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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 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.
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
.. function:: get_focused
| :sl:`true if the display is receiving keyboard input from the system`
| :sg:`get_focused() -> bool`
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_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 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_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 shift keys are
pressed, the state of the capslock button, and more.
.. ## 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 modifier constants 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, interval) -> None`
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.set_repeat ##
.. function:: get_repeat
| :sl:`see how held keys are repeated`
| :sg:`get_repeat() -> (delay, interval)`
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.get_repeat ##
.. function:: name
| :sl:`get the name of a key identifier`
| :sg:`name(key) -> string`
Get the descriptive name of the button from a keyboard button id constant.
.. ## pygame.key.name ##
.. ## pygame.key ##
|