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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 subsystem should be called from the main thread. If you want to post events into the queue from other threads, please use the `pygame.fastevent` module.

  The event queue has an upper limit on the number of events it can hold (128 for standard SDL 1.2). 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 regularly check for events and process them. 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.EventType` 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.EventType` 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.EventType.type` event type identifier. property. Any of the event specific attributes can be accessed through the `pygame.event.EventType.__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()`create a new event object 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`. 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
      MOUSEMOTION       pos, rel, buttons
      MOUSEBUTTONUP     pos, button
      MOUSEBUTTONDOWN   pos, button
      JOYAXISMOTION     joy, axis, value
      JOYBALLMOTION     joy, ball, rel
      JOYHATMOTION      joy, hat, value
      JOYBUTTONUP       joy, button
      JOYBUTTONDOWN     joy, button
      VIDEORESIZE       size, w, h
      VIDEOEXPOSE       none
      USEREVENT         code

  New in version 1.9.2.

  On MacOSX when a file is opened using a pygame application, a `USEREVENT` with its `code` attribute set to `pygame.USEREVENT_DROPFILE` is generated. There is an additional attribute called `filename` where the name of the file being accessed is stored.

      USEREVENT         code=pygame.USEREVENT_DROPFILE, filename

  New in version 1.9.5.

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

      AUDIODEVICEADDED   which, iscapture
      AUDIODEVICEREMOVED which, iscapture
      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
      MULTIGESTURE       touch_id, x, y, pinched, rotated, num_fingers
      TEXTEDITING        text, start, length
      TEXTINPUT          text

  New in version 2.0.0.

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

      DROPBEGIN
      DROPCOMPLETE
      DROPFILE        file
      DROPTEXT        text

  New in version 2.0.0.

  Events reserved for `pygame.midi` pygame module for interacting with midi input and output. use.

      MIDIIN
      MIDIOUT

  `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

    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.

    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.

    New in version 1.9.5: `pump`

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

    Returns a single event from the queue. If the queue is empty this function will wait until one is created. 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.

    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.

    New in version 1.9.5: `pump`

  `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.

    New in version 1.9.5: `pump`

  `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.

  `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.``post`()
    place a new event on the queue
    post(Event) -> None

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

    This is usually used for placing `pygame.USEREVENT` events on the queue. Although any type of event can be placed, if using the system event types your program should be sure to create the standard attributes with appropriate values.

    If the event queue is full a `pygame.error` standard pygame exception is raised.

  `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 version 2.0.0.dev3.

  `pygame.event.``Event`()
    create a new event object
    Event(type, dict) -> EventType instance
    Event(type, **attributes) -> EventType instance

    Creates a new event with the given type and attributes. The attributes can come from a dictionary argument with string keys or from keyword arguments.

  `pygame.event.``EventType`
    pygame object for representing events

    A pygame object that represents an event. User event instances are created with an `pygame.event.Event()`create a new event object function call. The `EventType` type is not directly callable. `EventType` instances support attribute assignment and deletion.

    `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()`create a new event object.

      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 version 1.9.2: Mutable attributes.

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