import FSM import utils as u import menus as m #==================================== State = type("State", (object,), {}) #==================================== class State(object): def __init__(self, FSM): self.FSM = FSM def Enter(self): pass def Execute(self): pass def Exit(self): pass #==================================== class SelectPattern(State): def __init__(self,FSM): super(SelectPattern, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 o = self.FSM.owner o.header_text = "Select Pattern" o.pub.register("beat", self) self.cur_playing = 0 self.active_patterns = [] self.get_active_patterns(o) if o.keyState[16] > 0 or o.keyState[17] > 0: pass else: u.draw_header(o) self.draw_square() u.text_box1(o, "Pat", str(o.ePattern)) u.text_box4(o, "Bank", str(o.pat_bank)) o.update_display(0) super(SelectPattern, self).Enter() def Execute(self): o = self.FSM.owner m.menu1_actions(self, o) m.menu2_actions_pattern(self, o) if o.keyState[16] == 1: m.draw_menu1(o) o.update_display(0) elif o.keyState[16] == 4: u.draw_header(o) self.draw_square() u.text_box1(o, "Pat", str(o.ePattern)) u.text_box4(o, "Bank", str(o.pat_bank)) o.update_display(0) if o.keyState[17] == 1: m.draw_menu2_pattern(o) o.update_display(0) elif o.keyState[17] == 4: u.draw_header(o) self.get_active_patterns(o) self.draw_square() u.text_box1(o, "Pat", str(o.ePattern)) u.text_box4(o, "Bank", str(o.pat_bank)) o.update_display(0) if o.keyState[16] > 0 or o.keyState[17] > 0: pass else: _id = 0 for k in o.keyState: if _id > 15: pass else: if k == 1: o.ePattern = (o.pat_bank * 16) +_id u.draw_header(o) self.draw_square() u.text_box1(o, "Pat", str(o.ePattern)) u.text_box4(o, "Bank", str(o.pat_bank)) o.update_display(0) _id += 1 def ReceiveMessage(self, message): o = self.FSM.owner u.play_seq(o, message) if message[0] != self.cur_playing: #print('playing ', message) self.cur_playing = message[0] if o.keyState[16] > 0 or o.keyState[17] > 0: pass else: u.draw_header(o) self.draw_square() u.text_box1(o, "Pat", str(o.ePattern)) u.text_box4(o, "Bank", str(o.pat_bank)) o.update_display(0) def draw_square(self): o = self.FSM.owner size = 22 og_x = (o.width / 2) - (size * 2) o_x = og_x o_y = 127 _id = 0 for n in o.soundSlots[o.eSound].notes[o.ePattern]: if (_id + (o.pat_bank * 16)) == o.ePattern: o.draw.rectangle((o_x, o_y, o_x + size, o_y - size), outline=o.light_grey, fill=o.olive, width=1) elif (_id + (o.pat_bank * 16)) == self.cur_playing: o.draw.rectangle((o_x, o_y, o_x + size, o_y - size), outline=o.light_grey, fill=o.light_grey, width=1) elif self.active_patterns[_id] == 1: o.draw.rectangle((o_x, o_y, o_x + size, o_y - size), outline=o.light_grey, fill=o.blue, width=1) else: o.draw.rectangle((o_x, o_y, o_x + size, o_y - size), outline=o.light_grey, fill=o.dark_grey, width=1) o_x = o_x + size _id += 1 if _id % 4 == 0: o_y -= size o_x = og_x def get_active_patterns(self, o): #for n in o.soundSlots[o.eSound] self.active_patterns = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0] pat_iter = o.pat_bank * 16 _iter = 0 #print('is this note on? ', o.soundSlots[0].notes[0][0][0]) while pat_iter < ((o.pat_bank * 16) + 16): for s in o.soundSlots: #print('checking soundSlot ', s.id) pat_used = 0 for p in s.notes[pat_iter]: if self.active_patterns[_iter] == 1: break if p[0] == 1: #pat_used = 1 self.active_patterns[_iter] = 1 #print('found ', pat_iter, ' -- ', p[0]) break #self.active_patterns.append(pat_used) pat_iter += 1 _iter += 1 #print('active patterns ', self.active_patterns) def Exit(self): self.FSM.owner.pub.unregister("beat", self)