def eventIterator(): while True: yield eventmodule.wait() while True: event = eventmodule.poll() if event.type == NOEVENT: break else: yield event
def wait_for_event(): # Repeat until a relevant event happened while True: # Discard all input that happened before entering the loop EventModule.get() # Wait for event event = EventModule.wait() # Return Event-Object r, e = convert_event(event) if r: return e
def test_wait(self): # __doc__ (as of 2008-08-02) for pygame.fastevent.wait: # pygame.fastevent.wait() -> Event # wait for an event # # Returns the current event on the queue. If there are no messages # waiting on the queue, this will not return until one is # available. Sometimes it is important to use this wait to get # events from the queue, it will allow your application to idle # when the user isn't doing anything with it. event.post(pygame.event.Event(1)) self.assertEquals(fastevent.wait().type, 1, race_condition_notification)
def test_wait(self): # __doc__ (as of 2008-08-02) for pygame.fastevent.wait: # pygame.fastevent.wait() -> Event # wait for an event # # Returns the current event on the queue. If there are no messages # waiting on the queue, this will not return until one is # available. Sometimes it is important to use this wait to get # events from the queue, it will allow your application to idle # when the user isn't doing anything with it. event.post(pygame.event.Event(1)) self.assertEqual(fastevent.wait().type, 1, race_condition_notification)
def eventIterator(self): while True: # print "***" # --- # self._tickClock() # 20100908 got rid of this, move to looping call #20070820 if not self._paused: #20070820 self.updateObjects() # move # --- if UsingFastEvent: #print "Yielding" yield eventmodule.wait() # seems to hang otherwise #print "Done Yielding" while True: event = eventmodule.poll() if event.type == NOEVENT: break else: yield event # --- # print "***---" """ # 20100908 trying looping call instead of doing it here