X-Git-Url: https://scm.cri.mines-paristech.fr/git/minwii.git/blobdiff_plain/7d014e3dc9f077f1b0402aed8f957146bf317ea7..855472fc15f855881b98149078b6645309278b8a:/src/app/widgets/cursors.py diff --git a/src/app/widgets/cursors.py b/src/app/widgets/cursors.py index b52bfb3..6b0d6e8 100755 --- a/src/app/widgets/cursors.py +++ b/src/app/widgets/cursors.py @@ -10,29 +10,14 @@ import pygame import os from eventutils import EventHandlerMixin, event_handler from itertools import cycle -from pygame.locals import USEREVENT +from pygame.locals import MOUSEBUTTONDOWN, MOUSEBUTTONUP, 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 +28,12 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): return basePath, images - def __init__(self, theme='black', duration=75): + def __init__(self, theme='black', duration=75, blink=True): pygame.sprite.Sprite.__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 = [] @@ -55,7 +42,6 @@ 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() @@ -63,21 +49,12 @@ class WarpingCursor(pygame.sprite.Sprite, EventHandlerMixin): self.image = self.images[0] self.rect = pygame.Rect((0,0), (self.width, self.height)) + self.update() - surface = pygame.display.get_surface() - surface.blit(self.image, self.rect) - 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 - + self.blink = blink + if blink : + self._startBlink() + def _startBlink(self) : pygame.time.set_timer(TIMEOUT, self.duration) self.iterator = self.iterImages() @@ -88,59 +65,21 @@ 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) + if self.blink : + self.image = self.iterator.next() + self.update() + + @event_handler(MOUSEBUTTONDOWN) + def flashOn(self, event) : + self.blink=False + self.image = self.flashImage + self.update() + + @event_handler(MOUSEBUTTONUP) + def flashOff(self, event) : + self.blink = True + self.loadNext(event) 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 _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() - 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 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) + surface = pygame.display.get_surface() + surface.blit(self.image, self.rect)