Pygame k_q

pygame.key
pygame module to work with the keyboard
pygame.key.get_focusedtrue if the display is receiving keyboard input from the systempygame.key.get_pressedget the state of all keyboard buttonspygame.key.get_modsdetermine which modifier keys are being heldpygame.key.set_modstemporarily set which modifier keys are pressedpygame.key.set_repeatcontrol how held keys are repeatedpygame.key.get_repeatsee how held keys are repeatedpygame.key.nameget the name of a key identifierpygame.key.key_codeget the key identifier from a key namepygame.key.start_text_inputstart handling Unicode text input eventspygame.key.stop_text_inputstop handling Unicode text input eventspygame.key.set_text_input_rectcontrols the position of the candidate list

This module contains functions for dealing with the keyboard.

The pygame.eventpygame module for interacting with events and queues 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 integer ID representing every key on the keyboard
  • mod: a bitmask of all the modifier keys 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

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

The following is a list of all the constants [from pygame.localspygame constants] 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

The keyboard also has a list of modifier states [from pygame.localspygame constants] 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.']
pygame.key.get_focused[]
true if the display is receiving keyboard input from the system
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 pygame.event.set_grab[]control the sharing of input devices with other applications to grab all input.

pygame.key.get_pressed[]
get the state of all keyboard buttons
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 the that 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 pygame.eventpygame module for interacting with events and queues queue for this functionality.

pygame.key.get_mods[]
determine which modifier keys are being held
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 modifier keys are pressed.

pygame.key.set_mods[]
temporarily set which modifier keys are pressed
set_mods[int] -> None

Create a bitmask of the modifier key constants you want to impose on your program.

pygame.key.set_repeat[]
control how held keys are repeated
set_repeat[] -> None
set_repeat[delay] -> None
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

Changed in pygame 2.0.0: A ValueError is now raised [instead of a pygame.error] if delay or interval is < 0.

pygame.key.get_repeat[]
see how held keys are repeated
get_repeat[] -> [delay, interval]

Get the delay and interval keyboard repeat values. Refer to pygame.key.set_repeat[]control how held keys are repeated for a description of these values.

New in pygame 1.8.

pygame.key.name[]
get the name of a key identifier
name[key] -> string

Get the descriptive name of the button from a keyboard button id constant.

pygame.key.key_code[]
get the key identifier from a key name
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.
  • NotImplementedError -- if used with SDL 1.

New in pygame 2.0.0.

pygame.key.start_text_input[]
start handling Unicode text input events
start_text_input[] -> None

Start receiving pygame.TEXTEDITING and pygame.TEXTINPUT events.

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.

New in pygame 2.0.0.

pygame.key.stop_text_input[]
stop handling Unicode text input events
stop_text_input[] -> None

Stop receiving pygame.TEXTEDITING and pygame.TEXTINPUT events.

Text input events handling is on by default

New in pygame 2.0.0.

pygame.key.set_text_input_rect[]
controls the position of the candidate list
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.

New in pygame 2.0.0.



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