I've been trying to handle mouse support using pygame, and I've found that
clicks are being missed outright. I've tested my code thoroughly* and the
problem is on the pygame end. I have included the relevant code below. Thank
you in advance.
* - To be clear here, I've tried everything I can think of with no effect.
This includes disabling all code other than the key check in gameLoop(), and
also disabling the call to 'handleInputEvent()' so that only the print
statements remain. I still miss click events, with the print sometimes giving
me two presses before a release or vice versa. I only click the left mouse
button, so it's not a false positive, and I've checked the length of the event
queue and never seen it rise past single digits (sometimes 2-3 due to mouse
motion and other events). Framerates are fairly constant (+/- 1 FPS @ ~60FPS
total), and Key events print a normal press/release pattern just fine. The
mouse issue resulted in bad code functionality, so this is a serious issue for
adding mouse support.
def gameLoop():
done = False
while not done:
#... snip
res = checkKeysGUI() # check what keys are pressed, HW-level
#... snip
return 0
def checkKeysGUI():
''' check the SDL Event Queue '''
for event in pygame.event.get():
if event.type == SYSWMEVENT:
pass
elif event.type == QUIT: # Quit Button, the big red X
handleAppQuit()
elif(event.type == MOUSEMOTION):
''' check the mouse buttons; TODO: do we need to act if mouse
enters/leaves window?'''
updateMouse(event.pos[0], event.pos[1]) # [0] = X, [1] = Y
elif(event.type == MOUSEBUTTONUP or event.type == MOUSEBUTTONDOWN):
''' we actually have a mouse click, dispatch it to handlers'''
pressed = (event.type == MOUSEBUTTONDOWN)
''' **DEBUG ONLY** '''
if(pressed):
print('keypress')
else:
print('keyrelease')
if not (handleInputEvent(kdef5.MOUSEMAP[event.button], pressed)):
return False
elif(event.type == KEYUP or event.type == KEYDOWN):
''' check the keyboard keys vs. our keymap '''
pressed = (event.type == KEYDOWN)
''' **DEBUG ONLY** '''
if(pressed):
print('keypress')
else:
print('keyrelease')
if not (handleInputEvent(kdef5.KEYMAP[event.key], pressed)):
return False
return True