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`pygame.event`
  pygame module for interacting with events and queues

  Pygame handles all its event messaging through an event queue. The routines in this module help you manage that event queue. The input queue is heavily dependent on the `pygame.display` pygame module to control the display window and screen module. If the display has not been initialized and a video mode not set, the event queue may not work properly.

  The event queue has an upper limit on the number of events it can hold. When the queue becomes full new events are quietly dropped. To prevent lost events, especially input events which signal a quit command, your program must handle events every frame (with `pygame.event.get()`, `pygame.event.pump()`, `pygame.event.wait()`, `pygame.event.peek()` or `pygame.event.clear()`) and process them. Not handling events may cause your system to decide your program has locked up. To speed up queue processing use `pygame.event.set_blocked()`control which events are allowed on the queue to limit which events get queued.

  To get the state of various input devices, you can forego the event queue and access the input devices directly with their appropriate modules: `pygame.mouse` pygame module to work with the mouse, `pygame.key` pygame module to work with the keyboard, and `pygame.joystick` Pygame module for interacting with joysticks, gamepads, and trackballs.. If you use this method, remember that pygame requires some form of communication with the system window manager and other parts of the platform. To keep pygame in sync with the system, you will need to call `pygame.event.pump()`internally process pygame event handlers to keep everything current. Usually, this should be called once per game loop. Note: Joysticks will not send any events until the device has been initialized.

  The event queue contains `pygame.event.Event` pygame object for representing events event objects. There are a variety of ways to access the queued events, from simply checking for the existence of events, to grabbing them directly off the stack. The event queue also offers some simple filtering which can slightly help performance by blocking certain event types from the queue. Use `pygame.event.set_allowed()`control which events are allowed on the queue and `pygame.event.set_blocked()`control which events are allowed on the queue to change this filtering. By default, all event types can be placed on the queue.

  All `pygame.event.Event` pygame object for representing events instances contain an event type identifier and attributes specific to that event type. The event type identifier is accessible as the `pygame.event.Event.type` event type identifier. property. Any of the event specific attributes can be accessed through the `pygame.event.Event.__dict__`event attribute dictionary attribute or directly as an attribute of the event object (as member lookups are passed through to the object's dictionary values). The event object has no method functions. Users can create their own new events with the `pygame.event.Event()`pygame object for representing events function.

  The event type identifier is in between the values of `NOEVENT` and `NUMEVENTS`. User defined events should have a value in the inclusive range of `USEREVENT` to `NUMEVENTS - 1`. User defined events can get a custom event number with `pygame.event.custom_type()`make custom user event type. It is recommended all user events follow this system.

  Events support equality and inequality comparisons. Two events are equal if they are the same type and have identical attribute values.

  While debugging and experimenting, you can print an event object for a quick display of its type and members. The function `pygame.event.event_name()`get the string name from an event id can be used to get a string representing the name of the event type.

  Events that come from the system will have a guaranteed set of member attributes based on the type. The following is a list event types with their specific attributes.

      QUIT              none
      ACTIVEEVENT       gain, state
      KEYDOWN           key, mod, unicode, scancode
      KEYUP             key, mod, unicode, scancode
      MOUSEMOTION       pos, rel, buttons, touch
      MOUSEBUTTONUP     pos, button, touch
      MOUSEBUTTONDOWN   pos, button, touch
      JOYAXISMOTION     joy (deprecated), instance_id, axis, value
      JOYBALLMOTION     joy (deprecated), instance_id, ball, rel
      JOYHATMOTION      joy (deprecated), instance_id, hat, value
      JOYBUTTONUP       joy (deprecated), instance_id, button
      JOYBUTTONDOWN     joy (deprecated), instance_id, button
      VIDEORESIZE       size, w, h
      VIDEOEXPOSE       none
      USEREVENT         code

  Changed in pygame 2.0.0: The `joy` attribute was deprecated, `instance_id` was added.

  Changed in pygame 2.0.1: The `unicode` attribute was added to `KEYUP` event.

  Note that `ACTIVEEVENT`, `VIDEORESIZE` and `VIDEOEXPOSE` are considered as "legacy" events, the use of pygame2 `WINDOWEVENT` API is recommended over the use of this older API.

  You can also find a list of constants for keyboard keys here.

  A keyboard event occurs when a key is pressed (`KEYDOWN`) and when a key is released (`KEYUP`) The `key` attribute of keyboard events contains the value of what key was pressed or released. The `mod` attribute contains information about the state of keyboard modifiers (SHIFT, CTRL, ALT, etc.). The `unicode` attribute stores the 16-bit unicode value of the key that was pressed or released. The `scancode` attribute represents the physical location of a key on the keyboard.

  The `ACTIVEEVENT` contains information about the application gaining or losing focus. The `gain` attribute will be 1 if the mouse enters the window, otherwise `gain` will be 0. The `state` attribute will have a value of `SDL_APPMOUSEFOCUS` if mouse focus was gained/lost, `SDL_APPINPUTFOCUS` if the application loses or gains keyboard focus, or `SDL_APPACTIVE` if the application is minimized (`gain` will be 0) or restored.

  When compiled with SDL2, pygame has these additional events and their attributes.

      AUDIODEVICEADDED   which, iscapture (SDL backend >= 2.0.4)
      AUDIODEVICEREMOVED which, iscapture (SDL backend >= 2.0.4)
      FINGERMOTION       touch_id, finger_id, x, y, dx, dy
      FINGERDOWN         touch_id, finger_id, x, y, dx, dy
      FINGERUP           touch_id, finger_id, x, y, dx, dy
      MOUSEWHEEL         which, flipped, x, y, touch, precise_x, precise_y
      MULTIGESTURE       touch_id, x, y, pinched, rotated, num_fingers
      TEXTEDITING        text, start, length
      TEXTINPUT          text

  New in pygame 1.9.5.

  Changed in pygame 2.0.2: Fixed amount horizontal scroll (x, positive to the right and negative to the left).

  Changed in pygame 2.0.2: The `touch` attribute was added to all the `MOUSE` events.

  The `touch` attribute of `MOUSE` events indicates whether or not the events were generated by a touch input device, and not a real mouse. You might want to ignore such events, if your application already handles `FINGERMOTION`, `FINGERDOWN` and `FINGERUP` events.

  New in pygame 2.1.3: Added `precise_x` and `precise_y` to `MOUSEWHEEL` events

  `MOUSEWHEEL` event occurs whenever the mouse wheel is moved. The `which` attribute determines if the event was generated from a touch input device vs an actual mousewheel. The `preciseX` attribute contains a float with the amount scrolled horizontally (positive to the right, negative to the left). The `preciseY` attribute contains a float with the amount scrolled vertically (positive away from user, negative towards user). The `flipped` attribute determines if the values in x and y will be opposite or not. If `SDL_MOUSEWHEEL_FLIPPED` is defined, the direction of x and y will be opposite.

  `TEXTEDITING` event is triggered when a user activates an input method via hotkey or selecting an input method in a GUI and starts typing

  The `which` attribute for `AUDIODEVICE*` events is an integer representing the index for new audio devices that are added. `AUDIODEVICE*` events are used to update audio settings or device list.

  Many new events were introduced in pygame 2.

  pygame can recognize text or files dropped in its window. If a file is dropped, `DROPFILE` event will be sent, `file` will be its path. The `DROPTEXT` event is only supported on X11.

  `MIDIIN` and `MIDIOUT` are events reserved for `pygame.midi` pygame module for interacting with midi input and output. use. `MIDI*` events differ from `AUDIODEVICE*` events in that AUDIODEVICE events are triggered when there is a state change related to an audio input/output device.

  pygame 2 also supports controller hot-plugging

      Event name               Attributes and notes

      DROPFILE                 file
      DROPBEGIN                (SDL backend >= 2.0.5)
      DROPCOMPLETE             (SDL backend >= 2.0.5)
      DROPTEXT                 text (SDL backend >= 2.0.5)
      MIDIIN
      MIDIOUT
      CONTROLLERDEVICEADDED    device_index
      JOYDEVICEADDED           device_index
      CONTROLLERDEVICEREMOVED  instance_id
      JOYDEVICEREMOVED         instance_id
      CONTROLLERDEVICEREMAPPED instance_id
      KEYMAPCHANGED            (SDL backend >= 2.0.4)
      CLIPBOARDUPDATE
      RENDER_TARGETS_RESET     (SDL backend >= 2.0.2)
      RENDER_DEVICE_RESET      (SDL backend >= 2.0.4)
      LOCALECHANGED            (SDL backend >= 2.0.14)

  Also in this version, `instance_id` attributes were added to joystick events, and the `joy` attribute was deprecated.

  `KEYMAPCHANGED` is a type of an event sent when keymap changes due to a system event such as an input language or keyboard layout change.

  `CLIPBOARDUPDATE` is an event sent when clipboard changes. This can still be considered as an experimental feature, some kinds of clipboard changes might not trigger this event.

  `LOCALECHANGED` is an event sent when user locale changes

  New in pygame 2.0.0.

  New in pygame 2.1.3: `KEYMAPCHANGED`, `CLIPBOARDUPDATE`, `RENDER_TARGETS_RESET`, `RENDER_DEVICE_RESET` and `LOCALECHANGED`

  Since pygame 2.0.1, there are a new set of events, called window events. Here is a list of all window events, along with a short description

      Event type                Short description

      WINDOWSHOWN            Window became shown
      WINDOWHIDDEN           Window became hidden
      WINDOWEXPOSED          Window got updated by some external event
      WINDOWMOVED            Window got moved
      WINDOWRESIZED          Window got resized
      WINDOWSIZECHANGED      Window changed its size
      WINDOWMINIMIZED        Window was minimized
      WINDOWMAXIMIZED        Window was maximized
      WINDOWRESTORED         Window was restored
      WINDOWENTER            Mouse entered the window
      WINDOWLEAVE            Mouse left the window
      WINDOWFOCUSGAINED      Window gained focus
      WINDOWFOCUSLOST        Window lost focus
      WINDOWCLOSE            Window was closed
      WINDOWTAKEFOCUS        Window was offered focus (SDL backend >= 2.0.5)
      WINDOWHITTEST          Window has a special hit test (SDL backend >= 2.0.5)
      WINDOWICCPROFCHANGED   Window ICC profile changed (SDL backend >= 2.0.18)
      WINDOWDISPLAYCHANGED   Window moved on a new display (SDL backend >= 2.0.18)

  `WINDOWMOVED`, `WINDOWRESIZED` and `WINDOWSIZECHANGED` have `x` and `y` attributes, `WINDOWDISPLAYCHANGED` has a `display_index` attribute. All windowevents have a `window` attribute.

  New in pygame 2.0.1.

  New in pygame 2.1.3: `WINDOWICCPROFCHANGED` and `WINDOWDISPLAYCHANGED`

  On Android, the following events can be generated

      Event type                 Short description

      APP_TERMINATING           OS is terminating the application
      APP_LOWMEMORY             OS is low on memory, try to free memory if possible
      APP_WILLENTERBACKGROUND   Application is entering background
      APP_DIDENTERBACKGROUND    Application entered background
      APP_WILLENTERFOREGROUND   Application is entering foreground
      APP_DIDENTERFOREGROUND    Application entered foreground

  New in pygame 2.1.3.

  pygame.event.pump()
    internally process pygame event handlers
    pump() -> None

    For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system. If you are not using other event functions in your game, you should call `pygame.event.pump()` to allow pygame to handle internal actions.

    This function is not necessary if your program is consistently processing events on the queue through the other `pygame.event` pygame module for interacting with events and queues functions.

    There are important things that must be dealt with internally in the event queue. The main window may need to be repainted or respond to the system. If you fail to make a call to the event queue for too long, the system may decide your program has locked up.

    Caution

    This function should only be called in the thread that initialized `pygame.display` pygame module to control the display window and screen.

  pygame.event.get()
    get events from the queue
    get(eventtype=None) -> Eventlist
    get(eventtype=None, pump=True) -> Eventlist
    get(eventtype=None, pump=True, exclude=None) -> Eventlist

    This will get all the messages and remove them from the queue. If a type or sequence of types is given only those messages will be removed from the queue and returned.

    If a type or sequence of types is passed in the `exclude` argument instead, then all only other messages will be removed from the queue. If an `exclude` parameter is passed, the `eventtype` parameter must be None.

    If you are only taking specific events from the queue, be aware that the queue could eventually fill up with the events you are not interested.

    If `pump` is `True` (the default), then `pygame.event.pump()`internally process pygame event handlers will be called.

    Changed in pygame 1.9.5: Added `pump` argument

    Changed in pygame 2.0.2: Added `exclude` argument

  pygame.event.poll()
    get a single event from the queue
    poll() -> Event instance

    Returns a single event from the queue. If the event queue is empty an event of type `pygame.NOEVENT` will be returned immediately. The returned event is removed from the queue.

    Caution

    This function should only be called in the thread that initialized `pygame.display` pygame module to control the display window and screen.

  pygame.event.wait()
    wait for a single event from the queue
    wait() -> Event instance
    wait(timeout) -> Event instance

    Returns a single event from the queue. If the queue is empty this function will wait until one is created. From pygame 2.0.0, if a `timeout` argument is given, the function will return an event of type `pygame.NOEVENT` if no events enter the queue in `timeout` milliseconds. The event is removed from the queue once it has been returned. While the program is waiting it will sleep in an idle state. This is important for programs that want to share the system with other applications.

    Changed in pygame 2.0.0.dev13: Added `timeout` argument

    Caution

    This function should only be called in the thread that initialized `pygame.display` pygame module to control the display window and screen.

  pygame.event.peek()
    test if event types are waiting on the queue
    peek(eventtype=None) -> bool
    peek(eventtype=None, pump=True) -> bool

    Returns `True` if there are any events of the given type waiting on the queue. If a sequence of event types is passed, this will return `True` if any of those events are on the queue.

    If `pump` is `True` (the default), then `pygame.event.pump()`internally process pygame event handlers will be called.

    Changed in pygame 1.9.5: Added `pump` argument

  pygame.event.clear()
    remove all events from the queue
    clear(eventtype=None) -> None
    clear(eventtype=None, pump=True) -> None

    Removes all events from the queue. If `eventtype` is given, removes the given event or sequence of events. This has the same effect as `pygame.event.get()`get events from the queue except `None` is returned. It can be slightly more efficient when clearing a full event queue.

    If `pump` is `True` (the default), then `pygame.event.pump()`internally process pygame event handlers will be called.

    Changed in pygame 1.9.5: Added `pump` argument

  pygame.event.event_name()
    get the string name from an event id
    event_name(type) -> string

    Returns a string representing the name (in CapWords style) of the given event type.

    "UserEvent" is returned for all values in the user event id range. "Unknown" is returned when the event type does not exist.

    Changed in pygame 2.5.0: Added support for keyword arguments.

  pygame.event.set_blocked()
    control which events are allowed on the queue
    set_blocked(type) -> None
    set_blocked(typelist) -> None
    set_blocked(None) -> None

    The given event types are not allowed to appear on the event queue. By default all events can be placed on the queue. It is safe to disable an event type multiple times.

    If `None` is passed as the argument, ALL of the event types are blocked from being placed on the queue.

  pygame.event.set_allowed()
    control which events are allowed on the queue
    set_allowed(type) -> None
    set_allowed(typelist) -> None
    set_allowed(None) -> None

    The given event types are allowed to appear on the event queue. By default, all event types can be placed on the queue. It is safe to enable an event type multiple times.

    If `None` is passed as the argument, ALL of the event types are allowed to be placed on the queue.

  pygame.event.get_blocked()
    test if a type of event is blocked from the queue
    get_blocked(type) -> bool
    get_blocked(typelist) -> bool

    Returns `True` if the given event type is blocked from the queue. If a sequence of event types is passed, this will return `True` if any of those event types are blocked.

  pygame.event.set_grab()
    control the sharing of input devices with other applications
    set_grab(bool) -> None

    When your program runs in a windowed environment, it will share the mouse and keyboard devices with other applications that have focus. If your program sets the event grab to `True`, it will lock all input into your program.

    It is best to not always grab the input, since it prevents the user from doing other things on their system.

  pygame.event.get_grab()
    test if the program is sharing input devices
    get_grab() -> bool

    Returns `True` when the input events are grabbed for this application.

  pygame.event.set_keyboard_grab()
    grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key.
    set_keyboard_grab(bool) -> None

    Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or the Meta/Super key. Note that not all system keyboard shortcuts can be captured by applications (one example is Ctrl+Alt+Del on Windows). This is primarily intended for specialized applications such as VNC clients or VM frontends. Normal games should not use keyboard grab.

    New in pygame 2.5.0.

  pygame.event.get_keyboard_grab()
    get the current keyboard grab state
    get_keyboard_grab() -> bool

    Returns `True` when keyboard grab is enabled.

    New in pygame 2.5.0.

  pygame.event.post()
    place a new event on the queue
    post(Event) -> bool

    Places the given event at the end of the event queue.

    This is usually used for placing custom events on the event queue. Any type of event can be posted, and the events posted can have any attributes.

    This returns a boolean on whether the event was posted or not. Blocked events cannot be posted, and this function returns `False` if you try to post them.

    Changed in pygame 2.0.1: returns a boolean, previously returned `None`

  pygame.event.custom_type()
    make custom user event type
    custom_type() -> int

    Reserves a `pygame.USEREVENT` for a custom use.

    If too many events are made a `pygame.error` standard pygame exception is raised.

    New in pygame 2.0.0.dev3.

  pygame.event.Event
    pygame object for representing events
    Event(type, dict) -> Event
    Event(type, **attributes) -> Event

    A pygame object used for representing an event. `Event` instances support attribute assignment and deletion.

    When creating the object, the attributes may come from a dictionary argument with string keys or from keyword arguments.

    Note

    From version 2.1.3 `EventType` is an alias for `Event`. Beforehand, `Event` was a function that returned `EventType` instances. Use of `Event` is preferred over `EventType` wherever it is possible, as the latter could be deprecated in a future version.

    type
      event type identifier.
      type -> int

      Read-only. The event type identifier. For user created event objects, this is the `type` argument passed to `pygame.event.Event()`pygame object for representing events.

      For example, some predefined event identifiers are `QUIT` and `MOUSEMOTION`.

    __dict__
      event attribute dictionary
      __dict__ -> dict

      Read-only. The event type specific attributes of an event. The `dict` attribute is a synonym for backward compatibility.

      For example, the attributes of a `KEYDOWN` event would be `unicode`, `key`, and `mod`

    New in pygame 1.9.2: Mutable attributes.

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