sge.input

This module provides input event classes. Input event objects are used to consolidate all necessary information about input events in a clean way.

You normally don't need to use input event objects directly. Input events are handled automatically in each frame of the SGE's main loop. You only need to use input event objects directly if you take control away from the SGE's main loop, e.g. to create your own loop.

Input Event Classes

class sge.input.KeyPress(key, char)

This input event represents a key on the keyboard being pressed.

key

The identifier string of the key that was pressed. See the table in the documentation for sge.keyboard.

char

The unicode string associated with the key press, or an empty unicode string if no text is associated with the key press. See the table in the documentation for sge.keyboard.

class sge.input.KeyRelease(key)

This input event represents a key on the keyboard being released.

key

The identifier string of the key that was released. See the table in the documentation for sge.input.KeyPress.

class sge.input.MouseMove(x, y)

This input event represents the mouse being moved.

x

The horizontal relative movement of the mouse.

y

The vertical relative movement of the mouse.

class sge.input.MouseButtonPress(button)

This input event represents a mouse button being pressed.

button

The identifier string of the mouse button that was pressed. See the table below.

Mouse Button Name

Identifier String

Left mouse button

"left"

Right mouse button

"right"

Middle mouse button

"middle"

Extra mouse button 1

"extra1"

Extra mouse button 2

"extra2"

class sge.input.MouseButtonRelease(button)

This input event represents a mouse button being released.

button

The identifier string of the mouse button that was released. See the table in the documentation for sge.input.MouseButtonPress.

class sge.input.MouseWheelMove(x, y)

This input event represents a mouse wheel moving.

x

The horizontal scroll amount, where -1 is to the left, 1 is to the right, and 0 is no horizontal scrolling.

y

The vertical scroll amount, where -1 is up, 1 is down, and 0 is no vertical scrolling.

class sge.input.JoystickAxisMove(js_name, js_id, axis, value)

This input event represents a joystick axis moving.

js_name

The name of the joystick.

js_id

The number of the joystick, where 0 is the first joystick.

axis

The number of the axis that moved, where 0 is the first axis on the joystick.

value

The tilt of the axis as a float from -1 to 1, where 0 is centered, -1 is all the way to the left or up, and 1 is all the way to the right or down.

class sge.input.JoystickHatMove(js_name, js_id, hat, x, y)

This input event represents a joystick hat moving.

js_name

The name of the joystick.

js_id

The number of the joystick, where 0 is the first joystick.

hat

The number of the hat that moved, where 0 is the first axis on the joystick.

x

The horizontal position of the hat, where 0 is centered, -1 is left, and 1 is right.

y

The vertical position of the hat, where 0 is centered, -1 is up, and 1 is down.

class sge.input.JoystickTrackballMove(js_name, js_id, ball, x, y)

This input event represents a joystick trackball moving.

js_name

The name of the joystick.

js_id

The number of the joystick, where 0 is the first joystick.

ball

The number of the trackball that moved, where 0 is the first trackball on the joystick.

x

The horizontal relative movement of the trackball.

y

The vertical relative movement of the trackball.

class sge.input.JoystickButtonPress(js_name, js_id, button)

This input event represents a joystick button being pressed.

js_name

The name of the joystick.

js_id

The number of the joystick, where 0 is the first joystick.

button

The number of the button that was pressed, where 0 is the first button on the joystick.

class sge.input.JoystickButtonRelease(js_name, js_id, button)

This input event represents a joystick button being released.

js_name

The name of the joystick.

js_id

The number of the joystick, where 0 is the first joystick.

button

The number of the button that was released, where 0 is the first button on the joystick.

class sge.input.KeyboardFocusGain

This input event represents the game window gaining keyboard focus. Keyboard focus is normally needed for keyboard input to be received.

Note

On some window systems, such as the one used by Windows, no distinction is made between keyboard and mouse focus, but on some other window systems, such as the X Window System, a distinction is made: one window can have keyboard focus while another has mouse focus. Be careful to observe the difference; failing to do so may result in annoying bugs, and you won't notice these bugs if you are testing on a window manager that doesn't recognize the difference.

class sge.input.KeyboardFocusLose

This input event represents the game window losing keyboard focus. Keyboard focus is normally needed for keyboard input to be received.

Note

See the note in the documentation for sge.input.KeyboardFocusGain.

class sge.input.MouseFocusGain

This input event represents the game window gaining mouse focus. Mouse focus is normally needed for mouse input to be received.

Note

See the note in the documentation for sge.input.KeyboardFocusGain.

class sge.input.MouseFocusLose

This input event represents the game window losing mouse focus. Mouse focus is normally needed for mouse input to be received.

Note

See the note in the documentation for sge.input.KeyboardFocusGain.

class sge.input.WindowResize

This input event represents the player resizing the window.

class sge.input.QuitRequest

This input event represents the OS requesting for the program to close (e.g. when the user presses a "close" button on the window border).