import pygame
import os
from eventutils import EventHandlerMixin, event_handler
+from events import TIMEOUT
from itertools import cycle
-from pygame.locals import MOUSEBUTTONDOWN, MOUSEBUTTONUP, USEREVENT
-TIMEOUT = USEREVENT + 1
-class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
+class WarpingCursor(pygame.sprite.DirtySprite, EventHandlerMixin):
'''
The class for animating the warping cursor
'''
@staticmethod
def _get_theme_images(name) :
basePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
- basePath.append('data')
+ basePath.extend(['data', 'cursor'])
basePath.append(name)
basePath = os.path.sep.join(basePath)
images = [f for f in os.listdir(basePath) if os.path.splitext(f)[1] == '.png']
return basePath, images
- def __init__(self, theme='black', duration=75, blink=True):
- pygame.sprite.Sprite.__init__(self)
+ def __init__(self, theme='black', duration=50, blinkMode=True):
+ pygame.sprite.DirtySprite.__init__(self)
imagesPath, images = WarpingCursor._get_theme_images(theme)
flashImage = images.pop(images.index('flash.png'))
flashImagePath = os.path.sep.join([imagesPath, flashImage])
self.duration = duration
self.image = self.images[0]
- self.rect = pygame.Rect((0,0), (self.width, self.height))
- self.update()
+ # workarround cursor alignement problem
+ pygame.event.set_blocked(pygame.MOUSEMOTION)
+ pygame.mouse.set_pos(pygame.mouse.get_pos())
+ pygame.event.set_allowed(pygame.MOUSEMOTION)
+ # ---
+ x, y = pygame.mouse.get_pos()
+ left = x - self.width / 2
+ top = y - self.height / 2
+ self.rect = pygame.Rect((left, top), (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 _stopBlink(self) :
+ if self.blinkMode :
+ pygame.time.set_timer(TIMEOUT, 0)
+
def iterImages(self) :
for img in cycle(self.images) :
yield img
@event_handler(TIMEOUT)
def loadNext(self, event) :
- if self.blink :
+ if self._blinking :
+ self.dirty = 1
self.image = self.iterator.next()
- self.update()
- @event_handler(MOUSEBUTTONDOWN)
+ @event_handler(pygame.MOUSEBUTTONDOWN)
def flashOn(self, event) :
- self.blink=False
+ self.dirty = 1
+ self._blinking = False
self.image = self.flashImage
- self.update()
- @event_handler(MOUSEBUTTONUP)
+ @event_handler(pygame.MOUSEBUTTONUP)
def flashOff(self, event) :
- self.blink = True
- self.loadNext(event)
-
- def update(self) :
- surface = pygame.display.get_surface()
- surface.blit(self.image, self.rect)
+ self.dirty = 1
+ if self.blinkMode :
+ self._blinking = True
+ self.loadNext(event)
+ else :
+ self.image = self.images[0]
+
+ @event_handler(pygame.MOUSEMOTION)
+ def move(self, event) :
+ self.dirty = 1
+ self.rect.move_ip(event.rel)