the circle buttons have been refactored in a more object oriented way
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20
main.py
20
main.py
@ -4,8 +4,7 @@ from fonts import *
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from knobs import Knobs
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from lozenge_button import LozengeButton
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from binary_button import BinaryButton
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from circle_button import CircleButton
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from functools import partial
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from circle_button import *
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class GuiMain:
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@ -54,9 +53,9 @@ class GuiMain:
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(20, self.fx_mode_buttons[0].y-20),
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(40, 40), 'M',
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False)
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self.beat_button = CircleButton(self, 40, self.fx_mode_buttons[1].y, 20)
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self.rloop_button = CircleButton(self, 40, self.fx_mode_buttons[2].y, 20)
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self.lloop_button = CircleButton(self, 40, self.fx_mode_buttons[3].y, 20)
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self.beat_button = BeatButton(self, (40, self.fx_mode_buttons[1].y), 20)
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self.rloop_button = LoopButton(self, (40, self.fx_mode_buttons[2].y), 20)
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self.lloop_button = LoopButton(self, (40, self.fx_mode_buttons[3].y), 20)
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self.rec_button = BinaryButton(
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self.screen,
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@ -70,11 +69,6 @@ class GuiMain:
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self.running = True
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self.run()
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def change_color(self, component):
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if component.color == color_primary:
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component.color = color_primary_dark
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else: component.color = color_primary
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def set_fx_mode(self, mode):
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self.knobs[self.fx_mode].opacity = 0
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self.fx_mode = self.fx_mode_labels.index(mode)
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@ -132,9 +126,9 @@ class GuiMain:
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if event.button == 1:
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self.mute_button.check_click(pygame.mouse.get_pos())
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self.rec_button.check_click(pygame.mouse.get_pos())
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self.beat_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.beat_button))
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self.lloop_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.lloop_button))
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self.rloop_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.rloop_button))
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self.beat_button.check_click(pygame.mouse.get_pos())
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self.lloop_button.check_click(pygame.mouse.get_pos())
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self.rloop_button.check_click(pygame.mouse.get_pos())
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pygame.quit()
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