I'm currently writing up some GUI code for a small project I'm working on and I've come to the point where I need to implement scroll bars and their associated containers. For ease of execution, I would love to be able to draw all elements within the "scroll box" (the window that the scroll bar will affect) to a separate surface from my main display surface. The separate surface would then be cropped as need be and then drawn to the display surface in the render loop. I'm having trouble getting this to work, however.
In the draw()
method of my ScrollBox
class, I have the following code.
def draw(self):
self.subSurface.blit(self.image, (x, y))
#subSurface is, naturally, a Surface, and image is a pygame.Image; x and y are whatever
self.displaySurface.blit(self.subSurface, (x,y))
As with all drawable GUI elements in my code, draw()
is called every pass through the main render loop. What the above code gives me is the default filled-in black Rect and self.image
is not displayed in any capacity. I tried replacing the first line with
pygame.draw.rect(self.subSurface, color, rect)
but it yielded the same results. From my reading up on other Pygame GUI libraries, it seems what I want to do is possible but I don't think I'm executing it properly. How do I attach other sources/surfaces to subSurface
and then have subSurface
be drawn (with the sources attached) by displaySurface
?
Any help would be much appreciated. Thanks.