added right-side-knobs and mode-select buttons

This commit is contained in:
2025-08-30 20:25:40 +02:00
parent 468e7974be
commit ca861f1530
3 changed files with 84 additions and 51 deletions

View File

@ -6,7 +6,7 @@ import random
class Knobs:
def __init__(self, gui, is_left_side=True):
def __init__(self, gui, knob_names, is_left_side=True):
self.gui = gui
self.knobs_surface = pygame.Surface((gui.screenW, gui.screenH), pygame.SRCALPHA)
@ -15,20 +15,10 @@ class Knobs:
self.fade_speed = 5
self.fade_in = False
self.fade_out = False
self.knob_names = knob_names
self.is_left_side = is_left_side
knob_names = [
'Delay Time',
'Delay Vol',
'Reverb Wet',
'Reverb Size',
'Filter Freq',
'Distortion',
'Detune',
'Gain'
]
# Create and position the knobs
self.knobs_radius = self.gui.screenW / 25
knobs_spacing = self.knobs_radius * 2

View File

@ -5,7 +5,7 @@ from .fonts import *
class LozengeButton:
def __init__(self, gui, name, position, radius_x, radius_y):
def __init__(self, gui, name, position, radius_x, radius_y, side):
self.gui = gui
self.screen = gui.screen
self.name = name
@ -13,6 +13,7 @@ class LozengeButton:
self.y = position[1]
self.radius_x = radius_x
self.radius_y = radius_y
self.side = side
self.focused = False
def display(self):
@ -21,12 +22,12 @@ class LozengeButton:
pos = pygame.mouse.get_pos()
if math.sqrt(math.pow(pos[0] - self.x, 2) + math.pow(pos[1] - self.y, 2)) < self.radius_y:
self.focused = True
self.gui.set_fx_mode_by_name(self.name)
self.gui.set_fx_mode_by_name(self.side, self.name)
if self.focused:
w = 0
fx_mode_label = font_helvetica16.render(self.name, False, color_primary_light)
self.screen.blit(fx_mode_label, (self.x + 20, self.y - 8))
self.screen.blit(fx_mode_label, (self.x + (20 if self.side == 0 else -20-fx_mode_label.get_width()), self.y - 8))
else:
w = 2
fx_mode_label = font_helvetica16.render(str(self.name)[0:1], False, color_primary_light)

114
main.py
View File

@ -22,43 +22,83 @@ class GuiMain:
self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA)
self.fx_mode_labels = [
'Strings',
'Beat',
'L-Loop',
'R-Loop',
'Jack',
'Athmo'
[
'Strings',
'L-Loop',
'R-Loop',
'Jack',
'Athmo'
],
[
'Mixer',
'Beat'
]
]
left_knob_names = [
'Delay Time',
'Delay Vol',
'Reverb Wet',
'Reverb Size',
'Filter Freq',
'Distortion',
'Detune',
'Gain'
]
mixer_knob_names = [
'Jack Vol',
'Athmo Vol',
'Beat speed',
'L-loop Vol',
'-unassigned-',
'Beat Vol',
'R-loop Vol',
'Master Vol'
]
# Create and position the fx_mode buttons
self.fx_mode_buttons = []
self.fx_mode_buttons = [[],[]]
self.fx_mode = 0
self.fx_mode = [0, 0]
for i in range(len(self.fx_mode_labels)):
for i in range(len(self.fx_mode_labels[0])):
x = self.screenW * 2.5 / 19
y = i * self.screenH / 7.5 + 45
r_x = self.screenW * 0.35 / 19
r_y = (self.screenH-20) / 16
self.fx_mode_buttons.append(
LozengeButton(self, self.fx_mode_labels[i], (x,y), r_x, r_y)
self.fx_mode_buttons[0].append(
LozengeButton(self, self.fx_mode_labels[0][i], (x,y), r_x, r_y, 0)
)
for i in range(len(self.fx_mode_labels[1])):
x = self.screenW - 30
y = i * self.screenH / 7.5 + 90
r_x = self.screenW * 0.35 / 19
r_y = (self.screenH-20) / 16
self.fx_mode_buttons[1].append(
LozengeButton(self, self.fx_mode_labels[1][i], (x,y), r_x, r_y, 1)
)
self.knobs = []
for i in range(len(self.fx_mode_labels)):
self.knobs.append(Knobs(self))
self.knobs = [[], []]
for i in range(len(self.fx_mode_labels[0])):
self.knobs[0].append(Knobs(self, left_knob_names))
for i in range(len(self.fx_mode_labels[1])):
self.knobs[1].append(Knobs(self, left_knob_names if i==1 else mixer_knob_names, is_left_side=False))
self.set_fx_mode(self.fx_mode)
self.set_fx_mode(0, self.fx_mode[0])
self.set_fx_mode(1, self.fx_mode[1])
self.show_knobs = True
self.knobs_display_side = 0
self.mute_button = BinaryButton(
self.screen,
(20, self.fx_mode_buttons[0].y-20),
(20, self.fx_mode_buttons[0][0].y-20),
(40, 40), 'M',
False)
self.beat_button = BeatButton(self, (40, self.fx_mode_buttons[1].y), 20)
self.rloop_button = LoopButton(self, (40, self.fx_mode_buttons[2].y), 20)
self.lloop_button = LoopButton(self, (40, self.fx_mode_buttons[3].y), 20)
self.beat_button = BeatButton(self, (40, self.fx_mode_buttons[0][1].y), 20)
self.rloop_button = LoopButton(self, (40, self.fx_mode_buttons[0][2].y), 20)
self.lloop_button = LoopButton(self, (40, self.fx_mode_buttons[0][3].y), 20)
self.rec_button = BinaryButton(
self.screen,
@ -98,18 +138,19 @@ class GuiMain:
self.clock = pygame.time.Clock()
self.running = True
def set_knob_value(self, index, value):
self.knobs[self.fx_mode].set_value(index, value)
def set_knob_value(self, side, index, value):
self.knobs[side][self.fx_mode[side]].set_value(index, value)
def set_fx_mode(self, i):
self.set_fx_mode_by_name(self.fx_mode_labels[i])
def set_fx_mode(self, side, i):
self.set_fx_mode_by_name(side, self.fx_mode_labels[side][i])
def set_fx_mode_by_name(self, mode):
self.knobs[self.fx_mode].opacity = 0
self.fx_mode = self.fx_mode_labels.index(mode)
self.knobs[self.fx_mode].set_focused(None)
self.knobs[self.fx_mode].fade_in = True
for b in self.fx_mode_buttons:
def set_fx_mode_by_name(self, side, mode):
self.knobs_display_side = side
self.knobs[side][self.fx_mode[side]].opacity = 0 #checke
self.fx_mode[side] = self.fx_mode_labels[side].index(mode)
self.knobs[side][self.fx_mode[side]].set_focused(None)
self.knobs[side][self.fx_mode[side]].fade_in = True
for b in self.fx_mode_buttons[side]:
b.focused = (b.name == mode)
def show_athmos(self, show=True):
@ -171,18 +212,19 @@ class GuiMain:
self.beatplayer.update()
self.athmos.update()
self.knobs[self.fx_mode].display()
self.knobs[self.knobs_display_side][self.fx_mode[self.knobs_display_side]].display()
for button in self.fx_mode_buttons:
button.display()
for i in range(2):
for button in self.fx_mode_buttons[i]:
button.display()
self.mute_button.display()
for i in range(1,4):
pygame.draw.line(self.screen, color_primary_dark,
(self.fx_mode_buttons[i].radius_x*0.5 + 60, self.fx_mode_buttons[i].y),
(self.fx_mode_buttons[i].x - self.fx_mode_buttons[i].radius_x * 1.5,
self.fx_mode_buttons[i].y))
(self.fx_mode_buttons[0][i].radius_x*0.5 + 60, self.fx_mode_buttons[0][i].y),
(self.fx_mode_buttons[0][i].x - self.fx_mode_buttons[0][i].radius_x * 1.5,
self.fx_mode_buttons[0][i].y))
self.beat_button.display()
self.lloop_button.display()
self.rloop_button.display()
@ -195,7 +237,7 @@ class GuiMain:
if self.loop_input_mode is not None:
self.screen.blit(self.loop_input_mode,
((self.fx_mode_buttons[3].x+self.lloop_button.position[0])/2-self.loop_input_mode.get_width()/2,
((self.fx_mode_buttons[0][3].x+self.lloop_button.position[0])/2-self.loop_input_mode.get_width()/2,
(self.lloop_button.position[1]+self.rloop_button.position[1])/2-self.loop_input_mode.get_height()/2))
pygame.draw.polygon(self.screen, "white", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)])