import pygame
import os
+from eventutils import EventHandlerMixin, event_handler
+from itertools import cycle
+from pygame.locals import MOUSEBUTTONDOWN, MOUSEBUTTONUP, USEREVENT
+TIMEOUT = USEREVENT + 1
-
-class WarpingCursor(pygame.sprite.Sprite):
+class WarpingCursor(pygame.sprite.Sprite, 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]
return basePath, images
- def __init__(self, theme='black', duration=75):
+ def __init__(self, theme='black', duration=75, blink=True):
pygame.sprite.Sprite.__init__(self)
imagesPath, images = WarpingCursor._get_theme_images(theme)
- self.flashImage = images.pop(images.index('flash.png'))
+ flashImage = images.pop(images.index('flash.png'))
+ flashImagePath = os.path.sep.join([imagesPath, flashImage])
+ self.flashImage = pygame.image.load(flashImagePath).convert_alpha()
images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
self.images = []
img = pygame.image.load(imagePath).convert_alpha()
self.images.append(img)
- self._imageLength = len(self.images)
# assumes that all images have same dimensions
self.width = self.images[0].get_width()
self.height = self.images[0].get_height()
self.image = self.images[0]
self.rect = pygame.Rect((0,0), (self.width, self.height))
+ self.update()
- surface = pygame.display.get_surface()
- surface.blit(self.image, self.rect)
-
- #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
-
- 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
+ self.blink = blink
+ if blink :
+ self._startBlink()
- 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()
- else :
- self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
+ def _startBlink(self) :
+ pygame.time.set_timer(TIMEOUT, self.duration)
+ self.iterator = self.iterImages()
- def flash(self,flashLength = None):
- self._flashTimer = 0
- self.flashing = True
- if flashLength:
- self.flashlength = flashLength
+ def iterImages(self) :
+ for img in cycle(self.images) :
+ yield img
- 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(TIMEOUT)
+ def loadNext(self, event) :
+ if self.blink :
+ self.image = self.iterator.next()
+ self.update()
+
+ @event_handler(MOUSEBUTTONDOWN)
+ def flashOn(self, event) :
+ self.blink=False
+ self.image = self.flashImage
+ self.update()
+
+ @event_handler(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)