Files
SantoscopeUI/main.py

122 lines
4.4 KiB
Python

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.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.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.fx_mode = self.fx_mode_labels.index(mode)
self.knobs[self.fx_mode].set_focused(None)
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.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()
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.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()