X-Git-Url: https://svn.cri.ensmp.fr/git/minwii.git/blobdiff_plain/a1cb64098e2a34d115378fdced1044da37e94395..e4e71a016e3c9457744817ed104b0b497aaa5ddd:/src/app/widgets/playingscreen.py?ds=sidebyside diff --git a/src/app/widgets/playingscreen.py b/src/app/widgets/playingscreen.py index 23f2643..162f182 100755 --- a/src/app/widgets/playingscreen.py +++ b/src/app/widgets/playingscreen.py @@ -10,22 +10,25 @@ import pygame 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 -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 -class _PlayingScreenBase(pygame.sprite.OrderedUpdates, EventHandlerMixin) : +class _PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) : def __init__(self, distinctNotes=[]) : """ @@ -76,47 +79,47 @@ 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) + 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) : @@ -132,34 +135,66 @@ class SongPlayingScreenTest(_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)