self._running = False
self.draw(pygame.display.get_surface())
self._initCursor()
-
def _initRects(self) :
dirty = self.draw(pygame.display.get_surface())
pygame.display.update(dirty)
clock.tick(FRAMERATE)
+
+ self.cursor._stopBlink()
@event_handler(pygame.KEYDOWN)
def handleKeyDown(self, event) :
fs.program_select(0, fsid, bank, preset)
def __del__(self) :
+ print 'PlayingScreen.__del__'
self.fs.delete()
@event_handler(events.NOTEON)