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gestion du flash du curseur.
[minwii.git]
/
src
/
app
/
widgets
/
cursors.py
diff --git
a/src/app/widgets/cursors.py
b/src/app/widgets/cursors.py
index
b52bfb3
..
29ce61c
100755
(executable)
--- a/
src/app/widgets/cursors.py
+++ b/
src/app/widgets/cursors.py
@@
-10,7
+10,7
@@
import pygame
import os
from eventutils import EventHandlerMixin, event_handler
from itertools import cycle
import os
from eventutils import EventHandlerMixin, event_handler
from itertools import cycle
-from pygame.locals import USEREVENT
+from pygame.locals import
MOUSEBUTTONDOWN, MOUSEBUTTONUP,
USEREVENT
TIMEOUT = USEREVENT + 1
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
TIMEOUT = USEREVENT + 1
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
@@
-43,10
+43,12
@@
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
return basePath, images
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)
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 = []
images.sort(lambda a, b : cmp(*[int(os.path.splitext(f)[0]) for f in [a, b]]))
self.images = []
@@
-55,7
+57,6
@@
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
img = pygame.image.load(imagePath).convert_alpha()
self.images.append(img)
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()
# assumes that all images have same dimensions
self.width = self.images[0].get_width()
self.height = self.images[0].get_height()
@@
-66,7
+67,9
@@
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
- self._startBlink()
+ self.blink = blink
+ if blink :
+ self._startBlink()
#self.flashImagePath = flashImage
#self.durations = durations
#self.flashImagePath = flashImage
#self.durations = durations
@@
-88,10
+91,23
@@
class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
@event_handler(TIMEOUT)
def loadNext(self, event) :
@event_handler(TIMEOUT)
def loadNext(self, event) :
- self.image = self.iterator.next()
+ if self.blink :
+ self.image = self.iterator.next()
+ surface = pygame.display.get_surface()
+ surface.blit(self.image, self.rect)
+
+ @event_handler(MOUSEBUTTONDOWN)
+ def flashOn(self, event) :
+ self.blink=False
+ self.image = self.flashImage
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
+ @event_handler(MOUSEBUTTONUP)
+ def flashOff(self, event) :
+ self.blink = True
+ self.loadNext(event)
+
def update(self) :
print 'cursor update'
def update(self) :
print 'cursor update'