jsuarez/extra/embyr_deprecated/embyr/embyr.py [66:110]:
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      if hasattr(self, 'on_key_down'):
         Window.bind(on_key_down=self.on_key_down)

   #Clear the canvas
   def reset(self):
      self.fill(Neon.BLACK.rgb)
      if self.border > 0:
         self.renderBorder()

   #Only use in the top level canvas
   #Transfers a pygame data buffer to a kivyv texture
   def flip(self):
      W, H = self.surf.get_width(), self.surf.get_height()
      #surf = pygame.transform.scale(self.surf, (int(W*self.scale), int(H*self.scale)))
      data = pygame.image.tostring(self.surf, 'RGB', True)
      self.texture.blit_buffer(data, bufferfmt="ubyte", colorfmt="rgb")
      self.screen.texture = self.texture

   #Render a frame around the canvas
   def renderBorder(self):
      if self.border == 0:
         return
      for coords in [
            (0, 0, self.W, self.top),
            (0, 0, self.left, self.H),
            (0, self.bottom, self.W, self.H),
            (self.right, 0, self.W, self.H)
         ]:
         pygame.draw.rect(self.surf, Neon.RED.rgb, coords)

   ### Blitting and drawing wrappers ###

   def blit(self, container, pos, area=None, flags=0):
      pos = (pos[0]+self.border, pos[1]+self.border)
      self.surf.blit(container, pos, area=area, special_flags=flags)
      self.renderBorder()

   def fill(self, color):
      self.surf.fill(color)

   def rect(self, color, coords, lw=0):
      pygame.draw.rect(self.surf, color, coords, lw)

   def line(self, color, start, end, lw=1):
      pygame.draw.line(self.surf, color, start, end, lw)
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jsuarez/extra/embyr_deprecated/embyr2d/embyr.py [66:110]:
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      if hasattr(self, 'on_key_down'):
         Window.bind(on_key_down=self.on_key_down)

   #Clear the canvas
   def reset(self):
      self.fill(Neon.BLACK.rgb)
      if self.border > 0:
         self.renderBorder()

   #Only use in the top level canvas
   #Transfers a pygame data buffer to a kivyv texture
   def flip(self):
      W, H = self.surf.get_width(), self.surf.get_height()
      #surf = pygame.transform.scale(self.surf, (int(W*self.scale), int(H*self.scale)))
      data = pygame.image.tostring(self.surf, 'RGB', True)
      self.texture.blit_buffer(data, bufferfmt="ubyte", colorfmt="rgb")
      self.screen.texture = self.texture

   #Render a frame around the canvas
   def renderBorder(self):
      if self.border == 0:
         return
      for coords in [
            (0, 0, self.W, self.top),
            (0, 0, self.left, self.H),
            (0, self.bottom, self.W, self.H),
            (self.right, 0, self.W, self.H)
         ]:
         pygame.draw.rect(self.surf, Neon.RED.rgb, coords)

   ### Blitting and drawing wrappers ###

   def blit(self, container, pos, area=None, flags=0):
      pos = (pos[0]+self.border, pos[1]+self.border)
      self.surf.blit(container, pos, area=area, special_flags=flags)
      self.renderBorder()

   def fill(self, color):
      self.surf.fill(color)

   def rect(self, color, coords, lw=0):
      pygame.draw.rect(self.surf, color, coords, lw)

   def line(self, color, start, end, lw=1):
      pygame.draw.line(self.surf, color, start, end, lw)
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