For people visiting this question in the future:
Remember that the dest
argument for Surface.blit()
is relative to the upper-left corner of the destination surface. So if you're assembling an image on a subsurface, remember to use coordinates relative to the top-left corner of the object you're assembling, rather than absolute display coordinates.
So to assemble a scrollbar and draw it somewhere:
class ScrollBar:
# ... code ...
def render(self, display, x, y):
self.subSurface.blit(self.handle_image, (0, self.handle_pos))
self.subSurface.blit(self.upbtn_image, (0, 0))
self.subSurface.blit(self.dnbtn_image, (0, self.height - self.btn_height))
# ... other rendering operations
display.blit(self.subSurface, (x, y))
Adjust all numbers and variable names to taste, but you get the idea. Notice that all the scrollbar elements are positioned in "scrollbar-local" coordinates, with only the final blit to the display surface positioned in screen/application coordinates.