I found out what was causing the problems. I was expecting 
window.dispatch_events() to fire the resize event. However the app event 
loop never calls this. In the Win32 window implementation the on_resize 
event is dispatched directly when it gets the event from the OS.

Currently I think the best way to fix this, is to send the on_resize event 
from the place where it comes in (and sets the needs_resize variable). That 
would be in the ConfigureNotify handler. That makes it similar to other 
implementations.

Does anybody know why the dispatch_events() method is never called from the 
app event loops? The documentation shows a custom event loop should do 
that. It seems like some refactoring in progress.

@Oktay: When the resize event was received, the game still showed some 
garbage around the picture. Is that still work in progress?

Rob

Op maandag 16 februari 2015 23:34:34 UTC+1 schreef Oktay Acikalin:
>
> Sure. I've created a package here: 
> https://drive.google.com/open?id=0B8GQnTRW-JUbdUZvZDFoNGx0cE0&authuser=0
> It's still in the transition from pygame to pyglet but most of it is 
> working again. I've also stripped some repo data.
> The main executable is joedng.py.
> In diamond/thirdparty you can find the current and old pyglet versions. 
> There I left the repo data intact so that you can compare the states a bit 
> easier.
>
> Cheers,
> Oktay.
>
> Rob van der Most <[email protected] <javascript:>> schrieb am Mon Feb 
> 16 2015 at 22:29:24:
>
> Hmmz. There is something weird about it. Need to investigate. Can I try 
>> your code? 
>>
>> Rob
>> On 16 Feb 2015 22:27, "Oktay Acikalin" <[email protected] 
>> <javascript:>> wrote:
>>
>>> Hi Rob,
>>>
>>> I had to restore the window resize code in that same method, too. 
>>> Without that my game wouldn't see when a user resizes the window (e.g. 
>>> maximize). Would you mind putting it back or do you have a better idea?
>>>
>>> Cheers,
>>> Oktay.
>>>
>>>
>>> Alessandro Re <[email protected] <javascript:>> schrieb am Mon Feb 16 
>>> 2015 at 18:37:41:
>>>
>>>> On Monday, February 16, 2015 at 4:27:17 PM UTC, Rob wrote:
>>>>>
>>>>> I submitted a fix to the 1.2 maintenance branch. I will probably 
>>>>> release fix release by the end of the week.
>>>>>
>>>>> Rob
>>>>>
>>>>
>>>>
>>>> Hi Rob,
>>>> thanks for your quick intervention. For what I'm concerned, your patch 
>>>> works perfectly (also on the issue I had on cocos2d).
>>>>
>>>> @Oktay, I noticed that with your patch, there are some issues when 
>>>> *not* animating. Rob patch solved, for me at least.
>>>> Thanks again to everyone!
>>>> ~Ale
>>>>
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