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Implémentation plus propre avec une sous-classe de Sprite.
[minwii.git]
/
src
/
minwii
/
widgets
/
playingscreen.py
diff --git
a/src/minwii/widgets/playingscreen.py
b/src/minwii/widgets/playingscreen.py
index
5829a4e
..
f6038fd
100755
(executable)
--- a/
src/minwii/widgets/playingscreen.py
+++ b/
src/minwii/widgets/playingscreen.py
@@
-45,11
+45,11
@@
class PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
self.columns = {}
self._initColumns()
self._running = False
self.columns = {}
self._initColumns()
self._running = False
- self.draw(pygame.display.get_surface())
+ self.kinectRgb = kinect.RGBSprite(alpha=128)
+ self.add(self.kinectRgb, layer=CURSOR_LAYER)
self._initCursor()
self._initCursor()
+ self.draw(pygame.display.get_surface())
- self.kinectRgb = kinect.RGB()
- self.kinectRgbSur = pygame.Surface((640, 480))
def _initRects(self) :
""" création des espaces réservés pour
def _initRects(self) :
""" création des espaces réservés pour
@@
-99,16
+99,9
@@
class PlayingScreenBase(pygame.sprite.LayeredDirty, EventHandlerMixin) :
pygame.mouse.set_visible(False)
while self._running :
EventDispatcher.dispatchEvents()
pygame.mouse.set_visible(False)
while self._running :
EventDispatcher.dispatchEvents()
+ self.kinectRgb.update()
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
-
- self.kinectRgb.update()
- rgbImg = self.kinectRgb.capture()
- self.kinectRgbSur.blit(rgbImg, (0, 0))
- screen = pygame.display.get_surface()
- screen.blit(pygame.transform.flip(self.kinectRgbSur, True, False), (0, 0))
- pygame.display.flip()
-
clock.tick(FRAMERATE)
def stop(self) :
clock.tick(FRAMERATE)
def stop(self) :