pygame module to work with the keyboard
This module contains functions for dealing with the keyboard.
The event queue gets pygame.KEYDOWN
and pygame.KEYUP
events when the keyboard buttons are pressed and released. Both events have a key attribute that is a integer ID representing every key on the keyboard.
The pygame.KEYDOWN
event has additional attributes unicode
and scancode
. unicode
represents a single character string that is the fully translated character entered. This takes into account the shift and composition keys. scancode
represents the platform-specific key code. This 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: The pygame.TEXTINPUT
event is preferred to the unicode
attribute of pygame.KEYDOWN
. The attribute text
contains the input.
There are many keyboard constants, they are used to represent keys on the keyboard. The following is a list of all keyboard constants:
KeyASCII ASCII Common Name 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 that can be assembled by bitwise-ORing them together.
KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS, KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT, KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, KMOD_MODE
pygame.key.get_focused() -> bool
true if the display is receiving keyboard input from the system
This is 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()
to grab all input.
pygame.key.get_pressed() -> bools
get the state of all keyboard buttons
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.
Getting the list of pushed buttons with this function is not the proper way to handle text entry from the user. You have 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 event queue for this functionality.
pygame.key.get_mods() -> int
determine which modifier keys are being held
Returns a single integer representing a bitmask of all the modifier keys being held. Using bitwise operators you can test if specific shift keys are pressed, the state of the capslock button, and more.
pygame.key.set_mods(int) -> None
temporarily set which modifier keys are pressed
Create a bitmask of the modifier constants you want to impose on your program.
pygame.key.set_repeat() -> None
pygame.key.set_repeat(delay, interval) -> None
control how held keys are repeated
When the keyboard repeat is enabled, keys that are held down will generate multiple pygame.KEYDOWN
events. The delay is the number of milliseconds before the first repeated pygame.KEYDOWN
will be sent. After that another pygame.KEYDOWN
will be sent every interval milliseconds. If no arguments are passed the key repeat is disabled.
When pygame is initialized the key repeat is disabled.
pygame.key.get_repeat() -> (delay, interval)
see how held keys are repeated
When the keyboard repeat is enabled, keys that are held down will generate multiple pygame.KEYDOWN
events. The delay is the number of milliseconds before the first repeated pygame.KEYDOWN
will be sent. After that another pygame.KEYDOWN
will be sent every interval milliseconds.
When pygame is initialized the key repeat is disabled.
New in pygame 1.8.
pygame.key.name(key) -> string
get the name of a key identifier
Get the descriptive name of the button from a keyboard button id constant.
pygame.key.start_text_input() -> None
start handling IME compositions
Start receiving pygame.TEXTEDITING
and pygame.TEXTINPUT
events to handle IME.
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.
Normal pygame.TEXTINPUT
events are not dependent on this.
New in pygame 2.
pygame.key.stop_text_input() -> None
stop handling IME compositions
Stop receiving pygame.TEXTEDITING
and pygame.TEXTINPUT
events to handle IME.
Normal pygame.TEXTINPUT
events are not dependent on this.
New in pygame 2.
pygame.key.set_text_input_rect(Rect) -> None
controls the position of the candidate list
This sets the rectangle used for typing with an IME. It controls where the candidate list will open, if supported.
Normal pygame.TEXTINPUT
events are not dependent on this.
New in pygame 2.
© Pygame Developers.
Licensed under the GNU LGPL License version 2.1.
https://www.pygame.org/docs/ref/key.html