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:mod:`pygame.key`

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.. include:: common.txt

:mod:pygame.key

.. module:: pygame.key :synopsis: pygame module to work with the keyboard

| :sl:pygame module to work with the keyboard

This module contains functions for dealing with the keyboard.

The :mod:pygame.event queue gets pygame.KEYDOWN and pygame.KEYUP events when the keyboard buttons are pressed and released. Both events have key and mod attributes.

  • key: an :ref:integer ID <key-constants-label> representing every key on the keyboard
  • mod: a bitmask of all the :ref:modifier keys <key-modifiers-label> that were in a pressed state when the event occurred

The pygame.KEYDOWN event has the additional attributes unicode and scancode.

  • unicode: a single character string that is the fully translated character entered, this takes into account the shift and composition keys
  • scancode: the platform-specific key code, which could be different from keyboard to keyboard, but is useful for key selection of weird keys like the multimedia keys

.. versionadded:: 2.0.0 The pygame.TEXTINPUT event is preferred to the unicode attribute of pygame.KEYDOWN. The attribute text contains the input.

.. _key-constants-label:

The following is a list of all the constants (from :mod:pygame.locals) used to represent keyboard keys.

Portability note: The integers for key constants differ between pygame 1 and 2. Always use key constants (K_a) rather than integers directly (97) so that your key handling code works well on both pygame 1 and pygame 2.

::

  pygame
  Constant      ASCII   Description
  ---------------------------------
  K_BACKSPACE   \b      backspace
  K_TAB         \t      tab
  K_CLEAR               clear
  K_RETURN      \r      return
  K_PAUSE               pause
  K_ESCAPE      ^[      escape
  K_SPACE               space
  K_EXCLAIM     !       exclaim
  K_QUOTEDBL    "       quotedbl
  K_HASH        #       hash
  K_DOLLAR      $       dollar
  K_AMPERSAND   &       ampersand
  K_QUOTE               quote
  K_LEFTPAREN   (       left parenthesis
  K_RIGHTPAREN  )       right parenthesis
  K_ASTERISK    *       asterisk
  K_PLUS        +       plus sign
  K_COMMA       ,       comma
  K_MINUS       -       minus sign
  K_PERIOD      .       period
  K_SLASH       /       forward slash
  K_0           0       0
  K_1           1       1
  K_2           2       2
  K_3           3       3
  K_4           4       4
  K_5           5       5
  K_6           6       6
  K_7           7       7
  K_8           8       8
  K_9           9       9
  K_COLON       :       colon
  K_SEMICOLON   ;       semicolon
  K_LESS        <       less-than sign
  K_EQUALS      =       equals sign
  K_GREATER     >       greater-than sign
  K_QUESTION    ?       question mark
  K_AT          @       at
  K_LEFTBRACKET [       left bracket
  K_BACKSLASH   \       backslash
  K_RIGHTBRACKET ]      right bracket
  K_CARET       ^       caret
  K_UNDERSCORE  _       underscore
  K_BACKQUOTE   `       grave
  K_a           a       a
  K_b           b       b
  K_c           c       c
  K_d           d       d
  K_e           e       e
  K_f           f       f
  K_g           g       g
  K_h           h       h
  K_i           i       i
  K_j           j       j
  K_k           k       k
  K_l           l       l
  K_m           m       m
  K_n           n       n
  K_o           o       o
  K_p           p       p
  K_q           q       q
  K_r           r       r
  K_s           s       s
  K_t           t       t
  K_u           u       u
  K_v           v       v
  K_w           w       w
  K_x           x       x
  K_y           y       y
  K_z           z       z
  K_DELETE              delete
  K_KP0                 keypad 0
  K_KP1                 keypad 1
  K_KP2                 keypad 2
  K_KP3                 keypad 3
  K_KP4                 keypad 4
  K_KP5                 keypad 5
  K_KP6                 keypad 6
  K_KP7                 keypad 7
  K_KP8                 keypad 8
  K_KP9                 keypad 9
  K_KP_PERIOD   .       keypad period
  K_KP_DIVIDE   /       keypad divide
  K_KP_MULTIPLY *       keypad multiply
  K_KP_MINUS    -       keypad minus
  K_KP_PLUS     +       keypad plus
  K_KP_ENTER    \r      keypad enter
  K_KP_EQUALS   =       keypad equals
  K_UP                  up arrow
  K_DOWN                down arrow
  K_RIGHT               right arrow
  K_LEFT                left arrow
  K_INSERT              insert
  K_HOME                home
  K_END                 end
  K_PAGEUP              page up
  K_PAGEDOWN            page down
  K_F1                  F1
  K_F2                  F2
  K_F3                  F3
  K_F4                  F4
  K_F5                  F5
  K_F6                  F6
  K_F7                  F7
  K_F8                  F8
  K_F9                  F9
  K_F10                 F10
  K_F11                 F11
  K_F12                 F12
  K_F13                 F13
  K_F14                 F14
  K_F15                 F15
  K_NUMLOCK             numlock
  K_CAPSLOCK            capslock
  K_SCROLLOCK           scrollock
  K_RSHIFT              right shift
  K_LSHIFT              left shift
  K_RCTRL               right control
  K_LCTRL               left control
  K_RALT                right alt
  K_LALT                left alt
  K_RMETA               right meta
  K_LMETA               left meta
  K_LSUPER              left Windows key
  K_RSUPER              right Windows key
  K_MODE                mode shift
  K_HELP                help
  K_PRINT               print screen
  K_SYSREQ              sysrq
  K_BREAK               break
  K_MENU                menu
  K_POWER               power
  K_EURO                Euro
  K_AC_BACK             Android back button

.. _key-modifiers-label:

The keyboard also has a list of modifier states (from :mod:pygame.locals) that can be assembled by bitwise-ORing them together.

::

  pygame
  Constant      Description
  -------------------------
  KMOD_NONE     no modifier keys pressed
  KMOD_LSHIFT   left shift
  KMOD_RSHIFT   right shift
  KMOD_SHIFT    left shift or right shift or both
  KMOD_LCTRL    left control
  KMOD_RCTRL    right control
  KMOD_CTRL     left control or right control or both
  KMOD_LALT     left alt
  KMOD_RALT     right alt
  KMOD_ALT      left alt or right alt or both
  KMOD_LMETA    left meta
  KMOD_RMETA    right meta
  KMOD_META     left meta or right meta or both
  KMOD_CAPS     caps lock
  KMOD_NUM      num lock
  KMOD_MODE     AltGr

The modifier information is contained in the mod attribute of the pygame.KEYDOWN and pygame.KEYUP events. The mod attribute is a bitmask of all the modifier keys that were in a pressed state when the event occurred. The modifier information can be decoded using a bitwise AND (except for KMOD_NONE, which should be compared using equals ==). For example:

::

for event in pygame.event.get():
    if event.type == pygame.KEYDOWN or event.type == pygame.KEYUP:
        if event.mod == pygame.KMOD_NONE:
            print('No modifier keys were in a pressed state when this '
                  'event occurred.')
        else:
            if event.mod & pygame.KMOD_LSHIFT:
                print('Left shift was in a pressed state when this event '
                      'occurred.')
            if event.mod & pygame.KMOD_RSHIFT:
                print('Right shift was in a pressed state when this event '
                      'occurred.')
            if event.mod & pygame.KMOD_SHIFT:
                print('Left shift or right shift or both were in a '
                      'pressed state when this event occurred.')

.. function:: get_focused

| :sl:true if the display is receiving keyboard input from the system | :sg:get_focused() -> bool

Returns True when the display window has keyboard focus from the system. If the display needs to ensure it does not lose keyboard focus, it can use :func:pygame.event.set_grab() to grab all input.

.. ## pygame.key.get_focused ##

.. function:: get_pressed

| :sl:get the state of all keyboard buttons | :sg:get_pressed() -> bools

Returns a sequence of boolean values representing the state of every key on the keyboard. Use the key constant values to index the array. A True value means that the button is pressed.

.. note:: Getting the list of pushed buttons with this function is not the proper way to handle text entry from the user. There is no way to know the order of keys pressed, and rapidly pushed keys can be completely unnoticed between two calls to pygame.key.get_pressed(). There is also no way to translate these pushed keys into a fully translated character value. See the pygame.KEYDOWN events on the :mod:pygame.event queue for this functionality.

.. versionadded:: 2.2.0 The collection of bools returned by get_pressed can not be iterated over because the indexes of the internal tuple does not correspond to the keycodes.

.. versionadded:: 2.5.0 Iteration over the collection of bools returned by get_pressed is now restored. However it still does not make sense to iterate over it. Currently.

.. ## pygame.key.get_pressed ##

.. function:: get_mods

| :sl:determine which modifier keys are being held | :sg:get_mods() -> int

Returns a single integer representing a bitmask of all the modifier keys being held. Using bitwise operators you can test if specific :ref:modifier keys <key-modifiers-label> are pressed.

.. ## pygame.key.get_mods ##

.. function:: set_mods

| :sl:temporarily set which modifier keys are pressed | :sg:set_mods(int) -> None

Create a bitmask of the :ref:modifier key constants <key-modifiers-label> you want to impose on your program.

.. ## pygame.key.set_mods ##

.. function:: set_repeat

| :sl:control how held keys are repeated | :sg:set_repeat() -> None | :sg:set_repeat(delay) -> None | :sg:set_repeat(delay, interval) -> None

When the keyboard repeat is enabled, keys that are held down will generate multiple pygame.KEYDOWN events. The delay parameter is the number of milliseconds before the first repeated pygame.KEYDOWN event will be sent. After that, another pygame.KEYDOWN event will be sent every interval milliseconds. If a delay value is provided and an interval value is not provided or is 0, then the interval will be set to the same value as delay.

To disable key repeat call this function with no arguments or with delay set to 0.

When pygame is initialized the key repeat is disabled.

:raises ValueError: if delay or interval is < 0

.. versionchanged:: 2.0.0 A ValueError is now raised (instead of a pygame.error) if delay or interval is < 0.

.. ## pygame.key.set_repeat ##

.. function:: get_repeat

| :sl:see how held keys are repeated | :sg:get_repeat() -> (delay, interval)

Get the delay and interval keyboard repeat values. Refer to :func:pygame.key.set_repeat() for a description of these values.

.. versionadded:: 1.8

.. ## pygame.key.get_repeat ##

.. function:: name

| :sl:get the name of a key identifier | :sg:name(key, use_compat=True) -> str

Get the descriptive name of the button from a keyboard button id constant. Returns an empty string ("") if the key is not found.

If use_compat argument is True (which is the default), this function returns the legacy name of a key where applicable. The return value is expected to be the same across different pygame versions (provided the corresponding key constant exists and is unique). If the return value is passed to the key_code function, the original constant will be returned.

Experimental: use_compat parameter still in development for testing and feedback. It may change. Please leave use_compat feedback with authors <https://github.com/pygame/pygame/pull/3312>_

If this argument is False, the returned name may be prettier to display and may cover a wider range of keys than with use_compat, but there are no guarantees that this name will be the same across different pygame versions. If the name returned is passed to the key_code function, the original constant is returned back (this is an implementation detail which may change later, do not rely on this)

.. versionchanged:: 2.1.3 Added use_compat argument and guaranteed API stability for it

.. ## pygame.key.name ##

.. function:: key_code

| :sl:get the key identifier from a key name | :sg:key_code(name=string) -> int

Get the key identifier code from the descriptive name of the key. This returns an integer matching one of the K_* keycodes. For example:

::

    >>> pygame.key.key_code("return") == pygame.K_RETURN
    True
    >>> pygame.key.key_code("0") == pygame.K_0
    True
    >>> pygame.key.key_code("space") == pygame.K_SPACE
    True

:raises ValueError: if the key name is not known.

.. versionadded:: 2.0.0

.. ## pygame.key.key_code ##

.. function:: start_text_input

| :sl:start handling Unicode text input events | :sg:start_text_input() -> None

Start receiving pygame.TEXTEDITING and pygame.TEXTINPUT events. If applicable, show the on-screen keyboard or IME editor.

For many languages, key presses will automatically generate a corresponding pygame.TEXTINPUT event. Special keys like escape or function keys, and certain key combinations will not generate pygame.TEXTINPUT events.

In other languages, entering a single symbol may require multiple key presses, or a language-specific user interface. In this case, pygame.TEXTINPUT events are preferable to pygame.KEYDOWN events for text input.

A pygame.TEXTEDITING event is received when an IME composition is started or changed. It contains the composition text, length, and editing start position within the composition (attributes text, length, and start, respectively). When the composition is committed (or non-IME input is received), a pygame.TEXTINPUT event is generated.

Text input events handling is on by default.

.. versionadded:: 2.0.0

.. ## pygame.key.start_text_input ##

.. function:: stop_text_input

| :sl:stop handling Unicode text input events | :sg:stop_text_input() -> None

Stop receiving pygame.TEXTEDITING and pygame.TEXTINPUT events. If an on-screen keyboard or IME editor was shown with pygame.key.start_text_input(), hide it again.

Text input events handling is on by default.

To avoid triggering the IME editor or the on-screen keyboard when the user is holding down a key during gameplay, text input should be disabled once text entry is finished, or when the user clicks outside of a text box.

.. versionadded:: 2.0.0

.. ## pygame.key.stop_text_input ##

.. function:: set_text_input_rect

| :sl:controls the position of the candidate list | :sg:set_text_input_rect(Rect) -> None

This sets the rectangle used for typing with an IME. It controls where the candidate list will open, if supported.

.. versionadded:: 2.0.0

.. ## pygame.key.set_text_input_rect ##

.. ## pygame.key ##