X-Git-Url: https://scm.cri.ensmp.fr/git/minwii.git/blobdiff_plain/c9bd8f475f8fb2bce0e96a300d50c3c7e3ffd23b..4373b7d0a2b3df22e290858a65cd54265be6e76c:/src/app/widgets/cursors.py?ds=sidebyside diff --git a/src/app/widgets/cursors.py b/src/app/widgets/cursors.py index 29ce61c..041c0fb 100755 --- a/src/app/widgets/cursors.py +++ b/src/app/widgets/cursors.py @@ -9,30 +9,14 @@ $URL$ 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 - - duration: - The duration of each image in the animation - centerPosition: - The Position of the center of the cursor - _imagePointer: - A pointer to the current image - _animationOffset: - The time elapsed since when the current image should have been displayed ''' - #screen = None - #images = None - #durations = None - #centerPosition = None - #_imagePointer = None - #_animationOffset = None - + @staticmethod def _get_theme_images(name) : basePath = os.path.abspath(__file__).split(os.path.sep)[:-1] @@ -43,8 +27,8 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): 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]) @@ -63,100 +47,55 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): self.duration = duration self.image = self.images[0] - self.rect = pygame.Rect((0,0), (self.width, self.height)) - - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) - self.blink = blink - if blink : - self._startBlink() + # 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.flashImagePath = flashImage - #self.durations = durations - #self.centerPosition = initCenterPosition - #self.flashLength = 100 - #self.flashing = False - #self.image = pygame.image.load(self.images[0]).convert_alpha() - #self._imagePointer = 0 - #self._animationOffset = 0 - #self._flashTimer = 0 + 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() - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) - @event_handler(MOUSEBUTTONDOWN) + @event_handler(pygame.MOUSEBUTTONDOWN) def flashOn(self, event) : - self.blink=False + self.dirty = 1 + self._blinking = False self.image = self.flashImage - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) - @event_handler(MOUSEBUTTONUP) + @event_handler(pygame.MOUSEBUTTONUP) def flashOff(self, event) : - self.blink = True - self.loadNext(event) - - def update(self) : - print 'cursor update' - -# def update(self, elapsedTime, centerPosition): -# ''' -# Update the cursor's look and position -# -# elapsedTime: -# The time passed since the previous update -# centerPosition: -# the new position of the creep -# ''' -# self._updateImage(elapsedTime) -# self.centerPosition = centerPosition -# if self.flashing : -# self._flashTimer += elapsedTime -# if self._flashTimer > self.flashLength: -# self.flashing = False - - def _updateImage(self, elapsedTime): - ''' - Update the cursor's image - - elapsedTime: - The time passed since the previous update - ''' - self._animationOffset += elapsedTime - - if self._animationOffset > self.duration : - #New animation offset is computed first, before updating the pointer - self._animationOffset -= self.duration - #point to the next image (restarts from the beginning when it reaches the end) - self._imagePointer = (self._imagePointer + 1) % len(self.images) - - if self.flashing: - self.image = pygame.image.load(self.flashImagePath).convert_alpha() + self.dirty = 1 + if self.blinkMode : + self._blinking = True + self.loadNext(event) else : - self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha() - - def flash(self,flashLength = None): - self._flashTimer = 0 - self.flashing = True - if flashLength: - self.flashlength = flashLength + self.image = self.images[0] - def blit(self,surface): - ''' - Draw the circle on surface - ''' - - newPos = (self.centerPosition[0] - self.image.get_width() / 2, self.centerPosition[1] - self.image.get_height() / 2) - surface.blit(self.image, newPos) + @event_handler(pygame.MOUSEMOTION) + def move(self, event) : + self.dirty = 1 + self.rect.move_ip(event.rel)