Mercurial > boomslang
view pyntnclick/cursor.py @ 670:fe7023750b20 pyntnclick
Add convert_color function
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sun, 12 Feb 2012 18:00:18 +0200 |
parents | dbec226debe3 |
children | 67373f9d2d20 |
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# cursor.py # Copyright Boomslang team, 2010 (see COPYING File) # Sprite Cursor from pygame.sprite import Sprite, RenderUpdates from pygame.rect import Rect import pygame import pygame.color import pygame.cursors import pygame.mouse from pyntnclick.engine import Screen class CursorSprite(Sprite): "A Sprite that follows the Cursor" def __init__(self, filename, x=None, y=None): Sprite.__init__(self) self.filename = filename self.pointer_x = x self.pointer_y = y self.highlighted = False def load(self, resources): if not hasattr(self, 'plain_image'): self.plain_image = resources.get_image('items', self.filename) self.image = self.plain_image self.rect = self.image.get_rect() if self.pointer_x is None: self.pointer_x = self.rect.size[0] // 2 if self.pointer_y is None: self.pointer_y = self.rect.size[1] // 2 self.highlight = pygame.Surface(self.rect.size) color = pygame.color.Color(255, 100, 100, 0) self.highlight.fill(color) def update(self): pos = pygame.mouse.get_pos() self.rect.left = pos[0] - self.pointer_x self.rect.top = pos[1] - self.pointer_y def set_highlight(self, enable): if enable != self.highlighted: self.load() self.highlighted = enable self.image = self.plain_image.copy() if enable: self.image.blit(self.highlight, self.highlight.get_rect(), None, pygame.BLEND_MULT) HAND = CursorSprite('hand.png', 12, 0) class CursorScreen(Screen): """A Screen with custom cursors""" def setup(self): self._cursor_group = RenderUpdates() self._loaded_cursor = None self.set_cursor(None) def on_enter(self): super(CursorScreen, self).on_enter() pygame.mouse.set_visible(0) def on_exit(self): super(CursorScreen, self).on_exit() pygame.mouse.set_visible(1) def draw(self, surface): super(CursorScreen, self).draw(surface) self.set_cursor(self.game.tool) #XXX: self.cursor.set_highlight(self.cursor_highlight()) self._cursor_group.update() self._cursor_group.draw(surface) def set_cursor(self, item): if item is None or item.CURSOR is None: cursor = HAND else: cursor = item.CURSOR if cursor != self._loaded_cursor: self._loaded_cursor = cursor self._loaded_cursor.load(self.gd.resource) self._cursor_group.empty() self._cursor_group.add(self._loaded_cursor) def cursor_highlight(self): #XXX: if not Rect((0, 0), SCENE_SIZE).collidepoint(pygame.mouse.get_pos()): #XXX: return False if self.screen.game.highlight_override: return True current_thing = self.screen.game.current_thing if current_thing: return current_thing.is_interactive() return False