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releasemouseeventpyglet

Distinguishing between a mouse down and a mouse hold


Im currently working on a little graphics library for pyglet. The module is used to make vector graphics composed entirely of lines.

In its develoment i have have run into a problem where, clicking to drag (and move a point) also causes fires an on_mouse_press event that creates a new link between the last active link and the point you are trying to drag.

I cant seem to think of any way to fix this that dosent make creating links between points feel laggy, i have creating links on_mouse_release instead so that i could determine if the mouse had been draged before linking the point.

Does anyone else have any bright ideas on how i can get this to work without appearing laggy.

EDIT: to clarify im using pyglet with python


Solution

  • #!/usr/bin/python
    import pyglet
    from time import time, sleep
    
    class Window(pyglet.window.Window):
        def __init__(self, refreshrate):
            super(Window, self).__init__(vsync = False)
            self.frames = 0
            self.framerate = pyglet.text.Label(text='Unknown', font_name='Verdana', font_size=8, x=10, y=10, color=(255,255,255,255))
            self.last = time()
            self.alive = 1
            self.refreshrate = refreshrate
            self.click = None
            self.drag = False
    
        def on_draw(self):
            self.render()
    
        def on_mouse_press(self, x, y, button, modifiers):
            self.click = x,y
    
        def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
            if self.click:
                self.drag = True
                print 'Drag offset:',(dx,dy)
    
        def on_mouse_release(self, x, y, button, modifiers):
            if not self.drag and self.click:
                print 'You clicked here', self.click, 'Relese point:',(x,y)
            else:
                print 'You draged from', self.click, 'to:',(x,y)
            self.click = None
            self.drag = False
    
        def render(self):
            self.clear()
            if time() - self.last >= 1:
                self.framerate.text = str(self.frames)
                self.frames = 0
                self.last = time()
            else:
                self.frames += 1
            self.framerate.draw()
            self.flip()
    
        def on_close(self):
            self.alive = 0
    
        def run(self):
            while self.alive:
                self.render()
                # ----> Note: <----
                #  Without self.dispatc_events() the screen will freeze
                #  due to the fact that i don't call pyglet.app.run(),
                #  because i like to have the control when and what locks
                #  the application, since pyglet.app.run() is a locking call.
                event = self.dispatch_events()
                sleep(1.0/self.refreshrate)
    
    win = Window(23) # set the fps
    win.run()
    

    Short description:

    • Keep track of the current mouse state within the window
    • Keep track of startpoint of mouse event
    • At mouse release, do waht you want to do or update whatever it is within the drag.

    I know it's an old question, but it's under the "unanswered" so hoping to get it resolved and out of the list.