pygame module for interacting with events and queues
Pygame handles all its event messaging through an event queue. The routines in this module help you manage that event queue. The input queue is heavily dependent on the pygame display module. If the display has not been initialized and a video mode not set, the event queue will not really work.
The queue is a regular queue of
pygame.event.EventType event objects, there are a variety of ways to access the events it contains. From simply checking for the existence of events, to grabbing them directly off the stack.
All events have a type identifier. This event type is in between the values of
NUMEVENTS. All user defined events can have the value of
USEREVENT or higher. It is recommended make sure your event id's follow this system.
To get the state of various input devices, you can forego the event queue and access the input devices directly with their appropriate modules; mouse, key, and joystick. If you use this method, remember that pygame requires some form of communication with the system window manager and other parts of the platform. To keep pygame in synch with the system, you will need to call
pygame.event.pump() to keep everything current. You'll want to call this function usually once per game loop.
The event queue offers some simple filtering. This can help performance slightly by blocking certain event types from the queue, use the
pygame.event.set_blocked() to work with this filtering. All events default to allowed.
The event subsystem should be called from the main thread. If you want to post events into the queue from other threads, please use the fastevent package.
Joysticks will not send any events until the device has been initialized.
EventType event object contains an event type identifier and a set of member data. The event object contains no method functions, just member data. EventType objects are retrieved from the pygame event queue. You can create your own new events with the
The SDL event queue has an upper limit on the number of events it can hold (128 for standard SDL 1.2). When the queue becomes full new events are quietly dropped. To prevent lost events, especially input events which signal a quit command, your program must regularly check for events and process them. To speed up queue processing use
pygame.event.set_blocked() to limit which events get queued.
All EventType instances have an event type identifier, accessible as the
EventType.type property. You may also get full access to the event object's attributes through the
EventType.__dict__ attribute. All other member lookups will be passed through to the object's dictionary values.
While debugging and experimenting, you can print an event object for a quick display of its type and members. Events that come from the system will have a guaranteed set of member items based on the type. Here is a list of the event attributes defined with each event type.
QUIT none ACTIVEEVENT gain, state KEYDOWN unicode, key, mod KEYUP key, mod MOUSEMOTION pos, rel, buttons MOUSEBUTTONUP pos, button MOUSEBUTTONDOWN pos, button JOYAXISMOTION joy, axis, value JOYBALLMOTION joy, ball, rel JOYHATMOTION joy, hat, value JOYBUTTONUP joy, button JOYBUTTONDOWN joy, button VIDEORESIZE size, w, h VIDEOEXPOSE none USEREVENT code
Events support equality comparison. Two events are equal if they are the same type and have identical attribute values. Inequality checks also work.
New in version 1.9.2: On MacOSX, USEREVENT can have code = pygame.USEREVENT_DROPFILE. That means the user is trying to open a file with your application. The filename can be found at event.filename
pygame.event.pump() -> None
internally process pygame event handlers
For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system. If you are not using other event functions in your game, you should call
pygame.event.pump() to allow pygame to handle internal actions.
This function is not necessary if your program is consistently processing events on the queue through the other
There are important things that must be dealt with internally in the event queue. The main window may need to be repainted or respond to the system. If you fail to make a call to the event queue for too long, the system may decide your program has locked up.
pygame.event.get() -> Eventlist
pygame.event.get(type) -> Eventlist
pygame.event.get(typelist) -> Eventlist
get events from the queue
This will get all the messages and remove them from the queue. If a type or sequence of types is given only those messages will be removed from the queue.
If you are only taking specific events from the queue, be aware that the queue could eventually fill up with the events you are not interested.
pygame.event.poll() -> EventType instance
get a single event from the queue
Returns a single event from the queue. If the event queue is empty an event of type
pygame.NOEVENT will be returned immediately. The returned event is removed from the queue.
pygame.event.wait() -> EventType instance
wait for a single event from the queue
Returns a single event from the queue. If the queue is empty this function will wait until one is created. The event is removed from the queue once it has been returned. While the program is waiting it will sleep in an idle state. This is important for programs that want to share the system with other applications.
pygame.event.peek(type) -> bool
pygame.event.peek(typelist) -> bool
test if event types are waiting on the queue
Returns true if there are any events of the given type waiting on the queue. If a sequence of event types is passed, this will return True if any of those events are on the queue.
pygame.event.clear() -> None
pygame.event.clear(type) -> None
pygame.event.clear(typelist) -> None
remove all events from the queue
Remove all events or events of a specific type from the queue. This has the same effect as
pygame.event.get() except nothing is returned. This can be slightly more efficient when clearing a full event queue.
pygame.event.event_name(type) -> string
get the string name from and event id
Pygame uses integer ids to represent the event types. If you want to report these types to the user they should be converted to strings. This will return a the simple name for an event type. The string is in the WordCap style.
pygame.event.set_blocked(type) -> None
pygame.event.set_blocked(typelist) -> None
pygame.event.set_blocked(None) -> None
control which events are allowed on the queue
The given event types are not allowed to appear on the event queue. By default all events can be placed on the queue. It is safe to disable an event type multiple times.
If None is passed as the argument, this has the opposite effect and
ALL of the event types are allowed to be placed on the queue.
pygame.event.set_allowed(type) -> None
pygame.event.set_allowed(typelist) -> None
pygame.event.set_allowed(None) -> None
control which events are allowed on the queue
The given event types are allowed to appear on the event queue. By default all events can be placed on the queue. It is safe to enable an event type multiple times.
If None is passed as the argument,
NONE of the event types are allowed to be placed on the queue.
pygame.event.get_blocked(type) -> bool
test if a type of event is blocked from the queue
Returns true if the given event type is blocked from the queue.
pygame.event.set_grab(bool) -> None
control the sharing of input devices with other applications
When your program runs in a windowed environment, it will share the mouse and keyboard devices with other applications that have focus. If your program sets the event grab to True, it will lock all input into your program.
It is best to not always grab the input, since it prevents the user from doing other things on their system.
pygame.event.get_grab() -> bool
test if the program is sharing input devices
Returns true when the input events are grabbed for this application. Use
pygame.event.set_grab() to control this state.
pygame.event.post(Event) -> None
place a new event on the queue
This places a new event at the end of the event queue. These Events will later be retrieved from the other queue functions.
This is usually used for placing
pygame.USEREVENT events on the queue. Although any type of event can be placed, if using the system event types your program should be sure to create the standard attributes with appropriate values.
If the SDL event queue is full a
pygame.error is raised.
pygame.event.Event(type, dict) -> EventType instance
pygame.event.Event(type, **attributes) -> EventType instance
create a new event object
Creates a new event with the given type. The event is created with the given attributes and values. The attributes can come from a dictionary argument with string keys, or from keyword arguments.
pygame object for representing SDL events
A Python object that represents an SDL event. User event instances are created with an Event function call. The EventType type is not directly callable. EventType instances support attribute assignment and deletion.
type -> int
SDL event type identifier.
Read only. Predefined event identifiers are QUIT and MOUSEMOTION, for example. For user created event objects, this is the type argument passed to
__dict__ -> dict
Event object attribute dictionary
Read only. The event type specific attributes of an event. As an example, this would contain the unicode, key, and mod attributes of a KEYDOWN event. The dict attribute is a synonym, for backward compatibility.
Mutable attributes are new to pygame 1.9.2.
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