I submitted a fix to the 1.2 maintenance branch. I will probably release 
fix release by the end of the week.

Rob

Op maandag 16 februari 2015 17:13:47 UTC+1 schreef Rob:
>
> 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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