Files
SantoscopeUI/main.py
2025-04-08 18:50:06 +02:00

165 lines
5.8 KiB
Python
Executable File

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 *
from .athmos import Athmos
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)
self.show_knobs = True
self.mute_button = BinaryButton(
self.screen,
(20, self.fx_mode_buttons[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.rec_button = BinaryButton(
self.screen,
(self.screenW-70, self.screenH-40),
(60, 30),
"REC",
False
)
self.loop_input_mode = None
self.set_loop_input_mode(0)
self.athmos = Athmos(self.screen)
self.athmos.show_list = False
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_fx_mode(self, i):
self.set_fx_mode_by_name(self.fx_mode_labels[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:
b.focused = (b.name == mode)
def show_athmos(self, show=True):
self.athmos.show_list = show
self.show_knobs = not show
def set_athmo_index(self, index):
self.athmos.index = index
def set_athmo_filenames(self, filenames):
self.athmos.set_filenames(filenames)
def set_loop_input_mode(self, mode):
str_mode = 'SJ'
if mode == 0:
str_mode = 'S'
elif mode == 1:
str_mode = 'J'
self.loop_input_mode = font_helvetica16.render(str_mode, False, color_primary)
def update(self):
if self.running:
# fill the screen with a color to wipe away anything from last frame
self.screen.fill("black")
self.screen.blit(self.label_surface, (0,0))
self.label_surface = pygame.Surface((self.screenW, self.screenH), pygame.SRCALPHA)
self.athmos.update()
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()
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.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)])
# flip() the display to put your work on screen
pygame.display.flip()
self.clock.tick(30) # limits FPS to 60
for event in pygame.event.get():
# exit when esc is pressed
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.running = False
elif event.type == pygame.QUIT:
self.running = False
elif 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())
self.lloop_button.check_click(pygame.mouse.get_pos())
self.rloop_button.check_click(pygame.mouse.get_pos())
else:
pygame.quit()