Esempio n. 1
0
    def update(self, s):
        updates = []

        if self.myfocus: self.toupdate[self.myfocus] = self.myfocus

        for w in self.topaint:
            if w is self.mywindow:
                continue
            else:
                sub = surface.subsurface(s, w.rect)
                #if (hasattr(w, "_container_bkgr")):
                #    sub.blit(w._container_bkgr,(0,0))
                w.paint(sub)
                updates.append(pygame.rect.Rect(w.rect))

        for w in self.toupdate:
            if w is self.mywindow:
                continue
            else:
                us = w.update(surface.subsurface(s, w.rect))
            if us:
                for u in us:
                    updates.append(
                        pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y, u.w,
                                         u.h))

        for w in self.topaint:
            if w is self.mywindow:
                w.paint(self.top_surface(s, w))
                updates.append(pygame.rect.Rect(w.rect))
            else:
                continue

        for w in self.toupdate:
            if w is self.mywindow:
                us = w.update(self.top_surface(s, w))
            else:
                continue
            if us:
                for u in us:
                    updates.append(
                        pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y, u.w,
                                         u.h))

        self.topaint = {}
        self.toupdate = {}

        return updates
Esempio n. 2
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def myupdate(self, s):
    updates = []

    if self.myfocus: self.toupdate[self.myfocus] = self.myfocus

    for w in self.topaint:
        if w is self.mywindow:
            continue
        else:
            sub = surface.subsurface(s, w.rect)
            w.paint(sub)
            updates.append(pygame.rect.Rect(w.rect))
    while 1:
        try:
            for w in self.toupdate:
                if w is self.mywindow:
                    continue
                else:
                    us = w.update(surface.subsurface(s, w.rect))
                if us:
                    for u in us:
                        updates.append(
                            pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y,
                                             u.w, u.h))
            break
        except RuntimeError:
            pass
    for w in self.topaint:
        if w is self.mywindow:
            w.paint(self.top_surface(s, w))
            updates.append(pygame.rect.Rect(w.rect))
        else:
            continue

    for w in self.toupdate:
        if w is self.mywindow:
            us = w.update(self.top_surface(s, w))
        else:
            continue
        if us:
            for u in us:
                updates.append(
                    pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y, u.w, u.h))

    self.topaint = {}
    self.toupdate = {}

    return updates
Esempio n. 3
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 def func(s):
     if w.disabled: return []
     r = m(surface.subsurface(s, w._rect_content))
     if type(r) == list:
         dx, dy = w._rect_content.topleft
         for rr in r:
             rr.x, rr.y = rr.x + dx, rr.y + dy
     return r
Esempio n. 4
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def myupdate(self, s):
    updates = []

    if self.myfocus: self.toupdate[self.myfocus] = self.myfocus

    for w in self.topaint:
        if w is self.mywindow:
            continue
        else:
            sub = surface.subsurface(s, w.rect)
            w.paint(sub)
            updates.append(pygame.rect.Rect(w.rect))
    while 1:
        try:
            for w in self.toupdate:
                if w is self.mywindow:
                    continue
                else:
                    us = w.update(surface.subsurface(s, w.rect))
                if us:
                    for u in us:
                        updates.append(pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y, u.w, u.h))
            break
        except RuntimeError:
            pass
    for w in self.topaint:
        if w is self.mywindow:
            w.paint(self.top_surface(s, w))
            updates.append(pygame.rect.Rect(w.rect))
        else:
            continue

    for w in self.toupdate:
        if w is self.mywindow:
            us = w.update(self.top_surface(s, w))
        else:
            continue
        if us:
            for u in us:
                updates.append(pygame.rect.Rect(u.x + w.rect.x, u.y + w.rect.y, u.w, u.h))

    self.topaint = {}
    self.toupdate = {}

    return updates
Esempio n. 5
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        def func(s):
            #             if w.disabled:
            #                 if not hasattr(w,'_disabled_bkgr'):
            #                     w._disabled_bkgr = s.convert()
            #                 orig = s
            #                 s = w._disabled_bkgr.convert()

            #             if not hasattr(w,'_theme_paint_bkgr'):
            #                 w._theme_paint_bkgr = s.convert()
            #             else:
            #                 s.blit(w._theme_paint_bkgr,(0,0))
            #
            #             if w.disabled:
            #                 orig = s
            #                 s = w._theme_paint_bkgr.convert()

            if w.disabled:
                if (not (hasattr(w, '_theme_bkgr')
                         and w._theme_bkgr.get_width() == s.get_width()
                         and w._theme_bkgr.get_height() == s.get_height())):
                    w._theme_bkgr = s.copy()
                orig = s
                s = w._theme_bkgr
                s.fill((0, 0, 0, 0))
                s.blit(orig, (0, 0))

            if w.background:
                w.background.paint(surface.subsurface(s, w._rect_border))

            self.box(w, surface.subsurface(s, w._rect_border))
            r = m(surface.subsurface(s, w._rect_content))

            if w.disabled:
                s.set_alpha(128)
                orig.blit(s, (0, 0))


#             if w.disabled:
#                 orig.blit(w._disabled_bkgr,(0,0))
#                 s.set_alpha(128)
#                 orig.blit(s,(0,0))

            w._painted = True
            return r
Esempio n. 6
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    def paint(self, s):
        self.toupdate = {}
        self.topaint = {}
        for w in self.widgets:
            try:
                sub = surface.subsurface(s, w.rect)
            except:
                print('container.paint(): %s not inside %s' %
                      (w.__class__.__name__, self.__class__.__name__))
                print(s.get_width(), s.get_height(), w.rect)
                print("")
            else:
                #                if (not hasattr(w,'_container_bkgr') or
                #                    w._container_bkgr.get_size() != sub.get_size()):
                #                         #w._container_bkgr.get_width() == sub.get_width() and
                #                         #w._container_bkgr.get_height() == sub.get_height())):
                #                    w._container_bkgr = sub.copy()
                #                w._container_bkgr.fill((0,0,0,0))
                #                w._container_bkgr.blit(sub,(0,0))
                w.paint(sub)

        for w in self.windows:
            w.paint(self.top_surface(s, w))
Esempio n. 7
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 def top_surface(self, s, w):
     x, y = s.get_abs_offset()
     s = s.get_abs_parent()
     return surface.subsurface(
         s, (x + w.rect.x, y + w.rect.y, w.rect.w, w.rect.h))
Esempio n. 8
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 def paint(self, s):
     self.value.pcls = self.pcls
     self.value.paint(surface.subsurface(s, self.value.rect))
Esempio n. 9
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 def paint(self, s):
     if self.group.value == self.value: self.pcls = "down"
     self.widget.paint(surface.subsurface(s, self.widget.rect))