# Input This chapter will discuss how to make your app respond to input in the form of key presses and mouse actions. !!! quote More Input! — Johnny Five ## Keyboard input The most fundamental way to receive input is via [Key][textual.events.Key] events. Let's write an app to show key events as you type. === "key01.py" ```python title="key01.py" hl_lines="12-13" --8<-- "docs/examples/guide/input/key01.py" ``` === "Output" ```{.textual path="docs/examples/guide/input/key01.py", press="T,e,x,t,u,a,l,!,_"} ``` When you press a key, the app will receive the associated event and write it to a [TextLog](../widgets/text_log.md) widget. Try pressing a few keys to see what happens. !!! tip For a more feature feature rich version of this example, run `textual keys` from the command line. ### Key Event The key event contains a number of attributes which tell you what key (or keys) have been pressed. #### key The `key` attribute is a string which identifies the key that was pressed. The value of `key` will be a single character for letter and numbers, or a longer identifier for other keys. Some keys may be combined with ++shift++ key. In the case of letters, this will result in a capital letter as you might expect. For non-printable keys, the `key` attribute will be prefixed with `shift+`. For example ++shift+home++ will produce an event with `key="shift+home"`. Many keys can also be combined with ++ctrl++ which will prefix the key with `ctrl+`. For instance ++ctrl+p++ will produce an event with `key="ctrl+p"`. !!! warning Not all keys combinations are supported in terminals, and some keys may be intercepted by your OS. If in doubt, run `textual keys` from the command line. #### character If the key has an associated printable character then the `character` will contain a string containing a single unicode character. If there is no printable character for the key (such as for function keys) then `character` will be `None`. For example the ++p++ key will produce `character="p"` but ++f2++ will produce `character=None`. #### name The `name` attribute is similar to `key` but unlike `key` is guaranteed to be valid within a Python function name. Textual derives `name` from the `key` key attribute by lower casing it and replacing `+` with `_`. Upper case letters are prefixed with `upper_` to distinguish them from lower case names. For example, ++ctrl+q++ produces `name="ctrl_p"` and ++shift+p++ produces `name="upper_p"`. #### is_printable The `is_printable` attribute is a boolean which indicates if the key would typically result in something that could be used in an input widget. If `is_printable` is `False` then the key is a control code or function key that you wouldn't expect to produce anything in an input. #### aliases Some keys or combinations of keys can produce the same key. For instance, the ++tab++ key is indistinguishable from ++ctrl+i++ in the terminal. For such keys, Textual events will contain a list of the possible keys that may have produced this event. In the case of ++tab++, the `aliases` attribute will contain `["tab", "ctrl+i"]` ### Key methods Textual offers a convenient way of handling specific keys. If you create a method beginning with `key_` followed by the key name (the event's `name` attribute), then that method will be called in response to the key. Let's add a key method to the example code. ```python title="key02.py" hl_lines="15-16" --8<-- "docs/examples/guide/input/key02.py" ``` Note the addition of a `key_space` method which is called in response to the space key, and plays the terminal bell noise. !!! note Consider key methods to be a convenience for experimenting with Textual features. In nearly all cases, key [bindings](#bindings) and [actions](../guide/actions.md) are preferable. ## Input focus Only a single widget may receive key events at a time. The widget which is actively receiving key events is said to have input _focus_. The following example shows how focus works in practice. === "key03.py" ```python title="key03.py" hl_lines="16-20" --8<-- "docs/examples/guide/input/key03.py" ``` === "key03.css" ```python title="key03.css" hl_lines="15-17" --8<-- "docs/examples/guide/input/key03.css" ``` === "Output" ```{.textual path="docs/examples/guide/input/key03.py", press="tab,H,e,l,l,o,tab,W,o,r,l,d,!,_"} ``` The app splits the screen in to quarters, with a `TextLog` widget in each quarter. If you click any of the text logs, you should see that it is highlighted to show that the widget has focus. Key events will be sent to the focused widget only. !!! tip the `:focus` CSS pseudo-selector can be used to apply a style to the focused widget. You can move focus by pressing the ++tab++ key to focus the next widget. Pressing ++shift+tab++ moves the focus in the opposite direction. ### Controlling focus Textual will handle keyboard focus automatically, but you can tell Textual to focus a widget by calling the widget's [focus()][textual.widget.Widget.focus] method. ### Focus events When a widget receives focus, it is sent a [Focus](../events/focus.md) event. When a widget loses focus it is sent a [Blur](../events/blur.md) event. ## Bindings Keys may be associated with [actions](../guide/actions.md) for a given widget. This association is known as a key _binding_. To create bindings, add a `BINDINGS` class variable to your app or widget. This should be a list of tuples of three strings. The first value is the key, the second is the action, the third value is a short human readable description. The following example binds the keys ++r++, ++g++, and ++b++ to an action which adds a bar widget to the screen. === "binding01.py" ```python title="binding01.py" hl_lines="13-17" --8<-- "docs/examples/guide/input/binding01.py" ``` === "binding01.css" ```python title="binding01.css" --8<-- "docs/examples/guide/input/binding01.css" ``` === "Output" ```{.textual path="docs/examples/guide/input/binding01.py", press="r,g,b,b"} ``` Note how the footer displays bindings and makes them clickable. !!! tip Multiple keys can be bound to a single action by comma-separating them. For example, `("r,t", "add_bar('red')", "Add Red")` means both ++r++ and ++t++ are bound to `add_bar('red')`. !!! note Ordinarily a binding on a focused widget has precedence over the same key binding at a higher level. However, bindings at the `App` or `Screen` level always have priority. The priority of a single binding can be controlled with the `priority` parameter of a `Binding` instance. Set it to `True` to give it priority, or `False` to not. The default priority of all bindings on a class can be controlled with the `PRIORITY_BINDINGS` class variable. Set it to `True` or `False` to set the default priority for all `BINDINGS`. ### Binding class The tuple of three strings may be enough for simple bindings, but you can also replace the tuple with a [Binding][textual.binding.Binding] instance which exposes a few more options. ### Why use bindings? Bindings are particularly useful for configurable hot-keys. Bindings can also be inspected in widgets such as [Footer](../widgets/footer.md). In a future version of Textual it will also be possible to specify bindings in a configuration file, which will allow users to override app bindings. ## Mouse Input Textual will send events in response to mouse movement and mouse clicks. These events contain the coordinates of the mouse cursor relative to the terminal or widget. !!! information The trackpad (and possibly other pointer devices) are treated the same as the mouse in terminals. Terminal coordinates are given by a pair values named `x` and `y`. The X coordinate is an offset in characters, extending from the left to the right of the screen. The Y coordinate is an offset in _lines_, extending from the top of the screen to the bottom. Coordinates may be relative to the screen, so `(0, 0)` would be the top left of the screen. Coordinates may also be relative to a widget, where `(0, 0)` would be the top left of the widget itself.