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
- elapsedTime:
- The time passed since the previous update
- '''
- self._animationOffset += elapsedTime
+ 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))
- 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)
+
+ def setPosition(self, pos) :
+ self.dirty = 1
+ x, y = pos
+ rx, ry = self.rect.centerx, self.rect.centery
+ self.rect.move_ip(x-rx, y-ry)