Ajout de la glue pour simplifier la gestion des événements dans un module séparé.
[minwii.git] / src / app / widgets / cursors.py
index 6729fc9..6d81a67 100755 (executable)
@@ -14,7 +14,7 @@ class WarpingCursor(pygame.sprite.Sprite):
     '''
     The class for animating the warping cursor
         
     '''
     The class for animating the warping cursor
         
-        durations:
+        duration:
             The duration of each image in the animation
         centerPosition:
             The Position of the center of the cursor
             The duration of each image in the animation
         centerPosition:
             The Position of the center of the cursor
@@ -29,30 +29,41 @@ class WarpingCursor(pygame.sprite.Sprite):
     #centerPosition = None
     #_imagePointer = None
     #_animationOffset = None
     #centerPosition = None
     #_imagePointer = None
     #_animationOffset = None
-
+    
     @staticmethod
     @staticmethod
-    def _get_theme_images(name) : 
+    def _get_theme_images(name) :
         basePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
         basePath.append('data')
         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
         basePath = os.path.abspath(__file__).split(os.path.sep)[:-1]
         basePath.append('data')
         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):
         pygame.sprite.Sprite.__init__(self)
         imagesPath, images = WarpingCursor._get_theme_images(theme)
     def __init__(self, theme='black', duration=75):
         pygame.sprite.Sprite.__init__(self)
         imagesPath, images = WarpingCursor._get_theme_images(theme)
-        flashImage = images.pop(images.index('flash.png'))
+        self.flashImage = images.pop(images.index('flash.png'))
         images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
         images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
-
+        
         self.images = []
         for img in images :
             imagePath = os.path.sep.join([imagesPath, img])
         self.images = []
         for img in images :
             imagePath = os.path.sep.join([imagesPath, img])
-            self.images = pygame.image.load(imagePath).convert_alpha()
+            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.duration = duration
         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.flashImagePath = flashImage
         #self.durations = durations
         #self.centerPosition = initCenterPosition
         #self.flashImagePath = flashImage
         #self.durations = durations
         #self.centerPosition = initCenterPosition
@@ -61,44 +72,47 @@ class WarpingCursor(pygame.sprite.Sprite):
         #self.image = pygame.image.load(self.images[0]).convert_alpha()
         #self._imagePointer = 0
         #self._animationOffset = 0
         #self.image = pygame.image.load(self.images[0]).convert_alpha()
         #self._imagePointer = 0
         #self._animationOffset = 0
-        #self._flashTimer = 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 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
     
     def _updateImage(self, elapsedTime):
         '''
         Update the cursor's image
-        
+            
             elapsedTime:
                 The time passed since the previous update
         '''
         self._animationOffset += elapsedTime
         
             elapsedTime:
                 The time passed since the previous update
         '''
         self._animationOffset += elapsedTime
         
-        if self._animationOffset > self.durations[self._imagePointer]:
+        if self._animationOffset > self.duration :
             #New animation offset is computed first, before updating the pointer
             #New animation offset is computed first, before updating the pointer
-            self._animationOffset -= self.durations[self._imagePointer]
+            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)
             #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:
         if self.flashing:
-            self.image = pygame.image.load(self.flashImagePath).convert_alpha()                       
-        else :    
+            self.image = pygame.image.load(self.flashImagePath).convert_alpha()
+        else :
             self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
             self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
-        
+    
     def flash(self,flashLength = None):
         self._flashTimer = 0
         self.flashing = True
     def flash(self,flashLength = None):
         self._flashTimer = 0
         self.flashing = True