pyglet.window
Submodules
Details
Windowing and user-interface events.
This module allows applications to create and display windows with an OpenGL context. Windows can be created with a variety of border styles or set fullscreen.
You can register event handlers for keyboard, mouse and window events. For games and kiosks you can also restrict the input to your windows, for example disabling users from switching away from the application with certain key combinations or capturing and hiding the mouse.
Getting started
Call the Window constructor to create a new window:
from pyglet.window import Window
win = Window(width=960, height=540)
Attach your own event handlers:
@win.event
def on_key_press(symbol, modifiers):
# ... handle this event ...
Place drawing code for the window within the Window.on_draw event handler:
@win.event
def on_draw():
# ... drawing code ...
Call pyglet.app.run to enter the main event loop (by default, this returns when all open windows are closed):
from pyglet import app
app.run()
Creating a game window
Use set_exclusive_mouse()
to hide the mouse
cursor and receive relative mouse movement events. Specify fullscreen=True
as a keyword argument to the Window
constructor to
render to the entire screen rather than opening a window:
win = Window(fullscreen=True)
win.set_exclusive_mouse()
Working with multiple screens
By default, fullscreen windows are opened on the primary display (typically set by the user in their operating system settings). You can retrieve a list of attached screens and select one manually if you prefer. This is useful for opening a fullscreen window on each screen:
display = pyglet.canvas.get_display()
screens = display.get_screens()
windows = []
for screen in screens:
windows.append(window.Window(fullscreen=True, screen=screen))
Specifying a screen has no effect if the window is not fullscreen.
Specifying the OpenGL context properties
Each window has its own context which is created when the window is created. You can specify the properties of the context before it is created by creating a “template” configuration:
from pyglet import gl
# Create template config
config = gl.Config()
config.stencil_size = 8
config.aux_buffers = 4
# Create a window using this config
win = window.Window(config=config)
To determine if a given configuration is supported, query the screen (see above, “Working with multiple screens”):
configs = screen.get_matching_configs(config)
if not configs:
# ... config is not supported
else:
win = window.Window(config=configs[0])
Classes
- class Window(width=None, height=None, caption=None, resizable=False, style=None, fullscreen=False, visible=True, vsync=True, file_drops=False, display=None, screen=None, config=None, context=None, mode=None)
Bases:
EventDispatcher
Platform-independent application window.
A window is a “heavyweight” object occupying operating system resources. The “client” or “content” area of a window is filled entirely with an OpenGL viewport. Applications have no access to operating system widgets or controls; all rendering must be done via OpenGL.
Windows may appear as floating regions or can be set to fill an entire screen (fullscreen). When floating, windows may appear borderless or decorated with a platform-specific frame (including, for example, the title bar, minimize and close buttons, resize handles, and so on).
While it is possible to set the location of a window, it is recommended that applications allow the platform to place it according to local conventions. This will ensure it is not obscured by other windows, and appears on an appropriate screen for the user.
To render into a window, you must first call its
switch_to()
method to make it the active OpenGL context. If you use only one window in your application, you can skip this step as it will always be the active context.Methods
- activate()
Attempt to restore keyboard focus to the window.
Depending on the window manager or operating system, this may not be successful. For example, on Windows XP an application is not allowed to “steal” focus from another application. Instead, the window’s taskbar icon will flash, indicating it requires attention.
- static clear()
Clear the window.
This is a convenience method for clearing the color and depth buffer. The window must be the active context (see
switch_to()
).
- close()
Close the window.
After closing the window, the GL context will be invalid. The window instance cannot be reused once closed. To re-use windows, see
set_visible()
instead.The
pyglet.app.EventLoop.on_window_close()
event is dispatched by thepyglet.app.event_loop
when this method is called.
- dispatch_event(*args)
Dispatch an event to the attached event handlers.
The event is propagated to all registered event handlers in the stack, starting and the top and going down. If any registered event handler returns EVENT_HANDLED, no further handlers down the stack will receive this event.
This method has several possible return values. If any event hander has returned EVENT_HANDLED, then this method will also return EVENT_HANDLED. If not, this method will return EVENT_UNHANDLED. If there were no events registered to receive this event,
False
is returned.- Parameters:
- event_typestr
The name of the event to dispatch.
- argssequence
Optional arguments to pass to the event handlers.
- Return type:
bool or None
- Returns:
EVENT_HANDLED if any event handler returned EVENT_HANDLED; EVENT_UNHANDLED if one or more event handlers were invoked without any of them returning EVENT_HANDLED;
False
if no event handlers were registered.
- dispatch_events()
Poll the operating system event queue for new events and call attached event handlers.
This method is provided for legacy applications targeting pyglet 1.0, and advanced applications that must integrate their event loop into another framework.
Typical applications should use
pyglet.app.run()
.
- draw_mouse_cursor()
Draw the custom mouse cursor.
If the current mouse cursor has
drawable
set, this method is called before the buffers are flipped to render it.There is little need to override this method; instead, subclass
MouseCursor
and provide your owndraw()
method.
- flip()
Swap the OpenGL front and back buffers.
Call this method on a double-buffered window to update the visible display with the back buffer. Windows are double-buffered by default unless you turn this feature off.
The contents of the back buffer are undefined after this operation.
The default
event_loop
automatically calls this method after the window’son_draw()
event.
- get_framebuffer_size()
Return the size in actual pixels of the Window framebuffer.
When using HiDPI screens, the size of the Window’s framebuffer can be higher than that of the Window size requested. If you are performing operations that require knowing the actual number of pixels in the window, this method should be used instead of
Window.get_size()
. For example, setting the Window projection or setting the glViewport size.
- get_location()
Return the current position of the window.
- get_pixel_ratio()
Return the framebuffer/window size ratio.
Some platforms and/or window systems support subpixel scaling, making the framebuffer size larger than the window size. Retina screens on OS X and Gnome on Linux are some examples.
On a Retina systems the returned ratio would usually be 2.0 as a window of size 500 x 500 would have a framebuffer of 1000 x 1000. Fractional values between 1.0 and 2.0, as well as values above 2.0 may also be encountered.
- Return type:
- Returns:
The framebuffer/window size ratio
- get_size() Tuple[int, int]
Return the current size of the window.
This does not include the windows’ border or title bar.
- get_system_mouse_cursor(name)
Obtain a system mouse cursor.
Use set_mouse_cursor to make the cursor returned by this method active. The names accepted by this method are the
CURSOR_*
constants defined on this class.- Parameters:
- namestr
Name describing the mouse cursor to return. For example,
CURSOR_WAIT
,CURSOR_HELP
, etc.
- Return type:
MouseCursor
- Returns:
A mouse cursor which can be used with set_mouse_cursor.
- maximize()
Maximize the window.
The behaviour of this method is somewhat dependent on the user’s display setup. On a multi-monitor system, the window may maximize to either a single screen or the entire virtual desktop.
- minimize()
Minimize the window.
- set_caption(caption)
Set the window’s caption.
The caption appears in the titlebar of the window, if it has one, and in the taskbar on Windows and many X11 window managers.
- Parameters:
- captionstr or unicode
The caption to set.
- set_exclusive_keyboard(exclusive=True)
Prevent the user from switching away from this window using keyboard accelerators.
When enabled, this feature disables certain operating-system specific key combinations such as Alt+Tab (Command+Tab on OS X). This can be useful in certain kiosk applications, it should be avoided in general applications or games.
- Parameters:
- exclusivebool
If True, exclusive keyboard is enabled, otherwise it is disabled.
- set_exclusive_mouse(exclusive=True)
Hide the mouse cursor and direct all mouse events to this window.
When enabled, this feature prevents the mouse leaving the window. It is useful for certain styles of games that require complete control of the mouse. The position of the mouse as reported in subsequent events is meaningless when exclusive mouse is enabled; you should only use the relative motion parameters
dx
anddy
.- Parameters:
- exclusivebool
If True, exclusive mouse is enabled, otherwise it is disabled.
- set_fullscreen(fullscreen=True, screen=None, mode=None, width=None, height=None)
Toggle to or from fullscreen.
After toggling fullscreen, the GL context should have retained its state and objects, however the buffers will need to be cleared and redrawn.
If width and height are specified and fullscreen is True, the screen may be switched to a different resolution that most closely matches the given size. If the resolution doesn’t match exactly, a higher resolution is selected and the window will be centered within a black border covering the rest of the screen.
- Parameters:
- fullscreenbool
True if the window should be made fullscreen, False if it should be windowed.
- screenScreen
If not None and fullscreen is True, the window is moved to the given screen. The screen must belong to the same display as the window.
- modeScreenMode
The screen will be switched to the given mode. The mode must have been obtained by enumerating Screen.get_modes. If None, an appropriate mode will be selected from the given width and height.
- widthint
Optional width of the window. If unspecified, defaults to the previous window size when windowed, or the screen size if fullscreen.
New in version 1.2.
- heightint
Optional height of the window. If unspecified, defaults to the previous window size when windowed, or the screen size if fullscreen.
New in version 1.2.
- set_icon(*images)
Set the window icon.
If multiple images are provided, one with an appropriate size will be selected (if the correct size is not provided, the image will be scaled).
Useful sizes to provide are 16x16, 32x32, 64x64 (Mac only) and 128x128 (Mac only).
- Parameters:
- imagessequence of pyglet.image.AbstractImage
List of images to use for the window icon.
- set_location(x, y)
Set the position of the window.
- Parameters:
- xint
Distance of the left edge of the window from the left edge of the virtual desktop, in pixels.
- yint
Distance of the top edge of the window from the top edge of the virtual desktop, in pixels.
- set_maximum_size(width: int, height: int) None
Set the maximum size of the window.
Once set, the user will not be able to resize the window larger than the given dimensions. There is no way to remove the maximum size constraint on a window (but you could set it to a large value).
The behaviour is undefined if the maximum size is set smaller than the current size of the window.
The window size does not include the border or title bar.
- Parameters:
- widthint
Maximum width of the window, in pixels.
- heightint
Maximum height of the window, in pixels.
- set_minimum_size(width: int, height: int) None
Set the minimum size of the window.
Once set, the user will not be able to resize the window smaller than the given dimensions. There is no way to remove the minimum size constraint on a window (but you could set it to 0,0).
The behaviour is undefined if the minimum size is set larger than the current size of the window.
The window size does not include the border or title bar.
- Parameters:
- widthint
Minimum width of the window, in pixels.
- heightint
Minimum height of the window, in pixels.
- set_mouse_cursor(cursor=None)
Change the appearance of the mouse cursor.
The appearance of the mouse cursor is only changed while it is within this window.
- Parameters:
- cursorMouseCursor
The cursor to set, or None to restore the default cursor.
- set_mouse_platform_visible(platform_visible=None)
Set the platform-drawn mouse cursor visibility. This is called automatically after changing the mouse cursor or exclusive mode.
Applications should not normally need to call this method, see set_mouse_visible instead.
- Parameters:
- platform_visiblebool or None
If None, sets platform visibility to the required visibility for the current exclusive mode and cursor type. Otherwise, a bool value will override and force a visibility.
- set_mouse_visible(visible=True)
Show or hide the mouse cursor.
The mouse cursor will only be hidden while it is positioned within this window. Mouse events will still be processed as usual.
- Parameters:
- visiblebool
If True, the mouse cursor will be visible, otherwise it will be hidden.
- set_size(width: int, height: int) None
Resize the window.
The behaviour is undefined if the window is not resizable, or if it is currently fullscreen.
The window size does not include the border or title bar.
- Parameters:
- widthint
New width of the window, in pixels.
- heightint
New height of the window, in pixels.
- set_visible(visible: bool = True) None
Show or hide the window.
- Parameters:
- visiblebool
If True, the window will be shown; otherwise it will be hidden.
- switch_to()
Make this window the current OpenGL rendering context.
Only one OpenGL context can be active at a time. This method sets the current window context as the active one.
In most cases, you should use this method instead of directly calling
pyglet.gl.Context.set_current()
. The latter will not perform platform-specific state management tasks for you.
Events
- on_activate()
The window was activated.
This event can be triggered by clicking on the title bar, bringing it to the foreground; or by some platform-specific method.
When a window is “active” it has the keyboard focus.
- Event:
- on_close()
The user attempted to close the window.
This event can be triggered by clicking on the “X” control box in the window title bar, or by some other platform-dependent manner.
The default handler sets has_exit to
True
. In pyglet 1.1, if pyglet.app.event_loop is being used, close is also called, closing the window immediately.- Event:
- on_context_lost()
The window’s GL context was lost.
When the context is lost no more GL methods can be called until it is recreated. This is a rare event, triggered perhaps by the user switching to an incompatible video mode. When it occurs, an application will need to reload all objects (display lists, texture objects, shaders) as well as restore the GL state.
- Event:
- on_context_state_lost()
The state of the window’s GL context was lost.
pyglet may sometimes need to recreate the window’s GL context if the window is moved to another video device, or between fullscreen or windowed mode. In this case it will try to share the objects (display lists, texture objects, shaders) between the old and new contexts. If this is possible, only the current state of the GL context is lost, and the application should simply restore state.
- Event:
- on_deactivate()
The window was deactivated.
This event can be triggered by clicking on another application window. When a window is deactivated it no longer has the keyboard focus.
- Event:
- on_draw()
The window contents should be redrawn.
The EventLoop will dispatch this event when the draw method has been called. The window will already have the GL context, so there is no need to call switch_to. The window’s flip method will be called immediately after this event, so your event handler should not.
You should make no assumptions about the window contents when this event is triggered; a resize or expose event may have invalidated the framebuffer since the last time it was drawn.
New in version 1.1.
- Event:
- on_expose()
A portion of the window needs to be redrawn.
This event is triggered when the window first appears, and any time the contents of the window is invalidated due to another window obscuring it.
There is no way to determine which portion of the window needs redrawing. Note that the use of this method is becoming increasingly uncommon, as newer window managers composite windows automatically and keep a backing store of the window contents.
- Event:
- on_file_drop(x, y, paths)
File(s) were dropped into the window, will return the position of the cursor and a list of paths to the files that were dropped.
New in version 1.5.1.
- Event:
- on_hide()
The window was hidden.
This event is triggered when a window is minimised or hidden by the user.
- Event:
- on_key_press(symbol, modifiers)
A key on the keyboard was pressed (and held down).
Since pyglet 1.1 the default handler dispatches the
on_close()
event if theESC
key is pressed.- Parameters:
- symbolint
The key symbol pressed.
- modifiersint
Bitwise combination of the key modifiers active.
- Event:
- on_key_release(symbol, modifiers)
A key on the keyboard was released.
- Parameters:
- symbolint
The key symbol pressed.
- modifiersint
Bitwise combination of the key modifiers active.
- Event:
- on_mouse_drag(x, y, dx, dy, buttons, modifiers)
The mouse was moved with one or more mouse buttons pressed.
This event will continue to be fired even if the mouse leaves the window, so long as the drag buttons are continuously held down.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- dxint
Relative X position from the previous mouse position.
- dyint
Relative Y position from the previous mouse position.
- buttonsint
Bitwise combination of the mouse buttons currently pressed.
- modifiersint
Bitwise combination of any keyboard modifiers currently active.
- Event:
- on_mouse_enter(x, y)
The mouse was moved into the window.
This event will not be triggered if the mouse is currently being dragged.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- Event:
- on_mouse_leave(x, y)
The mouse was moved outside the window.
This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside the window rectangle.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- Event:
- on_mouse_motion(x, y, dx, dy)
The mouse was moved with no buttons held down.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- dxint
Relative X position from the previous mouse position.
- dyint
Relative Y position from the previous mouse position.
- Event:
- on_mouse_press(x, y, button, modifiers)
A mouse button was pressed (and held down).
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- buttonint
The mouse button that was pressed.
- modifiersint
Bitwise combination of any keyboard modifiers currently active.
- Event:
- on_mouse_release(x, y, button, modifiers)
A mouse button was released.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- buttonint
The mouse button that was released.
- modifiersint
Bitwise combination of any keyboard modifiers currently active.
- Event:
- on_mouse_scroll(x, y, scroll_x, scroll_y)
The mouse wheel was scrolled.
Note that most mice have only a vertical scroll wheel, so scroll_x is usually 0. An exception to this is the Apple Mighty Mouse, which has a mouse ball in place of the wheel which allows both scroll_x and scroll_y movement.
- Parameters:
- xint
Distance in pixels from the left edge of the window.
- yint
Distance in pixels from the bottom edge of the window.
- scroll_xfloat
Amount of movement on the horizontal axis.
- scroll_yfloat
Amount of movement on the vertical axis.
- Event:
- on_move(x, y)
The window was moved.
- Parameters:
- xint
Distance from the left edge of the screen to the left edge of the window.
- yint
Distance from the top edge of the screen to the top edge of the window. Note that this is one of few methods in pyglet which use a Y-down coordinate system.
- Event:
- on_refresh(dt)
The window contents should be redrawn.
The EventLoop will dispatch this event when the draw method has been called. The window will already have the GL context, so there is no need to call switch_to. The window’s flip method will be called immediately after this event, so your event handler should not.
You should make no assumptions about the window contents when this event is triggered; a resize or expose event may have invalidated the framebuffer since the last time it was drawn.
New in version 2.0.
- Event:
- on_resize(width, height)
The window was resized.
The window will have the GL context when this event is dispatched; there is no need to call switch_to in this handler.
- Parameters:
- widthint
The new width of the window, in pixels.
- heightint
The new height of the window, in pixels.
- Event:
- on_show()
The window was shown.
This event is triggered when a window is restored after being minimised, hidden, or after being displayed for the first time.
- Event:
- on_text(text)
The user input some text.
Typically this is called after
on_key_press()
and beforeon_key_release()
, but may also be called multiple times if the key is held down (key repeating); or called without key presses if another input method was used (e.g., a pen input).You should always use this method for interpreting text, as the key symbols often have complex mappings to their unicode representation which this event takes care of.
- Parameters:
- textunicode
The text entered by the user.
- Event:
- on_text_motion(motion)
The user moved the text input cursor.
Typically this is called after
on_key_press()
and beforeon_key_release()
, but may also be called multiple times if the key is help down (key repeating).You should always use this method for moving the text input cursor (caret), as different platforms have different default keyboard mappings, and key repeats are handled correctly.
The values that motion can take are defined in
pyglet.window.key
:MOTION_UP
MOTION_RIGHT
MOTION_DOWN
MOTION_LEFT
MOTION_NEXT_WORD
MOTION_PREVIOUS_WORD
MOTION_BEGINNING_OF_LINE
MOTION_END_OF_LINE
MOTION_NEXT_PAGE
MOTION_PREVIOUS_PAGE
MOTION_BEGINNING_OF_FILE
MOTION_END_OF_FILE
MOTION_BACKSPACE
MOTION_DELETE
- Parameters:
- motionint
The direction of motion; see remarks.
- Event:
- on_text_motion_select(motion)
The user moved the text input cursor while extending the selection.
Typically this is called after
on_key_press()
and beforeon_key_release()
, but may also be called multiple times if the key is help down (key repeating).You should always use this method for responding to text selection events rather than the raw
on_key_press()
, as different platforms have different default keyboard mappings, and key repeats are handled correctly.The values that motion can take are defined in
pyglet.window.key
:MOTION_UP
MOTION_RIGHT
MOTION_DOWN
MOTION_LEFT
MOTION_NEXT_WORD
MOTION_PREVIOUS_WORD
MOTION_BEGINNING_OF_LINE
MOTION_END_OF_LINE
MOTION_NEXT_PAGE
MOTION_PREVIOUS_PAGE
MOTION_BEGINNING_OF_FILE
MOTION_END_OF_FILE
- Parameters:
- motionint
The direction of selection motion; see remarks.
- Event:
Attributes
- config
A GL config describing the context of this window. Read-only.
- Type:
- context
The OpenGL context attached to this window. Read-only.
- Type:
- display
The display this window belongs to. Read-only.
- Type:
Display
- has_exit = False
True if the user has attempted to close the window.
- Deprecated:
Windows are closed immediately by the default
on_close()
handler when pyglet.app.event_loop is being used.
- invalid = True
Window display contents validity. The
pyglet.app
event loop examines every window each iteration and only dispatches theon_draw()
event to windows that have invalid set. By default, windows always have invalid set toTrue
.You can prevent redundant redraws by setting this variable to
False
in the window’son_draw()
handler, and setting it to True again in response to any events that actually do require a window contents update.- Type:
New in version 1.1.
- projection
The OpenGL window projection matrix. Read-write.
This matrix is used to transform vertices when using any of the built-in drawable classes. view is done first, then projection.
The default projection matrix is orthographic (2D), but a custom
pyglet.math.Mat4
instance can be set. Alternatively, you can supply a flat tuple of 16 values.(2D), but can be changed to any 4x4 matrix desired. See
pyglet.math.Mat4
.- Type:
- screen
The screen this window is fullscreen in. Read-only.
- Type:
Screen
- view
The OpenGL window view matrix. Read-write.
This matrix is used to transform vertices when using any of the built-in drawable classes. view is done first, then projection.
The default view is an identity matrix, but a custom
pyglet.math.Mat4
instance can be set. Alternatively, you can supply a flat tuple of 16 values.- Type:
- viewport
The Window viewport
The Window viewport, expressed as (x, y, width, height).
- vsync
True if buffer flips are synchronised to the screen’s vertical retrace. Read-only.
- Type:
Class attributes: cursor names
- CURSOR_CROSSHAIR = 'crosshair'
A crosshair mouse cursor.
- CURSOR_DEFAULT = None
The default mouse cursor.
- CURSOR_HAND = 'hand'
A pointing hand mouse cursor.
- CURSOR_HELP = 'help'
A “help” mouse cursor; typically a question mark and an arrow.
- CURSOR_NO = 'no'
A mouse cursor indicating that the selected operation is not permitted.
- CURSOR_SIZE = 'size'
A mouse cursor indicating the element can be resized.
- CURSOR_SIZE_DOWN = 'size_down'
A mouse cursor indicating the element can be resized from the bottom border.
- CURSOR_SIZE_DOWN_LEFT = 'size_down_left'
A mouse cursor indicating the element can be resized from the lower-left corner.
- CURSOR_SIZE_DOWN_RIGHT = 'size_down_right'
A mouse cursor indicating the element can be resized from the lower-right corner.
- CURSOR_SIZE_LEFT = 'size_left'
A mouse cursor indicating the element can be resized from the left border.
- CURSOR_SIZE_LEFT_RIGHT = 'size_left_right'
A mouse cursor indicating the element can be resized horizontally.
- CURSOR_SIZE_RIGHT = 'size_right'
A mouse cursor indicating the element can be resized from the right border.
- CURSOR_SIZE_UP = 'size_up'
A mouse cursor indicating the element can be resized from the top border.
- CURSOR_SIZE_UP_DOWN = 'size_up_down'
A mouse cursor indicating the element can be resized vertically.
- CURSOR_SIZE_UP_LEFT = 'size_up_left'
A mouse cursor indicating the element can be resized from the upper-left corner.
- CURSOR_SIZE_UP_RIGHT = 'size_up_right'
A mouse cursor indicating the element can be resized from the upper-right corner.
- CURSOR_TEXT = 'text'
A text input mouse cursor (I-beam).
- CURSOR_WAIT = 'wait'
A “wait” mouse cursor; typically an hourglass or watch.
- CURSOR_WAIT_ARROW = 'wait_arrow'
The “wait” mouse cursor combined with an arrow.
Class attributes: window styles
- WINDOW_STYLE_BORDERLESS = 'borderless'
A window style without any decoration.
- WINDOW_STYLE_DEFAULT = None
The default window style.
- WINDOW_STYLE_DIALOG = 'dialog'
The window style for pop-up dialogs.
- WINDOW_STYLE_OVERLAY = 'overlay'
A window style for transparent, topmost, click-through-able overlays
- WINDOW_STYLE_TOOL = 'tool'
The window style for tool windows.
- WINDOW_STYLE_TRANSPARENT = 'transparent'
A window style for transparent, interactable windows
- class FPSDisplay(window, color=(127, 127, 127, 127), samples=240)
Bases:
object
Display of a window’s framerate.
This is a convenience class to aid in profiling and debugging. Typical usage is to create an FPSDisplay for each window, and draw the display at the end of the windows’
on_draw()
event handler:from pyglet.window import Window, FPSDisplay window = Window() fps_display = FPSDisplay(window) @window.event def on_draw(): # ... perform ordinary window drawing operations ... fps_display.draw()
The style and position of the display can be modified via the
Label()
attribute. Different text can be substituted by overriding the set_fps method. The display can be set to update more or less often by setting the update_period attribute. Note: setting the update_period to a value smaller than your Window refresh rate will cause inaccurate readings.- Ivariables:
- labelLabel
The text label displaying the framerate.
- draw()
Draw the label.
- update()
Records a new data point at the current time. This method is called automatically when the window buffer is flipped.
- class MouseCursor
An abstract mouse cursor.
- draw(x, y)
Abstract render method.
The cursor should be drawn with the “hot” spot at the given coordinates. The projection is set to the pyglet default (i.e., orthographic in window-space), however no other aspects of the state can be assumed.
- Parameters:
- xint
X coordinate of the mouse pointer’s hot spot.
- yint
Y coordinate of the mouse pointer’s hot spot.
- gl_drawable = True
Indicates if the cursor is drawn using OpenGL, or natively.
- hw_drawable = False
- class DefaultMouseCursor
Bases:
MouseCursor
The default mouse cursor set by the operating system.
- class ImageMouseCursor(image, hot_x=0, hot_y=0, acceleration=False)
Bases:
MouseCursor
A user-defined mouse cursor created from an image.
Use this class to create your own mouse cursors and assign them to windows. Cursors can be drawn by OpenGL, or optionally passed to the OS to render natively. There are no restrictions on cursors drawn by OpenGL, but natively rendered cursors may have some platform limitations (such as color depth, or size). In general, reasonably sized cursors will render correctly
- draw(x, y)
Abstract render method.
The cursor should be drawn with the “hot” spot at the given coordinates. The projection is set to the pyglet default (i.e., orthographic in window-space), however no other aspects of the state can be assumed.
- Parameters:
- xint
X coordinate of the mouse pointer’s hot spot.
- yint
Y coordinate of the mouse pointer’s hot spot.
Exceptions
- class MouseCursorException
The root exception for all mouse cursor-related errors.
- class NoSuchConfigException
An exception indicating the requested configuration is not available.
- class NoSuchDisplayException
An exception indicating the requested display is not available.
- class WindowException
The root exception for all window-related errors.