Beispiel #1
0
import display
from event import Dispatcher
import pygame
import logging

logging.basicConfig(level=logging.DEBUG)
logger = logging.getLogger("test")

resolution = (400, 400)

d = Dispatcher()

def printEvent(e):
    print e

def paintRect(e):
    print e
    pygame.display.get_surface().fill((100, 100, 150),
                                      pygame.Rect(e.pos, (10, 10)))

d.addHandlers({pygame.MOUSEBUTTONDOWN:paintRect,
               pygame.MOUSEBUTTONUP:printEvent,
               pygame.VIDEORESIZE:lambda e: display.create(e.size)})

display.setFlags(resizable=True)
display.setCaption("pygame-platform test")
display.create(resolution)

d.start(pygame.display.flip)
Beispiel #2
0
resolution = (400, 400)

root = PygameRoot(resolution)

def printCommand():
    print "button clicked"

button = CommandButton(printCommand, root, (10, 10), (50, 50))
switch = Switch([(255, 0, 0), (255, 255, 0), (0, 255, 0),
                 (0, 255, 255), (0, 0, 255), (255, 0, 255), (255, 255, 255)],
                root, (40, 40), (80, 80))

d = Dispatcher()
d.addHandlers({pygame.MOUSEBUTTONDOWN:root.mouse.onButtonDown,
               pygame.MOUSEBUTTONUP:root.mouse.onButtonUp,
               pygame.MOUSEMOTION:root.mouse.onMove,
               pygame.VIDEORESIZE:lambda e:root.resize(e.size)})

def draw():
    # should fill display with a clearing color first each frame
    drawRect((0,0,0), root.region.pos, root.region.size)
    for element in root: # should eventually use sorted rendering
        element.presentation.draw()
    drawRect((128, 128, 128), root.cursor.pos, (10, 10))
    pygame.display.flip()

try:
    d.start(draw)
    pass
except:
    pygame.quit()