Re: [ocemp-devel] how to use a partial screen in renderer
Status: Beta
Brought to you by:
marcusva
From: stas z. <sta...@gm...> - 2006-11-10 07:29:56
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On 11/9/06, Marcus von Appen <ma...@sy...> wrote: > work. Or to keep it short: > > It is a complete mess and has to be fixed instantly. > > It will work however, if you assign the Renderer the whole screen, see > http://article.gmane.org/gmane.comp.python.pygame/7590 > for an example, which could be used as workaround. If I assign the whole screen I have the problem that when a button is added to the renderer a portion of the screen at position 0,0 is cleared? Even when the button is set to a different position before it is added, It's perhaps a due to the way the screen is handled in the rest of my program but that was my reason to try to use a different surface to separate the mainscreen and the ocempgui screen. > > I could get the sprite objects from renderer.active_layer and blit > > them on the mainscreen > > but I don't think that's the right way. > > At least not the way it was originally intended. I'll have to fix the > whole behaviour (the Renderer needs to know, where it resides with a > partial screen, some widgets need some cosmetics to emit updates > correctly, etc.) to get this working. This however will take some time (I > think around a week or two). If you need it as soon as possible, I surely > can send you (and/or the list) the most actual fixes I've made. I assume you have your code in SVN/CVS? If so I will just checkout your changes, no need to send me patches. Besides we all have day jobs, I hope, so one or two weeks is as soon as one could expect it :-) > Attached you'll find a small example for partial assignments, which will > work for blitting and some updates (unfortunately not for all cases as > said above - you can see it for the Button widget). Thanks. I will try your suggestions. Regards, Stas -- We are not rich because of the things that we possess, but for what we can do without possessing them. -- Immanuel Kant |