Mercurial > pygame
view docs/ref/event.html @ 3172:d1b367fc08bc tests-returncode
Use a return code of 1 when the tests fail.
| author | Thomas Kluyver <takowl@gmail.com> |
|---|---|
| date | Wed, 09 Jan 2013 10:13:57 +0000 |
| parents | 8d9ce368f8d3 |
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>pygame.event — Pygame v1.9.2 documentation</title> <link rel="stylesheet" href="../_static/pygame.css" type="text/css" /> <link rel="stylesheet" href="../_static/pygments.css" type="text/css" /> <script type="text/javascript"> var DOCUMENTATION_OPTIONS = { URL_ROOT: '../', VERSION: '1.9.2', COLLAPSE_INDEX: false, FILE_SUFFIX: '.html', HAS_SOURCE: true }; </script> <script type="text/javascript" src="../_static/jquery.js"></script> <script type="text/javascript" src="../_static/underscore.js"></script> <script type="text/javascript" src="../_static/doctools.js"></script> <link rel="shortcut icon" href="../_static/pygame.ico"/> <link rel="top" title="Pygame v1.9.2 documentation" href="../index.html" /> <link rel="next" title="pygame.examples" href="examples.html" /> <link rel="prev" title="pygame.draw" href="draw.html" /> </head> <body> <div class="document"> <div class="header"> <table> <tr> <td class="logo"> <a href="http://www.pygame.org/"> <img src="../_static/pygame_tiny.png"/> </a> <h5>pygame documentation</h5> </td> <td class="pagelinks"> <p class="top"> || <a href="http://www.pygame.org/">Pygame Home</a> || <a href="../index.html">Help Contents</a> || <a href="../genindex.html">Reference Index</a> || </p> <p class="bottom"> <a href="camera.html">camera</a> || <a href="cdrom.html">cdrom</a> || <a href="color.html">Color</a> || <a href="cursors.html">cursors</a> || <a href="display.html">display</a> || <a href="draw.html">draw</a> || <a href="event.html">event</a> || <a href="examples.html">examples</a> || <a href="font.html">font</a> || <a href="freetype.html">freetype</a> || <a href="gfxdraw.html">gfxdraw</a> || <a href="image.html">image</a> || <a href="joystick.html">joystick</a> || <a href="key.html">key</a> || 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id="pygame-event"></span><dl class="definition module"> <dt class="title module"> <tt class="docutils literal"><span class="pre">pygame.event</span></tt></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">pygame module for interacting with events and queues</span></div> </div> <table border="1" class="toc docutils"> <colgroup> <col width="27%" /> <col width="1%" /> <col width="72%" /> </colgroup> <tbody valign="top"> <tr><td><a class="toc reference external" href="event.html#pygame.event.pump">pygame.event.pump</a></td> <td>—</td> <td>internally process pygame event handlers</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.get">pygame.event.get</a></td> <td>—</td> <td>get events from the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.poll">pygame.event.poll</a></td> <td>—</td> <td>get a single event from the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.wait">pygame.event.wait</a></td> <td>—</td> <td>wait for a single event from the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.peek">pygame.event.peek</a></td> <td>—</td> <td>test if event types are waiting on the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.clear">pygame.event.clear</a></td> <td>—</td> <td>remove all events from the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.event_name">pygame.event.event_name</a></td> <td>—</td> <td>get the string name from and event id</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a></td> <td>—</td> <td>control which events are allowed on the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a></td> <td>—</td> <td>control which events are allowed on the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.get_blocked">pygame.event.get_blocked</a></td> <td>—</td> <td>test if a type of event is blocked from the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.set_grab">pygame.event.set_grab</a></td> <td>—</td> <td>control the sharing of input devices with other applications</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.get_grab">pygame.event.get_grab</a></td> <td>—</td> <td>test if the program is sharing input devices</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.post">pygame.event.post</a></td> <td>—</td> <td>place a new event on the queue</td> </tr> <tr><td><a class="toc reference external" href="event.html#pygame.event.Event">pygame.event.Event</a></td> <td>—</td> <td>create a new event object</td> </tr> </tbody> </table> <p>Pygame handles all it’s 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.</p> <p>The queue is a regular queue of Event objects, there are a variety of ways to access the events it contains. From simply checking for the existance of events, to grabbing them directly off the stack.</p> <p>All events have a type identifier. This event type is in between the values of <tt class="docutils literal"><span class="pre">NOEVENT</span></tt> and <tt class="docutils literal"><span class="pre">NUMEVENTS</span></tt>. All user defined events can have the value of <tt class="docutils literal"><span class="pre">USEREVENT</span></tt> or higher. It is recommended make sure your event id’s follow this system.</p> <p>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 <tt class="docutils literal"><span class="pre">pygame.event.pump()</span></tt> to keep everything current. You’ll want to call this function usually once per game loop.</p> <p>The event queue offers some simple filtering. This can help performance slightly by blocking certain event types from the queue, use the <tt class="docutils literal"><span class="pre">pygame.event.set_allowed()</span></tt> and <tt class="docutils literal"><span class="pre">pygame.event.set_blocked()</span></tt> to work with this filtering. All events default to allowed.</p> <p>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.</p> <p>Joysticks will not send any events until the device has been initialized.</p> <p>An Event object contains an event type and a readonly set of member data. The Event object contains no method functions, just member data. Event objects are retrieved from the pygame event queue. You can create your own new events with the <tt class="docutils literal"><span class="pre">pygame.event.Event()</span></tt> function.</p> <p>Your program must take steps to keep the event queue from overflowing. If the program is not clearing or getting all events off the queue at regular intervals, it can overflow. When the queue overflows an exception is thrown.</p> <p>All Event objects contain an event type identifier in the <tt class="docutils literal"><span class="pre">Event.type</span></tt> member. You may also get full access to the Event’s member data through the <tt class="docutils literal"><span class="pre">Event.dict</span></tt> method. All other member lookups will be passed through to the Event’s dictionary values.</p> <p>While debugging and experimenting, you can print the Event objects 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 members that are defined with each type.</p> <div class="highlight-python"><pre>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</pre> </div> <p>Events support equality comparison. Two events are equal if they are the same type and have identical attribute values. Inequality checks also work.</p> <p class="versionadded"> <span class="versionmodified">New in version 1.9.2.</span></p> <dl class="definition function"> <dt class="title" id="pygame.event.pump"> <tt class="descclassname">pygame.event.</tt><tt class="descname">pump</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.pump" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">internally process pygame event handlers</span></div> <div class="line"><span class="signature">pump() -> None</span></div> </div> <p>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 <tt class="docutils literal"><span class="pre">pygame.event.pump()</span></tt> to allow pygame to handle internal actions.</p> <p>This function is not necessary if your program is consistently processing events on the queue through the other <a class="tooltip reference internal" href="#module-pygame.event" title=""><tt class="xref py py-mod docutils literal"><span class="pre">pygame.event</span></tt><span class="tooltip-content">pygame module for interacting with events and queues</span></a> functions.</p> <p>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.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.get"> <tt class="descclassname">pygame.event.</tt><tt class="descname">get</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.get" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get events from the queue</span></div> <div class="line"><span class="signature">get() -> Eventlist</span></div> <div class="line"><span class="signature">get(type) -> Eventlist</span></div> <div class="line"><span class="signature">get(typelist) -> Eventlist</span></div> </div> <p>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.</p> <p>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.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.poll"> <tt class="descclassname">pygame.event.</tt><tt class="descname">poll</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.poll" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get a single event from the queue</span></div> <div class="line"><span class="signature">poll() -> Event</span></div> </div> <p>Returns a single event from the queue. If the event queue is empty an event of type <tt class="docutils literal"><span class="pre">pygame.NOEVENT</span></tt> will be returned immediately. The returned event is removed from the queue.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.wait"> <tt class="descclassname">pygame.event.</tt><tt class="descname">wait</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.wait" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">wait for a single event from the queue</span></div> <div class="line"><span class="signature">wait() -> Event</span></div> </div> <p>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.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.peek"> <tt class="descclassname">pygame.event.</tt><tt class="descname">peek</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.peek" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">test if event types are waiting on the queue</span></div> <div class="line"><span class="signature">peek(type) -> bool</span></div> <div class="line"><span class="signature">peek(typelist) -> bool</span></div> </div> <p>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.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.clear"> <tt class="descclassname">pygame.event.</tt><tt class="descname">clear</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.clear" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">remove all events from the queue</span></div> <div class="line"><span class="signature">clear() -> None</span></div> <div class="line"><span class="signature">clear(type) -> None</span></div> <div class="line"><span class="signature">clear(typelist) -> None</span></div> </div> <p>Remove all events or events of a specific type from the queue. This has the same effect as <tt class="docutils literal"><span class="pre">pygame.event.get()</span></tt> except nothing is returned. This can be slightly more effecient when clearing a full event queue.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.event_name"> <tt class="descclassname">pygame.event.</tt><tt class="descname">event_name</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.event_name" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the string name from and event id</span></div> <div class="line"><span class="signature">event_name(type) -> string</span></div> </div> <p>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.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.set_blocked"> <tt class="descclassname">pygame.event.</tt><tt class="descname">set_blocked</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.set_blocked" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">control which events are allowed on the queue</span></div> <div class="line"><span class="signature">set_blocked(type) -> None</span></div> <div class="line"><span class="signature">set_blocked(typelist) -> None</span></div> <div class="line"><span class="signature">set_blocked(None) -> None</span></div> </div> <p>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.</p> <p>If None is passed as the argument, this has the opposite effect and <tt class="docutils literal"><span class="pre">ALL</span></tt> of the event types are allowed to be placed on the queue.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.set_allowed"> <tt class="descclassname">pygame.event.</tt><tt class="descname">set_allowed</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.set_allowed" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">control which events are allowed on the queue</span></div> <div class="line"><span class="signature">set_allowed(type) -> None</span></div> <div class="line"><span class="signature">set_allowed(typelist) -> None</span></div> <div class="line"><span class="signature">set_allowed(None) -> None</span></div> </div> <p>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.</p> <p>If None is passed as the argument, <tt class="docutils literal"><span class="pre">NONE</span></tt> of the event types are allowed to be placed on the queue.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.get_blocked"> <tt class="descclassname">pygame.event.</tt><tt class="descname">get_blocked</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.get_blocked" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">test if a type of event is blocked from the queue</span></div> <div class="line"><span class="signature">get_blocked(type) -> bool</span></div> </div> <p>Returns true if the given event type is blocked from the queue.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.set_grab"> <tt class="descclassname">pygame.event.</tt><tt class="descname">set_grab</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.set_grab" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">control the sharing of input devices with other applications</span></div> <div class="line"><span class="signature">set_grab(bool) -> None</span></div> </div> <p>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.</p> <p>It is best to not always grab the input, since it prevents the user from doing other things on their system.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.get_grab"> <tt class="descclassname">pygame.event.</tt><tt class="descname">get_grab</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.get_grab" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">test if the program is sharing input devices</span></div> <div class="line"><span class="signature">get_grab() -> bool</span></div> </div> <p>Returns true when the input events are grabbed for this application. Use <tt class="docutils literal"><span class="pre">pygame.event.set_grab()</span></tt> to control this state.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.post"> <tt class="descclassname">pygame.event.</tt><tt class="descname">post</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.post" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">place a new event on the queue</span></div> <div class="line"><span class="signature">post(Event) -> None</span></div> </div> <p>This places a new event at the end of the event queue. These Events will later be retrieved from the other queue functions.</p> <p>This is usually used for placing <tt class="docutils literal"><span class="pre">pygame.USEREVENT</span></tt> events on the queue. Although any type of event can be placed, if using the sytem event types your program should be sure to create the standard attributes with appropriate values.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.event.Event"> <tt class="descclassname">pygame.event.</tt><tt class="descname">Event</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.event.Event" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">create a new event object</span></div> <div class="line"><span class="signature">Event(type, dict) -> Event</span></div> <div class="line"><span class="signature">Event(type, **attributes) -> Event</span></div> </div> <p>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. The event object exposes its dictionary as attribute __dict__, and also as dict for backward compatibility.</p> <p>Attributes type, __dict__, and dict are readonly. Other attributes are mutable. There are no methods attached to an Event object.</p> <p>Mutable attributes are new to Pygame 1.9.2.</p> </dd></dl> </dd></dl> </div> </div> </div> </div> <div class="clearer"></div> </div> <div class="related"> <h3>Navigation</h3> <ul> <li class="right" style="margin-right: 10px"> <a href="../genindex.html" title="General Index" accesskey="I">index</a></li> <li class="right" > <a href="examples.html" title="pygame.examples" accesskey="N">next</a> |</li> <li class="right" > <a href="draw.html" title="pygame.draw" accesskey="P">previous</a> |</li> <li><a href="../index.html">Pygame v1.9.2 documentation</a> »</li> <script type="text/javascript" src="jquery.plugin.docscomments.js"></script> </ul> </div> <div class="footer"> © Copyright 2011, Pygame Developers. </div> </body> </html>
