does viz.go() have an antidote?
I am looking for a command: maybe viz.stop()
that simply kills all timers, and "freezes" keyboard/mouse inputs but does not kill the head tracking... right now, I am using an infinite loop, which is by far the least elegant of ways... but it stops the user once thir time is up. Also, is there a way to put a "console" message (something like "Thank you for your participation") in the user's view after their time is up (and the above STOP command has been issued) Thanks! |
viz.waittime is not much better than an infinite loop
I substituted the infinite loops with the following snippet:
Code:
endLabel.message("Thank you for your participation!")viz.waittime(5) I have had trouble with viz.waititme on other occasions. Can you please explain the correct way to use it or suggest alternative solutions to my problem (see previous post) Thanks again. |
Hi,
The command viz.pause will freeze all current timers, which can later be resumed with viz.play(). This doesn't stop keyboard and mouse events though. An alternative might look something like this: Code:
def StopEvents(): To display text to the user you can create a text object like so: Code:
text = viz.add(viz.TEXT3D,'Thank you for your participation',viz.SCREEN) |
Hi,
viz.waittime should only be used with director functions. If you use the command outside a director function then it affectly freezes the graphics engine for 5 seconds. The following code shows how to accomplish this with director functions: Code:
def DisplayMessageAndQuit(): Code:
viz.director(DisplayMessageAndQuit) |
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