X-Git-Url: https://svn.cri.ensmp.fr/git/minwii.git/blobdiff_plain/7d014e3dc9f077f1b0402aed8f957146bf317ea7..8e4a9825b3464ea2600eb193151b03f903aed5f4:/src/app/widgets/cursors.py?ds=sidebyside diff --git a/src/app/widgets/cursors.py b/src/app/widgets/cursors.py index b52bfb3..863b757 100755 --- a/src/app/widgets/cursors.py +++ b/src/app/widgets/cursors.py @@ -9,30 +9,14 @@ $URL$ import pygame import os from eventutils import EventHandlerMixin, event_handler +from events import TIMEOUT from itertools import cycle -from pygame.locals import USEREVENT -TIMEOUT = USEREVENT + 1 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] @@ -43,10 +27,13 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): return basePath, images - def __init__(self, theme='black', duration=75): + def __init__(self, theme='black', duration=50, blinkMode=True): pygame.sprite.Sprite.__init__(self) + pygame.mouse.set_visible(False) 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 = [] @@ -55,32 +42,22 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): 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.image = self.images[0] - self.rect = pygame.Rect((0,0), (self.width, self.height)) + self.rect = pygame.Rect((-self.width/2,-self.height/2), (self.width, self.height)) - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) + self.blinkMode = blinkMode self._startBlink() - - #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 _startBlink(self) : - pygame.time.set_timer(TIMEOUT, self.duration) - self.iterator = self.iterImages() + if self.blinkMode : + self._blinking = True + pygame.time.set_timer(TIMEOUT, self.duration) + self.iterator = self.iterImages() def iterImages(self) : for img in cycle(self.images) : @@ -88,59 +65,22 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): @event_handler(TIMEOUT) def loadNext(self, event) : - self.image = self.iterator.next() - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) - - def update(self) : - print 'cursor update' + if self._blinking : + self.image = self.iterator.next() -# 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 - - 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() + @event_handler(pygame.MOUSEBUTTONDOWN) + def flashOn(self, event) : + self._blinking = False + self.image = self.flashImage + + @event_handler(pygame.MOUSEBUTTONUP) + def flashOff(self, event) : + if self.blinkMode : + self._blinking = True + self.loadNext(event) 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 + self.image = self.images[0] - 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(pygame.MOUSEMOTION) + def move(self, event) : + self.rect.move_ip(event.rel)