# 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 in via [Key](./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,!,_"} ``` Note the key event handler on the app which logs all key events. if you press any key it will show up on the screen. ### Attributes There are two main attributes on a key event. The `key` attribute is the _name_ of the key which may be a single character, or a longer identifier. Textual insures that the `key` attribute could always be used in a method name. Key events also contain a `char` attribute which contains single character if it is printable, or ``None`` if it is not printable (like a function key which has no corresponding character). To illustrate the difference between `key` ad `char`, try `key01.py` with the space key. You should see something like the following: ```{.textual path="docs/examples/guide/input/key01.py", press="space,_"} ``` Note that he `key` attribute contains the word "space" while the `char` attribute contains a literal space. ### Key methods Textual offers a convenient way of handling specific keys. If you create a method beginning with `key_` followed by the name of a key, 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/key01.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 thw 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. ### 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.