import pygame
import os
from eventutils import EventHandlerMixin, event_handler
+from events import TIMEOUT
from itertools import cycle
-from pygame.locals import USEREVENT
-TIMEOUT = USEREVENT + 1
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
'''
return basePath, images
- def __init__(self, theme='black', duration=75, blink=True):
+ def __init__(self, theme='black', duration=50, blinkMode=True):
pygame.sprite.Sprite.__init__(self)
pygame.mouse.set_visible(False)
imagesPath, images = WarpingCursor._get_theme_images(theme)
self.duration = duration
self.image = self.images[0]
- self.rect = pygame.Rect((0,0), (self.width, self.height))
+ self.rect = pygame.Rect((-self.width/2,-self.height/2), (self.width, self.height))
- self.blink = blink
- if blink :
- self._startBlink()
+ self.blinkMode = blinkMode
+ self._startBlink()
def _startBlink(self) :
- pygame.time.set_timer(TIMEOUT, self.duration)
- self.iterator = self.iterImages()
+ if self.blinkMode :
+ self._blinking = True
+ pygame.time.set_timer(TIMEOUT, self.duration)
+ self.iterator = self.iterImages()
def iterImages(self) :
for img in cycle(self.images) :
@event_handler(TIMEOUT)
def loadNext(self, event) :
- if self.blink :
+ if self._blinking :
self.image = self.iterator.next()
@event_handler(pygame.MOUSEBUTTONDOWN)
def flashOn(self, event) :
- self.blink=False
+ self._blinking = False
self.image = self.flashImage
@event_handler(pygame.MOUSEBUTTONUP)
def flashOff(self, event) :
- self.blink = True
- self.loadNext(event)
+ if self.blinkMode :
+ self._blinking = True
+ self.loadNext(event)
+ else :
+ self.image = self.images[0]
@event_handler(pygame.MOUSEMOTION)
def move(self, event) :
- x, y = event.rel
- self.rect.centerx += x
- self.rect.centery += y
- #self.rect.move_ip(*rel)
+ self.rect.move_ip(event.rel)