/usr/lib/python2.7/dist-packages/pykaraoke_mini.py is in python-pykaraoke 0.7.5-1.2.
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#
# Copyright (C) 2010 Kelvin Lawson (kelvinl@users.sourceforge.net)
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 of the License, or (at your option) any later version.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# OVERVIEW
#
# pykaraoke_mini is a frontend for the pycdg and pympg karaoke
# players. It is similar to pykaraoke.py, but it is designed for use
# on small portable devices rather than PC's. In particular, it could
# be useful on any device lacking a keyboard and mouse.
#
# It presents a scrolling list of songs to choose from, sorted by
# title, artist, or filename. It works within the same pygame window
# used to render the karaoke songs themselves, so the scrolling
# interface is not available while a song is being performed. The
# biggest strength of pykaraoke_mini is that it does not rely on a
# keyboard or a windowing interface, so it is ideal for use with a
# joystick or even an IR remote control in a bar.
#
# Unlike pykaraoke, pykaraoke_mini does not store a database of song
# files, nor does it search around through different folders to find
# your song files. Instead, it is your responsibility to build a
# titles file, which is a text file that contains one line per each
# song. Each line should be of the form:
#
# filename <tab> title <tab> artist
#
# You can include international characters by encoding the file in
# UTF-8. All three of these fields will be presented to the user in
# the scrolling list. The filename is assumed to be relative to the
# catalog file itself.
#
# If you like, you can maintain multiple different catalog files of
# this form, which will allow you to run pykaraoke_mini with different
# subsets of your song files. Each file should be named titles.txt,
# or some variant on titles*.txt, such as titles_mysubdir.txt.
#
# While navigating the scrolling menu, the following keys are available:
# up / down : scroll through the list. Hold the button down to
# scroll very rapidly.
# pageup / pagedown : scroll a page at a time.
# enter : select the highlighted song for performance.
# tab : change the sort mode between title, artist, and filename.
# The current sort key is displayed first for each file.
# + / - : enlarge or reduce the font scale. This also affects the
# font scale when a MIDI file is selected (but does not affect CDG or
# MPG files).
# a-z : search for a song beginning with the indicated letter. If you
# type multiple letters, search for a song beginning with the string
# you type.
from pykconstants import *
from pykenv import env
from pykmanager import manager
from pykplayer import pykPlayer
import pykversion
import pykdb
import pygame, sys, os, math, bisect
# We inherit from pykPlayer here, not because we need to play a song
# on the menu, but because we want to hook up to the pykManager and
# get resize callbacks, etc.
class App(pykPlayer):
# This is the list of buttons that are always to be interpreted as
# special command keys, not as type-and-search keys.
CommandKeys = [
pygame.K_UP, pygame.K_DOWN,
pygame.K_LEFT, pygame.K_RIGHT,
pygame.K_PAGEUP, pygame.K_PAGEDOWN,
pygame.K_F1,
]
# This is the list of buttons that are interpreted as special
# command keys if there is not already a text typed.
FirstCommandKeys = [
pygame.K_PLUS, pygame.K_EQUALS, pygame.K_KP_PLUS,
pygame.K_MINUS, pygame.K_UNDERSCORE, pygame.K_KP_MINUS,
]
def __init__(self):
pykPlayer.__init__(self, '', None, self.errorPopupCallback,
self.songFinishedCallback, windowTitle = "PyKaraoke")
self.SupportsFontZoom = True
self.selectedSong = None
def SetupOptions(self):
""" Initialise and return optparse OptionParser object,
suitable for parsing the command line options to this
application. """
parser = pykPlayer.SetupOptions(self, usage = "%prog [options]")
parser.add_option('', '--scan', dest = 'scan', action = 'store_true',
help = 'rescan song directories for new files')
parser.add_option('', '--set-scan-dir', dest = 'scan_dir', action = 'store',
help = 'sets the named directory as the only directory to be scanned for karaoke files.')
parser.add_option('', '--add-scan-dir', dest = 'scan_dirs', action = 'append',
help = 'adds the named directory to the list of directories to be scanned for karaoke files.')
return parser
def setupSplashScreen(self):
# Quick, put up a splash screen for the user to look at while
# we're loading.
self.splashStart = None
manager.OpenDisplay()
splashFilename = os.path.join(manager.IconPath, 'splash.png')
try:
splash = pygame.image.load(splashFilename)
except:
print "Unable to load splash image."
return
# Put the version number up there too.
pygame.font.init()
font = pygame.font.Font(os.path.join(manager.FontPath, "DejaVuSansCondensed-Bold.ttf"), 12)
text = font.render("v%s" % pykversion.PYKARAOKE_VERSION_STRING, True, (0, 0, 0))
rect = text.get_rect()
rect = rect.move(225 - rect.width, 43)
splash.blit(text, rect)
# Center the splash screen within our display window.
winWidth, winHeight = manager.displaySize
imgWidth, imgHeight = splash.get_size()
scale = min(float(winWidth) / imgWidth,
float(winHeight) / imgHeight)
# We can scale it smaller, but don't scale it bigger.
scale = min(scale, 1)
scaledWidth = int(scale * imgWidth)
scaledHeight = int(scale * imgHeight)
xOffset = (winWidth - scaledWidth) / 2
yOffset = (winHeight - scaledHeight) / 2
if scale < 1:
scaled = pygame.transform.rotozoom(splash, 0, scale)
manager.display.blit(scaled, (xOffset, yOffset))
else:
manager.display.blit(splash, (xOffset, yOffset))
pygame.display.flip()
# Record the time at which the user was first able to see the
# splash screen.
self.splashStart = pygame.time.get_ticks()
def setupScrollWindow(self):
winWidth, winHeight = manager.displaySize
pygame.font.init()
fontSize = int(manager.GetFontScale() * winHeight / 24)
self.thinFont = pygame.font.Font(os.path.join(manager.FontPath, "DejaVuSansCondensed.ttf"), fontSize)
fontSize = int(manager.GetFontScale() * winHeight / 20)
self.boldFont = pygame.font.Font(os.path.join(manager.FontPath, "DejaVuSansCondensed-Bold.ttf"), fontSize)
fontSize = int(manager.GetFontScale() * winHeight / 15)
self.titleFont = pygame.font.Font(os.path.join(manager.FontPath, "DejaVuSansCondensed-Bold.ttf"), fontSize)
fontSize = int(manager.GetFontScale() * winHeight / 18)
self.subtitleFont = pygame.font.Font(os.path.join(manager.FontPath, "DejaVuSansCondensed.ttf"), fontSize)
self.boldHeight = self.boldFont.get_linesize()
self.thinHeight = self.thinFont.get_linesize()
self.titleHeight = self.titleFont.get_linesize()
self.subtitleHeight = self.subtitleFont.get_linesize()
self.rowHeight = self.boldHeight + (self.numSongInfoLines - 1) * self.thinHeight
self.songWindowRowHeight = self.boldHeight * 1.2
# Make sure the color highlight covers the bottom of the line.
# Empirically, the DejaVu fonts want this much shift:
self.lineShift = -self.boldFont.get_descent() / 2
self.numRows = max(int(winHeight / self.rowHeight), 1)
self.yMargin = (winHeight - self.numRows * self.rowHeight) / 2 - self.lineShift
self.xMargin = 5
self.xIndent = 10
self.numSongWindowRows = max(int(winHeight / self.songWindowRowHeight), 1)
self.centerRow = (self.numRows - 1) / 2
def paintWindow(self):
if self.selectedSong:
self.paintSongWindow()
else:
self.paintMainWindow()
def paintSongWindow(self):
""" The user has already selected a song, and now has to
select the specific version of it he/she meant to play. """
manager.display.fill((0,0,0))
row = self.__writeSongTitle(self.selectedSong, 0)
self.startSongWindowRow = int((row + self.songWindowRowHeight - 1) / self.songWindowRowHeight)
numRows = self.numSongWindowRows - self.startSongWindowRow
for i in range(len(self.selectedSong.sameSongs)):
file = self.selectedSong.sameSongs[i]
fg = file.getTextColour(False)
y = (i + self.startSongWindowRow) * self.songWindowRowHeight
filename = file.DisplayFilename
if file.getMarkKey() in self.markedSongs:
filename = '* ' + filename
text = self.boldFont.render(filename, True, fg)
manager.display.blit(text, (self.xMargin, y))
# Now go back and re-draw the highlighted song.
i = self.selectedSongRow
file = self.selectedSong.sameSongs[i]
fg = file.getTextColour(True)
bg = file.getBackgroundColour(True)
y = (i + self.startSongWindowRow) * self.songWindowRowHeight
filename = file.DisplayFilename
if file.getMarkKey() in self.markedSongs:
filename = '* ' + filename
text = self.boldFont.render(filename, True, fg, bg)
manager.display.blit(text, (self.xMargin, y))
pygame.display.flip()
def paintMainWindow(self):
""" Paints the main 'select a song' index. """
manager.display.fill((0,0,0))
# First, fill in the colored highlight bar in the center.
y = self.yMargin + self.centerRow * self.rowHeight + self.lineShift
rect = pygame.Rect(0, y, manager.displaySize[0], self.rowHeight)
file = self.songDb.SongList[self.currentRow]
bg = file.getBackgroundColour(True)
manager.display.fill(bg, rect)
# Now draw the text over everything.
for i in range(self.numRows):
y = self.yMargin + i * self.rowHeight
r = (self.currentRow + i - self.centerRow) % len(self.songDb.SongList)
song = self.songDb.SongList[r]
a, b, c = self.songDb.GetSongTuple(song)
if self.songIsMarked(song):
a = '* ' + a
fg = song.getTextColour(i == self.centerRow)
text = self.boldFont.render(a, True, fg)
manager.display.blit(text, (self.xMargin, y))
y += self.boldHeight
if self.numSongInfoLines >= 2:
text = self.thinFont.render(b, True, fg)
manager.display.blit(text, (self.xMargin + self.xIndent, y))
y += self.thinHeight
if self.numSongInfoLines >= 3:
text = self.thinFont.render(c, True, fg)
manager.display.blit(text, (self.xMargin + self.xIndent, y))
y += self.thinHeight
pygame.display.flip()
def songIsMarked(self, song):
""" If the song, or a different song with the same
artist/title has been marked, returns the marked song object.
If the song has not been marked, returns None. """
marked = False
if self.songDb.Sort == 'filename':
# If we're sorting by filename, then every song is
# individually marked.
if song.getMarkKey() in self.markedSongs:
return song
else:
# If we're sorting by title or artist, then the song
# line onscreen might correspond to multiple song
# files, and we should show the marked flag if any one
# of them is marked.
for file in song.sameSongs:
if file.getMarkKey() in self.markedSongs:
return file
return None
def markCurrentSongFile(self):
""" Marks (or unmarks) the currently-highlighted song file.
In artist or title sort, this actually marks the first song
file with the matching artist /title. """
if self.selectedSong:
# Song window. Only one filename can be highlighted, so
# it is unambiguous.
i = self.selectedSongRow
file = self.selectedSong.sameSongs[i]
if file.getMarkKey() in self.markedSongs:
del self.markedSongs[file.getMarkKey()]
else:
self.markedSongs[file.getMarkKey()] = file
else:
# Main window. This is unambiguous only in filename sort.
# In artist or title sort, we might be highlighting
# multiple song files at once.
song = self.songDb.SongList[self.currentRow]
file = self.songIsMarked(song)
if file:
# Unmark this particular song file.
del self.markedSongs[file.getMarkKey()]
# In fact, unmark all of them with the same artist
# / title.
file = self.songIsMarked(song)
while file:
del self.markedSongs[file.getMarkKey()]
file = self.songIsMarked(song)
else:
# Mark this song file.
self.markedSongs[song.getMarkKey()] = song
self.markedSongsDirty = True
self.screenDirty = True
def start(self):
self.appStart = pygame.time.get_ticks()
self.heldStartTicks = self.appStart
manager.OpenCPUControl()
manager.setCpuSpeed('startup')
self.numSongInfoLines = 1
self.setupSplashScreen()
manager.InitPlayer(self)
self.setupScrollWindow()
self.screenDirty = True
needsSave = False
if manager.options.scan_dir:
# Replace the old scan list.
self.songDb.Settings.FolderList = [ manager.options.scan_dir ]
needsSave = True
if manager.options.scan_dirs:
# Add one or more new directories to the list.
self.songDb.Settings.FolderList += manager.options.scan_dirs
needsSave = True
if manager.options.scan:
# Re-scan the files.
self.songDb.BuildSearchDatabase(pykdb.AppYielder(), MiniBusyCancelDialog(self))
needsSave = True
else:
# Read the existing database.
self.songDb.LoadDatabase(self.errorPopupCallback)
if needsSave:
self.songDb.SaveSettings()
self.songDb.SaveDatabase()
if not self.songDb.FullSongList:
# No files.
self.errorPopupCallback("No songs in catalog.")
return
if manager.options.validate:
manager.ValidateDatabase(self.songDb)
return
if self.songDb.GotTitles:
self.numSongInfoLines += 1
if self.songDb.GotArtists:
self.numSongInfoLines += 1
self.setupScrollWindow()
self.readMarkedSongs()
if self.songDb.GotTitles:
self.songDb.SelectSort('title')
elif self.songDb.GotArtists:
self.songDb.SelectSort('artist')
else:
self.songDb.SelectSort('filename')
self.currentRow = 0
self.searchString = ''
self.heldKey = None
self.heldStartTicks = 0
self.heldRepeat = 0
manager.setCpuSpeed('wait')
# Now that we've finished loading, wait up a second and give
# the user a chance to view the splash screen, in case we
# loaded too fast.
if self.splashStart != None:
splashTime = pygame.time.get_ticks() - self.splashStart
remainingTime = 2500 - splashTime
if remainingTime > 0:
pygame.time.wait(remainingTime)
self.running = True
manager.setCpuSpeed('menu_fast')
self.heldStartTicks = pygame.time.get_ticks()
while self.running:
manager.Poll()
self.writeMarkedSongs()
manager.CloseDisplay()
def readMarkedSongs(self):
""" Reads marked.txt, which lists the files that have been
marked by the user for later inspection or adjustment (for
instance, to correct a title misspelling or something). """
self.markedSongs = {}
self.markedSongsDirty = False
pathname = os.path.join (self.songDb.SaveDir, "marked.txt")
if not os.path.exists(pathname):
return
# We need to re-sort by filename in order to look up the
# songs properly.
self.songDb.SelectSort('filename')
file = open(pathname, 'r')
for line in file:
line = line.decode('utf-8').strip()
if line:
# Read a line from the list. It describes a song, and
# includes filename, title, and artist, though we only
# really care about the filename.
filename = line.split('\t', 1)[0]
# Look up the song in the database.
song = pykdb.SongStruct(filename, self.songDb.Settings,
'', '', filename)
found = False
row = bisect.bisect_left(self.songDb.SongList, song)
if row != len(self.songDb.SongList):
# If we found the song, record that it is marked.
song = self.songDb.SongList[row]
if song.DisplayFilename == filename:
self.markedSongs[song.getMarkKey()] = song
found = True
if not found:
# If we didn't find the song, it follows that
# marked.txt is out-of-sync with the database, and
# needs to be rewritten.
self.markedSongsDirty = True
def writeMarkedSongs(self):
""" Rewrites marked.txt, if it needs to be written. """
if not self.markedSongsDirty:
return
pathname = os.path.join (self.songDb.SaveDir, "marked.txt")
file = open(pathname, 'w')
markedSongs = self.markedSongs.items()
markedSongs.sort()
for key, song in markedSongs:
line = '%s\t%s\t%s\n' % (song.DisplayFilename, song.Title, song.Artist)
file.write(line.encode('utf-8'))
self.markedSongsDirty = False
def selectSong(self):
""" The user has selected a song from the list. There might
be an ambiguity, if there are multiple song files with the
same artist/title. If so, present the new list to the user
and allow her to choose the specific file she meant. """
if self.selectedSong:
# We're already on the selected-a-particular-song index.
# Therefore, run with the one we've selected from that
# index.
file = self.selectedSong.sameSongs[self.selectedSongRow]
self.beginSong(file)
return
file = self.songDb.SongList[self.currentRow]
if len(file.sameSongs) == 1 or self.songDb.Sort == 'filename':
# No ambiguity.
self.beginSong(file)
return
manager.display.fill((0,0,0))
self.selectedSong = file
self.selectedSongRow = 0
self.screenDirty = True
def beginSong(self, file):
self.selectedSong = None
manager.setCpuSpeed('load')
manager.display.fill((0,0,0))
winWidth, winHeight = manager.displaySize
winCenter = winWidth / 2
rowA = winHeight / 3
rowC = winHeight * 5 / 6
self.__writeSongTitle(file, rowA)
text = self.subtitleFont.render("Loading", True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenter - rect.centerx, rowC)
manager.display.blit(text, rect)
pygame.display.flip()
# This will call the songFinishedCallback, so call it early.
self.shutdown()
self.writeMarkedSongs()
player = file.MakePlayer(
self.songDb, self.errorPopupCallback, self.songFinishedCallback)
if player == None:
return
# Start playing.
try:
player.Play()
except:
self.errorPopupCallback("Error starting player.\n%s\n%s" % (sys.exc_info()[0], sys.exc_info()[1]))
return
# Go to sleep until the song is over.
try:
manager.WaitForPlayer()
except:
self.errorPopupCallback("Error while playing song.\n%s\n%s" % (sys.exc_info()[0], sys.exc_info()[1]))
return
# The song is over. Now recover control and redisplay the
# song list.
manager.OpenCPUControl()
manager.setCpuSpeed('menu_fast')
self.heldStartTicks = pygame.time.get_ticks()
manager.InitPlayer(self)
manager.OpenDisplay()
# In case the screen has been resized during the song.
self.setupScrollWindow()
self.screenDirty = True
# Discard any events that occurred while we were resetting the
# display.
for event in pygame.event.get():
pass
def __writeSongTitle(self, file, row):
""" Renders the song title and artist onscreen, beginning at
the specified row. """
winWidth, winHeight = manager.displaySize
winCenter = winWidth / 2
# Word-wrap the title
for line in manager.WordWrapText(file.Title, self.titleFont, winWidth):
line = line.strip()
text = self.titleFont.render(line, True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenter - rect.centerx, row)
manager.display.blit(text, rect)
row += self.titleHeight
# Now word-wrap the artist
if file.Artist:
row += 10
for line in manager.WordWrapText(file.Artist, self.subtitleFont, winWidth):
line = line.strip()
text = self.subtitleFont.render(line, True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenter - rect.centerx, row)
manager.display.blit(text, rect)
row += self.subtitleHeight
return row
def rowDown(self, count):
self.currentRow = (self.currentRow + count) % len(self.songDb.SongList)
self.screenDirty = True
def rowUp(self, count):
self.currentRow = (self.currentRow - count) % len(self.songDb.SongList)
self.screenDirty = True
def pageDown(self, count):
self.rowDown(count * self.numRows)
def pageUp(self, count):
self.rowUp(count * self.numRows)
def letterDown(self, count):
# Go to the next "letter".
file = self.songDb.SongList[self.currentRow]
currentLetter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
row = (self.currentRow + 1) % len(self.songDb.SongList)
file = self.songDb.SongList[row]
letter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
while row != self.currentRow and letter == currentLetter:
row = (row + 1) % len(self.songDb.SongList)
file = self.songDb.SongList[row]
letter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
self.currentRow = row
self.screenDirty = True
def letterUp(self, count):
# Go to the previous "letter".
file = self.songDb.SongList[self.currentRow]
currentLetter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
row = (self.currentRow - 1) % len(self.songDb.SongList)
file = self.songDb.SongList[row]
letter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
while row != self.currentRow and letter == currentLetter:
row = (row - 1) % len(self.songDb.SongList)
file = self.songDb.SongList[row]
letter = (self.songDb.GetSortKey(file)[0] or ' ')[0]
self.currentRow = row
self.screenDirty = True
def changeSort(self):
file = self.songDb.SongList[self.currentRow]
sort = None
if self.songDb.Sort == 'title':
if self.songDb.GotArtists:
sort = 'artist'
else:
sort = 'filename'
elif self.songDb.Sort == 'artist':
sort = 'filename'
else: # 'filename'
if self.songDb.GotTitles:
sort = 'title'
elif self.songDb.GotArtists:
sort = 'artist'
if not sort:
# No need to change anything.
return
sortApplied = self.songDb.SelectSort(sort, allowResort = False)
if not sortApplied:
# Changing the sort will require re-sorting the list. Pop
# up a message indicating we're doing this. This is
# particularly necessary for low-end CPU's, for which this
# process might take a few seconds, like the GP2X.
manager.setCpuSpeed('load')
manager.display.fill((0,0,0))
winWidth, winHeight = manager.displaySize
winCenterX = winWidth / 2
winCenterY = winHeight / 2
text = self.subtitleFont.render("Sorting", True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenterX - rect.centerx,
winCenterY - rect.centery)
manager.display.blit(text, rect)
pygame.display.flip()
self.songDb.SelectSort(sort, allowResort = True)
if file.sameSongs:
# If we were on the filename list, we might have been looking
# at a file that doesn't actually appear in the artist or
# title list. Be sure we look up the one that does appear.
file = file.sameSongs[0]
self.currentRow = bisect.bisect_left(self.songDb.SongList, file)
self.screenDirty = True
def goToSearch(self, searchString):
""" Sets the current row to the item beginning with
searchString. Assumes the FileList has previously been sorted
by a call to SelectSort(). """
ss = pykdb.SongStruct(searchString, self.songDb.Settings,
searchString, searchString, searchString)
self.currentRow = bisect.bisect_left(self.songDb.SongList, ss)
if self.currentRow == len(self.songDb.SongList):
self.currentRow = 0
self.screenDirty = True
def handleRepeatable(self, type, key, mod, count):
if type == pygame.KEYDOWN:
if key == pygame.K_DOWN and (mod & (pygame.KMOD_LSHIFT | pygame.KMOD_RSHIFT | pygame.KMOD_LMETA | pygame.KMOD_RMETA)):
self.pageDown(count)
elif key == pygame.K_UP and (mod & (pygame.KMOD_LSHIFT | pygame.KMOD_RSHIFT | pygame.KMOD_LMETA | pygame.KMOD_RMETA)):
self.pageUp(count)
elif key == pygame.K_DOWN:
self.rowDown(count)
elif key == pygame.K_UP:
self.rowUp(count)
elif key == pygame.K_RIGHT:
self.letterDown(count)
elif key == pygame.K_LEFT:
self.letterUp(count)
elif key == pygame.K_PAGEDOWN:
self.pageDown(count)
elif key == pygame.K_PAGEUP:
self.pageUp(count)
elif type == pygame.JOYBUTTONDOWN:
if key == GP2X_BUTTON_DOWN:
if self.ShoulderRHeld:
self.pageDown(count)
elif self.ShoulderLHeld:
pass
else:
self.rowDown(count)
elif key == GP2X_BUTTON_UP:
if self.ShoulderRHeld:
self.pageUp(count)
elif self.ShoulderLHeld:
pass
else:
self.rowUp(count)
elif key == GP2X_BUTTON_RIGHT:
self.letterDown(count)
elif key == GP2X_BUTTON_LEFT:
self.letterUp(count)
def doStuff(self):
pykPlayer.doStuff(self)
if self.screenDirty:
self.paintWindow()
self.screenDirty = False
if self.heldKey:
elapsed = pygame.time.get_ticks() - self.heldStartTicks
repeat = 0
if elapsed > 4000:
repeat = int((elapsed - 4000) / 5.) + 256
else:
repeat = int(math.pow((elapsed / 1000.), 4))
if elapsed > 1000:
manager.setCpuSpeed('menu_fast')
elif manager.cpuSpeed != 'menu_fast':
manager.setCpuSpeed('menu_slow')
if repeat > self.heldRepeat:
self.handleRepeatable(self.heldKey[0], self.heldKey[1],
self.heldKey[2], repeat - self.heldRepeat)
self.heldRepeat = repeat
else:
elapsed = pygame.time.get_ticks() - self.heldStartTicks
if elapsed > 20000:
manager.setCpuSpeed('menu_idle')
elif elapsed > 2000:
manager.setCpuSpeed('menu_slow')
def handleEvent(self, event):
if self.selectedSong:
self.handleSongEvent(event)
else:
self.handleMainEvent(event)
def handleSongEvent(self, event):
""" The user has already selected a song, and now has to
select the specific version of it he/she meant to play. """
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE or event.key == pygame.K_TAB:
# Back out to the main index.
self.selectedSong = None
self.screenDirty = True
# Don't continue. If we call up to pykPlayer, it will
# shut us down with the escape key.
return
elif event.key == pygame.K_RETURN:
self.selectSong()
elif event.key == pygame.K_UP:
self.selectedSongRow = max(self.selectedSongRow - 1, 0)
self.screenDirty = True
elif event.key == pygame.K_DOWN:
self.selectedSongRow = min(self.selectedSongRow + 1, len(self.selectedSong.sameSongs) - 1)
self.screenDirty = True
elif event.key == pygame.K_F1:
# F1: mark song for later inspection.
self.markCurrentSongFile()
elif event.type == pygame.QUIT:
self.running = False
elif env == ENV_GP2X and event.type == pygame.JOYBUTTONDOWN:
button = event.button
if button == GP2X_BUTTON_UPLEFT or button == GP2X_BUTTON_UPRIGHT:
button = GP2X_BUTTON_UP
elif button == GP2X_BUTTON_DOWNLEFT or button == GP2X_BUTTON_DOWNRIGHT:
button = GP2X_BUTTON_DOWN
if button == GP2X_BUTTON_Y or button == GP2X_BUTTON_A or button == GP2X_BUTTON_SELECT:
self.selectedSong = None
self.screenDirty = True
return
elif button == GP2X_BUTTON_START or \
button == GP2X_BUTTON_X or \
button == GP2X_BUTTON_B:
self.selectSong()
elif button == GP2X_BUTTON_UP:
self.selectedSongRow = max(self.selectedSongRow - 1, 0)
self.screenDirty = True
elif button == GP2X_BUTTON_DOWN:
self.selectedSongRow = min(self.selectedSongRow + 1, len(self.selectedSong.sameSongs) - 1)
self.screenDirty = True
elif button == GP2X_BUTTON_CLICK:
# F1: mark song for later inspection.
self.markCurrentSongFile()
pykPlayer.handleEvent(self, event)
def handleMainEvent(self, event):
""" Handles events on the main 'select a song' index. """
if event.type == pygame.KEYDOWN:
if self.searchString and (event.key == pygame.K_BACKSPACE or event.key == pygame.K_DELETE):
# Backing up on the search.
self.searchString = self.searchString[:-1]
self.goToSearch(self.searchString)
return
if event.unicode and event.unicode[0] >= ' ':
# The user has typed a keystroke that counts toward a
# search.
if event.key in self.CommandKeys:
# Except any one of these keys, which are reserved
# for font zoom and other command navigation.
pass
elif event.key in self.FirstCommandKeys and not self.searchString:
# These keys are used for navigation only if we
# haven't already started typing.
pass
else:
self.searchString += event.unicode
self.goToSearch(self.searchString)
return
if event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
# Don't count these keys as wiping out the search.
return
self.searchString = ''
self.heldKey = (pygame.KEYDOWN, event.key, event.mod)
self.heldStartTicks = pygame.time.get_ticks()
self.heldRepeat = 0
if event.key == pygame.K_ESCAPE:
self.running = False
elif event.key == pygame.K_RETURN:
self.selectSong()
elif event.key == pygame.K_TAB:
self.changeSort()
elif event.key == pygame.K_F1:
# F1: mark song for later inspection.
self.markCurrentSongFile()
else:
self.handleRepeatable(pygame.KEYDOWN, event.key, event.mod, 1)
elif event.type == pygame.KEYUP:
self.heldKey = None
self.heldStartTicks = pygame.time.get_ticks()
elif event.type == pygame.QUIT:
self.running = False
elif env == ENV_GP2X and event.type == pygame.JOYBUTTONDOWN:
button = event.button
# Map these diagonal buttons to the nearest up/down
# equivalent. This helps avoid the interruption of
# scrolling because the GP2X joystick drifts too far left
# or right.
if button == GP2X_BUTTON_UPLEFT or button == GP2X_BUTTON_UPRIGHT:
button = GP2X_BUTTON_UP
elif button == GP2X_BUTTON_DOWNLEFT or button == GP2X_BUTTON_DOWNRIGHT:
button = GP2X_BUTTON_DOWN
self.heldKey = (pygame.JOYBUTTONDOWN, button, 0)
self.heldStartTicks = pygame.time.get_ticks()
self.heldRepeat = 0
if button == GP2X_BUTTON_Y:
self.running = False
elif button == GP2X_BUTTON_START or \
button == GP2X_BUTTON_X or \
button == GP2X_BUTTON_B:
self.selectSong()
elif button == GP2X_BUTTON_A:
self.changeSort()
elif button == GP2X_BUTTON_SELECT:
# Break out so this one won't fall through to
# pykPlayer, which would shut us down.
return
elif button == GP2X_BUTTON_CLICK:
# F1: mark song for later inspection.
self.markCurrentSongFile()
else:
self.handleRepeatable(pygame.JOYBUTTONDOWN, button, 0, 1)
elif env == ENV_GP2X and event.type == pygame.JOYBUTTONUP:
button = event.button
if button == GP2X_BUTTON_UPLEFT or button == GP2X_BUTTON_UPRIGHT:
button = GP2X_BUTTON_UP
elif button == GP2X_BUTTON_DOWNLEFT or button == GP2X_BUTTON_DOWNRIGHT:
button = GP2X_BUTTON_DOWN
if self.heldKey == (pygame.JOYBUTTONDOWN, button, 0):
self.heldKey = None
self.heldStartTicks = pygame.time.get_ticks()
pykPlayer.handleEvent(self, event)
def errorPopupCallback(self, errorString, wait = True):
print errorString
manager.InitPlayer(self)
manager.OpenDisplay()
manager.display.fill((0,0,0))
# Center the error message onscreen.
winWidth, winHeight = manager.displaySize
winCenter = winWidth / 2
lines = manager.WordWrapText(errorString, self.subtitleFont, winWidth - X_BORDER * 2)
row = (winHeight - len(lines) * self.subtitleHeight) / 2
for line in lines:
line = line.strip()
text = self.subtitleFont.render(line, True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenter - rect.centerx, row)
manager.display.blit(text, rect)
row += self.subtitleHeight
pygame.display.flip()
self.screenDirty = True
if not wait:
return
# Now wait a certain amount of time--say 5 seconds.
waitUntil = pygame.time.get_ticks() + 5000
# But also, wait a quarter second to give the user a chance to
# react and stop hitting buttons.
pygame.time.wait(250)
# Discard any events that occurred in that quarter second.
for event in pygame.event.get():
pass
# Now start listening for events. The first key or button
# event gets us out of here.
buttonPressed = False
while not buttonPressed and pygame.time.get_ticks() < waitUntil:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN or \
(env == ENV_GP2X and event.type == pygame.JOYBUTTONDOWN):
buttonPressed = True
break
def showProgressCallback(self, label, progress):
""" This is called by the MiniBusyCancelDialog to show
progress as we're scanning the database. """
manager.InitPlayer(self)
manager.OpenDisplay()
manager.display.fill((0,0,0))
# Center the error message onscreen.
winWidth, winHeight = manager.displaySize
winCenter = winWidth / 2
lines = manager.WordWrapText(label, self.subtitleFont, winWidth - X_BORDER * 2)
row = winHeight / 2 - 2 * self.subtitleHeight
for line in lines:
line = line.strip()
text = self.subtitleFont.render(line, True, (255,255,255))
rect = text.get_rect()
rect = rect.move(winCenter - rect.centerx, row)
manager.display.blit(text, rect)
row += self.subtitleHeight
# Now draw the progress bar.
width = winWidth / 2
height = self.subtitleHeight
top = winHeight / 2
left = winWidth / 2 - width / 2
rect = pygame.Rect(left, top, width, height)
manager.display.fill((255, 255, 255), rect)
fill = int((width - 2) * progress + 0.5)
rect = pygame.Rect(left + 1 + fill, top + 1, width - 2 - fill, height - 2)
manager.display.fill((0, 0, 0), rect)
pygame.display.flip()
self.screenDirty = True
def songFinishedCallback(self):
self.songDb.CleanupTempFiles()
def doResize(self, newSize):
# This will be called internally whenever the window is
# resized for any reason, either due to an application resize
# request being processed, or due to the user dragging the
# window handles.
self.setupScrollWindow()
self.screenDirty = True
class MiniBusyCancelDialog(pykdb.BusyCancelDialog):
def __init__(self, app):
pykdb.BusyCancelDialog.__init__(self)
self.app = app
def SetProgress(self, label, progress):
""" Update the progress label onscreen. """
self.app.showProgressCallback(label, progress)
def main():
app = App()
app.start()
if __name__ == "__main__":
sys.exit(main())
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