import pygame
from colorsys import hls_to_rgb
from gradients import gradients
-# TODO : positionner cette constance en fonction de la résolution d'affichage
-# externaliser la conf.
-BORDER = 5 # 5px
-FIRST_HUE = 0.6
-OFF_LUMINANCE = 0.1
-OFF_SATURATION = 1
-ON_TOP_LUMINANCE = 0.9
-ON_BOTTOM_LUMINANCE = 0.6
-ON_SATURATION = 1
-
-class _PlayingScreenBase(object) :
- def __init__(self, distinctNotes=[]) :
+from cursors import WarpingCursor
+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
+
+class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
+
+ def __init__(self, synth, distinctNotes=[]) :
"""
distinctNotes : notes disctinctes présentes dans la chanson
triées du plus grave au plus aigu.
"""
+ super(_PlayingScreenBase, self).__init__()
+ self.synth = synth
self.distinctNotes = distinctNotes
self.keyboardLength = 0
self.keyboardRects = []
+ self.cursor = None
self._initRects()
- self.drawColumns()
+ self._initColumns()
+ self._running = False
+ self.draw(pygame.display.get_surface())
+ self._initCursor()
def _initRects(self) :
dispWidth = screen.get_width() - 2 * BORDER
dispHeight = screen.get_height() - 2 * BORDER
- columnWidth = int(round(float(dispWidth) / keyboardLength))
+ columnWidth = int(round(float(dispWidth) / self.keyboardLength))
rects = []
- for i in range(keyboardLength) :
+ for i in range(self.keyboardLength) :
upperLeftCorner = (i*columnWidth + BORDER, BORDER)
rect = pygame.Rect(upperLeftCorner, (columnWidth, dispHeight))
rects.append(rect)
hueStep = FIRST_HUE / (self.keyboardLength - 1)
for i, rect in enumerate(self.keyboardRects) :
hue = FIRST_HUE - hueStep * i
- c = Column(hue)
-
+ tone = self.distinctNotes[i]
+ c = Column(self, hue, rect, tone)
+ self.add(c, layer=0)
- def drawColumns(self) :
- pass
-
- def highLightColumn(self) :
+ def _initCursor(self) :
+ self.cursor = WarpingCursor(blinkMode=False)
+ self.add(self.cursor, layer=2)
+
+ def run(self):
+ self._running = True
+ clock = pygame.time.Clock()
+ pygame.display.flip()
+ pygame.mouse.set_visible(False)
+ while self._running :
+ EventDispatcher.dispatchEvents()
+ dirty = self.draw(pygame.display.get_surface())
+ pygame.display.update(dirty)
+ clock.tick(FRAMERATE)
+
+ pygame.mouse.set_visible(True)
+ self.cursor._stopBlink()
+
+ @event_handler(pygame.KEYDOWN)
+ def handleKeyDown(self, event) :
+ if event.key == pygame.K_q:
+ self._running = False
+
+
+ @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, synth) :
+ distinctNotes = []
+ for midi in self.scale :
+ tone = Tone(midi)
+ distinctNotes.append(tone)
+
+ super(PlayingScreen, self).__init__(synth, distinctNotes)
+
+ @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)
class SongPlayingScreen(_PlayingScreenBase) :
def __init__(self, song) :
- super(SongPlayingScreen, self).__init__(song.)
+ super(SongPlayingScreen, self).__init__(song.distinctNotes)
self.song = song
-
-class Column(pygame.sprite.Sprite) :
+class Column(pygame.sprite.DirtySprite, EventHandlerMixin) :
- def __init__(self, hue, rect) :
- pygame.sprite.Sprite.__init__(self)
- sur = Surface(rect.size)
- rgba = hls_to_rgb(hue, OFF_LUMINANCE, OFF_SATURATION) + (255,)
+ 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 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)
+ self.raiseNoteOn()
+
+ @event_handler(pygame.MOUSEBUTTONUP)
+ def onMouseUp(self, event) :
+ self.update(False)
+ self.raiseNoteOff()
+
+ 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)
+
+
- topRgba = hls_to_rgb(hue, ON_TOP_LUMINANCE, ON_SATURATION) + (255,)
- bottomRgba = hls_to_rgb(hue, ON_BOTTOM_LUMINANCE, ON_SATURATION) + (255,)
- size = rect.inflate(2*rect.width,0).size
- self.stateOn = gradients.vertical(size, topRgba, bottomRgba)
-
\ No newline at end of file
+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)