, synth) :
@event_handler(events.NOTEON)
def noteon(self, evt) :
tone = evt.tone
- self.synth.noteon(0, tone.midi, 64)
+ self.synth.noteon(0, tone.midi, DEFAULT_MIDI_VELOCITY)
@event_handler(events.NOTEOFF)
def noteoff(self, evt) :
class SongPlayingScreen(_PlayingScreenBase) :
- def __init__(self, synth, song) :
+ def __init__(self, synth, song, mode=PLAYING_MODES['EASY']) :
super(SongPlayingScreen, self).__init__(synth, song.distinctNotes)
self.song = song
+ self.quarterNoteDuration = song.quarterNoteDuration
+ self.currentColumn = None
+ self.noteIterator = self.song.iterNotes()
+ self.displayNext()
+ if mode == PLAYING_MODES['NORMAL'] :
+ EventDispatcher.addEventListener(events.COLDOWN, self.handleColumnDown)
+ EventDispatcher.addEventListener(events.COLUP, self.handleColumnUp)
+ elif mode == PLAYING_MODES['EASY'] :
+ EventDispatcher.addEventListener(events.COLOVER, self.handleColumnOver)
+
- @event_handler(events.NOTEON)
- def noteon(self, evt) :
- tone = evt.tone
- self.synth.noteon(0, tone.midi, 64)
-
- @event_handler(events.NOTEOFF)
- def noteoff(self, evt) :
- tone = evt.tone
- self.synth.noteoff(0, tone.midi)
-
+ 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
-
-class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
+ def handleColumnDown(self, event) :
+ col = event.column
+ if col.state:
+ self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
+ self.currentNotePlayed = True
- def __init__(self, group, hue, rect, tone) :
- pygame.sprite.DirtySprite.__init__(self, group)
- self.tone = tone
- 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, 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 handleColumnUp(self, event) :
+ if self.currentNotePlayed :
+ self.synth.noteoff(0, self.currentColumn.tone.midi)
+ self.displayNext()
- def update(self, state) :
- group = self.groups()[0]
- if state :
- group.change_layer(self, FOREGROUND_LAYER)
- self.image = self.stateOn
- self.rect = self.rectOn
- else :
- group.change_layer(self, BACKGROUND_LAYER)
- self.image = self.stateOff
- self.rect = self.rectOff
+ def handleColumnOver(self, event) :
+ col = event.column
+ if col.state and not self.currentNotePlayed :
+ self.synth.noteon(0, col.tone.midi, DEFAULT_MIDI_VELOCITY)
+ SongPlayingScreen.setNoteTimeout(
+ int(self.currentNote.duration * \
+ self.quarterNoteDuration)
+ )
+ self.currentNotePlayed = True
- @event_handler(pygame.MOUSEBUTTONDOWN)
- def onMouseDown(self, event) :
- if self.rect.collidepoint(*event.pos) :
- self.update(True)
- self.raiseNoteOn()
-
- @event_handler(pygame.MOUSEBUTTONUP)
- def onMouseUp(self, event) :
- self.update(False)
- self.raiseNoteOff()
+ @event_handler(events.NOTEEND)
+ def clearTimeOutAndDisplayNext(self, evt) :
+ pygame.time.set_timer(evt.type, 0)
+ self.displayNext()
- def raiseNoteOn(self) :
- evt = pygame.event.Event(events.NOTEON, tone=self.tone)
- pygame.event.post(evt)
-
- def raiseNoteOff(self) :
- evt = pygame.event.Event(events.NOTEOFF, tone=self.tone)
- pygame.event.post(evt)
+ @staticmethod
+ def setNoteTimeout(delay) :
+ pygame.time.set_timer(events.NOTEEND, delay)
-
-
-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) + (a,)]
- return tuple(rgba)