The pyglet.window
, pyglet.media
, pyglet.app
and pyglet.text
modules
make use of a consistent event pattern, which provides several ways to attach
event handlers to objects. You can also reuse this pattern in your own
classes easily.
Throughout this documentation, an “event dispatcher” is an object that has events it needs to notify other objects about, and an “event handler” is some code that can be attached to a dispatcher.:
An event handler is simply a function with a formal parameter list
corresponding to the event type. For example, the pyglet.window.Window.on_resize()
event
has the parameters (width, height)
, so an event handler for this event
could be:
def on_resize(width, height):
pass
The Window
class subclasses EventDispatcher
, which enables it to have
event handlers attached to it. The simplest way to attach an event handler is
to set the corresponding attribute on the object:
window = pyglet.window.Window()
def on_resize(width, height):
pass
window.on_resize = on_resize
While this technique is straight-forward, it requires you to write the name of
the event three times for the one function, which can get tiresome. pyglet
provides a shortcut using the event
decorator:
window = window.Window()
@window.event
def on_resize(width, height):
pass
This is not entirely equivalent to setting the event handler directly on the
object. If the object already had an event handler, using @event
will add
the handler to the object, rather than replacing it. The next section
describes this functionality in detail.
As shown in Subclassing Window, you can also attach event handlers by subclassing the event dispatcher and adding the event handler as a method:
class MyWindow(pyglet.window.Window):
def on_resize(self, width, height):
pass
It is often convenient to attach more than one event handler for an event.
EventDispatcher
allows you to stack event handlers upon one another, rather
than replacing them outright. The event will propogate from the top of the
stack to the bottom, but can be stopped by any handler along the way.
To push an event handler onto the stack, use the push_handlers()
method:
def on_key_press(symbol, modifiers):
if symbol == key.SPACE
fire_laser()
window.push_handlers(on_key_press)
As a convenience, the @event
decorator can be used as an alternative to
push_handlers()
:
@window.event
def on_key_press(symbol, modifiers):
if symbol == key.SPACE
fire_laser()
One use for pushing handlers instead of setting them is to handle different
parameterisations of events in different functions. In the above example, if
the spacebar is pressed, the laser will be fired. After the event handler
returns control is passed to the next handler on the stack, which on a
Window
is a function that checks for the ESC key and sets the has_exit
attribute if it is pressed. By pushing the event handler instead of setting
it, the application keeps the default behaviour while adding additional
functionality.
You can prevent the remaining event handlers in the stack from receiving the event by returning a true value. The following event handler, when pushed onto the window, will prevent the escape key from exiting the program:
def on_key_press(symbol, modifiers):
if symbol == key.ESCAPE:
return True
window.push_handlers(on_key_press)
You can push more than one event handler at a time, which is especially useful
when coupled with the pop_handlers()
function. In the following example,
when the game starts some additional event handlers are pushed onto the stack.
When the game ends (perhaps returning to some menu screen) the handlers are
popped off in one go:
def start_game():
def on_key_press(symbol, modifiers):
print 'Key pressed in game'
return True
def on_mouse_press(x, y, button, modifiers):
print 'Mouse button pressed in game'
return True
window.push_handlers(on_key_press, on_mouse_press)
def end_game():
window.pop_handlers()
Note that you do not specify which handlers to pop off the stack – the entire
top “level” (consisting of all handlers specified in a single call to
push_handlers()
) is popped.
You can apply the same pattern in an object-oriented fashion by grouping
related event handlers in a single class. In the following example, a
GameEventHandler
class is defined. An instance of that class can be
pushed on and popped off of a window:
class GameEventHandler(object):
def on_key_press(self, symbol, modifiers):
print 'Key pressed in game'
return True
def on_mouse_press(self, x, y, button, modifiers):
print 'Mouse button pressed in game'
return True
game_handlers = GameEventHandler()
def start_game()
window.push_handlers(game_handlers)
def stop_game()
window.pop_handlers()
pyglet provides only the Window
and Player
event dispatchers, but
exposes a public interface for creating and dispatching your own events.
The steps for creating an event dispatcher are:
EventDispatcher
register_event_type()
class method on your subclass for each
event your subclass will recognise. dispatch_event()
to create and dispatch an event as needed.In the following example, a hypothetical GUI widget provides several events:
class ClankingWidget(pyglet.event.EventDispatcher):
def clank(self):
self.dispatch_event('on_clank')
def click(self, clicks):
self.dispatch_event('on_clicked', clicks)
def on_clank(self):
print 'Default clank handler.'
ClankingWidget.register_event_type('on_clank')
ClankingWidget.register_event_type('on_clicked')
Event handlers can then be attached as described in the preceding sections:
widget = ClankingWidget()
@widget.event
def on_clank():
pass
@widget.event
def on_clicked(clicks):
pass
def override_on_clicked(clicks):
pass
widget.push_handlers(on_clicked=override_on_clicked)
The EventDispatcher
takes care of propogating the event to all attached
handlers or ignoring it if there are no handlers for that event.
There is zero instance overhead on objects that have no event handlers
attached (the event stack is created only when required). This makes
EventDispatcher
suitable for use even on light-weight objects that may not
always have handlers. For example, Player
is an EventDispatcher
even though potentially hundreds of these objects may be created and destroyed
each second, and most will not need an event handler.
The Observer design pattern, also known as Publisher/Subscriber, is a
simple way to decouple software components. It is used extensively in many
large software projects; for example, Java’s AWT and Swing GUI toolkits and the
Python logging
module; and is fundamental to any Model-View-Controller
architecture.
EventDispatcher
can be used to easily add observerable components to your
application. The following example recreates the ClockTimer example from
Design Patterns (pages 300-301), though without needing the bulky
Attach
, Detach
and Notify
methods:
# The subject
class ClockTimer(pyglet.event.EventDispatcher):
def tick(self):
self.dispatch_event('on_update')
ClockTimer.register_event_type('on_update')
# Abstract observer class
class Observer(object):
def __init__(self, subject):
subject.push_handlers(self)
# Concrete observer
class DigitalClock(Observer):
def on_update(self):
pass
# Concrete observer
class AnalogClock(Observer):
def on_update(self):
pass
timer = ClockTimer()
digital_clock = DigitalClock(timer)
analog_clock = AnalogClock(timer)
The two clock objects will be notified whenever the timer is “ticked”, though neither the timer nor the clocks needed prior knowledge of the other. During object construction any relationships between subjects and observers can be created.