from colorsys import hls_to_rgb
from gradients import gradients
from cursors import WarpingCursor
-from eventutils import event_handler, EventHandlerMixin
+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
+BORDER = 0 # 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
+ON_COLUMN_OVERSIZING = 2
class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) :
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)
def _initCursor(self) :
- self.cursor = WarpingCursor()
- #self.add(self.cursor)
+ self.cursor = WarpingCursor(blinkMode=True)
+ self.add(self.cursor)
def highlightColumn(self, index) :
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)
-
- def input(self, event) :
- handler = getattr(self, 'eventHandler%s' % event.type, lambda e:None)
- handler(event)
+ EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
+ clock.tick(50)
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
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)
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)
+ rectOn = pygame.Rect((rect.left - rect.width/2, 0),
+ (rect.width * ON_COLUMN_OVERSIZING, rect.height))
self.stateOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
self.rectOn = rectOn
else :
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