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path: root/Saludame.activity/gui/windows_controller.py
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-rwxr-xr-xSaludame.activity/gui/windows_controller.py32
1 files changed, 16 insertions, 16 deletions
diff --git a/Saludame.activity/gui/windows_controller.py b/Saludame.activity/gui/windows_controller.py
index e6a3adf..fb05aa4 100755
--- a/Saludame.activity/gui/windows_controller.py
+++ b/Saludame.activity/gui/windows_controller.py
@@ -35,13 +35,13 @@ class WindowsController:
self.windows_stack[-1].repaint = True
# Solo puede ser llamado por la ventana activa e implica
# hacer un pop del stack
- self.windows_stack.pop()
+ self.windows_stack.pop()
self.show_window_hierarchy(self.windows_stack[-1])
- if (self.windows_stack[-1].get_register_id() == "main_window"):
+ if self.windows_stack[-1].get_register_id() == "main_window":
self.game_man.continue_game()
- self.reload_main = True
+ self.reload_main = True
for win in self.windows_stack[-1].windows:
if isinstance(win, Window):
win.enable_repaint()
@@ -50,11 +50,11 @@ class WindowsController:
if window_key <> "main_window":
self.game_man.pause_game()
- self.windows_stack.append(self.windows[window_key])
- self.show_window_hierarchy(self.windows_stack[-1])
+ self.windows_stack.append(self.windows[window_key])
+ self.show_window_hierarchy(self.windows_stack[-1])
def register_new_window(self, id, window):
- self.windows[id] = window
+ self.windows[id] = window
def unregister_window(self, window):
try:
@@ -67,7 +67,7 @@ class WindowsController:
W = []
for win in window.windows:
W.append(win.register_id)
- print(" (%s)" % (W))
+ print(" (%s)" % (W))
# Events handlers
@@ -93,14 +93,14 @@ class WindowsController:
self.active_tooltip = Text(self.screen.get_rect(), x, y, 1, tooltip, 18, pygame.Color('red'), "tooltip")
# Necesitamos guardar lo que esta atras del tooltip para cuando lo querramos esconder
- self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
+ self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
self.showing_tooltip = True
def show_super_tooltip(self, tooltip):
x, y = self.scaled_game.scale_coordinates(pygame.mouse.get_pos())
self.active_tooltip = TextBlock(self.screen.get_rect(), x, y, 1, tooltip, 18, pygame.Color('red'), "tooltip")
- self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
+ self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
self.showing_tooltip = True
def hide_active_tooltip(self):
@@ -108,8 +108,8 @@ class WindowsController:
if self.showing_tooltip:
# Hacemos un blit con lo que tenia atras el tooltip
self.screen.blit(self.active_tooltip_bg[0], self.active_tooltip_bg[1])
- # Lo guardamos en la lista de las proximas actualizaciones
- self.next_update(self.active_tooltip_bg[1])
+ # Lo guardamos en la lista de las proximas actualizaciones
+ self.next_update(self.active_tooltip_bg[1])
self.showing_tooltip = False
@@ -122,24 +122,24 @@ class WindowsController:
def update(self, frames):
"""
- Updates GUI
- """
+ Updates GUI
+ """
# Cada vez que "volvamos" a la ventana principal es necesario
# repintar el fondo para que no queden rastros de la ventana anterior
if self.reload_main:
pygame.display.flip() # Actualizamos el screen para hacer visibles los efectos
- self.reload_main = False
+ self.reload_main = False
changes = []
if frames % self.windows_stack[-1].frame_rate == 0:
- changes.extend(self.windows_stack[-1].draw(self.screen, frames))
+ changes.extend(self.windows_stack[-1].draw(self.screen, frames))
if changes:
if self.next_update_list:
changes.extend(self.next_update_list)
self.next_update_list = [] # Vaciamos la lista
- # Tooltips
+ # Tooltips
if self.showing_tooltip:
if isinstance(self.active_tooltip, Text):
self.screen.fill((255, 255, 255), self.active_tooltip.rect_in_container)