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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 module. If the display has not been initialized and a video mode not set, the event queue will not really work.

  The queue is a regular queue of `pygame.event.EventType` pygame object for representing SDL events event objects, there are a variety of ways to access the events it contains. From simply checking for the existence of events, to grabbing them directly off the stack.

  All events have a type identifier. This event type is in between the values of `NOEVENT` and `NUMEVENTS`. All user defined events can have the value of `USEREVENT` or higher. It is recommended make sure your event id's follow this system.

  To get the state of various input devices, you can forego the event queue and access the input devices directly with their appropriate modules; mouse, key, and joystick. 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 synch with the system, you will need to call `pygame.event.pump()` to keep everything current. You'll want to call this function usually once per game loop.

  The event queue offers some simple filtering. This can help performance slightly by blocking certain event types from the queue, use the `pygame.event.set_allowed()` and `pygame.event.set_blocked()` to work with this filtering. All events default to allowed.

  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 fastevent package.

  Joysticks will not send any events until the device has been initialized.

  An `EventType` event object contains an event type identifier and a set of member data. The event object contains no method functions, just member data. EventType objects are retrieved from the pygame event queue. You can create your own new events with the `pygame.event.Event()` function.

  The SDL 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.

  All EventType instances have an event type identifier, accessible as the `EventType.type` property. You may also get full access to the event object's attributes through the `EventType.__dict__` attribute. All other member lookups will be passed through to the object's dictionary values.

  While debugging and experimenting, you can print an event object for a quick display of its type and members. Events that come from the system will have a guaranteed set of member items based on the type. Here is a list of the event attributes defined with each event type.

      QUIT             none
      ACTIVEEVENT      gain, state
      KEYDOWN          unicode, key, mod
      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

  Events support equality comparison. Two events are equal if they are the same type and have identical attribute values. Inequality checks also work.

  New in version 1.9.2: On MacOSX, USEREVENT can have code = pygame.USEREVENT_DROPFILE. That means the user is trying to open a file with your application. The filename can be found at event.filename

  `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.

  `pygame.event.``get`()
    get events from the queue
    get() -> Eventlist
    get(type) -> Eventlist
    get(typelist) -> 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.

  `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.

  `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.

  `pygame.event.``peek`()
    test if event types are waiting on the queue
    peek(type) -> bool
    peek(typelist) -> 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.

  `pygame.event.``clear`()
    remove all events from the queue
    clear() -> None
    clear(type) -> None
    clear(typelist) -> None

    Remove all events or events of a specific type from the queue. This has the same effect as `pygame.event.get()` except nothing is returned. This can be slightly more efficient when clearing a full event queue.

  `pygame.event.``event_name`()
    get the string name from and event id
    event_name(type) -> string

    Pygame uses integer ids to represent the event types. If you want to report these types to the user they should be converted to strings. This will return a the simple name for an event type. The string is in the WordCap style.

  `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, this has the opposite effect and `ALL` of the event types are allowed to be 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 events can be placed on the queue. It is safe to enable an event type multiple times.

    If None is passed as the argument, `NONE` 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

    Returns true if the given event type is blocked from the queue.

  `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. Use `pygame.event.set_grab()` to control this state.

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

    This places a new event at the end of the event queue. These Events will later be retrieved from the other queue functions.

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

  `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. The event is created with the given attributes and values. The attributes can come from a dictionary argument with string keys, or from keyword arguments.

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

    A Python object that represents an SDL event. User event instances are created with an Event function call. The EventType type is not directly callable. EventType instances support attribute assignment and deletion.

    `type`
      SDL event type identifier.
      type -> int

      Read only. Predefined event identifiers are QUIT and MOUSEMOTION, for example. For user created event objects, this is the type argument passed to `pygame.event.Event()`create a new event object.

    `__dict__`
      Event object attribute dictionary
      __dict__ -> dict

      Read only. The event type specific attributes of an event. As an example, this would contain the unicode, key, and mod attributes of a KEYDOWN event. The dict attribute is a synonym, for backward compatibility.

    Mutable attributes are new to pygame 1.9.2.