def update(): canvas.fill((0,0,0,0)) canvas.blit(gui.res.contents_panel, (0, 0)) # カーソル描画 global alpha, dalpha, blink_count if active: cursor.set_alpha(alpha) canvas.blit(cursor, (0, selected * cursor.get_height())) # コンテンツ描画 canvas.blit(back, (0, 0)) #self.canvas.blit(self.check_update, (0, main.smallfont.get_height())) #self.canvas.blit(self.show_demo, (0, main.smallfont.get_height() * 2)) # 上下矢印描画 if active and blink_count > 15: if is_able_to_go_up(): canvas.blit(wbui.up_arrow, pygamehelper.center_to_lefttop(wbui.up_arrow, (canvas.get_width() / 2, selected * cursor.get_height()) )) if is_able_to_go_down(): canvas.blit(wbui.down_arrow, pygamehelper.center_to_lefttop(wbui.down_arrow, (canvas.get_width() / 2, (selected + 1) * cursor.get_height() - 1))) # カーソル点滅 alpha += dalpha if alpha > 127: alpha = 127 dalpha *= -1 elif alpha < 50: alpha = 50 dalpha *= -1 # 上下矢印点滅 blink_count += 1 if blink_count >= 30: blink_count = 0
def update(): canvas.fill((0, 0, 0, 0)) canvas.blit(gui.res.contents_panel, (0, 0)) global alpha, dalpha, blink_count # カーソル描画 if active: alpha = gui.util.get_cycling_value_by_time((16, 128), 2000) cursor.set_alpha(alpha) canvas.blit(cursor, (0, selected * cursor.get_height())) # 新規作成 canvas.blit(create_new, (0, 0)) # VG一覧 i = 0 for vg in vglist: draw_item(i + 1, vg["name"], vg["size"], vg["free"]) i += 1 # カーソルの上下矢印描画 if active and gui.util.get_cycling_bool_by_time(1500): if is_able_to_go_up(): canvas.blit( wbui.up_arrow, pygamehelper.center_to_lefttop( wbui.up_arrow, (canvas.get_width() / 2, selected * cursor.get_height()))) if is_able_to_go_down(): canvas.blit( wbui.down_arrow, pygamehelper.center_to_lefttop( wbui.down_arrow, (canvas.get_width() / 2, (selected + 1) * cursor.get_height() - 1))) alpha += dalpha if alpha > 127: alpha = 127 dalpha *= -1 elif alpha < 50: alpha = 50 dalpha *= -1 blink_count += 1 if blink_count >= 30: blink_count = 0
def update(): canvas.fill((0, 0, 0, 0)) canvas.blit(gui.res.contents_panel, (0, 0)) # カーソル描画 global alpha, dalpha, blink_count if active: cursor.set_alpha(alpha) canvas.blit(cursor, (0, selected * cursor.get_height())) # コンテンツ描画 canvas.blit(back, (0, 0)) #self.canvas.blit(self.check_update, (0, main.smallfont.get_height())) #self.canvas.blit(self.show_demo, (0, main.smallfont.get_height() * 2)) # 上下矢印描画 if active and blink_count > 15: if is_able_to_go_up(): canvas.blit( wbui.up_arrow, pygamehelper.center_to_lefttop( wbui.up_arrow, (canvas.get_width() / 2, selected * cursor.get_height()))) if is_able_to_go_down(): canvas.blit( wbui.down_arrow, pygamehelper.center_to_lefttop( wbui.down_arrow, (canvas.get_width() / 2, (selected + 1) * cursor.get_height() - 1))) # カーソル点滅 alpha += dalpha if alpha > 127: alpha = 127 dalpha *= -1 elif alpha < 50: alpha = 50 dalpha *= -1 # 上下矢印点滅 blink_count += 1 if blink_count >= 30: blink_count = 0
def update(): canvas.fill((0,0,0,0)) canvas.blit(gui.res.contents_panel, (0, 0)) global alpha, dalpha, blink_count # カーソル描画 if active: alpha = gui.util.get_cycling_value_by_time((16,128), 2000) cursor.set_alpha(alpha) canvas.blit(cursor, (0, selected * cursor.get_height())) # 新規作成 canvas.blit(create_new, (0, 0)) # VG一覧 i = 0 for vg in vglist: draw_item(i + 1, vg["name"], vg["size"], vg["free"]) i += 1 # カーソルの上下矢印描画 if active and gui.util.get_cycling_bool_by_time(1500): if is_able_to_go_up(): canvas.blit(wbui.up_arrow, pygamehelper.center_to_lefttop(wbui.up_arrow, (canvas.get_width() / 2, selected * cursor.get_height()) )) if is_able_to_go_down(): canvas.blit(wbui.down_arrow, pygamehelper.center_to_lefttop(wbui.down_arrow, (canvas.get_width() / 2, (selected + 1) * cursor.get_height() - 1) )) alpha += dalpha if alpha > 127: alpha = 127 dalpha *= -1 elif alpha < 50: alpha = 50 dalpha *= -1 blink_count += 1 if blink_count >= 30: blink_count = 0