Re: [pygame] BUG: Different events when I enable OpenGL

2009-11-21 Thread Thomas Hansen
I see, I'll let the libsdl folks know, and see what they think about
that.  The get_mouse thing might work for teh stylus, but not for
multi-touch :(

Is there a way to inject code, or attach handlers to the actual
underlying system window (instead of teh SDL abstraction) from python?
 SDL must handle the windows mesage somewhere, but I dont know if that
is accessible at all through python.  i tried using win32 hooks, but I
cant inject python code (the code has to be in a dll).  I dont really
want to change the code in C/C++, because it would require user to
compile a custom version.

--
Thomas


--
Thomas

On Sat, Nov 21, 2009 at 2:50 AM, René Dudfield  wrote:
> hi,
>
> opengl uses a slighty different video and event driver.  So that
> explains the different behaviour.
>
> probably have a better chance of it getting fixed if you report your
> bug here:  bugzilla.libsdl.org
>
> I'm guessing that the stylus uses a different method of updating the
> mouse position... and the opengl method of getting events is not
> working.
>
> Maybe a work around would be to use pygame.mouse.get_pos()  ?
>
>
> cu,
>
>
> On Sat, Nov 21, 2009 at 6:27 AM, Thomas  Hansen  
> wrote:
>> If I enable OpenGL on my display, teh evebnt system starts behaving
>> differntly.
>>  The following code prints all the events I am interrested in if i do
>> not
>> enable OpenGL.  If I enable it however, events from the touchscreen
>> and stylus
>> are not reaching the event queue.
>>
>> Note that this also happens for the simulated mouse events that
>> windows
>> generates for these input devices. When I dont enable OpenGL, and just
>> get the
>> normal mouse events (no fancy windows touchwindow, or using
>> pymt.SYWMEVENT),
>> everything is fine.  If I enable OpenGL however, mouse events are not
>> generated
>> when I use touch or stylus (although they move/controll the system
>> mouse
>> cursor)
>>
>> I am using pygame 1.9.1 with Python 2.6.2 on Windows 7.
>>
>>
>> import pygame
>> import ctypes
>>
>> #if I uncomment this line, the window does not produce teh same events
>> #without it it works just fine!!
>> #display_flag = pygame.OPENGL
>>
>> pygame.display.quit()
>> pygame.display.init()
>> pygame.display.set_mode((320, 240) display_flag)
>> pygame.event.set_allowed(pygame.SYSWMEVENT)
>>
>> pygame.display.set_caption('pymt')
>> hwnd = ctypes.windll.user32.FindWindowA(None, "pymt")
>> ctypes.windll.user32.RegisterTouchWindow(hwnd, 0)
>>
>> while True:
>>    for event in pygame.event.get():
>>        if event.type == pygame.SYSWMEVENT:
>>            print event
>>
>


[pygame] BUG: Different events when I enable OpenGL

2009-11-20 Thread Thomas Hansen
If I enable OpenGL on my display, teh evebnt system starts behaving
differntly.
 The following code prints all the events I am interrested in if i do
not
enable OpenGL.  If I enable it however, events from the touchscreen
and stylus
are not reaching the event queue.

Note that this also happens for the simulated mouse events that
windows
generates for these input devices. When I dont enable OpenGL, and just
get the
normal mouse events (no fancy windows touchwindow, or using
pymt.SYWMEVENT),
everything is fine.  If I enable OpenGL however, mouse events are not
generated
when I use touch or stylus (although they move/controll the system
mouse
cursor)

I am using pygame 1.9.1 with Python 2.6.2 on Windows 7.


import pygame
import ctypes

#if I uncomment this line, the window does not produce teh same events
#without it it works just fine!!
#display_flag = pygame.OPENGL

pygame.display.quit()
pygame.display.init()
pygame.display.set_mode((320, 240) display_flag)
pygame.event.set_allowed(pygame.SYSWMEVENT)

pygame.display.set_caption('pymt')
hwnd = ctypes.windll.user32.FindWindowA(None, "pymt")
ctypes.windll.user32.RegisterTouchWindow(hwnd, 0)

while True:
for event in pygame.event.get():
if event.type == pygame.SYSWMEVENT:
print event


[pygame] Re: Multiple mice on windows

2008-08-07 Thread Thomas Hansen
Hey Oscar!

great work.  this is a really cool feature and your code seem to work
fine.  I am having trouble however trying to integrate the code you
had with pyglet.  I know this is a pygame mailing list, and maybe you
dont know anything about pyglet. but i am trying to add multi-mouse
support to an application i have already written in pyglet.  If I
instantiate your rawinputreader.  pyglet's main  EventLoop throws an
exception as soon as I move any of the mice.  If you have any idea why
this might be happpening I'd appreciate some input.  Here is the
traceback I am getting (I am just instantiating  the rawinputreader
and a pyglet window).  If I dont instatiate the rawinputreader
everything works fine.

Traceback (most recent call last):
  File "C:\Documents and Settings\Thomas Hansen\workspace\multipoint
\src\test.py", line 73, in 
rawEventLoop().run()
  File "C:\Python25\Lib\site-packages\pyglet\app\win32.py", line 67,
in run
_user32.DispatchMessageW(ctypes.byref(msg))
WindowsError: exception: priviledged instruction




On Jun 12, 5:35 pm, "Oscar Lindberg" <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I just uploaded an early beta of something I've been fiddling around with on
> Windows:
>
> http://pymultimouse.googlecode.com/files/pymultimouse0.1.zip
>
> If you download it and run the pygamedemo.py, you will see an empty screen.
> When you start moving around all you mice connected to the computer, each
> mouse gets a mouse pointer of its own.
>
> I would be happy if you guys could try it out and give me some feedback. I'm
> hoping to hide most of the raw input details some time in the future, to be
> able to keep the same API between platforms. I would also like to make it
> work more "pygame-like", using the standard events and so on.
>
> It requires the win32con package (and pygame for the demo). And python of
> course.
>
> Regards,
>  Oscar Lindberg