+ def stop(self) :
+ self._running = False
+ self.synth.system_reset()
+ pygame.mouse.set_visible(True)
+ self.cursor._stopBlink()
+
+ @event_handler(pygame.KEYDOWN)
+ def handleKeyDown(self, event) :
+ if event.key == pygame.K_q or event.unicode == u'q':
+ self.stop()
+
+ @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, event)
+ 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, event)
+ 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, event)
+ break
+
+ def raiseColDown(self, col, mouseEvent) :
+ evt = pygame.event.Event(events.COLDOWN, column=col, pos=mouseEvent.pos)
+ pygame.event.post(evt)
+
+ def raiseColUp(self, col, mouseEvent) :
+ evt = pygame.event.Event(events.COLUP, column=col, pos=mouseEvent.pos)
+ pygame.event.post(evt)
+
+ def raiseColOver(self, col, mouseEvent) :
+ evt = pygame.event.Event(events.COLOVER, column=col, pos=mouseEvent.pos, mouseEvent=mouseEvent)
+ pygame.event.post(evt)
+
+ def getVelocity(self, pos) :
+ vel = (float(self.dispWidth) - pos[1]) / self.dispWidth
+ vel = int(vel * (MIDI_VELOCITY_RANGE[1] - MIDI_VELOCITY_RANGE[0])) + MIDI_VELOCITY_RANGE[0]
+ return vel
+
+ def getPan(self, index) :
+ pan = float(index) / (self.keyboardLength -1)
+ pan = int(pan * (MIDI_PAN_RANGE[1] - MIDI_PAN_RANGE[0])) + MIDI_PAN_RANGE[0]
+ return pan
+
+ def playnote(self, col, pos, vel=None) :
+ pan = self.getPan(col.index)
+ self.synth.cc(0, 10, pan)
+ vel = vel or self.getVelocity(pos)
+ self.synth.noteon(0, col.tone.midi, vel)