import pygame
import os
+from threading import Thread
+import time
from eventutils import EventHandlerMixin, event_handler
from itertools import cycle
-from pygame.locals import USEREVENT
-TIMEOUT = USEREVENT + 1
-class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin):
+class WarpingCursor(pygame.sprite.DirtySprite, 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]
- 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-perforated', duration=100, blinkMode=True):
+ pygame.sprite.DirtySprite.__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 = []
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))
+ # 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))
- 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 __del__(self) :
+ if hasattr(self, 'timer') :
+ try : self.timer.stop()
+ except : pass
def _startBlink(self) :
- pygame.time.set_timer(TIMEOUT, self.duration)
- self.iterator = self.iterImages()
+ if self.blinkMode :
+ self._blinking = True
+ self.iterator = self.iterImages()
+ self.timer = ForeverTimer(self.duration, self.loadNext)
+ self.timer.start()
+ def _stopBlink(self) :
+ if self.blinkMode :
+ self.timer.stop()
+
def iterImages(self) :
for img in cycle(self.images) :
yield img
- @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'
-
-# 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 loadNext(self) :
+ if self._blinking :
+ self.dirty = 1
+ self.image = self.iterator.next()
- 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.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
else :
- self.image = pygame.image.load(self.images[self._imagePointer]).convert_alpha()
+ self.image = self.images[0]
- def flash(self,flashLength = None):
- self._flashTimer = 0
- self.flashing = True
- if flashLength:
- self.flashlength = flashLength
+ @event_handler(pygame.MOUSEMOTION)
+ def move(self, event) :
+ self.dirty = 1
+ self.rect.move_ip(event.rel)
- 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)
+ 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)
+
+
+class ForeverTimer(Thread) :
+ def __init__(self, duration, func, *args, **kw) :
+ Thread.__init__(self)
+ self.duration = duration / 1000.
+ self.func = func
+ self.args = args
+ self.kw = kw
+ self.running = True
+
+ def run(self) :
+ while self.running :
+ self.func(*self.args, **self.kw)
+ time.sleep(self.duration)
+
+ def stop(self) :
+ self.running = False
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