Event List

There are many events that are built into Spyral. The following is a complete lists of them. You can register a handler for an event, and even queue your own custom events.

Director

"director.update" : Event(delta)
Parameters:delta (float) – The amount of time progressed since the last tick
Triggered by:Every tick of the clock
"director.pre_update" : Event()
Triggered by:Every tick of the clock, before "director.update"
"director.post_update" : Event()
Triggered by:Every tick of the clock, after "director.update"
"director.render" : Event()
Triggered by:Every time the director draws the scene
"director.pre_render" : Event()
Triggered by:Directly before "director.render"
"director.post_render" : Event()
Triggered by:Directly after "director.render"
"director.redraw" : Event()
Triggered by:Every time the Director is forced to redraw the screen (e.g., if the window regains focus after being minimized).
"director.scene.enter" : Event(scene)
Parameters:scene (Scene) – The new scene
Triggered by:Whenever a new scene is on top of the stack, e.g., a new scene is pushed, another scene is popped
"director.scene.exit" : Event(scene)
Parameters:scene (Scene) – The old scene
Triggered by:Whenever a scene is slips off the stack, e.g., a new scene is pushed on top, a scene is popped

Animations

"<sprite>.<attribute>.animation.start" : Event(animation, sprite)
Parameters:
  • animation (Animation) – The animation that is starting
  • sprite (Sprite) – The sprite the animation is being played on
Triggered by:

A new animation starting on a sprite.

"<sprite>.<attribute>.animation.end" : Event(animation, sprite)
Parameters:
  • animation (Animation) – The animation that is starting
  • sprite (Sprite) – The sprite the animation is being played on
Triggered by:

An animation on a sprite ending.

User Input

"input.mouse.down[.left | .right | .middle | .scroll_up | .scroll_down]" : Event(pos, button)
Parameters:
  • pos (2-tuple) – The location of the mouse cursor
  • button (str) – Either "left", "right", "middle", "scroll_up", or "scroll_down".
Triggered by:

Either any mouse button being pressed, or a specific mouse button being pressed

"input.mouse.up[.left | .right | .middle | .scroll_up | .scroll_down]" : Event(pos, button)
Parameters:
  • pos (2-tuple) – The location of the mouse cursor
  • button (str) – Either "left", "right", "middle", "scroll_up", or "scroll_down".
Triggered by:

Either any mouse button being released, or a specific mouse button being released

"input.mouse.motion" : Event(pos, rel, buttons, left, right, middle)
Parameters:
  • pos (2-tuple) – The location of the mouse cursor
  • rel (2-tuple) – The relative change in the location of the mouse cursor
  • buttons (3-tuple) – a 3-tuple of boolean values corresponding to whether the left, middle, and right buttons are being pressed
  • left (bool) – whether the left button is being pressed
  • middle (bool) – whether the middle button is being pressed
  • right (bool) – whether the right button is being pressed
Triggered by:

The mouse being moved

"input.keyboard.up[.* | .f | .down | etc...]" : Event(unicode, key, mod)
Parameters:
  • unicode (unicode) – A printable representation of this key
  • key (int) – A keycode for this key, comparable to one found in Keys
  • mod (int) – A keycode for this modifier, comparable to one found in Mods
Triggered by:

A key being released

"input.keyboard.down[.* | .f | .down | etc...]" : Event(key, mod)
Parameters:
  • key (int) – A keycode for this key, comparable to one found in Keys
  • mod (int) – A keycode for this modifier, comparable to one found in Mods
Triggered by:

A key being pressed

System

"system.quit" : Event()
Triggered by:The OS killing this program, e.g., by pressing the exit button the window handle.
"system.video_resize" : Event(size, width, height)
Parameters:
  • size (2-tuple) – The new size of the window
  • width (int) – The new width of the window
  • height (int) – The new height of the window
Triggered by:

Your game loses focus in the OS, e.g., by the window being minimized

"system.video_expose" : Event()
Triggered by:The OS requests that a portion of the display be redrawn.
"system.focus_change" : Event(gain, state)
Parameters:
  • gain (???) –

    ???

  • state (???) –

    ???

Triggered by:

Your game loses focus in the OS, e.g., by the window being minimized

Forms

"form.<form name>.<widget name>.changed" : Event(widget, form, value)
Parameters:
  • widget (Widget) – The widget being changed
  • form (Form) – The form that this widget belongs to
  • value (str) – The value of this widget
Triggered by:

The widget having its value changed (e.g., Button being pressed or released, TextInput being edited)

"form.<form name>.<widget name>.clicked" : Event(widget, form, value)

Note

Only Button‘s trigger this event.

Parameters:
  • widget (Widget) – The widget being clicked
  • form (Form) – The form that this widget belongs to
  • value (str) – The value of this widget
Triggered by:

The widget being pressed and then released.