Package pygsear :: Module Event :: Class KEY_Event |
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## Class KEY_Event

    object --+
             |
        Sprite --+
                 |
             Event --+
                     |
                    KEY_Event

Known Subclasses:
  `KEYDOWN_Event`, `KEYUP_Event`, `Repeat_KEY_Event`

Keyboard events.

Method Summary
| ``__init__`(self, type, key, callback, on_press, on_hold, on_release, **kwargs)` Initialize a keyboard event.
| ``call`(self, pygame_event, **kwargs)` Perform the callback, if the event is enabled, and the key pressed is the right key.
| `check_holding(self, ev, **kwargs)`
| `press(self, ev, **kwargs)`
| `release(self, ev, **kwargs)`
Inherited from Event
| ``add`(self, group)` Add this `Event` to an `EventGroup`.
| ``disable`(self)` Do not allow callbacks to go through.
| ``enable`(self)` Allow callbacks to go through.
| ``nop`(self, ev, **kwargs)` Do nothing.
Inherited from Sprite
| ``__repr__`(self)`
| ``add_internal`(self, group)`
| ``alive`(self)` alive() -> bool check to see if the sprite is in any groups
| ``groups`(self)` groups() -> list of groups list used sprite containers
| ``kill`(self)` kill() remove this sprite from all groups
| ``remove`(self, *groups)` remove(group or list of groups, ...) remove a sprite from container
| ``remove_internal`(self, group)`
| ``update`(self, *args)`
Inherited from object
| ``__delattr__`(...)` x.__delattr__('name') <==> del x.name
| ``__getattribute__`(...)` x.__getattribute__('name') <==> x.name
| ``__hash__`(x)` x.__hash__() <==> hash(x)
| ``__reduce__`(...)` helper for pickle
| ``__reduce_ex__`(...)` helper for pickle
| ``__setattr__`(...)` x.__setattr__('name', value) <==> x.name = value
| ``__str__`(x)` x.__str__() <==> str(x)
Inherited from type
| ``__new__`(T, S, ...)` T.__new__(S, ...) -> a new object with type S, a subtype of T

Method Details

### __init__(self, type=-2, key=None, callback=None, on_press=None, on_hold=None, on_release=None, **kwargs) (Constructor) Initialize a keyboard event. Parameters: `type` - `pygame.event` type. Should be `KEYDOWN` or `KEYUP` `key` - The keyboard key which will trigger this event, or a sequence of keys. (ie: Pressing any one of these keys will trigger the event) If key is `None` then any keypress will fire the callback. `callback` - Function or method to call when the event occurs. `on_press` - Function to call when key is first pressed `on_hold` - Function to call while key is being held down. Will be called once for each pass through the game's mainloop. I am not yet convinced that `on_hold` is going to be useful at all. `on_release` - Function to call when key is finally released `kwargs` - Additional parameters that should be passed on to the callback. Overrides: `pygsear.Event.Event.__init__`

### call(self, pygame_event, **kwargs) Perform the callback, if the event is enabled, and the key pressed is the right key. Parameters: `pygame_event` - The actual `pygame.event.Event` that triggered this Event. `kwargs` - Additional parameters that should be passed on to the callback. Note that keyword args included here will overwrite those added at the creation of the event. Overrides: `pygsear.Event.Event.call`

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