Screen is refreshed only when pads are all refreshed, fixes #50
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@ -159,7 +159,7 @@ class Display:
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if last_y >= window_y and last_x >= window_x:
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# Refresh the pad only if coordinates are valid
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pad.refresh(top_y, top_x, window_y, window_x, last_y, last_x)
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pad.noutrefresh(top_y, top_x, window_y, window_x, last_y, last_x)
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def display(self) -> None:
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"""
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@ -71,6 +71,7 @@ class DisplayManager:
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def refresh(self) -> List[Display]:
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displays = []
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pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
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if self.game.state == GameMode.PLAY \
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or self.game.state == GameMode.INVENTORY \
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@ -93,16 +94,22 @@ class DisplayManager:
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if self.game.state == GameMode.INVENTORY:
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self.playerinventorydisplay.refresh(
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self.rows // 10, self.cols // 2,
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8 * self.rows // 10, 2 * self.cols // 5)
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self.rows // 10,
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pack.tile_width * (self.cols // (2 * pack.tile_width)),
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8 * self.rows // 10,
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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displays.append(self.playerinventorydisplay)
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elif self.game.state == GameMode.STORE:
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self.storeinventorydisplay.refresh(
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self.rows // 10, self.cols // 2,
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8 * self.rows // 10, 2 * self.cols // 5)
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self.rows // 10,
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pack.tile_width * (self.cols // (2 * pack.tile_width)),
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8 * self.rows // 10,
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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self.playerinventorydisplay.refresh(
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self.rows // 10, self.cols // 10,
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8 * self.rows // 10, 2 * self.cols // 5)
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self.rows // 10,
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pack.tile_width * (self.cols // (10 * pack.tile_width)),
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8 * self.rows // 10,
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pack.tile_width * (2 * self.cols // (5 * pack.tile_width)))
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displays.append(self.storeinventorydisplay)
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displays.append(self.playerinventorydisplay)
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elif self.game.state == GameMode.MAINMENU:
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@ -117,7 +124,8 @@ class DisplayManager:
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for line in self.game.message.split("\n"):
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height += 1
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width = max(width, len(line))
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y, x = (self.rows - height) // 2, (self.cols - width) // 2
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y = pack.tile_width * (self.rows - height) // (2 * pack.tile_width)
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x = pack.tile_width * ((self.cols - width) // (2 * pack.tile_width))
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self.messagedisplay.refresh(y, x, height, width)
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displays.append(self.messagedisplay)
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@ -18,6 +18,7 @@ class MapDisplay(Display):
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self.pack.tile_width * self.map.width + 1)
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def update_pad(self) -> None:
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self.pad.resize(500, 500)
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self.addstr(self.pad, 0, 0, self.map.draw_string(self.pack),
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self.pack.tile_fg_color, self.pack.tile_bg_color)
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for e in self.map.entities:
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@ -154,7 +154,7 @@ class PlayerInventoryDisplay(MenuDisplay):
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self.update_menu(game.inventory_menu)
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self.store_mode = game.state == GameMode.STORE
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self.selected = game.state == GameMode.INVENTORY \
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or self.store_mode and not game.is_in_store_menu
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or (self.store_mode and not game.is_in_store_menu)
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def update_pad(self) -> None:
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self.menubox.update_title(_("INVENTORY"))
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@ -61,16 +61,18 @@ class Game:
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self.map.spawn_random_entities(randint(3, 10))
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self.inventory_menu.update_player(self.player)
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def run(self, screen: Any) -> None:
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def run(self, screen: Any) -> None: # pragma no cover
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"""
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Main infinite loop.
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We wait for the player's action, then we do what that should be done
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when the given key gets pressed.
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"""
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while True: # pragma no cover
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screen.erase()
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screen.refresh()
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while True:
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screen.erase()
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screen.noutrefresh()
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self.display_actions(DisplayActions.REFRESH)
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curses.doupdate()
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key = screen.getkey()
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if key == "KEY_MOUSE":
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_ignored1, x, y, _ignored2, _ignored3 = curses.getmouse()
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@ -12,7 +12,7 @@ class FakePad:
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def addstr(self, y: int, x: int, message: str, color: int = 0) -> None:
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pass
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def refresh(self, pminrow: int, pmincol: int, sminrow: int,
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def noutrefresh(self, pminrow: int, pmincol: int, sminrow: int,
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smincol: int, smaxrow: int, smaxcol: int) -> None:
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pass
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