def process(dt): # Poll for and process events glfw.glfwPollEvents() for window in __windows__: window.activate() window.imguiRenderer.process_inputs() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) imgui_draw_data = imgui.get_draw_data() if imgui_draw_data is not None: window.imguiRenderer.render(imgui_draw_data) # Swap buffers window.swap() for window in __windows_to_remove__: window.destroy() __windows_to_remove__.remove(window) return len(__windows__)
def process(dt): # Poll for and process events glut.glutMainLoopEvent() for window in __windows__: window.activate() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): # Poll for and process events glfw.glfwPollEvents() for window in __windows__: # Make window active window.activate() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): for window in __windows__: # Activate window window.activate() # Dispatch any pending event window._native_window.dispatch_events() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): for window in __windows__: # Activate window window.activate() # Dispatch any pending event window._native_window.dispatch_events() # Dispatch the main draw event window.dispatch_event("on_draw", dt) # Dispatch the idle event window.dispatch_event("on_idle", dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): # Poll for and process events # -> Add toolkit specific code here to process events # -> Must always exit for window in __windows__: # Make window active window.activate() # Clear window using window clear flags gl.glClear(window._clearflags) # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): if not len(__windows__): return 0 window = __windows__[0] # Poll for and process events for event in pygame.event.get(): window.process_event(event) # Activate window window.activate() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return 1
def process(dt): """ Process events for all windows. Non blocking. """ # Poll for and process events # -> Add toolkit specific code here to process events # -> Must return (non bloking) for window in __windows__: # Make window active window.activate() # Clear window using window clear flags gl.glClear(window._clearflags) # Dispatch the main draw event window.dispatch_event("on_draw", dt) # Dispatch the idle event window.dispatch_event("on_idle", dt) # Swap buffers window.swap() return len(__windows__)
def process(dt): # Poll for and process events event = sdl2.SDL_Event() while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0: win_id = event.window.windowID if win_id in __windows__.keys(): win = __windows__[win_id] win.process_event(event) for window in windows(): # Make window active window.activate() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() return len(__windows__.values())