File: eventloop.rst

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.. _programming-guide-eventloop:

The application event loop
==========================

In order to let pyglet process operating system events such as mouse and
keyboard events, applications need to enter an application event loop. The
event loop watches for new events, dispatches those events, and sleeps until
something else needs to be done. It also handles any functions that you
have scheduled on the clock (see :ref:`guide_calling-functions-periodically`).
pyglet ensures that the loop iterates only as often as necessary to fulfill all
scheduled functions and user input. It is well tuned for performance and low
power usage on Windows, Linux and macOS.

After creating Windows and attaching event handlers, most applications need
only call::

    pyglet.app.run()

The :py:func:`~pyglet.app.run` function does not return until all open windows
have been closed, or until :py:func:`pyglet.app.exit()` is called.

Once you have entered the event loop it dispatches window events (such as for
keyboard input or mouse movement), events from Controllers or Joysticks,
and any other events as they occur. By default, the application event loop will
also refresh all Windows and dispatch the :py:meth:`~pyglet.window.Window.on_draw`
event at a rate of 60Hz (60 times per second). You can customize this by
passing the desired interval in seconds to :py:func:`~pyglet.app.run`::

    pyglet.app.run(1/30)    # 30Hz
    # or
    pyglet.app.run(1/120)   # 120Hz
    # or for benchmarking, redraw as fast as possible:
    pyglet.app.run(0)


Passing `None` to :py:func:`~pyglet.app.run` is a special case. It will enter
the event loop as usual, but it will not dispatch the Window events. This can
be desired if you wish to have different refresh rates for different Windows,
or even change the refresh rate while the application is running.

Customising the event loop
--------------------------

The pyglet event loop is encapsulated in the
:py:class:`~pyglet.app.EventLoop` class, which provides
several hooks that can be overridden for customising its behaviour.  This is
recommended only for advanced users -- typical applications and games are
unlikely to require this functionality.

To use the :py:class:`~pyglet.app.EventLoop` class directly, instantiate it and call `run`::

    event_loop = pyglet.app.EventLoop()
    event_loop.run()

Only one :py:class:`~pyglet.app.EventLoop` can be running at a time; when the
:py:meth:`~pyglet.app.EventLoop.run` method is called
the module variable :py:attr:`pyglet.app.event_loop` is set to the running
instance. Other pyglet modules such as :py:mod:`pyglet.window` depend on this.

Event loop events
^^^^^^^^^^^^^^^^^

You can listen for several events on the event loop instance. A useful one
of these is :py:meth:`~pyglet.app.EventLoop.on_window_close`, which is
dispatched whenever a window is closed.  The default handler for this event
exits the event loop if there are no more windows.  The following example
overrides this behaviour to exit the application whenever any window is
closed::

    event_loop = pyglet.app.EventLoop()

    @event_loop.event
    def on_window_close(window):
        event_loop.exit()
        return pyglet.event.EVENT_HANDLED

    event_loop.run()

Overriding the default idle policy
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The :py:meth:`pyglet.app.EventLoop.idle` method is called every iteration of
the event loop.  It is responsible for calling scheduled clock functions,
and deciding how idle the application is. You can override
this method if you have specific requirements for tuning the performance
of your application; especially if it uses many windows.

The default implementation has the following algorithm:

1. Call :py:func:`pyglet.clock.tick` with ``poll=True`` to call any scheduled
   functions.
2. Return the value of :py:func:`pyglet.clock.get_sleep_time`.

The return value of the :py:meth:`~pyglet.clock.get_sleep_time` method is
the number of seconds until the event loop needs to iterate again (unless
there is an earlier user-input event); or ``None`` if the loop can wait
for input indefinitely.


Creating a Custom Event Loop
----------------------------

Many windowing toolkits requie the application developer to write their own
event loop. This is also possible in pyglet, but is usually just an inconvenience
compared to :py:func:`pyglet.app.run`. It can be necessary in some situations,
such as when combining pyglet with other toolkits, but is strongly discouraged
for the following reasons:

* Keeping track of delta times between frames, and maintaining a stable frame
  rate can be challenging. It is difficult to write a manual event loop that does
  not waste CPU cycles and is still responsive to user input.
* The :py:class:`~pyglet.app.EventLoop` class provides plenty of hooks for most
  toolkits to be integrated without needing to resort to a manual event loop.
* Because :py:class:`~pyglet.app.EventLoop` is tuned for specific operating
  systems, it is more responsive to user events, and continues calling clock
  functions while windows are being resized, and (on macOS) the menu bar is
  being tracked.

With that out of the way, a manual event loop usually has the following form::

    while True:
        pyglet.clock.tick()
        pyglet.app.platform_event_loop.step(timeout)

        for window in pyglet.app.windows:
            window.switch_to()
            window.dispatch_events()
            window.dispatch_event('on_draw')
            window.flip()

The call to :py:func:`pyglet.clock.tick` is required for ensuring scheduled
functions are called, including the internal data pump functions for playing
sounds, animations, and video.

The :py:meth:`~pyglet.window.Window.dispatch_events` method checks the window's
operating system event queue for user input and dispatches any events found.
The method does not wait for input -- if there are no events pending, control is
returned to the program immediately.

The :py:meth:`~pyglet.window.Window.dispatch_event('on_draw')` method is optional
if you are catching this Window event. If you are not using this event, your
draw calls (`Batch.draw()`) should go here instead.