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gardes fous pour ne pas dépasser les bordures.
[minwii.git]
/
src
/
app
/
widgets
/
column.py
diff --git
a/src/app/widgets/column.py
b/src/app/widgets/column.py
index
e55b935
..
4e8678b
100755
(executable)
--- a/
src/app/widgets/column.py
+++ b/
src/app/widgets/column.py
@@
-24,7
+24,7
@@
from config import FONT_COLOR
class Column(pygame.sprite.DirtySprite) :
class Column(pygame.sprite.DirtySprite) :
- def __init__(self, group, hue, rect, tone
, atBorder
) :
+ def __init__(self, group, hue, rect, tone) :
pygame.sprite.DirtySprite.__init__(self, group)
self.state = False
pygame.sprite.DirtySprite.__init__(self, group)
self.state = False
@@
-51,9
+51,6
@@
class Column(pygame.sprite.DirtySprite) :
onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
onLeft = rect.centerx - onWidth / 2
rectOn = pygame.Rect((onLeft, 0),
(onWidth, rect.height))
- if atBorder :
- setattr(rectOn, atBorder, getattr(rect, atBorder))
-
self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
w, h = rectOn.w, rectOn.h
toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
self.surOn = gradients.vertical(rectOn.size, topRgba, bottomRgba)
w, h = rectOn.w, rectOn.h
toneRect = pygame.Rect(((w - tw) / 2, h - th), (tw, th))
@@
-73,14
+70,27
@@
class Column(pygame.sprite.DirtySprite) :
sur = self.surOn
if syllabus :
sur = sur.copy()
sur = self.surOn
if syllabus :
sur = sur.copy()
+ rect = self.rectOn
renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
renderedSyl = FONT.render(syllabus, True, FONT_COLOR)
sw, sh, = renderedSyl.get_size()
w, h = self.rectOn.w, self.rectOn.h
+
+ if sw > self.rectOn.w :
+ sur = pygame.transform.scale(sur, (sw, h))
+ rect = rect.inflate(sw - w, 0)
+ w = sw
+
+ screenWidth = group.dispWidth
+ if rect.left < 0 :
+ rect.left = 0
+ elif rect.right > screenWidth :
+ rect.right = screenWidth
+
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
sylRect = pygame.Rect(((w - sw) / 2, (h - sh) / 2), (sw, sh))
sur.blit(renderedSyl, sylRect)
self.image = sur
- self.rect =
self.rectOn
+ self.rect =
rect
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff
else :
group.change_layer(self, BACKGROUND_LAYER)
self.image = self.surOff