import pygame from colors import * from fonts import * from knobs import Knobs from lozenge_button import LozengeButton from binary_button import BinaryButton from circle_button import CircleButton from functools import partial class GuiMain: def __init__(self): # pygame setup pygame.init() pygame.display.set_caption("SantoscopeUI") self.screen = pygame.display.set_mode((800, 480)) #self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) self.screenH = self.screen.get_height() self.screenW = self.screen.get_width() self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA) self.fx_mode_labels = [ 'Strings', 'Beat', 'L-Loop', 'R-Loop', 'Jack', 'Athmo' ] # Create and position the fx_mode buttons self.fx_mode_buttons = [] self.fx_mode = 0 for i in range(len(self.fx_mode_labels)): 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.knobs = [] for i in range(len(self.fx_mode_labels)): self.knobs.append(Knobs(self)) self.set_fx_mode(self.fx_mode_labels[self.fx_mode]) self.mute_button = BinaryButton( self.screen, (20, self.fx_mode_buttons[0].y-20), (40, 40), 'M', False) self.beat_button = CircleButton(self, 40, self.fx_mode_buttons[1].y, 20) self.rloop_button = CircleButton(self, 40, self.fx_mode_buttons[2].y, 20) self.lloop_button = CircleButton(self, 40, self.fx_mode_buttons[3].y, 20) self.rec_button = BinaryButton( self.screen, (self.screenW-70, self.screenH-40), (60, 30), "REC", False ) self.clock = pygame.time.Clock() self.running = True self.run() def change_color(self, component): if component.color == color_primary: component.color = color_primary_dark else: component.color = color_primary def set_fx_mode(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: b.focused = (b.name == mode) def run(self): while self.running: # poll for events # pygame.QUIT event means the user clicked X to close your window for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False # fill the screen with a color to wipe away anything from last frame self.screen.fill("black") # RENDER YOUR GAME HERE self.screen.blit(self.label_surface, (0,0)) self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA) self.knobs[self.fx_mode].display() for button in self.fx_mode_buttons: 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.beat_button.display() self.lloop_button.display() self.rloop_button.display() self.rec_button.display() pygame.draw.polygon(self.screen, "white", [(0, self.screenH/2), (self.screenW*3 / 19, self.screenH), (0, self.screenH)]) # flip() the display to put your work on screen pygame.display.flip() self.clock.tick(60) # limits FPS to 60 # exit when esc is pressed for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pygame.quit() return if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: self.mute_button.check_click(pygame.mouse.get_pos()) self.rec_button.check_click(pygame.mouse.get_pos()) self.beat_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.beat_button)) self.lloop_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.lloop_button)) self.rloop_button.check_click(pygame.mouse.get_pos(), partial(self.change_color, self.rloop_button)) pygame.quit() GuiMain()