I'm going to have a look.

Rob

Op maandag 16 februari 2015 16:21:30 UTC+1 schreef Alessandro Re:
>
>
> 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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