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

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

KEY_Event which will auto-repeat after a delay.

if no `key` parameter is passed in, this Event will listen for all keyboard keypress events. Since the only thing I am using this for right now is for text input, I made the behavior somewhat like a command line interface. Specifically: shift, alt, and ctrl are treated specially and will not repeat. I considered keeping track of a `dict` of active keypress, but it seemed like much work for little gain. It should not be too difficult though if someone needs that functionality.

Method Summary
| ``__init__`(self, key, on_press, on_hold, on_release, delay, period, **kwargs)` Initialize a keyboard event that will auto-repeat when the key is held.
| ``press`(self, ev)` Do nothing, so we can handle the on_hold a different way here.
| ``release`(self, ev)` Do nothing, so we can handle the on_hold a different way here.
| ``rhold`(self, ev)` Call the callback at the requested interval.
| ``rpress`(self, ev)` Start counting down the delay time until auto-repeat kicks in.
| ``rrelease`(self, ev)` Reset the counters.
Inherited from KEY_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)`
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, key=None, on_press=None, on_hold=None, on_release=None, delay=400, period=50, **kwargs) (Constructor) Initialize a keyboard event that will auto-repeat when the key is held. Parameters: `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. `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 every `period` milliseconds after `delay` milliseconds. `on_release` - Function to call when key is finally released `delay` - Time to wait before starting auto-repeat (in milliseconds) `period` - Time between auto-repeat calls to `on_hold`(in milliseconds) `kwargs` - Additional parameters that should be passed on to the callback. Overrides: `pygsear.Event.KEY_Event.__init__`

### press(self, ev) Do nothing, so we can handle the on_hold a different way here. Overrides: `pygsear.Event.KEY_Event.press`

### release(self, ev) Do nothing, so we can handle the on_hold a different way here. Overrides: `pygsear.Event.KEY_Event.release`

### rhold(self, ev) Call the callback at the requested interval.

### rpress(self, ev) Start counting down the delay time until auto-repeat kicks in.

### rrelease(self, ev) Reset the counters.

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