On Monday, February 16, 2015 at 2:56:08 PM UTC, Oktay Acikalin wrote:
>
> Hi,
>
> I don't know if it's the same situation but it sounds similar. Yesterday I 
> tried to update pyglet to 1.2.0 for my game and found that it won't handle 
> events anymore. Could not do anything - even closing the window did not 
> work. After some fiddling I found that something in the event routines has 
> been simplified. If I restore the following code, my events are working 
> again. Haven't had the time creating a bug report, yet. Perhaps we can sort 
> it out this way :)
>
> diff -r 51e19c899644 pyglet/app/xlib.py
> --- a/pyglet/app/xlib.py Sun Feb 15 16:36:50 2015 +0100
> +++ b/pyglet/app/xlib.py Mon Feb 16 15:50:46 2015 +0100
> @@ -107,6 +107,11 @@
>  
>          pending_devices, _, _ = select.select(self._select_devices, (), 
> (), timeout)
>  
> +        # Check for already pending events
> +        for device in self._select_devices:
> +            if device.poll():
> +                pending_devices.append(device)
> +
>          if not pending_devices:
>              return False
>

Hello Oktay,

thanks for your help, it's very appreciated. So, I tried restoring the code 
you suggested and it solves the issue :)
Both in pyglet and cocos code!

As a side matter, I also noticed that the issue could be solved by using

pyglet.clock.schedule_interval(update_actor, 0.0001)

instead of 

pyglet.clock.schedule(update_actor)

Here I'm using 0.0001 trying to force an update at every frame, but it may 
not be a good idea (I suspect the interval is lower-bounded by the frame 
rate, but the pyglet doc doesn't specify if it's the case, so there may be 
issues).

I'll report an issue on the bitbucket repo right now :)
Thanks very much!
~Ale

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