# -*- coding:utf-8 -*- import pygame from pygame import font from imagefunctions import ImageLoader, ImageStretcher, ImageSet from config import * #import epg #PYGAME INITIALIZATION AND EXTRA STUFF pygame.init() screen = pygame.display.set_mode((800,600), pygame.DOUBLEBUF) clock = pygame.time.Clock() imgloader = ImageLoader(imageset="standard") imageset = ImageSet(imgloader.button, ("normal", "over", "down", "disabled")) ts = ImageStretcher(imageset()) print "contents:", imageset.contents ts.info() stretched = ts(size=(60, 60), fill=(250, 150, 150, 150)) run = True back = pygame.image.load('images/standard/back.jpg').convert() #END ############################################################################### #################### GUI STUFF ############################################## #This way it's easy to load the example gui skin: #from desktop import Desktop #import style #style.init_defaults(gui) # #ledit = object() #desktop = Desktop(ledit) #################### GUI STUFF END ########################################## ############################################################################### #EXECUTION while run: clock.tick() pygame.display.set_caption(str(int(clock.get_fps()))) #Just for exit for e in pygame.event.get(): if e.type == pygame.QUIT: run = False #UPDATE YOUR LOGIC BEFORE UPDATING THE GUI #... #The desktop should be the last thing you update (for performance reasons) #First let the gui know events occurred #Then update the desktop you're using #desktop.update() #Here begins rendering screen.fill((20,40,50)) #YOUR RENDERING HERE!!! screen.blit(back, (0,0)) #END CUSTOM RENDERING #Last thing to draw, desktop #desktop.draw() screen.blit(imgloader.closebutton, (50, 50)) screen.blit(imgloader.button, (50, 100)) screen.blit(ts.image, (100, 150)) screen.blit(stretched, (250, 250)) for i in xrange(1, 10): p = ts.parts[i] screen.blit(p, (100+i*30, 400)) #Flips! pygame.display.flip() #Bye bye pygame.quit()