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):
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 = []
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()
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
- self._startBlink()
+ self.blink = blink
+ if blink :
+ self._startBlink()
#self.flashImagePath = flashImage
#self.durations = durations
@event_handler(TIMEOUT)
def loadNext(self, event) :
- self.image = self.iterator.next()
+ if self.blink :
+ self.image = self.iterator.next()
+ surface = pygame.display.get_surface()
+ surface.blit(self.image, self.rect)
+
+ @event_handler(MOUSEBUTTONDOWN)
+ def flashOn(self, event) :
+ self.blink=False
+ self.image = self.flashImage
surface = pygame.display.get_surface()
surface.blit(self.image, self.rect)
+ @event_handler(MOUSEBUTTONUP)
+ def flashOff(self, event) :
+ self.blink = True
+ self.loadNext(event)
+
def update(self) :
print 'cursor update'