<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" /> <title>pygame.key — pygame v2.5.2 documentation</title> <link rel="stylesheet" type="text/css" href="../_static/pygments.css" /> <link rel="stylesheet" type="text/css" href="../_static/pygame.css" /> <script data-url_root="../" id="documentation_options" src="../_static/documentation_options.js"></script> <script src="../_static/jquery.js"></script> <script src="../_static/underscore.js"></script> <script src="../_static/doctools.js"></script> <link rel="shortcut icon" href="../_static/pygame.ico"/> <link rel="index" title="Index" href="../genindex.html" /> <link rel="search" title="Search" href="../search.html" /> <link rel="next" title="pygame.locals" href="locals.html" /> <link rel="prev" title="pygame.joystick" href="joystick.html" /> </head><body> <div class="document"> <div class="header"> <div class="flex-container"> <div class="logo"> <a href="https://www.pygame.org/"> <img src="../_static/pygame_tiny.png"/> </a> <h5>pygame documentation</h5> </div> <div class="pagelinks"> <div class="top"> <a href="https://www.pygame.org/">Pygame Home</a> || <a href="../index.html">Help Contents</a> || <a href="../genindex.html">Reference Index</a> <form action="../search.html" method="get" style="display:inline;float:right;"> <input name="q" value="" type="text"> <input value="search" type="submit"> </form> </div> <hr style="color:black;border-bottom:none;border-style: dotted;border-bottom-style:none;"> <p class="bottom"><b>Most useful stuff</b>: <a href="color.html">Color</a> | <a href="display.html">display</a> | <a href="draw.html">draw</a> | <a href="event.html">event</a> | <a href="font.html">font</a> | <a href="image.html">image</a> | <a href="key.html">key</a> | <a href="locals.html">locals</a> | <a href="mixer.html">mixer</a> | <a 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<a href="scrap.html">scrap</a> | <a href="tests.html">tests</a> | <a href="touch.html">touch</a> | <a href="pygame.html#module-pygame.version">version</a> </p> </div> </div> </div> <div class="documentwrapper"> <div class="body" role="main"> <section id="module-pygame.key"> <span id="pygame-key"></span><dl class="definition"> <dt class="title module sig sig-object"> <code class="docutils literal notranslate"><span class="pre">pygame.key</span></code></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">pygame module to work with the keyboard</span></div> </div> <table class="toc docutils align-default"> <colgroup> <col style="width: 30%" /> <col style="width: 1%" /> <col style="width: 69%" /> </colgroup> <tbody> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.get_focused">pygame.key.get_focused</a></div> </td> <td>—</td> <td>true if the display is receiving keyboard input from the system</td> </tr> <tr class="row-even"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.get_pressed">pygame.key.get_pressed</a></div> </td> <td>—</td> <td>get the state of all keyboard buttons</td> </tr> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.get_mods">pygame.key.get_mods</a></div> </td> <td>—</td> <td>determine which modifier keys are being held</td> </tr> <tr class="row-even"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.set_mods">pygame.key.set_mods</a></div> </td> <td>—</td> <td>temporarily set which modifier keys are pressed</td> </tr> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.set_repeat">pygame.key.set_repeat</a></div> </td> <td>—</td> <td>control how held keys are repeated</td> </tr> <tr class="row-even"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.get_repeat">pygame.key.get_repeat</a></div> </td> <td>—</td> <td>see how held keys are repeated</td> </tr> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.name">pygame.key.name</a></div> </td> <td>—</td> <td>get the name of a key identifier</td> </tr> <tr class="row-even"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.key_code">pygame.key.key_code</a></div> </td> <td>—</td> <td>get the key identifier from a key name</td> </tr> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.start_text_input">pygame.key.start_text_input</a></div> </td> <td>—</td> <td>start handling Unicode text input events</td> </tr> <tr class="row-even"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.stop_text_input">pygame.key.stop_text_input</a></div> </td> <td>—</td> <td>stop handling Unicode text input events</td> </tr> <tr class="row-odd"><td><div class="line"><a class="toc reference external" href="key.html#pygame.key.set_text_input_rect">pygame.key.set_text_input_rect</a></div> </td> <td>—</td> <td>controls the position of the candidate list</td> </tr> </tbody> </table> <p>This module contains functions for dealing with the keyboard.</p> <p>The <a class="tooltip reference internal" href="event.html#module-pygame.event" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.event</span></code><span class="tooltip-content">pygame module for interacting with events and queues</span></a> queue gets <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> and <code class="docutils literal notranslate"><span class="pre">pygame.KEYUP</span></code> events when the keyboard buttons are pressed and released. Both events have <code class="docutils literal notranslate"><span class="pre">key</span></code> and <code class="docutils literal notranslate"><span class="pre">mod</span></code> attributes.</p> <blockquote> <div><ul class="simple"> <li><p><code class="docutils literal notranslate"><span class="pre">key</span></code>: an <a class="reference internal" href="#key-constants-label"><span class="std std-ref">integer ID</span></a> representing every key on the keyboard</p></li> <li><p><code class="docutils literal notranslate"><span class="pre">mod</span></code>: a bitmask of all the <a class="reference internal" href="#key-modifiers-label"><span class="std std-ref">modifier keys</span></a> that were in a pressed state when the event occurred</p></li> </ul> </div></blockquote> <p>The <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> event has the additional attributes <code class="docutils literal notranslate"><span class="pre">unicode</span></code> and <code class="docutils literal notranslate"><span class="pre">scancode</span></code>.</p> <blockquote> <div><ul class="simple"> <li><p><code class="docutils literal notranslate"><span class="pre">unicode</span></code>: a single character string that is the fully translated character entered, this takes into account the shift and composition keys</p></li> <li><p><code class="docutils literal notranslate"><span class="pre">scancode</span></code>: 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</p></li> </ul> </div></blockquote> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.0.0: </span>The <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> event is preferred to the <code class="docutils literal notranslate"><span class="pre">unicode</span></code> attribute of <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code>. The attribute <code class="docutils literal notranslate"><span class="pre">text</span></code> contains the input.</p> </div> <p id="key-constants-label">The following is a list of all the constants (from <a class="tooltip reference internal" href="locals.html#module-pygame.locals" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.locals</span></code><span class="tooltip-content">pygame constants</span></a>) used to represent keyboard keys.</p> <p>Portability note: The integers for key constants differ between pygame 1 and 2. Always use key constants (<code class="docutils literal notranslate"><span class="pre">K_a</span></code>) rather than integers directly (<code class="docutils literal notranslate"><span class="pre">97</span></code>) so that your key handling code works well on both pygame 1 and pygame 2.</p> <div class="highlight-default notranslate"><div class="highlight"><pre><span></span>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 </pre></div> </div> <p id="key-modifiers-label">The keyboard also has a list of modifier states (from <a class="tooltip reference internal" href="locals.html#module-pygame.locals" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.locals</span></code><span class="tooltip-content">pygame constants</span></a>) that can be assembled by bitwise-ORing them together.</p> <div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">pygame</span> <span class="n">Constant</span> <span class="n">Description</span> <span class="o">-------------------------</span> <span class="n">KMOD_NONE</span> <span class="n">no</span> <span class="n">modifier</span> <span class="n">keys</span> <span class="n">pressed</span> <span class="n">KMOD_LSHIFT</span> <span class="n">left</span> <span class="n">shift</span> <span class="n">KMOD_RSHIFT</span> <span class="n">right</span> <span class="n">shift</span> <span class="n">KMOD_SHIFT</span> <span class="n">left</span> <span class="n">shift</span> <span class="ow">or</span> <span class="n">right</span> <span class="n">shift</span> <span class="ow">or</span> <span class="n">both</span> <span class="n">KMOD_LCTRL</span> <span class="n">left</span> <span class="n">control</span> <span class="n">KMOD_RCTRL</span> <span class="n">right</span> <span class="n">control</span> <span class="n">KMOD_CTRL</span> <span class="n">left</span> <span class="n">control</span> <span class="ow">or</span> <span class="n">right</span> <span class="n">control</span> <span class="ow">or</span> <span class="n">both</span> <span class="n">KMOD_LALT</span> <span class="n">left</span> <span class="n">alt</span> <span class="n">KMOD_RALT</span> <span class="n">right</span> <span class="n">alt</span> <span class="n">KMOD_ALT</span> <span class="n">left</span> <span class="n">alt</span> <span class="ow">or</span> <span class="n">right</span> <span class="n">alt</span> <span class="ow">or</span> <span class="n">both</span> <span class="n">KMOD_LMETA</span> <span class="n">left</span> <span class="n">meta</span> <span class="n">KMOD_RMETA</span> <span class="n">right</span> <span class="n">meta</span> <span class="n">KMOD_META</span> <span class="n">left</span> <span class="n">meta</span> <span class="ow">or</span> <span class="n">right</span> <span class="n">meta</span> <span class="ow">or</span> <span class="n">both</span> <span class="n">KMOD_CAPS</span> <span class="n">caps</span> <span class="n">lock</span> <span class="n">KMOD_NUM</span> <span class="n">num</span> <span class="n">lock</span> <span class="n">KMOD_MODE</span> <span class="n">AltGr</span> </pre></div> </div> <p>The modifier information is contained in the <code class="docutils literal notranslate"><span class="pre">mod</span></code> attribute of the <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> and <code class="docutils literal notranslate"><span class="pre">pygame.KEYUP</span></code> events. The <code class="docutils literal notranslate"><span class="pre">mod</span></code> 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 <code class="docutils literal notranslate"><span class="pre">KMOD_NONE</span></code>, which should be compared using equals <code class="docutils literal notranslate"><span class="pre">==</span></code>). For example:</p> <div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">for</span> <span class="n">event</span> <span class="ow">in</span> <span class="n">pygame</span><span class="o">.</span><span class="n">event</span><span class="o">.</span><span class="n">get</span><span class="p">():</span> <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KEYDOWN</span> <span class="ow">or</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KEYUP</span><span class="p">:</span> <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">mod</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KMOD_NONE</span><span class="p">:</span> <span class="nb">print</span><span class="p">(</span><span class="s1">'No modifier keys were in a pressed state when this '</span> <span class="s1">'event occurred.'</span><span class="p">)</span> <span class="k">else</span><span class="p">:</span> <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">mod</span> <span class="o">&</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KMOD_LSHIFT</span><span class="p">:</span> <span class="nb">print</span><span class="p">(</span><span class="s1">'Left shift was in a pressed state when this event '</span> <span class="s1">'occurred.'</span><span class="p">)</span> <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">mod</span> <span class="o">&</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KMOD_RSHIFT</span><span class="p">:</span> <span class="nb">print</span><span class="p">(</span><span class="s1">'Right shift was in a pressed state when this event '</span> <span class="s1">'occurred.'</span><span class="p">)</span> <span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">mod</span> <span class="o">&</span> <span class="n">pygame</span><span class="o">.</span><span class="n">KMOD_SHIFT</span><span class="p">:</span> <span class="nb">print</span><span class="p">(</span><span class="s1">'Left shift or right shift or both were in a '</span> <span class="s1">'pressed state when this event occurred.'</span><span class="p">)</span> </pre></div> </div> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.get_focused"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">get_focused</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.get_focused" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">true if the display is receiving keyboard input from the system</span></div> <div class="line"><span class="signature">get_focused() -> bool</span></div> </div> <p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> 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 <a class="tooltip reference internal" href="event.html#pygame.event.set_grab" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.event.set_grab()</span></code><span class="tooltip-content">control the sharing of input devices with other applications</span></a> to grab all input.</p> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.get_pressed"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">get_pressed</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.get_pressed" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the state of all keyboard buttons</span></div> <div class="line"><span class="signature">get_pressed() -> bools</span></div> </div> <p>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 <code class="docutils literal notranslate"><span class="pre">True</span></code> value means that the button is pressed.</p> <div class="admonition note"> <p class="admonition-title">Note</p> <p>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 <code class="docutils literal notranslate"><span class="pre">pygame.key.get_pressed()</span></code>. There is also no way to translate these pushed keys into a fully translated character value. See the <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> events on the <a class="tooltip reference internal" href="event.html#module-pygame.event" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.event</span></code><span class="tooltip-content">pygame module for interacting with events and queues</span></a> queue for this functionality.</p> </div> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.2.0: </span>The collection of bools returned by <code class="docutils literal notranslate"><span class="pre">get_pressed</span></code> can not be iterated over because the indexes of the internal tuple does not correpsond to the keycodes.</p> </div> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.5.0: </span>Iteration over the collection of bools returned by <code class="docutils literal notranslate"><span class="pre">get_pressed</span></code> is now restored. However it still does not make sense to iterate over it. Currently.</p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.get_mods"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">get_mods</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.get_mods" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">determine which modifier keys are being held</span></div> <div class="line"><span class="signature">get_mods() -> int</span></div> </div> <p>Returns a single integer representing a bitmask of all the modifier keys being held. Using bitwise operators you can test if specific <a class="reference internal" href="#key-modifiers-label"><span class="std std-ref">modifier keys</span></a> are pressed.</p> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.set_mods"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">set_mods</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.set_mods" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">temporarily set which modifier keys are pressed</span></div> <div class="line"><span class="signature">set_mods(int) -> None</span></div> </div> <p>Create a bitmask of the <a class="reference internal" href="#key-modifiers-label"><span class="std std-ref">modifier key constants</span></a> you want to impose on your program.</p> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.set_repeat"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">set_repeat</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.set_repeat" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">control how held keys are repeated</span></div> <div class="line"><span class="signature">set_repeat() -> None</span></div> <div class="line"><span class="signature">set_repeat(delay) -> None</span></div> <div class="line"><span class="signature">set_repeat(delay, interval) -> None</span></div> </div> <p>When the keyboard repeat is enabled, keys that are held down will generate multiple <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> events. The <code class="docutils literal notranslate"><span class="pre">delay</span></code> parameter is the number of milliseconds before the first repeated <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> event will be sent. After that, another <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> event will be sent every <code class="docutils literal notranslate"><span class="pre">interval</span></code> milliseconds. If a <code class="docutils literal notranslate"><span class="pre">delay</span></code> value is provided and an <code class="docutils literal notranslate"><span class="pre">interval</span></code> value is not provided or is 0, then the <code class="docutils literal notranslate"><span class="pre">interval</span></code> will be set to the same value as <code class="docutils literal notranslate"><span class="pre">delay</span></code>.</p> <p>To disable key repeat call this function with no arguments or with <code class="docutils literal notranslate"><span class="pre">delay</span></code> set to 0.</p> <p>When pygame is initialized the key repeat is disabled.</p> <dl class="field-list simple"> <dt class="field-odd">Raises</dt> <dd class="field-odd"><p><strong>ValueError</strong> -- if <code class="docutils literal notranslate"><span class="pre">delay</span></code> or <code class="docutils literal notranslate"><span class="pre">interval</span></code> is < 0</p> </dd> </dl> <div class="versionchanged"> <p><span class="versionmodified changed">Changed in pygame 2.0.0: </span>A <code class="docutils literal notranslate"><span class="pre">ValueError</span></code> is now raised (instead of a <code class="docutils literal notranslate"><span class="pre">pygame.error</span></code>) if <code class="docutils literal notranslate"><span class="pre">delay</span></code> or <code class="docutils literal notranslate"><span class="pre">interval</span></code> is < 0.</p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.get_repeat"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">get_repeat</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.get_repeat" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">see how held keys are repeated</span></div> <div class="line"><span class="signature">get_repeat() -> (delay, interval)</span></div> </div> <p>Get the <code class="docutils literal notranslate"><span class="pre">delay</span></code> and <code class="docutils literal notranslate"><span class="pre">interval</span></code> keyboard repeat values. Refer to <a class="tooltip reference internal" href="#pygame.key.set_repeat" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.key.set_repeat()</span></code><span class="tooltip-content">control how held keys are repeated</span></a> for a description of these values.</p> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 1.8.</span></p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.name"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">name</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.name" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the name of a key identifier</span></div> <div class="line"><span class="signature">name(key, use_compat=True) -> str</span></div> </div> <p>Get the descriptive name of the button from a keyboard button id constant. Returns an empty string (<code class="docutils literal notranslate"><span class="pre">""</span></code>) if the key is not found.</p> <p>If <code class="docutils literal notranslate"><span class="pre">use_compat</span></code> argument is <code class="docutils literal notranslate"><span class="pre">True</span></code> (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 <code class="docutils literal notranslate"><span class="pre">key_code</span></code> function, the original constant will be returned.</p> <p><strong>Experimental:</strong> <code class="docutils literal notranslate"><span class="pre">use_compat</span></code> paramater still in development for testing and feedback. It may change. <a class="reference external" href="https://github.com/pygame/pygame/pull/3312">Please leave use_compat feedback with authors</a></p> <p>If this argument is <code class="docutils literal notranslate"><span class="pre">False</span></code>, the returned name may be prettier to display and may cover a wider range of keys than with <code class="docutils literal notranslate"><span class="pre">use_compat</span></code>, but there are no guarantees that this name will be the same across different pygame versions. If the name returned is passed to the <code class="docutils literal notranslate"><span class="pre">key_code</span></code> function, the original constant is returned back (this is an implementation detail which may change later, do not rely on this)</p> <div class="versionchanged"> <p><span class="versionmodified changed">Changed in pygame 2.1.3: </span>Added <code class="docutils literal notranslate"><span class="pre">use_compat</span></code> argument and guaranteed API stability for it</p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.key_code"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">key_code</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.key_code" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the key identifier from a key name</span></div> <div class="line"><span class="signature">key_code(name=string) -> int</span></div> </div> <p>Get the key identifier code from the descriptive name of the key. This returns an integer matching one of the K_* keycodes. For example:</p> <div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="gp">>>> </span><span class="n">pygame</span><span class="o">.</span><span class="n">key</span><span class="o">.</span><span class="n">key_code</span><span class="p">(</span><span class="s2">"return"</span><span class="p">)</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">K_RETURN</span> <span class="go">True</span> <span class="gp">>>> </span><span class="n">pygame</span><span class="o">.</span><span class="n">key</span><span class="o">.</span><span class="n">key_code</span><span class="p">(</span><span class="s2">"0"</span><span class="p">)</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">K_0</span> <span class="go">True</span> <span class="gp">>>> </span><span class="n">pygame</span><span class="o">.</span><span class="n">key</span><span class="o">.</span><span class="n">key_code</span><span class="p">(</span><span class="s2">"space"</span><span class="p">)</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">K_SPACE</span> <span class="go">True</span> </pre></div> </div> <dl class="field-list simple"> <dt class="field-odd">Raises</dt> <dd class="field-odd"><p><strong>ValueError</strong> -- if the key name is not known.</p> </dd> </dl> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.0.0.</span></p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.start_text_input"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">start_text_input</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.start_text_input" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">start handling Unicode text input events</span></div> <div class="line"><span class="signature">start_text_input() -> None</span></div> </div> <p>Start receiving <code class="docutils literal notranslate"><span class="pre">pygame.TEXTEDITING</span></code> and <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> events. If applicable, show the on-screen keyboard or IME editor.</p> <p>For many languages, key presses will automatically generate a corresponding <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> event. Special keys like escape or function keys, and certain key combinations will not generate <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> events.</p> <p>In other languages, entering a single symbol may require multiple key presses, or a language-specific user interface. In this case, <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> events are preferable to <code class="docutils literal notranslate"><span class="pre">pygame.KEYDOWN</span></code> events for text input.</p> <p>A <code class="docutils literal notranslate"><span class="pre">pygame.TEXTEDITING</span></code> event is received when an IME composition is started or changed. It contains the composition <code class="docutils literal notranslate"><span class="pre">text</span></code>, <code class="docutils literal notranslate"><span class="pre">length</span></code>, and editing <code class="docutils literal notranslate"><span class="pre">start</span></code> position within the composition (attributes <code class="docutils literal notranslate"><span class="pre">text</span></code>, <code class="docutils literal notranslate"><span class="pre">length</span></code>, and <code class="docutils literal notranslate"><span class="pre">start</span></code>, respectively). When the composition is committed (or non-IME input is received), a <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> event is generated.</p> <p>Text input events handling is on by default.</p> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.0.0.</span></p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.stop_text_input"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">stop_text_input</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.stop_text_input" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">stop handling Unicode text input events</span></div> <div class="line"><span class="signature">stop_text_input() -> None</span></div> </div> <p>Stop receiving <code class="docutils literal notranslate"><span class="pre">pygame.TEXTEDITING</span></code> and <code class="docutils literal notranslate"><span class="pre">pygame.TEXTINPUT</span></code> events. If an on-screen keyboard or IME editor was shown with <code class="docutils literal notranslate"><span class="pre">pygame.key.start_text_input()</span></code>, hide it again.</p> <p>Text input events handling is on by default.</p> <p>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.</p> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.0.0.</span></p> </div> </dd></dl> <dl class="py function definition"> <dt class="sig sig-object py title" id="pygame.key.set_text_input_rect"> <span class="sig-prename descclassname"><span class="pre">pygame.key.</span></span><span class="sig-name descname"><span class="pre">set_text_input_rect</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.key.set_text_input_rect" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">controls the position of the candidate list</span></div> <div class="line"><span class="signature">set_text_input_rect(Rect) -> None</span></div> </div> <p>This sets the rectangle used for typing with an IME. It controls where the candidate list will open, if supported.</p> <div class="versionadded"> <p><span class="versionmodified added">New in pygame 2.0.0.</span></p> </div> </dd></dl> </dd></dl> </section> <br /><br /> <hr /> <a href="https://github.com/pygame/pygame/edit/main/docs/reST/ref\key.rst" rel="nofollow">Edit on GitHub</a> <div class="clearer"></div> </div> </div> <div class="clearer"></div> </div> <div class="related" role="navigation" aria-label="related navigation"> <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="../py-modindex.html" title="Python Module Index" >modules</a> |</li> <li class="right" > <a href="locals.html" title="pygame.locals" accesskey="N">next</a> |</li> <li class="right" > <a href="joystick.html" title="pygame.joystick" accesskey="P">previous</a> |</li> <li class="nav-item nav-item-0"><a href="../index.html">pygame v2.5.2 documentation</a> »</li> <li class="nav-item nav-item-this"><a href=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.key</span></code></a></li> <script type="text/javascript" src="https://www.pygame.org/comment/jquery.plugin.docscomments.js"></script> </ul> </div> <div class="footer" role="contentinfo"> © Copyright 2000-2023, pygame developers. </div> </body> </html>