Esempio n. 1
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 def remove_from_current_menu(self):
     menu = functions.get_current_menu()
     if self.launched in menu.get_population():
         menu.remove_from_population(self.launched)
     else:
         functions.debug_msg("The launched element of the launcher has been\
         removed from the current menu by another element!")
Esempio n. 2
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 def remove_from_current_menu(self):
     menu = functions.get_current_menu()
     if self.launched in menu.get_population():
         menu.remove_from_population(self.launched)
     else:
         functions.debug_msg("The launched element of the launcher has been\
         removed from the current menu by another element!")
Esempio n. 3
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 def activate_focus(self):
     self.save_active_records()
     if self.focus:
         menu = functions.get_current_menu()
         for e in menu.get_population():
             e.active = False
         for e in self.exceptions:
             e.active = True
     else:
         for e in self.exceptions:
             e.active = False
Esempio n. 4
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    def reac_func_norestart(event):
        if event.what == constants.LAUNCH_DONE:
            w,h = varset.get_value("screen_w"), varset.get_value("screen_h")
            mdm = MetaDataManager()
            mdm.read_data(fn)
            mdm.data["screen_w"] = w
            mdm.data["screen_h"] = h
            mdm.data["fullscreen"] = varset.get_value("fullscreen")
##            print("writing", mdm.data, fn)
            mdm.write_data(fn)
            #restart script
            flags = functions.get_screen().get_flags()
            if varset.get_value("fullscreen"):
                flags |= pygame.FULLSCREEN
            else:
                flags = 0
            pygame.display.set_mode((w,h), flags)
            functions.get_current_menu()._elements[0].get_oldest_ancester().unblit_and_reblit()
            button.launched.blit()
            button.launched.update()
Esempio n. 5
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    def reac_func_norestart(event):
        if event.what == constants.LAUNCH_DONE:
            w,h = varset.get_value("screen_w"), varset.get_value("screen_h")
            mdm = MetaDataManager()
            mdm.read_data(fn)
            mdm.data["screen_w"] = w
            mdm.data["screen_h"] = h
            mdm.data["fullscreen"] = varset.get_value("fullscreen")
##            print("writing", mdm.data, fn)
            mdm.write_data(fn)
            #restart script
            flags = functions.get_screen().get_flags()
            if varset.get_value("fullscreen"):
                flags |= pygame.FULLSCREEN
            else:
                flags = 0
            pygame.display.set_mode((w,h), flags)
            functions.get_current_menu()._elements[0].get_oldest_ancester().unblit_and_reblit()
            button.launched.blit()
            button.launched.update()
Esempio n. 6
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 def activate_focus(self):
     self.save_active_records()
     if self.focus:
         menu = functions.get_current_menu()
         for e in menu.get_population():
             e.active = False
         for e in self.exceptions:
             e.active = True
     else:
         for e in self.exceptions:
             e.active = False
Esempio n. 7
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 def default_func_after(self):
     r = self.launched.get_family_rect()
     ##        self.launched.unblit()
     a = functions.get_current_menu()._elements[0].get_oldest_ancester()
     a.partial_blit(exception=None, rect=r)
     ##        self.launched.update()
     import pygame
     pygame.display.update(r)
     if self.launching:
         aa = self.launching.get_oldest_ancester()
         if aa:
             aa.blit()
             aa.update()
Esempio n. 8
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    def default_func_after(self):
        r = self.launched.get_family_rect()
##        self.launched.unblit()
        a = functions.get_current_menu()._elements[0].get_oldest_ancester()
        a.partial_blit(exception=None, rect=r)
##        self.launched.update()
        import pygame
        pygame.display.update(r)
        if self.launching:
            aa = self.launching.get_oldest_ancester()
            if aa:
                aa.blit()
                aa.update()
Esempio n. 9
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 def pause_until(self, event_type, **event_args):
     stay = True
     clock = pygame.time.Clock()
     from thorpy.miscgui import functions, constants
     fps = functions.get_current_menu().fps
     while stay:
         clock.tick(fps)
         for e in pygame.event.get():
             if e.type == pygame.constants.QUIT:
                 pygame.font.quit()
                 pygame.quit()
                 exit()
             elif e.type == event_type:
                 if event_args:
                     for arg in event_args:
                         if hasattr(e, arg):
                             if getattr(e, arg) != event_args[arg]:
                                 break
                         else:
                             break
                     else:
                         stay = False
                 else:
                     stay = False
Esempio n. 10
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 def pause_until(self, event_type, **event_args):
     stay = True
     clock = pygame.time.Clock()
     from thorpy.miscgui import functions, constants
     fps = functions.get_current_menu().fps
     while stay:
         clock.tick(fps)
         for e in pygame.event.get():
             if e.type == pygame.constants.QUIT:
                 pygame.font.quit()
                 pygame.quit()
                 exit()
             elif e.type == event_type:
                 if event_args:
                     for arg in event_args:
                         if hasattr(e, arg):
                             if getattr(e, arg) != event_args[arg]:
                                 break
                         else:
                             break
                     else:
                         stay = False
                 else:
                     stay = False
Esempio n. 11
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 def save_active_records(self):
     self.active_record = {}
     menu = functions.get_current_menu()
     for e in menu.get_population():
         self.active_record[e] = e.active
Esempio n. 12
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 def add_to_current_menu(self):
     menu = functions.get_current_menu()
     menu.add_to_population(self.launched)
Esempio n. 13
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 def save_active_records(self):
     self.active_record = {}
     menu = functions.get_current_menu()
     for e in menu.get_population():
         self.active_record[e] = e.active
Esempio n. 14
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 def add_to_current_menu(self):
     menu = functions.get_current_menu()
     menu.add_to_population(self.launched)