X-Git-Url: https://svn.cri.ensmp.fr/git/minwii.git/blobdiff_plain/46e3b6be9bc0e13866d44cca212b8ef94899c64d..64f8cd4d684f0be29308516446a85432c6a4d396:/src/app/widgets/cursors.py?ds=inline diff --git a/src/app/widgets/cursors.py b/src/app/widgets/cursors.py index 6729fc9..fc05b56 100755 --- a/src/app/widgets/cursors.py +++ b/src/app/widgets/cursors.py @@ -8,107 +8,94 @@ $URL$ import pygame import os +from eventutils import EventHandlerMixin, event_handler +from events import TIMEOUT +from itertools import cycle - -class WarpingCursor(pygame.sprite.Sprite): +class WarpingCursor(pygame.sprite.DirtySprite, EventHandlerMixin): ''' The class for animating the warping cursor - - durations: - 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) : + def _get_theme_images(name) : basePath = os.path.abspath(__file__).split(os.path.sep)[:-1] - basePath.append('data') + basePath.extend(['data', 'cursor']) 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) + + 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]) + 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 = [] 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) + # 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.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, 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.image = self.images[0] + # 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)) - elapsedTime: - The time passed since the previous update - ''' - self._animationOffset += elapsedTime - - if self._animationOffset > self.durations[self._imagePointer]: - #New animation offset is computed first, before updating the pointer - self._animationOffset -= self.durations[self._imagePointer] - #point to the next image (restarts from the beginning when it reaches the end) - self._imagePointer = (self._imagePointer + 1) % len(self.images) + self.blinkMode = blinkMode + self._startBlink() + + def _startBlink(self) : + 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) - 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 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._blinking : + self.dirty = 1 + self.image = self.iterator.next() + + @event_handler(pygame.MOUSEBUTTONDOWN) + def flashOn(self, event) : + self.dirty = 1 + self._blinking = False + self.image = self.flashImage + + @event_handler(pygame.MOUSEBUTTONUP) + def flashOff(self, event) : + self.dirty = 1 + if self.blinkMode : + self._blinking = True + self.loadNext(event) + else : + self.image = self.images[0] + + @event_handler(pygame.MOUSEMOTION) + def move(self, event) : + self.dirty = 1 + self.rect.move_ip(event.rel)