from events import TIMEOUT
from itertools import cycle
-class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
+class WarpingCursor(pygame.sprite.DirtySprite, EventHandlerMixin):
'''
The class for animating the warping cursor
'''
def __init__(self, theme='black', duration=50, blinkMode=True):
- pygame.sprite.Sprite.__init__(self)
- pygame.mouse.set_visible(False)
+ 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((-self.width/2,-self.height/2), (self.width, self.height))
+ # 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.blinkMode = blinkMode
self._startBlink()
-
+
def _startBlink(self) :
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._blinking :
+ self.dirty = 1
self.image = self.iterator.next()
@event_handler(pygame.MOUSEBUTTONDOWN)
def flashOn(self, event) :
+ self.dirty = 1
self._blinking = False
self.image = self.flashImage
@event_handler(pygame.MOUSEBUTTONUP)
def flashOff(self, event) :
+ self.dirty = 1
if self.blinkMode :
self._blinking = True
self.loadNext(event)
@event_handler(pygame.MOUSEMOTION)
def move(self, event) :
+ self.dirty = 1
self.rect.move_ip(event.rel)