pyglet has support for low-level keyboard input suitable for games as well as locale- and device-independent Unicode text entry.
Keyboard input requires a window which has focus. The operating system usually decides which application window has keyboard focus. Typically this window appears above all others and may be decorated differently, though this is platform-specific (for example, Unix window managers sometimes couple keyboard focus with the mouse pointer).
You can request keyboard focus for a window with the activate()
method, but
you should not rely on this – it may simply provide a visual cue to the user
indicating that the window requires user input, without actually getting
focus.
Windows created with the
WINDOW_STYLE_BORDERLESS
or
WINDOW_STYLE_TOOL
style cannot receive keyboard focus.
It is not possible to use pyglet’s keyboard or text events without a window;
consider using Python built-in functions such as raw_input
instead.
The on_key_press()
and on_key_release()
events are fired when
any key on the keyboard is pressed or released, respectively. These events
are not affected by “key repeat” – once a key is pressed there are no more
events for that key until it is released.
Both events are parameterised by the same arguments:
def on_key_press(symbol, modifiers):
pass
def on_key_release(symbol, modifiers):
pass
The symbol argument is an integer that represents a “virtual” key code. It does not correspond to any particular numbering scheme; in particular the symbol is not an ASCII character code.
pyglet has key symbols that are hardware and platform independent
for many types of keyboard. These are defined in pyglet.window.key
as
constants. For example, the Latin-1 alphabet is simply the letter itself:
key.A
key.B
key.C
...
The numeric keys have an underscore to make them valid identifiers:
key._1
key._2
key._3
...
Various control and directional keys are identified by name:
key.ENTER or key.RETURN
key.SPACE
key.BACKSPACE
key.DELETE
key.MINUS
key.EQUAL
key.BACKSLASH
key.LEFT
key.RIGHT
key.UP
key.DOWN
key.HOME
key.END
key.PAGEUP
key.PAGEDOWN
key.F1
key.F2
...
Keys on the number pad have separate symbols:
key.NUM_1
key.NUM_2
...
key.NUM_EQUAL
key.NUM_DIVIDE
key.NUM_MULTIPLY
key.NUM_SUBTRACT
key.NUM_ADD
key.NUM_DECIMAL
key.NUM_ENTER
Some modifier keys have separate symbols for their left and right sides (however they cannot all be distinguished on all platforms, including Mac OS X):
key.LCTRL
key.RCTRL
key.LSHIFT
key.RSHIFT
...
Key symbols are independent of any modifiers being held down. For example, lower-case and upper-case letters both generate the A symbol. This is also true of the number keypad.
The modifiers that are held down when the event is generated are combined in a
bitwise fashion and provided in the modifiers
parameter. The modifier
constants defined in pyglet.window.key
are:
MOD_SHIFT
MOD_CTRL
MOD_ALT Not available on Mac OS X
MOD_WINDOWS Available on Windows only
MOD_COMMAND Available on Mac OS X only
MOD_OPTION Available on Mac OS X only
MOD_CAPSLOCK
MOD_NUMLOCK
MOD_SCROLLLOCK
MOD_ACCEL Equivalent to MOD_CTRL, or MOD_COMMAND on Mac OS X.
For example, to test if the shift key is held down:
if modifiers & MOD_SHIFT:
pass
Unlike the corresponding key symbols, it is not possible to determine whether the left or right modifier is held down (though you could emulate this behaviour by keeping track of the key states yourself).
pyglet does not define key symbols for every keyboard ever made. For example, non-Latin languages will have many keys not recognised by pyglet (however, their Unicode representation will still be valid, see Text and motion events). Even English keyboards often have additional so-called “OEM” keys added by the manufacturer, which might be labelled “Media”, “Volume” or “Shopping”, for example.
In these cases pyglet will create a key symbol at runtime based on the hardware scancode of the key. This is guaranteed to be unique for that model of keyboard, but may not be consistent across other keyboards with the same labelled key.
The best way to use these keys is to record what the user presses after a prompt, and then check for that same key symbol. Many commercial games have similar functionality in allowing players to set up their own key bindings.
pyglet provides the convenience class KeyStateHandler
for storing the
current keyboard state. This can be pushed onto the event handler stack of
any window and subsequently queried as a dict:
from pyglet.window import key
window = pyglet.window.Window()
keys = key.KeyStateHandler()
window.push_handlers(keys)
# Check if the spacebar is currently pressed:
if keys[key.SPACE]:
pass
pyglet decouples the keys that the user presses from the Unicode text that is input. There are several benefits to this:
The actual source of input (i.e., which keys were pressed, or what input method was used) should be considered outside of the scope of the application – the operating system provides the necessary services.
When text is entered into a window, the on_text()
event is fired:
def on_text(text):
pass
The only parameter provided is a Unicode string. For keyboard input this will usually be one character long, however more complex input methods such as an input palette may provide an entire word or phrase at once.
You should always use the on_text()
event when you need to determine a string
from a sequence of keystrokes. Conversely, you never use on_text()
when you
require keys to be pressed (for example, to control the movement of the player
in a game).
In addition to entering text, users press keys on the keyboard to navigate around text widgets according to well-ingrained conventions. For example, pressing the left arrow key moves the cursor one character to the left.
While you might be tempted to use the on_key_press()
event to capture these
events, there are a couple of problems:
on_key_press()
, yet users expect
that holding down the left arrow key will eventually move the character to
the beginning of the line.pyglet windows provide the on_text_motion()
event, which takes care of these
problems by abstracting away the key presses and providing your application
only with the intended cursor motion:
def on_text_motion(motion):
pass
motion is an integer which is a constant defined in pyglet.window.key
.
The following table shows the defined text motions and their keyboard mapping
on each operating system.
Constant Behaviour Windows/Linux Mac OS X MOTION_UP
Move the cursor up Up Up MOTION_DOWN
Move the cursor down Down Down MOTION_LEFT
Move the cursor left Left Left MOTION_RIGHT
Move the cursor right Right Right MOTION_PREVIOUS_WORD
Move the cursor to the previuos word Ctrl + Left Option + Left MOTION_NEXT_WORD
Move the cursor to the next word Ctrl + Right Option + Right MOTION_BEGINNING_OF_LINE
Move the cursor to the beginning of the current line Home Command + Left MOTION_END_OF_LINE
Move the cursor to the end of the current line End Command + Right MOTION_PREVIOUS_PAGE
Move to the previous page Page Up Page Up MOTION_NEXT_PAGE
Move to the next page Page Down Page Down MOTION_BEGINNING_OF_FILE
Move to the beginning of the document Ctrl + Home Home MOTION_END_OF_FILE
Move to the end of the document Ctrl + End End MOTION_BACKSPACE
Delete the previous character Backspace Backspace MOTION_DELETE
Delete the next character, or the current character Delete Delete
Some keystrokes or key combinations normally bypass applications and are handled by the operating system. Some examples are Alt+Tab (Command+Tab on Mac OS X) to switch applications and the keys mapped to Expose on Mac OS X.
You can disable these hot keys and have them behave as ordinary keystrokes for your application. This can be useful if you are developing a kiosk application which should not be closed, or a game in which it is possible for a user to accidentally press one of these keys.
To enable this mode, call set_exclusive_keyboard()
for the window on which it
should apply. On Mac OS X the dock and menu bar will slide out of view while
exclusive keyboard is activated.
The following restrictions apply on Windows:
The following restrictions apply on Mac OS X:
Use of this function is not recommended for general release applications or games as it violates user-interface conventions.