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path: root/Jam/Block.py
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import pygtk
pygtk.require( '2.0' )
import gtk

import Config

#::: NOTE:
# All the graphics resources are loaded in Desktop and referenced here as necessary
#:::

class Block():

    WIDTH = 100
    HEIGHT = 100

    def __init__( self, owner, graphics_context, data ):
        self.owner = owner
        self.gc = graphics_context
        self.data = data

        self.type = Block

        self.width = Block.WIDTH
        self.height = Block.HEIGHT

        self.parent = None
        self.canChild = False
        self.child = None
        self.canParent = False

        self.parentOffest = 0

        self.dragging = False 

        self.placed = False
        self.x = -1 
        self.y = -1

        self.active = True

    def destroy( self ):
        if self.child:
            self.child.destroy()
            self.child = None

    def getLoc( self ):
        return ( self.x, self.y )

    def setLoc( self, x, y ):
        if x == self.x and y == self.y: return

        if self.placed:
            self.invalidate_rect( not self.dragging )
        else:
            self.placed = True
        
        self.x = x
        self.y = y
        self.endX = x + self.width
        self.endY = y + self.height

        self.invalidate_rect( not self.dragging )

        if self.child:
            self.child._updateParentLoc( self.endX, y )

    def getAttachLoc( self ):
        return ( self.x + self.parentOffset, self.y )

    def _updateParentLoc( self, x, y ):
        self.setLoc( x - self.parentOffset, y )

    def testChild( self, loc ):

        if not self.canParent:
            return False

        if self.child:
            return self.child.testChild( loc )
        elif abs( self.endX - loc[0] ) < 10 and abs( self.y - loc[1] ) < 10:
            return self

        return False

    def addChild( self, child ):
        self.child = child
        child._addParent( self )
        child._updateParentLoc( self.endX, self.y )

    def removeChild( self ):
        self.child._removeParent()
        self.child = None

    def _addParent( self, parent ):
        self.parent = parent

    def _removeParent( self ):
        self.parent = None

    def getRoot( self ):
        if self.parent: return self.parent.getRoot()
        return self

    def button_press( self, event ):
        
        if event.y < self.y or event.y > self.endY:
            return False

        return self._button_pressB( event )

    def _button_pressB( self, event ):
        
        if event.x < self.x:
            return False

        if event.x > self.endX:
            if self.child:
                return self.child._button_pressB( event )
            else:
                return False

        self.dragOffset = ( event.x - self.x, event.y - self.y )

        self._doButtonPress( event )

        return self

    def _doButtonPress( self, event ):
        pass # override in subclasses

    def button_release( self, event ):
        if self.dragging:
            self.dragging = False
            self.invalidateBranch()

    def motion_notify( self, event ):
        
        removeFromBlocks = not self.dragging and not self.parent

        if not self.dragging:
            self.dragging = True
            self.invalidate_rect()

        if self.parent:
            self.parent.removeChild()
        
        self.setLoc( event.x - self.dragOffset[0], event.y - self.dragOffset[1] )

        return removeFromBlocks

    def _beginDrag( self ):
        self.dragging = True
        self.dragOffset = ( self.width//2, self.height//2 )

    def invalidateBranch( self, base = True ):
        self.invalidate_rect( base )
        if self.child:
            self.child.invalidateBranch( base )

    def invalidate_rect( self, base = True ):
        self.owner.invalidate_rect( self.x, self.y, self.width, self.height, base )

    def draw( self, startX, startY, stopX, stopY, pixmap ):
        if stopY < self.y or startY > self.endY:
            return False

        self._drawB( startX, startY, stopX, stopY, pixmap )

    def _drawB( self, startX, startY, stopX, stopY, pixmap ):

        if stopX < self.x:
            return False

        if self.child:
            self.child._drawB( startX, startY, stopX, stopX, pixmap )

        if startX > self.endX:
            return False

        self._doDraw( startX, startY, stopX, stopY, pixmap )

        return True

    def _doDraw( self, startX, startY, stopX, stopY, pixmap ):
        pass # override in subclasses

    def drawHighlight( self, startX, startY, stopX, stopY, pixmap ):
        pass # override in subclasses 

class Instrument(Block):
    
    MASK_START = 0

    #::: data format:
    # { }
    #:::
    def __init__( self, owner, graphics_context, data ):
        Block.__init__( self, owner, graphics_context, data )

        self.type = Instrument

        self.canParent = True

    def _doButtonPress( self, event ): # we were hit with a button press
        pass

    def _doDraw( self, startX, startY, stopX, stopY, pixmap ):
        # draw border
        if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
        else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
        self.gc.set_clip_origin( self.x-Instrument.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )

        # draw block
        if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
        else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
        self.gc.set_clip_origin( self.x-Instrument.MASK_START, self.y-self.height )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )

    def drawHighlight( self, startX, startY, stopX, stopY, pixmap ):
        self.gc.foreground = self.owner.colors["Border_Highlight"]
        self.gc.set_clip_origin( self.x-Instrument.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )


class Drum(Block):

    MASK_START = 100
    
    #::: data format:
    # { }
    #:::
    def __init__( self, owner, graphics_context, data ):
        Block.__init__( self, owner, graphics_context, data )

        self.type = Drum 

    def _doButtonPress( self, event ): # we were hit with a button press
        pass

    def _doDraw( self, startX, startY, stopX, stopY, pixmap ):
        # draw border
        if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
        else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
        self.gc.set_clip_origin( self.x-Drum.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )

        # draw block
        if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
        else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
        self.gc.set_clip_origin( self.x-Drum.MASK_START, self.y-self.height )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )

    def drawHighlight( self, startX, startY, stopX, stopY, pixmap ):
        self.gc.foreground = self.owner.colors["Border_Highlight"]
        self.gc.set_clip_origin( self.x-Drum.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, self.width, self.height )


class Loop(Block):

    HEAD = 13
    BEAT = 23
    TAIL = BEAT + 4

    BEAT_MUL3 = BEAT*3

    MASK_START = 200
    MASK_BEAT  = MASK_START + HEAD
    MASK_TAIL  = MASK_START + HEAD + BEAT*3
    
    #::: data format:
    # { "beats": N }
    #:::
    def __init__( self, owner, graphics_context, data ):
        Block.__init__( self, owner, graphics_context, data )

        self.type = Loop

        self.width = Loop.HEAD + Loop.BEAT*(data["beats"]-1) + Loop.TAIL

        self.canParent = True
        self.canChild = True

        self.parentOffset = Loop.HEAD - 4

    def _doButtonPress( self, event ): # we were hit with a button press
        pass

    def _doDraw( self, startX, startY, stopX, stopY, pixmap ):

        #-- draw head -----------------------------------------

        # draw border
        if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
        else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
        self.gc.set_clip_origin( self.x-Loop.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, Loop.HEAD, self.height )

        # draw block
        if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
        else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
        self.gc.set_clip_origin( self.x-Loop.MASK_START, self.y-self.height )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, Loop.HEAD, self.height )

        #-- draw beats ----------------------------------------
  
        beats = self.data["beats"] - 1 # last beat is drawn with the tail
        x = self.x + Loop.HEAD
        while beats > 3:
            # draw border
            if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
            else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y )
            pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.BEAT_MUL3, self.height )

            # draw block
            if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
            else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y-self.height )
            pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.BEAT_MUL3, self.height )

            x += Loop.BEAT_MUL3
            beats -= 3
        if beats:
            width = Loop.BEAT*beats
            
            # draw border
            if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
            else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y )
            pixmap.draw_rectangle( self.gc, True, x, self.y, width, self.height )

            # draw block
            if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
            else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y-self.height )
            pixmap.draw_rectangle( self.gc, True, x, self.y, width, self.height )

            x += width

        #-- draw tail -----------------------------------------

        # draw border
        if self.active: self.gc.foreground = self.owner.colors["Border_Active"]
        else:           self.gc.foreground = self.owner.colors["Border_Inactive"]
        self.gc.set_clip_origin( x-Loop.MASK_TAIL, self.y )
        pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.TAIL, self.height )

        # draw block
        if self.active: self.gc.foreground = self.owner.colors["Bg_Active"]
        else:           self.gc.foreground = self.owner.colors["Bg_Inactive"]
        self.gc.set_clip_origin( x-Loop.MASK_TAIL, self.y-self.height )
        pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.TAIL, self.height )

    def drawHighlight( self, startX, startY, stopX, stopY, pixmap ):

        self.gc.foreground = self.owner.colors["Border_Highlight"]

        #-- draw head -----------------------------------------

        self.gc.set_clip_origin( self.x-Loop.MASK_START, self.y )
        pixmap.draw_rectangle( self.gc, True, self.x, self.y, Loop.HEAD, self.height )

        #-- draw beats ----------------------------------------
  
        beats = self.data["beats"] - 1 # last beat is drawn with the tail
        x = self.x + Loop.HEAD
        while beats > 3:
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y )
            pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.BEAT_MUL3, self.height )

            x += Loop.BEAT_MUL3
            beats -= 3
        if beats:
            width = Loop.BEAT*beats
            
            self.gc.set_clip_origin( x-Loop.MASK_BEAT, self.y )
            pixmap.draw_rectangle( self.gc, True, x, self.y, width, self.height )
            
            x += width

        #-- draw tail -----------------------------------------

        self.gc.set_clip_origin( x-Loop.MASK_TAIL, self.y )
        pixmap.draw_rectangle( self.gc, True, x, self.y, Loop.TAIL, self.height )