added right-side-knobs and mode-select buttons
This commit is contained in:
14
knobs.py
14
knobs.py
@ -6,7 +6,7 @@ import random
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class Knobs:
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def __init__(self, gui, is_left_side=True):
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def __init__(self, gui, knob_names, is_left_side=True):
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self.gui = gui
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self.knobs_surface = pygame.Surface((gui.screenW, gui.screenH), pygame.SRCALPHA)
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@ -15,20 +15,10 @@ class Knobs:
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self.fade_speed = 5
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self.fade_in = False
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self.fade_out = False
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self.knob_names = knob_names
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self.is_left_side = is_left_side
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knob_names = [
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'Delay Time',
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'Delay Vol',
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'Reverb Wet',
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'Reverb Size',
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'Filter Freq',
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'Distortion',
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'Detune',
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'Gain'
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]
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# Create and position the knobs
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self.knobs_radius = self.gui.screenW / 25
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knobs_spacing = self.knobs_radius * 2
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@ -5,7 +5,7 @@ from .fonts import *
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class LozengeButton:
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def __init__(self, gui, name, position, radius_x, radius_y):
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def __init__(self, gui, name, position, radius_x, radius_y, side):
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self.gui = gui
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self.screen = gui.screen
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self.name = name
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@ -13,6 +13,7 @@ class LozengeButton:
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self.y = position[1]
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self.radius_x = radius_x
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self.radius_y = radius_y
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self.side = side
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self.focused = False
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def display(self):
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@ -21,12 +22,12 @@ class LozengeButton:
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pos = pygame.mouse.get_pos()
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if math.sqrt(math.pow(pos[0] - self.x, 2) + math.pow(pos[1] - self.y, 2)) < self.radius_y:
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self.focused = True
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self.gui.set_fx_mode_by_name(self.name)
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self.gui.set_fx_mode_by_name(self.side, self.name)
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if self.focused:
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w = 0
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fx_mode_label = font_helvetica16.render(self.name, False, color_primary_light)
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self.screen.blit(fx_mode_label, (self.x + 20, self.y - 8))
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self.screen.blit(fx_mode_label, (self.x + (20 if self.side == 0 else -20-fx_mode_label.get_width()), self.y - 8))
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else:
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w = 2
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fx_mode_label = font_helvetica16.render(str(self.name)[0:1], False, color_primary_light)
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114
main.py
114
main.py
@ -22,43 +22,83 @@ class GuiMain:
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self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA)
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self.fx_mode_labels = [
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'Strings',
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'Beat',
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'L-Loop',
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'R-Loop',
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'Jack',
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'Athmo'
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[
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'Strings',
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'L-Loop',
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'R-Loop',
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'Jack',
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'Athmo'
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],
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[
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'Mixer',
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'Beat'
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]
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]
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left_knob_names = [
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'Delay Time',
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'Delay Vol',
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'Reverb Wet',
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'Reverb Size',
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'Filter Freq',
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'Distortion',
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'Detune',
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'Gain'
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]
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mixer_knob_names = [
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'Jack Vol',
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'Athmo Vol',
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'Beat speed',
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'L-loop Vol',
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'-unassigned-',
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'Beat Vol',
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'R-loop Vol',
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'Master Vol'
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]
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# Create and position the fx_mode buttons
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self.fx_mode_buttons = []
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self.fx_mode_buttons = [[],[]]
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self.fx_mode = 0
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self.fx_mode = [0, 0]
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for i in range(len(self.fx_mode_labels)):
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for i in range(len(self.fx_mode_labels[0])):
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x = self.screenW * 2.5 / 19
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y = i * self.screenH / 7.5 + 45
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r_x = self.screenW * 0.35 / 19
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r_y = (self.screenH-20) / 16
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self.fx_mode_buttons.append(
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LozengeButton(self, self.fx_mode_labels[i], (x,y), r_x, r_y)
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self.fx_mode_buttons[0].append(
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LozengeButton(self, self.fx_mode_labels[0][i], (x,y), r_x, r_y, 0)
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)
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for i in range(len(self.fx_mode_labels[1])):
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x = self.screenW - 30
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y = i * self.screenH / 7.5 + 90
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r_x = self.screenW * 0.35 / 19
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r_y = (self.screenH-20) / 16
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self.fx_mode_buttons[1].append(
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LozengeButton(self, self.fx_mode_labels[1][i], (x,y), r_x, r_y, 1)
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)
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self.knobs = []
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for i in range(len(self.fx_mode_labels)):
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self.knobs.append(Knobs(self))
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self.knobs = [[], []]
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for i in range(len(self.fx_mode_labels[0])):
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self.knobs[0].append(Knobs(self, left_knob_names))
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for i in range(len(self.fx_mode_labels[1])):
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self.knobs[1].append(Knobs(self, left_knob_names if i==1 else mixer_knob_names, is_left_side=False))
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self.set_fx_mode(self.fx_mode)
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self.set_fx_mode(0, self.fx_mode[0])
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self.set_fx_mode(1, self.fx_mode[1])
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self.show_knobs = True
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self.knobs_display_side = 0
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self.mute_button = BinaryButton(
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self.screen,
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(20, self.fx_mode_buttons[0].y-20),
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(20, self.fx_mode_buttons[0][0].y-20),
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(40, 40), 'M',
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False)
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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.beat_button = BeatButton(self, (40, self.fx_mode_buttons[0][1].y), 20)
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self.rloop_button = LoopButton(self, (40, self.fx_mode_buttons[0][2].y), 20)
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self.lloop_button = LoopButton(self, (40, self.fx_mode_buttons[0][3].y), 20)
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self.rec_button = BinaryButton(
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self.screen,
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@ -98,18 +138,19 @@ class GuiMain:
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self.clock = pygame.time.Clock()
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self.running = True
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def set_knob_value(self, index, value):
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self.knobs[self.fx_mode].set_value(index, value)
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def set_knob_value(self, side, index, value):
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self.knobs[side][self.fx_mode[side]].set_value(index, value)
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def set_fx_mode(self, i):
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self.set_fx_mode_by_name(self.fx_mode_labels[i])
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def set_fx_mode(self, side, i):
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self.set_fx_mode_by_name(side, self.fx_mode_labels[side][i])
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def set_fx_mode_by_name(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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self.knobs[self.fx_mode].set_focused(None)
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self.knobs[self.fx_mode].fade_in = True
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for b in self.fx_mode_buttons:
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def set_fx_mode_by_name(self, side, mode):
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self.knobs_display_side = side
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self.knobs[side][self.fx_mode[side]].opacity = 0 #checke
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self.fx_mode[side] = self.fx_mode_labels[side].index(mode)
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self.knobs[side][self.fx_mode[side]].set_focused(None)
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self.knobs[side][self.fx_mode[side]].fade_in = True
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for b in self.fx_mode_buttons[side]:
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b.focused = (b.name == mode)
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def show_athmos(self, show=True):
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@ -171,18 +212,19 @@ class GuiMain:
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self.beatplayer.update()
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self.athmos.update()
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self.knobs[self.fx_mode].display()
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self.knobs[self.knobs_display_side][self.fx_mode[self.knobs_display_side]].display()
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for button in self.fx_mode_buttons:
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button.display()
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for i in range(2):
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for button in self.fx_mode_buttons[i]:
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button.display()
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self.mute_button.display()
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for i in range(1,4):
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pygame.draw.line(self.screen, color_primary_dark,
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(self.fx_mode_buttons[i].radius_x*0.5 + 60, self.fx_mode_buttons[i].y),
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(self.fx_mode_buttons[i].x - self.fx_mode_buttons[i].radius_x * 1.5,
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self.fx_mode_buttons[i].y))
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(self.fx_mode_buttons[0][i].radius_x*0.5 + 60, self.fx_mode_buttons[0][i].y),
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(self.fx_mode_buttons[0][i].x - self.fx_mode_buttons[0][i].radius_x * 1.5,
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self.fx_mode_buttons[0][i].y))
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self.beat_button.display()
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self.lloop_button.display()
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self.rloop_button.display()
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@ -195,7 +237,7 @@ class GuiMain:
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if self.loop_input_mode is not None:
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self.screen.blit(self.loop_input_mode,
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((self.fx_mode_buttons[3].x+self.lloop_button.position[0])/2-self.loop_input_mode.get_width()/2,
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((self.fx_mode_buttons[0][3].x+self.lloop_button.position[0])/2-self.loop_input_mode.get_width()/2,
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(self.lloop_button.position[1]+self.rloop_button.position[1])/2-self.loop_input_mode.get_height()/2))
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pygame.draw.polygon(self.screen, "white", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)])
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