The pyglet event framework

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.:

Setting event handlers

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

Stacking event handlers

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()

Creating your own event dispatcher

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:

  1. Subclass EventDispatcher
  2. Call the register_event_type() class method on your subclass for each event your subclass will recognise.
  3. Call 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.

Implementing the Observer pattern

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.