def Refresh(self,screen):
self.UpdateChangeScale() #check if user clicked to change scale
self.CalcGraph()
total_surface = pygame.surface.Surface((self.widthTotal,self.height))
total_surface.blit( self.GetGraphSurface() , (0,0))
total_surface.blit( self.GetListSurface () , (self.widthA,0))
#self.BlitMaxMin( total_surface )
screen.blit(total_surface,(self.x,self.y))
for x in range(len(self.variables)):
self.reference[self.variables[x]].show_item.UpdatePosition()
self.reference[self.variables[x]].show_item.Refresh(screen)
for x in range(len(self.variables)):
if not self.reference[ self.variables[x] ].GetEnabled():
continue
if self.playing:
last_value = self.reference[ self.variables[x] ].last_value
else:
last_value = self.reference[self.variables[x]].hold_value
surface = pygame.surface.Surface((40,20))
surface.fill((255,255,255))
AddBorder(surface)
textValue = fonts.adamCG[str(15)].render( GetValueName( last_value ),1,(0,0,0))
BlitInCenter(surface,textValue)
#print self.GetRelPos(x)
screen.blit(surface , (self.x + self.widthA - 20 , self.y + self.GetRelPos(x) - 5 ))
self.holdSelector.Refresh(screen)
if self.holdSelector.GetSelected() == "Release":
self.Release()
elif self.holdSelector.GetSelected() == "Hold":
self.Hold()
if pygame.key.get_pressed()[pygame.K_h]:
self.Hold()
if pygame.key.get_pressed()[pygame.K_r]:
self.Release()
if self.drawMark:
screen.blit(self.drawMark,(self.x + self.drawMarkX,self.y + self.drawMarkY))
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