Reputation: 9
My custom mouse image is not showing up in pyglet. It loads normally(When you create the window outside a class), but when i make the window in a class and try yo add the custom mouse cursor nothing happens
class x:
def __init__(self):
self.game_window = pyglet.window.Window()
self.on_mouse_press = self.game_window.event(self.on_mouse_press)
self.game_cursor = pyglet.image.load('image.png')
self.cursor = pyglet.window.ImageMouseCursor(self.game_cursor, 50, 70)
self.game_window.set_mouse_cursor(self.cursor)
I have tried printing every one of the lines of code (for mouse image loading)
When i print - self.game_cursor = pyglet.image.load('image.png') - This is the result: ImageData 85x82
When i print - self.cursor = pyglet.window.ImageMouseCursor(self.game_cursor, 50, 70) - This is the result: pyglet.window.ImageMouseCursor object at 0x7f4dad76b390
When i print - self.game_window.set_mouse_cursor(self.cursor) - This is the result: None
How do I fix make the mouse show?
Upvotes: 0
Views: 206
Reputation: 1
According to pyglet documentation for ImageMouseCursor class link method draw(x, y) is abstract. So I've tried sub-classing ImageMouseCursor and implementing draw method like this:
import pyglet
pyglet.resource.path = ['resources']
pyglet.resource.reindex()
# subclass definition
class GameMouse(pyglet.window.ImageMouseCursor):
# class initialization
def __init__(self):
self.game_cursor = pyglet.resource.image('game_cursor.png')
super().__init__(self.game_cursor, 0, 34)
# method override
def draw(self, x, y):
self.game_cursor.blit(x, y)
However, this will not work if gl blending is not enabled. gl blending is needed to display alpha channels. I've managed to enable it by sub-classing Window class, and using glEnable / glBlendFunc functions. This is the part of the code that does as described:
# subclass definition:
class GameApp(pyglet.window.Window):
# class initialization
def __init__(self):
super(GameApp, self).__init__()
pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA,
pyglet.gl.GL_ONE_MINUS_SRC_ALPHA)
Hope this helps
Upvotes: 0
Reputation: 23500
I strongly suggest you inherit the window class in to your class instead of keeping it as a internal value if possible. So you can use override hooks to replace the on_
functions. Perhaps this is an outdated approach, but for the time I've learned to work with these things - it's reommended.
class x(pyglet.window.Window):
def __init__(self):
super(x, self).__init__()
self.game_cursor = pyglet.image.load('image.png')
self.cursor = pyglet.window.ImageMouseCursor(self.game_cursor, 50, 70)
self.set_mouse_cursor(self.cursor)
def on_mouse_press():
# Your code handling on_mouse_press
Here's a working example:
from pyglet import *
from pyglet.gl import *
key = pyglet.window.key
class main(pyglet.window.Window):
def __init__ (self, width=800, height=600, fps=False, *args, **kwargs):
super(main, self).__init__(width, height, *args, **kwargs)
self.game_cursor = pyglet.image.load('image.png')
self.cursor = pyglet.window.ImageMouseCursor(self.game_cursor, 50, 70)
self.set_mouse_cursor(self.cursor)
self.x, self.y = 0, 0
self.keys = {}
self.mouse_x = 0
self.mouse_y = 0
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_mouse_motion(self, x, y, dx, dy):
self.mouse_x = x
def on_key_release(self, symbol, modifiers):
try:
del self.keys[symbol]
except:
pass
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.keys[symbol] = True
def render(self):
self.clear()
## Add stuff you want to render here.
## Preferably in the form of a batch.
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == '__main__':
x = main()
x.run()
Upvotes: 2