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- /* Auto generated file: with makeref.py . Docs go in src/ *.doc . */
- #define DOC_PYGAME "the top level pygame package"
- #define DOC_PYGAMEINIT "pygame.init(): return (numpass, numfail)\ninitialize all imported pygame modules"
- #define DOC_PYGAMEQUIT "pygame.quit(): return None\nuninitialize all pygame modules"
- #define DOC_PYGAMEERROR "raise pygame.error, message\nstandard pygame exception"
- #define DOC_PYGAMEGETERROR "pygame.get_error(): return errorstr\nget the current error message"
- #define DOC_PYGAMESETERROR "pygame.set_error(error_msg): return None\nset the current error message"
- #define DOC_PYGAMEGETSDLVERSION "pygame.get_sdl_version(): return major, minor, patch\nget the version number of SDL"
- #define DOC_PYGAMEGETSDLBYTEORDER "pygame.get_sdl_byteorder(): return int\nget the byte order of SDL"
- #define DOC_PYGAMEREGISTERQUIT "register_quit(callable): return None\nregister a function to be called when pygame quits"
- #define DOC_PYGAMEVERSION "module pygame.version\nsmall module containing version information"
- #define DOC_PYGAMEVERSIONVER "pygame.version.ver = '1.2'\nversion number as a string"
- #define DOC_PYGAMEVERSIONVERNUM "pygame.version.vernum = (1, 5, 3)\ntupled integers of the version"
- #define DOC_PYGAMECAMERA "pygame module for camera use"
- #define DOC_PYGAMECAMERACOLORSPACE "pygame.camera.colorspace(Surface, format, DestSurface = None): return Surface\nSurface colorspace conversion"
- #define DOC_PYGAMECAMERALISTCAMERAS "pygame.camera.list_cameras(): return [cameras]\nreturns a list of available cameras"
- #define DOC_PYGAMECAMERACAMERA "pygame.camera.Camera(device, (width, height), format): return Camera\nload a camera"
- #define DOC_CAMERASTART "Camera.start(): return None\nopens, initializes, and starts capturing"
- #define DOC_CAMERASTOP "Camera.stop(): return None\nstops, uninitializes, and closes the camera"
- #define DOC_CAMERAGETCONTROLS "Camera.get_controls(): return (hflip = bool, vflip = bool, brightness)\ngets current values of user controls"
- #define DOC_CAMERASETCONTROLS "Camera.set_controls(hflip = bool, vflip = bool, brightness): return (hflip = bool, vflip = bool, brightness)\nchanges camera settings if supported by the camera"
- #define DOC_CAMERAGETSIZE "Camera.get_size(): return (width, height)\nreturns the dimensions of the images being recorded"
- #define DOC_CAMERAQUERYIMAGE "Camera.query_image(): return bool\nchecks if a frame is ready"
- #define DOC_CAMERAGETIMAGE "Camera.get_image(Surface = None): return Surface\ncaptures an image as a Surface"
- #define DOC_CAMERAGETRAW "Camera.get_raw(): return string\nreturns an unmodified image as a string"
- #define DOC_PYGAMECDROM "pygame module for audio cdrom control"
- #define DOC_PYGAMECDROMINIT "pygame.cdrom.init(): return None\ninitialize the cdrom module"
- #define DOC_PYGAMECDROMQUIT "pygame.cdrom.quit(): return None\nuninitialize the cdrom module"
- #define DOC_PYGAMECDROMGETINIT "pygame.cdrom.get_init(): return bool\ntrue if the cdrom module is initialized"
- #define DOC_PYGAMECDROMGETCOUNT "pygame.cdrom.get_count(): return count\nnumber of cd drives on the system"
- #define DOC_PYGAMECDROMCD "pygame.cdrom.CD(id): return CD\nclass to manage a cdrom drive"
- #define DOC_CDINIT "CD.init(): return None\ninitialize a cdrom drive for use"
- #define DOC_CDQUIT "CD.quit(): return None\nuninitialize a cdrom drive for use"
- #define DOC_CDGETINIT "CD.get_init(): return bool\ntrue if this cd device initialized"
- #define DOC_CDPLAY "CD.play(track, start=None, end=None): return None\nstart playing audio"
- #define DOC_CDSTOP "CD.stop(): return None\nstop audio playback"
- #define DOC_CDPAUSE "CD.pause(): return None\ntemporarily stop audio playback"
- #define DOC_CDRESUME "CD.resume(): return None\nunpause audio playback"
- #define DOC_CDEJECT "CD.eject(): return None\neject or open the cdrom drive"
- #define DOC_CDGETID "CD.get_id(): return id\nthe index of the cdrom drive"
- #define DOC_CDGETNAME "CD.get_name(): return name\nthe system name of the cdrom drive"
- #define DOC_CDGETBUSY "CD.get_busy(): return bool\ntrue if the drive is playing audio"
- #define DOC_CDGETPAUSED "CD.get_paused(): return bool\ntrue if the drive is paused"
- #define DOC_CDGETCURRENT "CD.get_current(): return track, seconds\nthe current audio playback position"
- #define DOC_CDGETEMPTY "CD.get_empty(): return bool\nFalse if a cdrom is in the drive"
- #define DOC_CDGETNUMTRACKS "CD.get_numtracks(): return count\nthe number of tracks on the cdrom"
- #define DOC_CDGETTRACKAUDIO "CD.get_track_audio(track): return bool\ntrue if the cdrom track has audio data"
- #define DOC_CDGETALL "CD.get_all(): return [(audio, start, end, lenth), ...]\nget all track information"
- #define DOC_CDGETTRACKSTART "CD.get_track_start(track): return seconds\nstart time of a cdrom track"
- #define DOC_CDGETTRACKLENGTH "CD.get_track_length(track): return seconds\nlength of a cdrom track"
- #define DOC_PYGAMECOLOR "pygame.Color(name): Return Color\npygame.Color(r, g, b, a): Return Color\npygame.Color(rgbvalue): Return Color\npygame object for color representations"
- #define DOC_COLORR "Color.r: Return int\nGets or sets the red value of the Color."
- #define DOC_COLORG "Color.g: Return int\nGets or sets the green value of the Color."
- #define DOC_COLORB "Color.b: Return int\nGets or sets the blue value of the Color."
- #define DOC_COLORA "Color.a: Return int\nGets or sets the alpha value of the Color."
- #define DOC_COLORCMY "Color.cmy: Return tuple\nGets or sets the CMY representation of the Color."
- #define DOC_COLORHSVA "Color.hsva: Return tuple\nGets or sets the HSVA representation of the Color."
- #define DOC_COLORHSLA "Color.hsla: Return tuple\nGets or sets the HSLA representation of the Color."
- #define DOC_COLORI1I2I3 "Color.i1i2i3: Return tuple\nGets or sets the I1I2I3 representation of the Color."
- #define DOC_COLORNORMALIZE "Color.normalize(): Return tuple\nReturns the normalized RGBA values of the Color."
- #define DOC_COLORCORRECTGAMMA "Color.correct_gamma (gamma): Return Color\nApplies a certain gamma value to the Color."
- #define DOC_COLORSETLENGTH "Color.set_length(len)\nSet the number of elements in the Color to 1,2,3, or 4."
- #define DOC_PYGAMECURSORS "pygame module for cursor resources"
- #define DOC_PYGAMECURSORSCOMPILE "pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask\ncreate binary cursor data from simple strings"
- #define DOC_PYGAMECURSORSLOADXBM "pygame.cursors.load_xbm(cursorfile): return cursor_args\npygame.cursors.load_xbm(cursorfile, maskfile): return cursor_args\nload cursor data from an xbm file"
- #define DOC_PYGAMEDISPLAY "pygame module to control the display window and screen"
- #define DOC_PYGAMEDISPLAYINIT "pygame.display.init(): return None\ninitialize the display module"
- #define DOC_PYGAMEDISPLAYQUIT "pygame.display.quit(): return None\nuninitialize the display module"
- #define DOC_PYGAMEDISPLAYGETINIT "pygame.display.get_init(): return bool\ntrue if the display module is initialized"
- #define DOC_PYGAMEDISPLAYSETMODE "pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface\ninitialize a window or screen for display"
- #define DOC_PYGAMEDISPLAYGETSURFACE "pygame.display.get_surface(): return Surface\nget a reference to the currently set display surface"
- #define DOC_PYGAMEDISPLAYFLIP "pygame.display.flip(): return None\nupdate the full display Surface to the screen"
- #define DOC_PYGAMEDISPLAYUPDATE "pygame.display.update(rectangle=None): return None\npygame.display.update(rectangle_list): return None\nupdate portions of the screen for software displays"
- #define DOC_PYGAMEDISPLAYGETDRIVER "pygame.display.get_driver(): return name\nget the name of the pygame display backend"
- #define DOC_PYGAMEDISPLAYINFO "pygame.display.Info(): return VideoInfo\nCreate a video display information object"
- #define DOC_PYGAMEDISPLAYGETWMINFO "pygame.display.get_wm_info(): return dict\nGet information about the current windowing system"
- #define DOC_PYGAMEDISPLAYLISTMODES "pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list\nget list of available fullscreen modes"
- #define DOC_PYGAMEDISPLAYMODEOK "pygame.display.mode_ok(size, flags=0, depth=0): return depth\npick the best color depth for a display mode"
- #define DOC_PYGAMEDISPLAYGLGETATTRIBUTE "pygame.display.gl_get_attribute(flag): return value\nget the value for an opengl flag for the current display"
- #define DOC_PYGAMEDISPLAYGLSETATTRIBUTE "pygame.display.gl_set_attribute(flag, value): return None\nrequest an opengl display attribute for the display mode"
- #define DOC_PYGAMEDISPLAYGETACTIVE "pygame.display.get_active(): return bool\ntrue when the display is active on the display"
- #define DOC_PYGAMEDISPLAYICONIFY "pygame.display.iconify(): return bool\niconify the display surface"
- #define DOC_PYGAMEDISPLAYTOGGLEFULLSCREEN "pygame.display.toggle_fullscreen(): return bool\nswitch between fullscreen and windowed displays"
- #define DOC_PYGAMEDISPLAYSETGAMMA "pygame.display.set_gamma(red, green=None, blue=None): return bool\nchange the hardware gamma ramps"
- #define DOC_PYGAMEDISPLAYSETGAMMARAMP "change the hardware gamma ramps with a custom lookup\npygame.display.set_gamma_ramp(red, green, blue): return bool\nset_gamma_ramp(red, green, blue): return bool"
- #define DOC_PYGAMEDISPLAYSETICON "pygame.display.set_icon(Surface): return None\nchange the system image for the display window"
- #define DOC_PYGAMEDISPLAYSETCAPTION "pygame.display.set_caption(title, icontitle=None): return None\nset the current window caption"
- #define DOC_PYGAMEDISPLAYGETCAPTION "pygame.display.get_caption(): return (title, icontitle)\nget the current window caption"
- #define DOC_PYGAMEDISPLAYSETPALETTE "pygame.display.set_palette(palette=None): return None\nset the display color palette for indexed displays"
- #define DOC_PYGAMEDRAW "pygame module for drawing shapes"
- #define DOC_PYGAMEDRAWRECT "pygame.draw.rect(Surface, color, Rect, width=0): return Rect\ndraw a rectangle shape"
- #define DOC_PYGAMEDRAWPOLYGON "pygame.draw.polygon(Surface, color, pointlist, width=0): return Rect\ndraw a shape with any number of sides"
- #define DOC_PYGAMEDRAWCIRCLE "pygame.draw.circle(Surface, color, pos, radius, width=0): return Rect\ndraw a circle around a point"
- #define DOC_PYGAMEDRAWELLIPSE "pygame.draw.ellipse(Surface, color, Rect, width=0): return Rect\ndraw a round shape inside a rectangle"
- #define DOC_PYGAMEDRAWARC "pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1): return Rect\ndraw a partial section of an ellipse"
- #define DOC_PYGAMEDRAWLINE "pygame.draw.line(Surface, color, start_pos, end_pos, width=1): return Rect\ndraw a straight line segment"
- #define DOC_PYGAMEDRAWLINES "pygame.draw.lines(Surface, color, closed, pointlist, width=1): return Rect\ndraw multiple contiguous line segments"
- #define DOC_PYGAMEDRAWAALINE "pygame.draw.aaline(Surface, color, startpos, endpos, blend=1): return Rect\ndraw fine antialiased lines"
- #define DOC_PYGAMEDRAWAALINES "pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect"
- #define DOC_PYGAMEEVENT "pygame module for interacting with events and queues"
- #define DOC_PYGAMEEVENTPUMP "pygame.event.pump(): return None\ninternally process pygame event handlers"
- #define DOC_PYGAMEEVENTGET "pygame.event.get(): return Eventlist\npygame.event.get(type): return Eventlist\npygame.event.get(typelist): return Eventlist\nget events from the queue"
- #define DOC_PYGAMEEVENTPOLL "pygame.event.poll(): return Event\nget a single event from the queue"
- #define DOC_PYGAMEEVENTWAIT "pygame.event.wait(): return Event\nwait for a single event from the queue"
- #define DOC_PYGAMEEVENTPEEK "pygame.event.peek(type): return bool\npygame.event.peek(typelist): return bool\ntest if event types are waiting on the queue"
- #define DOC_PYGAMEEVENTCLEAR "pygame.event.clear(): return None\npygame.event.clear(type): return None\npygame.event.clear(typelist): return None\nremove all events from the queue"
- #define DOC_PYGAMEEVENTEVENTNAME "pygame.event.event_name(type): return string\nget the string name from and event id"
- #define DOC_PYGAMEEVENTSETBLOCKED "pygame.event.set_blocked(type): return None\npygame.event.set_blocked(typelist): return None\npygame.event.set_blocked(None): return None\ncontrol which events are allowed on the queue"
- #define DOC_PYGAMEEVENTSETALLOWED "pygame.event.set_allowed(type): return None\npygame.event.set_allowed(typelist): return None\npygame.event.set_allowed(None): return None\ncontrol which events are allowed on the queue"
- #define DOC_PYGAMEEVENTGETBLOCKED "pygame.event.get_blocked(type): return bool\ntest if a type of event is blocked from the queue"
- #define DOC_PYGAMEEVENTSETGRAB "pygame.event.set_grab(bool): return None\ncontrol the sharing of input devices with other applications"
- #define DOC_PYGAMEEVENTGETGRAB "pygame.event.get_grab(): return bool\ntest if the program is sharing input devices"
- #define DOC_PYGAMEEVENTPOST "pygame.event.post(Event): return None\nplace a new event on the queue"
- #define DOC_PYGAMEEVENTEVENT "pygame.event.Event(type, dict): return Event\npygame.event.Event(type, **attributes): return Event\ncreate a new event object"
- #define DOC_PYGAMEEXAMPLES "module of example programs"
- #define DOC_PYGAMEEXAMPLESALIENSMAIN "pygame.aliens.main(): return None\nplay the full aliens example"
- #define DOC_PYGAMEEXAMPLESOLDALIENMAIN "pygame.examples.oldalien.main(): return None\nplay the original aliens example"
- #define DOC_PYGAMEEXAMPLESSTARSMAIN "pygame.examples.stars.main(): return None\nrun a simple starfield example"
- #define DOC_PYGAMEEXAMPLESCHIMPMAIN "pygame.examples.chimp.main(): return None\nhit the moving chimp"
- #define DOC_PYGAMEEXAMPLESMOVEITMAIN "pygame.examples.moveit.main(): return None\ndisplay animated objects on the screen"
- #define DOC_PYGAMEEXAMPLESFONTYMAIN "pygame.examples.fonty.main(): return None\nrun a font rendering example"
- #define DOC_PYGAMEEXAMPLESVGRADEMAIN "pygame.examples.vgrade.main(): return None\ndisplay a vertical gradient"
- #define DOC_PYGAMEEXAMPLESEVENTLISTMAIN "pygame.examples.eventlist.main(): return None\ndisplay pygame events"
- #define DOC_PYGAMEEXAMPLESARRAYDEMOMAIN "pygame.examples.arraydemo.main(arraytype=None): return None\nshow various surfarray effects"
- #define DOC_PYGAMEEXAMPLESSOUNDMAIN "pygame.examples.sound.main(file_path=None): return None\nload and play a sound"
- #define DOC_PYGAMEEXAMPLESSOUNDARRAYDEMOSMAIN "pygame.examples.sound_array_demos.main(arraytype=None): return None\nplay various sndarray effects"
- #define DOC_PYGAMEEXAMPLESLIQUIDMAIN "pygame.examples.liquid.main(): return None\ndisplay an animated liquid effect"
- #define DOC_PYGAMEEXAMPLESGLCUBEMAIN "pygame.examples.glcube.main(): return None\ndisplay an animated 3D cube using OpenGL"
- #define DOC_PYGAMEEXAMPLESSCRAPCLIPBOARDMAIN "pygame.examples.scrap_clipboard.main(): return None\naccess the clipboard"
- #define DOC_PYGAMEEXAMPLESMASKMAIN "pygame.examples.mask.main(*args): return None\ndisplay multiple images bounce off each other using collision detection"
- #define DOC_PYGAMEEXAMPLESTESTSPRITEMAIN "pygame.examples.testsprite.main(update_rects = True, use_static = False, use_FastRenderGroup = False, screen_dims = [640, 480], use_alpha = False, flags = 0): return None\nshow lots of sprites moving around"
- #define DOC_PYGAMEEXAMPLESHEADLESSNOWINDOWSNEEDEDMAIN "pygame.examples.headless_no_windows_needed.main(fin, fout, w, h): return None\nwrite an image file that is smoothscaled copy of an input file"
- #define DOC_PYGAMEEXAMPLESFASTEVENTSMAIN "pygame.examples.fastevents.main(): return None\nstress test the fastevents module"
- #define DOC_PYGAMEEXAMPLESOVERLAYMAIN "pygame.examples.overlay.main(fname): return None\nplay a .pgm video using overlays"
- #define DOC_PYGAMEEXAMPLESBLENDFILLMAIN "pygame.examples.blend_fill.main(): return None\ndemonstrate the various surface.fill method blend options"
- #define DOC_PYGAMEEXAMPLESCURSORSMAIN "pygame.examples.cursors.main(): return None\ndisplay two different custom cursors"
- #define DOC_PYGAMEEXAMPLESPIXELARRAYMAIN "pygame.examples.pixelarray.main(): return None\ndisplay various pixelarray generated effects"
- #define DOC_PYGAMEEXAMPLESSCALETESTMAIN "pygame.examples.scaletest.main(imagefile, convert_alpha=False, run_speed_test=True): return None\ninteractively scale an image using smoothscale"
- #define DOC_PYGAMEEXAMPLESMIDIMAIN "pygame.examples.midi.main(mode='output', device_id=None): return None\nrun a midi example"
- #define DOC_PYGAMEEXAMPLESSCROLLMAIN "pygame.examples.scroll.main(image_file=None): return None\nrun a Surface.scroll example that shows a magnified image"
- #define DOC_PYGAMEEXAMPLESMOVIEPLAYERMAIN "pygame.examples.moveplayer.main(filepath): return None\nplay an MPEG movie"
- #define DOC_PYGAMEFONT "pygame module for loading and rendering fonts"
- #define DOC_PYGAMEFONTINIT "pygame.font.init(): return None\ninitialize the font module"
- #define DOC_PYGAMEFONTQUIT "pygame.font.quit(): return None\nuninitialize the font module"
- #define DOC_PYGAMEFONTGETINIT "pygame.font.get_init(): return bool\ntrue if the font module is initialized"
- #define DOC_PYGAMEFONTGETDEFAULTFONT "pygame.font.get_default_font(): return string\nget the filename of the default font"
- #define DOC_PYGAMEFONTGETFONTS "pygame.font.get_fonts(): return list of strings\nget all available fonts"
- #define DOC_PYGAMEFONTMATCHFONT "pygame.font.match_font(name, bold=False, italic=False): return path\nfind a specific font on the system"
- #define DOC_PYGAMEFONTSYSFONT "pygame.font.SysFont(name, size, bold=False, italic=False): return Font\ncreate a Font object from the system fonts"
- #define DOC_PYGAMEFONTFONT "pygame.font.Font(filename, size): return Font\npygame.font.Font(object, size): return Font\ncreate a new Font object from a file"
- #define DOC_FONTRENDER "Font.render(text, antialias, color, background=None): return Surface\ndraw text on a new Surface"
- #define DOC_FONTSIZE "Font.size(text): return (width, height)\ndetermine the amount of space needed to render text"
- #define DOC_FONTSETUNDERLINE "Font.set_underline(bool): return None\ncontrol if text is rendered with an underline"
- #define DOC_FONTGETUNDERLINE "Font.get_underline(): return bool\ncheck if text will be rendered with an underline"
- #define DOC_FONTSETBOLD "Font.set_bold(bool): return None\nenable fake rendering of bold text"
- #define DOC_FONTGETBOLD "Font.get_bold(): return bool\ncheck if text will be rendered bold"
- #define DOC_FONTSETITALIC "Font.set_bold(bool): return None\nenable fake rendering of italic text"
- #define DOC_FONTMETRICS "Font.metrics(text): return list\nGets the metrics for each character in the pased string."
- #define DOC_FONTGETITALIC "Font.get_italic(): return bool\ncheck if the text will be rendered italic"
- #define DOC_FONTGETLINESIZE "Font.get_linesize(): return int\nget the line space of the font text"
- #define DOC_FONTGETHEIGHT "Font.get_height(): return int\nget the height of the font"
- #define DOC_FONTGETASCENT "Font.get_ascent(): return int\nget the ascent of the font"
- #define DOC_FONTGETDESCENT "Font.get_descent(): return int\nget the descent of the font"
- #define DOC_PYGAMEGFXDRAW "pygame module for drawing shapes"
- #define DOC_PYGAMEGFXDRAWPIXEL "pygame.gfxdraw.pixel(surface, x, y, color): return None\nplace a pixel"
- #define DOC_PYGAMEGFXDRAWHLINE "pygame.gfxdraw.hline(surface, x1, x2, y, color): return None\ndraw a horizontal line"
- #define DOC_PYGAMEGFXDRAWVLINE "pgyame.gfxdraw.vline(surface, x, y1, y2, color): return None\ndraw a vertical line"
- #define DOC_PYGAMEGFXDRAWRECTANGLE "pgyame.gfxdraw.rectangle(surface, rect, color): return None\ndraw a rectangle"
- #define DOC_PYGAMEGFXDRAWBOX "pgyame.gfxdraw.box(surface, rect, color): return None\ndraw a box"
- #define DOC_PYGAMEGFXDRAWLINE "pgyame.gfxdraw.line(surface, x1, y1, x2, y2, color): return None\ndraw a line"
- #define DOC_PYGAMEGFXDRAWCIRCLE "pgyame.gfxdraw.circle(surface, x, y, r, color): return None\ndraw a circle"
- #define DOC_PYGAMEGFXDRAWARC "pgyame.gfxdraw.arc(surface, x, y, r, start, end, color): return None\ndraw an arc"
- #define DOC_PYGAMEGFXDRAWAACIRCLE "pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None\ndraw an anti-aliased circle"
- #define DOC_PYGAMEGFXDRAWFILLEDCIRCLE "pgyame.gfxdraw.filled_circle(surface, x, y, r, color): return None\ndraw a filled circle"
- #define DOC_PYGAMEGFXDRAWELLIPSE "pgyame.gfxdraw.ellipse(surface, x, y, rx, ry, color): return None\ndraw an ellipse"
- #define DOC_PYGAMEGFXDRAWAAELLIPSE "pgyame.gfxdraw.aaellipse(surface, x, y, rx, ry, color): return None\ndraw an anti-aliased ellipse"
- #define DOC_PYGAMEGFXDRAWFILLEDELLIPSE "pgyame.gfxdraw.filled_ellipse(surface, x, y, rx, ry, color): return None\ndraw a filled ellipse"
- #define DOC_PYGAMEGFXDRAWPIE "pgyame.gfxdraw.pie(surface, x, y, r, start, end, color): return None\ndraw a pie"
- #define DOC_PYGAMEGFXDRAWTRIGON "pgyame.gfxdraw.trigon(surface, x1, y1, x2, y2, x3, y3, color): return None\ndraw a triangle"
- #define DOC_PYGAMEGFXDRAWAATRIGON "pgyame.gfxdraw.aatrigon(surface, x1, y1, x2, y2, x3, y3, color): return None\ndraw an anti-aliased triangle"
- #define DOC_PYGAMEGFXDRAWFILLEDTRIGON "pgyame.gfxdraw.filled_trigon(surface, x1, y1, x3, y2, x3, y3, color): return None\ndraw a filled trigon"
- #define DOC_PYGAMEGFXDRAWPOLYGON "pgyame.gfxdraw.polygon(surface, points, color): return None\ndraw a polygon"
- #define DOC_PYGAMEGFXDRAWAAPOLYGON "pgyame.gfxdraw.aapolygon(surface, points, color): return None\ndraw an anti-aliased polygon"
- #define DOC_PYGAMEGFXDRAWFILLEDPOLYGON "pgyame.gfxdraw.filled_polygon(surface, points, color): return None\ndraw a filled polygon"
- #define DOC_PYGAMEGFXDRAWTEXTUREDPOLYGON "pgyame.gfxdraw.textured_polygon(surface, points, texture, tx, ty): return None\ndraw a textured polygon"
- #define DOC_PYGAMEGFXDRAWBEZIER "pgyame.gfxdraw.bezier(surface, points, steps, color): return None\ndraw a bezier curve"
- #define DOC_PYGAMEIMAGE "pygame module for image transfer"
- #define DOC_PYGAMEIMAGELOAD "pygame.image.load(filename): return Surface\npygame.image.load(fileobj, namehint=""): return Surface\nload new image from a file"
- #define DOC_PYGAMEIMAGESAVE "pygame.image.save(Surface, filename): return None\nsave an image to disk"
- #define DOC_PYGAMEIMAGEGETEXTENDED "pygame.image.get_extended(): return bool\ntest if extended image formats can be loaded"
- #define DOC_PYGAMEIMAGETOSTRING "pygame.image.tostring(Surface, format, flipped=False): return string\ntransfer image to string buffer"
- #define DOC_PYGAMEIMAGEFROMSTRING "pygame.image.fromstring(string, size, format, flipped=False): return Surface\ncreate new Surface from a string buffer"
- #define DOC_PYGAMEIMAGEFROMBUFFER "pygame.image.frombuffer(string, size, format): return Surface\ncreate a new Surface that shares data inside a string buffer"
- #define DOC_PYGAMEJOYSTICK "pygame module for interacting with joystick devices"
- #define DOC_PYGAMEJOYSTICKINIT "pygame.joystick.init(): return None\ninitialize the joystick module"
- #define DOC_PYGAMEJOYSTICKQUIT "pygame.joystick.quit(): return None\nuninitialize the joystick module"
- #define DOC_PYGAMEJOYSTICKGETINIT "pygame.joystick.get_init(): return bool\ntrue if the joystick module is initialized"
- #define DOC_PYGAMEJOYSTICKGETCOUNT "pygame.joystick.get_count(): return count\nnumber of joysticks on the system"
- #define DOC_PYGAMEJOYSTICKJOYSTICK "pygame.joystick.Joystick(id): return Joystick\ncreate a new Joystick object"
- #define DOC_JOYSTICKINIT "Joystick.init(): return None\ninitialize the Joystick"
- #define DOC_JOYSTICKQUIT "Joystick.quit(): return None\nuninitialize the Joystick"
- #define DOC_JOYSTICKGETINIT "Joystick.get_init(): return bool\ncheck if the Joystick is initialized"
- #define DOC_JOYSTICKGETID "Joystick.get_id(): return int\nget the Joystick ID"
- #define DOC_JOYSTICKGETNAME "Joystick.get_name(): return string\nget the Joystick system name"
- #define DOC_JOYSTICKGETNUMAXES "Joystick.get_numaxes(): return int\nget the number of axes on a Joystick"
- #define DOC_JOYSTICKGETAXIS "Joystick.get_axis(axis_number): return float\nget the current position of an axis"
- #define DOC_JOYSTICKGETNUMBALLS "Joystick.get_numballs(): return int\nget the number of trackballs on a Joystick"
- #define DOC_JOYSTICKGETBALL "Joystick.get_ball(ball_number): return x, y\nget the relative position of a trackball"
- #define DOC_JOYSTICKGETNUMBUTTONS "Joystick.get_numbuttons(): return int\nget the number of buttons on a Joystick"
- #define DOC_JOYSTICKGETBUTTON "Joystick.get_button(button): return bool\nget the current button state"
- #define DOC_JOYSTICKGETNUMHATS "Joystick.get_numhats(): return int\nget the number of hat controls on a Joystick"
- #define DOC_JOYSTICKGETHAT "Joystick.get_hat(hat_number): return x, y\nget the position of a joystick hat"
- #define DOC_PYGAMEKEY "pygame module to work with the keyboard"
- #define DOC_PYGAMEKEYGETFOCUSED "pygame.key.get_focused(): return bool\ntrue if the display is receiving keyboard input from the system"
- #define DOC_PYGAMEKEYGETPRESSED "pygame.key.get_pressed(): return bools\nget the state of all keyboard buttons"
- #define DOC_PYGAMEKEYGETMODS "pygame.key.get_mods(): return int\ndetermine which modifier keys are being held"
- #define DOC_PYGAMEKEYSETMODS "pygame.key.set_mods(int): return None\ntemporarily set which modifier keys are pressed"
- #define DOC_PYGAMEKEYSETREPEAT "pygame.key.set_repeat(): return None\npygame.key.set_repeat(delay, interval): return None\ncontrol how held keys are repeated"
- #define DOC_PYGAMEKEYGETREPEAT "pygame.key.get_repeat(): return (delay, interval)\nsee how held keys are repeated"
- #define DOC_PYGAMEKEYNAME "pygame.key.name(key): return string\nget the name of a key identifier"
- #define DOC_PYGAMELOCALS "pygame constants"
- #define DOC_PYGAMEMASK "pygame module for image masks."
- #define DOC_PYGAMEMASKFROMSURFACE "pygame.mask.from_surface(Surface, threshold = 127) -> Mask\nReturns a Mask from the given surface."
- #define DOC_PYGAMEMASKFROMTHRESHOLD "pygame.mask.from_surface(Surface, color, threshold = (0,0,0,255), othersurface = None, palette_colors = 1) -> Mask\nCreates a mask by thresholding Surfaces"
- #define DOC_PYGAMEMASKMASK "pygame.Mask((width, height)): return Mask\npygame object for representing 2d bitmasks"
- #define DOC_MASKGETSIZE "Mask.get_size() -> width,height\nReturns the size of the mask."
- #define DOC_MASKGETAT "Mask.get_at((x,y)) -> int\nReturns nonzero if the bit at (x,y) is set."
- #define DOC_MASKSETAT "Mask.set_at((x,y),value)\nSets the position in the mask given by x and y."
- #define DOC_MASKOVERLAP "Mask.overlap(othermask, offset) -> x,y\nReturns the point of intersection if the masks overlap with the given offset - or None if it does not overlap."
- #define DOC_MASKOVERLAPAREA "Mask.overlap_area(othermask, offset) -> numpixels\nReturns the number of overlapping 'pixels'."
- #define DOC_MASKOVERLAPMASK "Mask.overlap_mask(othermask, offset) -> Mask\nReturns a mask of the overlapping pixels"
- #define DOC_MASKFILL "Mask.fill()\nSets all bits to 1"
- #define DOC_MASKCLEAR "Mask.clear()\nSets all bits to 0"
- #define DOC_MASKINVERT "Mask.invert()\nFlips the bits in a Mask"
- #define DOC_MASKSCALE "Mask.scale((x, y)) -> Mask\nResizes a mask"
- #define DOC_MASKDRAW "Mask.draw(othermask, offset)\nDraws a mask onto another"
- #define DOC_MASKERASE "Mask.erase(othermask, offset)\nErases a mask from another"
- #define DOC_MASKCOUNT "Mask.count() -> pixels\nReturns the number of set pixels"
- #define DOC_MASKCENTROID "Mask.centroid() -> (x, y)\nReturns the centroid of the pixels in a Mask"
- #define DOC_MASKANGLE "Mask.angle() -> theta\nReturns the orientation of the pixels"
- #define DOC_MASKOUTLINE "Mask.outline(every = 1) -> [(x,y), (x,y) ...]\nlist of points outlining an object"
- #define DOC_MASKCONVOLVE "Mask.convolve(othermask, outputmask = None, offset = (0,0)) -> Mask\nReturn the convolution of self with another mask."
- #define DOC_MASKCONNECTEDCOMPONENT "Mask.connected_component((x,y) = None) -> Mask\nReturns a mask of a connected region of pixels."
- #define DOC_MASKCONNECTEDCOMPONENTS "Mask.connected_components(min = 0) -> [Masks]\nReturns a list of masks of connected regions of pixels."
- #define DOC_MASKGETBOUNDINGRECTS "Mask.get_bounding_rects() -> Rects\nReturns a list of bounding rects of regions of set pixels."
- #define DOC_PYGAMEMIDI "pygame module for interacting with midi input and output."
- #define DOC_PYGAMEMIDIINPUT "Input(device_id)\nInput(device_id, buffer_size)\nInput is used to get midi input from midi devices."
- #define DOC_INPUTCLOSE "Input.close(): return None\n closes a midi stream, flushing any pending buffers."
- #define DOC_INPUTPOLL "Input.poll(): return Bool\nreturns true if there's data, or false if not."
- #define DOC_INPUTREAD "Input.read(num_events): return midi_event_list\nreads num_events midi events from the buffer."
- #define DOC_PYGAMEMIDIMIDIEXCEPTION "MidiException(errno)\nexception that pygame.midi functions and classes can raise"
- #define DOC_PYGAMEMIDIOUTPUT "Output(device_id)\nOutput(device_id, latency = 0)\nOutput(device_id, buffer_size = 4096)\nOutput(device_id, latency, buffer_size)\nOutput is used to send midi to an output device"
- #define DOC_OUTPUTABORT "Output.abort(): return None\n terminates outgoing messages immediately"
- #define DOC_OUTPUTCLOSE "Output.close(): return None\n closes a midi stream, flushing any pending buffers."
- #define DOC_OUTPUTNOTEOFF "Output.note_off(note, velocity=None, channel = 0)\nturns a midi note off. Note must be on."
- #define DOC_OUTPUTNOTEON "Output.note_on(note, velocity=None, channel = 0)\nturns a midi note on. Note must be off."
- #define DOC_OUTPUTSETINSTRUMENT "Output.set_instrument(instrument_id, channel = 0)\nselect an instrument, with a value between 0 and 127"
- #define DOC_OUTPUTWRITE "Output.write(data)\nwrites a list of midi data to the Output"
- #define DOC_OUTPUTWRITESHORT "Output.write_short(status)\nOutput.write_short(status, data1 = 0, data2 = 0)\nwrite_short(status <, data1><, data2>)"
- #define DOC_OUTPUTWRITESYSEX "Output.write_sys_ex(when, msg)\nwrites a timestamped system-exclusive midi message."
- #define DOC_PYGAMEMIDIGETCOUNT "pygame.midi.get_count(): return num_devices\ngets the number of devices."
- #define DOC_PYGAMEMIDIGETDEFAULTINPUTID "pygame.midi.get_default_input_id(): return default_id\ngets default input device number"
- #define DOC_PYGAMEMIDIGETDEFAULTOUTPUTID "pygame.midi.get_default_output_id(): return default_id\ngets default output device number"
- #define DOC_PYGAMEMIDIGETDEVICEINFO "pygame.midi.get_device_info(an_id): return (interf, name, input, output, opened)\n returns information about a midi device"
- #define DOC_PYGAMEMIDIINIT "pygame.midi.init(): return None\ninitialize the midi module"
- #define DOC_PYGAMEMIDIMIDIS2EVENTS "pygame.midi.midis2events(midis, device_id): return [Event, ...]\nconverts midi events to pygame events"
- #define DOC_PYGAMEMIDIQUIT "pygame.midi.quit(): return None\nuninitialize the midi module"
- #define DOC_PYGAMEMIDITIME "pygame.midi.time(): return time\nreturns the current time in ms of the PortMidi timer"
- #define DOC_PYGAMEMIXER "pygame module for loading and playing sounds"
- #define DOC_PYGAMEMIXERINIT "pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096): return None\ninitialize the mixer module"
- #define DOC_PYGAMEMIXERPREINIT "pygame.mixer.pre_init(frequency=22050, size=-16, channels=2, buffersize=4096): return None\npreset the mixer init arguments"
- #define DOC_PYGAMEMIXERQUIT "pygame.mixer.quit(): return None\nuninitialize the mixer"
- #define DOC_PYGAMEMIXERGETINIT "pygame.mixer.get_init(): return (frequency, format, channels)\ntest if the mixer is initialized"
- #define DOC_PYGAMEMIXERSTOP "pygame.mixer.stop(): return None\nstop playback of all sound channels"
- #define DOC_PYGAMEMIXERPAUSE "pygame.mixer.pause(): return None\ntemporarily stop playback of all sound channels"
- #define DOC_PYGAMEMIXERUNPAUSE "pygame.mixer.unpause(): return None\nresume paused playback of sound channels"
- #define DOC_PYGAMEMIXERFADEOUT "pygame.mixer.fadeout(time): return None\nfade out the volume on all sounds before stopping"
- #define DOC_PYGAMEMIXERSETNUMCHANNELS "pygame.mixer.set_num_channels(count): return None\nset the total number of playback channels"
- #define DOC_PYGAMEMIXERGETNUMCHANNELS "get the total number of playback channels"
- #define DOC_PYGAMEMIXERSETRESERVED "pygame.mixer.set_reserved(count): return None\nreserve channels from being automatically used"
- #define DOC_PYGAMEMIXERFINDCHANNEL "pygame.mixer.find_channel(force=False): return Channel\nfind an unused channel"
- #define DOC_PYGAMEMIXERGETBUSY "pygame.mixer.get_busy(): return bool\ntest if any sound is being mixed"
- #define DOC_PYGAMEMIXERSOUND "pygame.mixer.Sound(filename): return Sound\npygame.mixer.Sound(buffer): return Sound\npygame.mixer.Sound(object): return Sound\nCreate a new Sound object from a file"
- #define DOC_SOUNDPLAY "Sound.play(loops=0, maxtime=0, fade_ms=0): return Channel\nbegin sound playback"
- #define DOC_SOUNDSTOP "Sound.stop(): return None\nstop sound playback"
- #define DOC_SOUNDFADEOUT "Sound.fadeout(time): return None\nstop sound playback after fading out"
- #define DOC_SOUNDSETVOLUME "Sound.set_volume(value): return None\nset the playback volume for this Sound"
- #define DOC_SOUNDGETVOLUME "Sound.get_volume(): return value\nget the playback volume"
- #define DOC_SOUNDGETNUMCHANNELS "Sound.get_num_channels(): return count\ncount how many times this Sound is playing"
- #define DOC_SOUNDGETLENGTH "Sound.get_length(): return seconds\nget the length of the Sound"
- #define DOC_SOUNDGETBUFFER "Sound.get_buffer(): return BufferProxy\nacquires a buffer object for the sameples of the Sound."
- #define DOC_PYGAMEMIXERCHANNEL "pygame.mixer.Channel(id): return Channel\nCreate a Channel object for controlling playback"
- #define DOC_CHANNELPLAY "Channel.play(Sound, loops=0, maxtime=0, fade_ms=0): return None\nplay a Sound on a specific Channel"
- #define DOC_CHANNELSTOP "Channel.stop(): return None\nstop playback on a Channel"
- #define DOC_CHANNELPAUSE "Channel.pause(): return None\ntemporarily stop playback of a channel"
- #define DOC_CHANNELUNPAUSE "Channel.unpause(): return None\nresume pause playback of a channel"
- #define DOC_CHANNELFADEOUT "Channel.fadeout(time): return None\nstop playback after fading channel out"
- #define DOC_CHANNELSETVOLUME "Channel.set_volume(value): return None\nChannel.set_volume(left, right): return None\nset the volume of a playing channel"
- #define DOC_CHANNELGETVOLUME "Channel.get_volume(): return value\nget the volume of the playing channel"
- #define DOC_CHANNELGETBUSY "Channel.get_busy(): return bool\ncheck if the channel is active"
- #define DOC_CHANNELGETSOUND "Channel.get_sound(): return Sound\nget the currently playing Sound"
- #define DOC_CHANNELQUEUE "Channel.queue(Sound): return None\nqueue a Sound object to follow the current"
- #define DOC_CHANNELGETQUEUE "Channel.get_queue(): return Sound\nreturn any Sound that is queued"
- #define DOC_CHANNELSETENDEVENT "Channel.set_endevent(): return None\nChannel.set_endevent(type): return None\nhave the channel send an event when playback stops"
- #define DOC_CHANNELGETENDEVENT "Channel.get_endevent(): return type\nget the event a channel sends when playback stops"
- #define DOC_PYGAMEMOUSE "pygame module to work with the mouse"
- #define DOC_PYGAMEMOUSEGETPRESSED "pygame.moouse.get_pressed(): return (button1, button2, button3)\nget the state of the mouse buttons"
- #define DOC_PYGAMEMOUSEGETPOS "pygame.mouse.get_pos(): return (x, y)\nget the mouse cursor position"
- #define DOC_PYGAMEMOUSEGETREL "pygame.mouse.get_rel(): return (x, y)\nget the amount of mouse movement"
- #define DOC_PYGAMEMOUSESETPOS "pygame.mouse.set_pos([x, y]): return None\nset the mouse cursor position"
- #define DOC_PYGAMEMOUSESETVISIBLE "pygame.mouse.set_visible(bool): return bool\nhide or show the mouse cursor"
- #define DOC_PYGAMEMOUSEGETFOCUSED "pygame.mouse.get_focused(): return bool\ncheck if the display is receiving mouse input"
- #define DOC_PYGAMEMOUSESETCURSOR "pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None\nset the image for the system mouse cursor"
- #define DOC_PYGAMEMOUSEGETCURSOR "pygame.mouse.get_cursor(): return (size, hotspot, xormasks, andmasks)\nget the image for the system mouse cursor"
- #define DOC_PYGAMEMOVIE "pygame module for playback of mpeg video"
- #define DOC_PYGAMEMOVIEMOVIE "pygame.movie.Movie(filename): return Movie\npygame.movie.Movie(object): return Movie\nload an mpeg movie file"
- #define DOC_MOVIEPLAY "Movie.play(loops=0): return None\nstart playback of a movie"
- #define DOC_MOVIESTOP "Movie.stop(): return None\nstop movie playback"
- #define DOC_MOVIEPAUSE "Movie.pause(): return None\ntemporarily stop and resume playback"
- #define DOC_MOVIESKIP "Movie.skip(seconds): return None\nadvance the movie playback position"
- #define DOC_MOVIEREWIND "Movie.rewind(): return None\nrestart the movie playback"
- #define DOC_MOVIERENDERFRAME "Movie.render_frame(frame_number): return frame_number\nset the current video frame"
- #define DOC_MOVIEGETFRAME "Movie.get_frame(): return frame_number\nget the current video frame"
- #define DOC_MOVIEGETTIME "Movie.get_time(): return seconds\nget the current vide playback time"
- #define DOC_MOVIEGETBUSY "Movie.get_busy(): return bool\ncheck if the movie is currently playing"
- #define DOC_MOVIEGETLENGTH "Movie.get_length(): return seconds\nthe total length of the movie in seconds"
- #define DOC_MOVIEGETSIZE "Movie.get_size(): return (width, height)\nget the resolution of the video"
- #define DOC_MOVIEHASVIDEO "Movie.get_video(): return bool\ncheck if the movie file contains video"
- #define DOC_MOVIEHASAUDIO "Movie.get_audio(): return bool\ncheck if the movie file contains audio"
- #define DOC_MOVIESETVOLUME "Movie.set_volume(value): return None\nset the audio playback volume"
- #define DOC_MOVIESETDISPLAY "Movie.set_display(Surface, rect=None): return None\nset the video target Surface"
- #define DOC_PYGAMEMIXERMUSIC "pygame module for controlling streamed audio"
- #define DOC_PYGAMEMIXERMUSICLOAD "pygame.mixer.music.load(filename): return None\npygame.mixer.music.load(object): return None\nLoad a music file for playback"
- #define DOC_PYGAMEMIXERMUSICPLAY "pygame.mixer.music.play(loops=0, start=0.0): return None\nStart the playback of the music stream"
- #define DOC_PYGAMEMIXERMUSICREWIND "pygame.mixer.music.rewind(): return None\nrestart music"
- #define DOC_PYGAMEMIXERMUSICSTOP "pygame.mixer.music.stop(): return None\nstop the music playback"
- #define DOC_PYGAMEMIXERMUSICPAUSE "pygame.mixer.music.pause(): return None\ntemporarily stop music playback"
- #define DOC_PYGAMEMIXERMUSICUNPAUSE "pygame.mixer.music.unpause(): return None\nresume paused music"
- #define DOC_PYGAMEMIXERMUSICFADEOUT "pygame.mixer.music.fadeout(time): return None\nstop music playback after fading out"
- #define DOC_PYGAMEMIXERMUSICSETVOLUME "pygame.mixer.music.set_volume(value): return None\nset the music volume"
- #define DOC_PYGAMEMIXERMUSICGETVOLUME "pygame.mixer.music.get_volume(): return value\nget the music volume"
- #define DOC_PYGAMEMIXERMUSICGETBUSY "pygame.mixer.music.get_busy(): return bool\ncheck if the music stream is playing"
- #define DOC_PYGAMEMIXERMUSICGETPOS "pygame.mixer.music.get_pos(): return time\nget the music play time"
- #define DOC_PYGAMEMIXERMUSICQUEUE "pygame.mixer.music.queue(filename): return None\nqueue a music file to follow the current"
- #define DOC_PYGAMEMIXERMUSICSETENDEVENT "pygame.mixer.music.set_endevent(): return None\npygame.mixer.music.set_endevent(type): return None\nhave the music send an event when playback stops"
- #define DOC_PYGAMEMIXERMUSICGETENDEVENT "pygame.mixer.music.get_endevent(): return type\nget the event a channel sends when playback stops"
- #define DOC_PYGAMEOVERLAY "pygame.Overlay(format, (width, height)): return Overlay\npygame object for video overlay graphics"
- #define DOC_OVERLAYDISPLAY "Overlay.display((y, u, v)): return None\nOverlay.display(): return None\nset the overlay pixel data"
- #define DOC_OVERLAYSETLOCATION "Overlay.set_location(rect): return None\ncontrol where the overlay is displayed"
- #define DOC_OVERLAYGETHARDWARE "Overlay.get_hardware(rect): return int\ntest if the Overlay is hardware accelerated"
- #define DOC_PYGAMEPIXELARRAY "pygame.PixelArray(Surface): return PixelArray\npygame object for direct pixel access of surfaces"
- #define DOC_PIXELARRAYSURFACE "PixelArray.surface: Return Surface\nGets the Surface the PixelArray uses."
- #define DOC_PIXELARRAYMAKESURFACE "PixelArray.make_surface (): Return Surface\nCreates a new Surface from the current PixelArray."
- #define DOC_PIXELARRAYREPLACE "PixelArray.replace (color, repcolor, distance=0, weights=(0.299, 0.587, 0.114)): Return None\nReplaces the passed color in the PixelArray with another one."
- #define DOC_PIXELARRAYEXTRACT "PixelArray.extract (color, distance=0, weights=(0.299, 0.587, 0.114)): Return PixelArray\nExtracts the passed color from the PixelArray."
- #define DOC_PIXELARRAYCOMPARE "PixelArray.compare (array, distance=0, weights=(0.299, 0.587, 0.114)): Return PixelArray\nCompares the PixelArray with another one."
- #define DOC_PYGAMERECT "pygame.Rect(left, top, width, height): return Rect\npygame.Rect((left, top), (width, height)): return Rect\npygame.Rect(object): return Rect\npygame object for storing rectangular coordinates"
- #define DOC_RECTCOPY "Rect.copy(): return Rect\ncopy the rectangle"
- #define DOC_RECTMOVE "Rect.move(x, y): return Rect\nmoves the rectangle"
- #define DOC_RECTMOVEIP "Rect.move_ip(x, y): return None\nmoves the rectangle, in place"
- #define DOC_RECTINFLATE "Rect.inflate(x, y): return Rect\ngrow or shrink the rectangle size"
- #define DOC_RECTINFLATEIP "Rect.inflate_ip(x, y): return None\ngrow or shrink the rectangle size, in place"
- #define DOC_RECTCLAMP "Rect.clamp(Rect): return Rect\nmoves the rectangle inside another"
- #define DOC_RECTCLAMPIP "Rect.clamp_ip(Rect): return None\nmoves the rectangle inside another, in place"
- #define DOC_RECTCLIP "Rect.clip(Rect): return Rect\ncrops a rectangle inside another"
- #define DOC_RECTUNION "Rect.union(Rect): return Rect\njoins two rectangles into one"
- #define DOC_RECTUNIONIP "Rect.union_ip(Rect): return None\njoins two rectangles into one, in place"
- #define DOC_RECTUNIONALL "Rect.unionall(Rect_sequence): return Rect\nthe union of many rectangles"
- #define DOC_RECTUNIONALLIP "Rect.unionall_ip(Rect_sequence): return None\nthe union of many rectangles, in place"
- #define DOC_RECTFIT "Rect.fit(Rect): return Rect\nresize and move a rectangle with aspect ratio"
- #define DOC_RECTNORMALIZE "Rect.normalize(): return None\ncorrect negative sizes"
- #define DOC_RECTCONTAINS "Rect.contains(Rect): return bool\ntest if one rectangle is inside another"
- #define DOC_RECTCOLLIDEPOINT "Rect.collidepoint(x, y): return bool\nRect.collidepoint((x,y)): return bool\ntest if a point is inside a rectangle"
- #define DOC_RECTCOLLIDERECT "Rect.colliderect(Rect): return bool\ntest if two rectangles overlap"
- #define DOC_RECTCOLLIDELIST "Rect.collidelist(list): return index\ntest if one rectangle in a list intersects"
- #define DOC_RECTCOLLIDELISTALL "Rect.collidelistall(list): return indices\ntest if all rectangles in a list intersect"
- #define DOC_RECTCOLLIDEDICT "Rect.collidedict(dict): return (key, value)\ntest if one rectangle in a dictionary intersects"
- #define DOC_RECTCOLLIDEDICTALL "Rect.collidedictall(dict): return [(key, value), ...]\ntest if all rectangles in a dictionary intersect"
- #define DOC_PYGAMESCRAP "pygame module for clipboard support."
- #define DOC_PYGAMESCRAPINIT "scrap.init () -> None\nInitializes the scrap module."
- #define DOC_PYGAMESCRAPGET "scrap.get (type) -> string\nGets the data for the specified type from the clipboard."
- #define DOC_PYGAMESCRAPGETTYPES "scrap.get_types () -> list\nGets a list of the available clipboard types."
- #define DOC_PYGAMESCRAPPUT "scrap.put(type, data) -> None\nPlaces data into the clipboard."
- #define DOC_PYGAMESCRAPCONTAINS "scrap.contains (type) -> bool\nChecks, whether a certain type is available in the clipboard."
- #define DOC_PYGAMESCRAPLOST "scrap.lost() -> bool\nChecks whether the clipboard is currently owned by the application."
- #define DOC_PYGAMESCRAPSETMODE "scrap.set_mode(mode) -> None\nSets the clipboard access mode."
- #define DOC_PYGAMESNDARRAY "pygame module for accessing sound sample data"
- #define DOC_PYGAMESNDARRAYARRAY "pygame.sndarray.array(Sound): return array\ncopy Sound samples into an array"
- #define DOC_PYGAMESNDARRAYSAMPLES "pygame.sndarray.samples(Sound): return array\nreference Sound samples into an array"
- #define DOC_PYGAMESNDARRAYMAKESOUND "pygame.sndarray.make_sound(array): return Sound\nconvert an array into a Sound object"
- #define DOC_PYGAMESNDARRAYUSEARRAYTYPE "pygame.sndarray.use_arraytype (arraytype): return None\nSets the array system to be used for sound arrays"
- #define DOC_PYGAMESNDARRAYGETARRAYTYPE "pygame.sndarray.get_arraytype (): return str\nGets the currently active array type."
- #define DOC_PYGAMESNDARRAYGETARRAYTYPES "pygame.sndarray.get_arraytypes (): return tuple\nGets the array system types currently supported."
- #define DOC_PYGAMESPRITE "pygame module with basic game object classes"
- #define DOC_PYGAMESPRITESPRITE "pygame.sprite.Sprite(*groups): return Sprite\nsimple base class for visible game objects"
- #define DOC_SPRITEUPDATE "Sprite.update(*args):\nmethod to control sprite behavior"
- #define DOC_SPRITEADD "Sprite.add(*groups): return None\nadd the sprite to groups"
- #define DOC_SPRITEREMOVE "Sprite.remove(*groups): return None\nremove the sprite from groups"
- #define DOC_SPRITEKILL "Sprite.kill(): return None\nremove the Sprite from all Groups"
- #define DOC_SPRITEALIVE "Sprite.alive(): return bool\ndoes the sprite belong to any groups"
- #define DOC_SPRITEGROUPS "Sprite.groups(): return group_list\nlist of Groups that contain this Sprite"
- #define DOC_PYGAMESPRITEDIRTYSPRITE "pygame.sprite.DirtySprite(*groups): return DirtySprite\na more featureful subclass of Sprite with more attributes"
- #define DOC_ ""
- #define DOC_PYGAMESPRITEGROUP "pygame.sprite.Group(*sprites): return Group\ncontainer class for many Sprites"
- #define DOC_GROUPSPRITES "Group.sprites(): return sprite_list\nlist of the Sprites this Group contains"
- #define DOC_GROUPCOPY "Group.copy(): return Group\nduplicate the Group"
- #define DOC_GROUPADD "Group.add(*sprites): return None\nadd Sprites to this Group"
- #define DOC_GROUPREMOVE "Group.remove(*sprites): return None\nremove Sprites from the Group"
- #define DOC_GROUPHAS "Group.has(*sprites): return None\ntest if a Group contains Sprites"
- #define DOC_GROUPUPDATE "Group.update(*args): return None\ncall the update method on contained Sprites"
- #define DOC_GROUPDRAW "Group.draw(Surface): return None\nblit the Sprite images"
- #define DOC_GROUPCLEAR "Group.clear(Surface_dest, background): return None\ndraw a background over the Sprites"
- #define DOC_GROUPEMPTY "Group.empty(): return None\nremove all Sprites"
- #define DOC_PYGAMESPRITERENDERUPDATES "pygame.sprite.RenderUpdates(*sprites): return RenderUpdates\nGroup class that tracks dirty updates"
- #define DOC_RENDERUPDATESDRAW "RenderUpdates.draw(surface): return Rect_list\nblit the Sprite images and track changed areas"
- #define DOC_PYGAMESPRITEORDEREDUPDATES "pygame.sprite.OrderedUpdates(*spites): return OrderedUpdates\nRenderUpdates class that draws Sprites in order of addition"
- #define DOC_PYGAMESPRITELAYEREDUPDATES "pygame.sprite.LayeredUpdates(*spites, **kwargs): return LayeredUpdates\nLayeredUpdates Group handles layers, that draws like OrderedUpdates."
- #define DOC_LAYEREDUPDATESADD "LayeredUpdates.add(*sprites, **kwargs): return None\nadd a sprite or sequence of sprites to a group"
- #define DOC_LAYEREDUPDATESSPRITES "LayeredUpdates.sprites(): return sprites\nreturns a ordered list of sprites (first back, last top)."
- #define DOC_LAYEREDUPDATESDRAW "LayeredUpdates.draw(surface): return Rect_list\ndraw all sprites in the right order onto the passed surface."
- #define DOC_LAYEREDUPDATESGETSPRITESAT "LayeredUpdates.get_sprites_at(pos): return colliding_sprites\nreturns a list with all sprites at that position."
- #define DOC_LAYEREDUPDATESGETSPRITE "LayeredUpdates.get_sprite(idx): return sprite\nreturns the sprite at the index idx from the groups sprites"
- #define DOC_LAYEREDUPDATESREMOVESPRITESOFLAYER "LayeredUpdates.remove_sprites_of_layer(layer_nr): return sprites\nremoves all sprites from a layer and returns them as a list."
- #define DOC_LAYEREDUPDATESLAYERS "LayeredUpdates.layers(): return layers\nreturns a list of layers defined (unique), sorted from botton up."
- #define DOC_LAYEREDUPDATESCHANGELAYER "LayeredUpdates.change_layer(sprite, new_layer): return None\nchanges the layer of the sprite"
- #define DOC_LAYEREDUPDATESGETLAYEROFSPRITE "LayeredUpdates.get_layer_of_sprite(sprite): return layer\nreturns the layer that sprite is currently in."
- #define DOC_LAYEREDUPDATESGETTOPLAYER "LayeredUpdates.get_top_layer(): return layer\nreturns the top layer"
- #define DOC_LAYEREDUPDATESGETBOTTOMLAYER "LayeredUpdates.get_bottom_layer(): return layer\nreturns the bottom layer"
- #define DOC_LAYEREDUPDATESMOVETOFRONT "LayeredUpdates.move_to_front(sprite): return None\nbrings the sprite to front layer"
- #define DOC_LAYEREDUPDATESMOVETOBACK "LayeredUpdates.move_to_back(sprite): return None\nmoves the sprite to the bottom layer"
- #define DOC_LAYEREDUPDATESGETTOPSPRITE "LayeredUpdates.get_top_sprite(): return Sprite\nreturns the topmost sprite"
- #define DOC_LAYEREDUPDATESGETSPRITESFROMLAYER "LayeredUpdates.get_sprites_from_layer(layer): return sprites\nreturns all sprites from a layer, ordered by how they where added"
- #define DOC_LAYEREDUPDATESSWITCHLAYER "LayeredUpdates.switch_layer(layer1_nr, layer2_nr): return None\nswitches the sprites from layer1 to layer2"
- #define DOC_PYGAMESPRITELAYEREDDIRTY "pygame.sprite.LayeredDirty(*spites, **kwargs): return LayeredDirty\nLayeredDirty Group is for DirtySprites. Subclasses LayeredUpdates."
- #define DOC_LAYEREDDIRTYDRAW "LayeredDirty.draw(surface, bgd=None): return Rect_list\ndraw all sprites in the right order onto the passed surface."
- #define DOC_LAYEREDDIRTYCLEAR "LayeredDirty.clear(surface, bgd): return None\nused to set background"
- #define DOC_LAYEREDDIRTYREPAINTRECT "LayeredDirty.repaint_rect(screen_rect): return None\nrepaints the given area"
- #define DOC_LAYEREDDIRTYSETCLIP "LayeredDirty.set_clip(screen_rect=None): return None\nclip the area where to draw. Just pass None (default) to reset the clip"
- #define DOC_LAYEREDDIRTYGETCLIP "LayeredDirty.get_clip(): return Rect\nclip the area where to draw. Just pass None (default) to reset the clip"
- #define DOC_LAYEREDDIRTYCHANGELAYER "change_layer(sprite, new_layer): return None\nchanges the layer of the sprite"
- #define DOC_LAYEREDDIRTYSETTIMINGTRESHOLD "set_timing_treshold(time_ms): return None\nsets the treshold in milliseconds"
- #define DOC_PYGAMESPRITEGROUPSINGLE "pygame.sprite.GroupSingle(sprite=None): return GroupSingle\nGroup container that holds a single Sprite"
- #define DOC_PYGAMESPRITESPRITECOLLIDE "pygame.sprite.spritecollide(sprite, group, dokill, collided = None): return Sprite_list\nfind Sprites in a Group that intersect another Sprite"
- #define DOC_PYGAMESPRITECOLLIDERECT "pygame.sprite.collide_rect(left, right): return bool\ncollision detection between two sprites, using rects."
- #define DOC_PYGAMESPRITECOLLIDERECTRATIO "pygame.sprite.collide_rect_ratio(ratio): return collided_callable\ncollision detection between two sprites, using rects scaled to a ratio."
- #define DOC_PYGAMESPRITECOLLIDECIRCLE "pygame.sprite.collide_circle(left, right): return bool\ncollision detection between two sprites, using circles."
- #define DOC_PYGAMESPRITECOLLIDECIRCLERATIO "pygame.sprite.collide_circle_ratio(ratio): return collided_callable\ncollision detection between two sprites, using circles scaled to a ratio."
- #define DOC_PYGAMESPRITECOLLIDEMASK "pygame.sprite.collide_mask(SpriteLeft, SpriteRight): return bool\ncollision detection between two sprites, using masks."
- #define DOC_PYGAMESPRITEGROUPCOLLIDE "pygame.sprite.groupcollide(group1, group2, dokill1, dokill2): return Sprite_dict\nfind all Sprites that collide between two Groups"
- #define DOC_PYGAMESPRITESPRITECOLLIDEANY "pygame.sprite.spritecollideany(sprite, group): return bool\nsimple test if a Sprite intersects anything in a Group"
- #define DOC_ ""
- #define DOC_PYGAMESURFACE "pygame.Surface((width, height), flags=0, depth=0, masks=None): return Surface\npygame.Surface((width, height), flags=0, Surface): return Surface\npygame object for representing images"
- #define DOC_SURFACEBLIT "Surface.blit(source, dest, area=None, special_flags = 0): return Rect\ndraw one image onto another"
- #define DOC_SURFACECONVERT "Surface.convert(Surface): return Surface\nSurface.convert(depth, flags=0): return Surface\nSurface.convert(masks, flags=0): return Surface\nSurface.convert(): return Surface\nchange the pixel format of an image"
- #define DOC_SURFACECONVERTALPHA "Surface.convert_alpha(Surface): return Surface\nSurface.convert_alpha(): return Surface\nchange the pixel format of an image including per pixel alphas"
- #define DOC_SURFACECOPY "Surface.copy(): return Surface\ncreate a new copy of a Surface"
- #define DOC_SURFACEFILL "Surface.fill(color, rect=None, special_flags=0): return Rect\nfill Surface with a solid color"
- #define DOC_SURFACESCROLL "Surface.scroll(dx=0, dy=0): return None\nShift the surface image in place"
- #define DOC_SURFACESETCOLORKEY "Surface.set_colorkey(Color, flags=0): return None\nSurface.set_colorkey(None): return None\nSet the transparent colorkey"
- #define DOC_SURFACEGETCOLORKEY "Surface.get_colorkey(): return RGB or None\nGet the current transparent colorkey"
- #define DOC_SURFACESETALPHA "Surface.set_alpha(value, flags=0): return None\nSurface.set_alpha(None): return None\nset the alpha value for the full Surface image"
- #define DOC_SURFACEGETALPHA "Surface.get_alpha(): return int_value or None\nget the current Surface transparency value"
- #define DOC_SURFACELOCK "Surface.lock(): return None\nlock the Surface memory for pixel access"
- #define DOC_SURFACEUNLOCK "Surface.unlock(): return None\nunlock the Surface memory from pixel access"
- #define DOC_SURFACEMUSTLOCK "Surface.mustlock(): return bool\ntest if the Surface requires locking"
- #define DOC_SURFACEGETLOCKED "Surface.get_locked(): return bool\ntest if the Surface is current locked"
- #define DOC_SURFACEGETLOCKS "Surface.get_locks(): return tuple\nGets the locks for the Surface"
- #define DOC_SURFACEGETAT "Surface.get_at((x, y)): return Color\nget the color value at a single pixel"
- #define DOC_SURFACESETAT "Surface.set_at((x, y), Color): return None\nset the color value for a single pixel"
- #define DOC_SURFACEGETPALETTE "Surface.get_palette(): return [RGB, RGB, RGB, ...]\nget the color index palette for an 8bit Surface"
- #define DOC_SURFACEGETPALETTEAT "Surface.get_palette_at(index): return RGB\nget the color for a single entry in a palette"
- #define DOC_SURFACESETPALETTE "Surface.set_palette([RGB, RGB, RGB, ...]): return None\nset the color palette for an 8bit Surface"
- #define DOC_SURFACESETPALETTEAT "Surface.set_at(index, RGB): return None\nset the color for a single index in an 8bit Surface palette"
- #define DOC_SURFACEMAPRGB "Surface.map_rgb(Color): return mapped_int\nconvert a color into a mapped color value"
- #define DOC_SURFACEUNMAPRGB "Surface.map_rgb(mapped_int): return Color\nconvert a mapped integer color value into a Color"
- #define DOC_SURFACESETCLIP "Surface.set_clip(rect): return None\nSurface.set_clip(None): return None\nset the current clipping area of the Surface"
- #define DOC_SURFACEGETCLIP "Surface.get_clip(): return Rect\nget the current clipping area of the Surface"
- #define DOC_SURFACESUBSURFACE "Surface.subsurface(Rect): return Surface\ncreate a new surface that references its parent"
- #define DOC_SURFACEGETPARENT "Surface.get_parent(): return Surface\nfind the parent of a subsurface"
- #define DOC_SURFACEGETABSPARENT "Surface.get_abs_parent(): return Surface\nfind the top level parent of a subsurface"
- #define DOC_SURFACEGETOFFSET "Surface.get_offset(): return (x, y)\nfind the position of a child subsurface inside a parent"
- #define DOC_SURFACEGETABSOFFSET "Surface.get_abs_offset(): return (x, y)\nfind the absolute position of a child subsurface inside its top level parent"
- #define DOC_SURFACEGETSIZE "Surface.get_size(): return (width, height)\nget the dimensions of the Surface"
- #define DOC_SURFACEGETWIDTH "Surface.get_width(): return width\nget the width of the Surface"
- #define DOC_SURFACEGETHEIGHT "Surface.get_height(): return height\nget the height of the Surface"
- #define DOC_SURFACEGETRECT "Surface.get_rect(**kwargs): return Rect\nget the rectangular area of the Surface"
- #define DOC_SURFACEGETBITSIZE "Surface.get_bitsize(): return int\nget the bit depth of the Surface pixel format"
- #define DOC_SURFACEGETBYTESIZE "Surface.get_bytesize(): return int\nget the bytes used per Surface pixel"
- #define DOC_SURFACEGETFLAGS "Surface.get_flags(): return int\nget the additional flags used for the Surface"
- #define DOC_SURFACEGETPITCH "Surface.get_pitch(): return int\nget the number of bytes used per Surface row"
- #define DOC_SURFACEGETMASKS "Surface.get_masks(): return (R, G, B, A)\nthe bitmasks needed to convert between a color and a mapped integer"
- #define DOC_SURFACESETMASKS "Surface.set_masks((r,g,b,a)): return None\nset the bitmasks needed to convert between a color and a mapped integer"
- #define DOC_SURFACEGETSHIFTS "Surface.get_shifts(): return (R, G, B, A)\nthe bit shifts needed to convert between a color and a mapped integer"
- #define DOC_SURFACESETSHIFTS "Surface.get_shifts((r,g,b,a)): return None\nsets the bit shifts needed to convert between a color and a mapped integer"
- #define DOC_SURFACEGETLOSSES "Surface.get_losses(): return (R, G, B, A)\nthe significant bits used to convert between a color and a mapped integer"
- #define DOC_SURFACEGETBOUNDINGRECT "Surface.get_bounding_rect(min_alpha = 1): return Rect\nfind the smallest rect containing data"
- #define DOC_SURFACEGETBUFFER "Surface.get_buffer(): return BufferProxy\nacquires a buffer object for the pixels of the Surface."
- #define DOC_PYGAMESURFARRAY "pygame module for accessing surface pixel data using array interfaces"
- #define DOC_PYGAMESURFARRAYARRAY2D "pygame.surfarray.array2d(Surface): return array\nCopy pixels into a 2d array"
- #define DOC_PYGAMESURFARRAYPIXELS2D "pygame.surfarray.pixels2d(Surface): return array\nReference pixels into a 2d array"
- #define DOC_PYGAMESURFARRAYARRAY3D "pygame.surfarray.array3d(Surface): return array\nCopy pixels into a 3d array"
- #define DOC_PYGAMESURFARRAYPIXELS3D "pygame.surfarray.pixels3d(Surface): return array\nReference pixels into a 3d array"
- #define DOC_PYGAMESURFARRAYARRAYALPHA "pygame.surfarray.array_alpha(Surface): return array\nCopy pixel alphas into a 2d array"
- #define DOC_PYGAMESURFARRAYPIXELSALPHA "pygame.surfarray.pixels_alpha(Surface): return array\nReference pixel alphas into a 2d array"
- #define DOC_PYGAMESURFARRAYARRAYCOLORKEY "pygame.surfarray.array_colorkey(Surface): return array\nCopy the colorkey values into a 2d array"
- #define DOC_PYGAMESURFARRAYMAKESURFACE "pygame.surfarray.make_surface(array): return Surface\nCopy an array to a new surface"
- #define DOC_PYGAMESURFARRAYBLITARRAY "pygame.surfarray.blit_array(Surface, array): return None\nBlit directly from a array values"
- #define DOC_PYGAMESURFARRAYMAPARRAY "pygame.surfarray.map_array(Surface, array3d): return array2d\nMap a 3d array into a 2d array"
- #define DOC_PYGAMESURFARRAYUSEARRAYTYPE "pygame.surfarray.use_arraytype (arraytype): return None\nSets the array system to be used for surface arrays"
- #define DOC_PYGAMESURFARRAYGETARRAYTYPE "pygame.surfarray.get_arraytype (): return str\nGets the currently active array type."
- #define DOC_PYGAMESURFARRAYGETARRAYTYPES "pygame.surfarray.get_arraytypes (): return tuple\nGets the array system types currently supported."
- #define DOC_PYGAMETESTS "Pygame unit test suite package"
- #define DOC_PYGAMETESTSRUN "pygame.tests.run(*args, **kwds): return tuple\nRun the Pygame unit test suite"
- #define DOC_PYGAMETIME "pygame module for monitoring time"
- #define DOC_PYGAMETIMEGETTICKS "pygame.time.get_ticks(): return milliseconds\nget the time in milliseconds"
- #define DOC_PYGAMETIMEWAIT "pygame.time.wait(milliseconds): return time\npause the program for an amount of time"
- #define DOC_PYGAMETIMEDELAY "pygame.time.delay(milliseconds): return time\npause the program for an amount of time"
- #define DOC_PYGAMETIMESETTIMER "pygame.time.set_timer(eventid, milliseconds): return None\nrepeatedly create an event on the event queue"
- #define DOC_PYGAMETIMECLOCK "pygame.time.Clock(): return Clock\ncreate an object to help track time"
- #define DOC_CLOCKTICK "Clock.tick(framerate=0): return milliseconds\ncontrol timer events\nupdate the clock"
- #define DOC_CLOCKTICKBUSYLOOP "Clock.tick_busy_loop(framerate=0): return milliseconds\ncontrol timer events\nupdate the clock"
- #define DOC_CLOCKGETTIME "Clock.get_time(): return milliseconds\ntime used in the previous tick"
- #define DOC_CLOCKGETRAWTIME "Clock.get_rawtime(): return milliseconds\nactual time used in the previous tick"
- #define DOC_CLOCKGETFPS "Clock.get_fps(): return float\ncompute the clock framerate"
- #define DOC_PYGAMETRANSFORM "pygame module to transform surfaces"
- #define DOC_PYGAMETRANSFORMFLIP "pygame.transform.flip(Surface, xbool, ybool): return Surface\nflip vertically and horizontally"
- #define DOC_PYGAMETRANSFORMSCALE "pygame.transform.scale(Surface, (width, height), DestSurface = None): return Surface\nresize to new resolution"
- #define DOC_PYGAMETRANSFORMROTATE "pygame.transform.rotate(Surface, angle): return Surface\nrotate an image"
- #define DOC_PYGAMETRANSFORMROTOZOOM "pygame.transform.rotozoom(Surface, angle, scale): return Surface\nfiltered scale and rotation"
- #define DOC_PYGAMETRANSFORMSCALE2X "pygame.transform.scale2x(Surface, DestSurface = None): Surface\nspecialized image doubler"
- #define DOC_PYGAMETRANSFORMSMOOTHSCALE "pygame.transform.smoothscale(Surface, (width, height), DestSurface = None): return Surface\nscale a surface to an arbitrary size smoothly"
- #define DOC_PYGAMETRANSFORMGETSMOOTHSCALEBACKEND "pygame.transform.get_smoothscale_backend(): return String\nreturn smoothscale filter version in use: 'GENERIC', 'MMX', or 'SSE'"
- #define DOC_PYGAMETRANSFORMSETSMOOTHSCALEBACKEND "pygame.transform.get_smoothscale_backend(type): return None\nset smoothscale filter version to one of: 'GENERIC', 'MMX', or 'SSE'"
- #define DOC_PYGAMETRANSFORMCHOP "pygame.transform.chop(Surface, rect): return Surface\ngets a copy of an image with an interior area removed"
- #define DOC_PYGAMETRANSFORMLAPLACIAN "pygame.transform.laplacian(Surface, DestSurface = None): return Surface\nfind edges in a surface"
- #define DOC_PYGAMETRANSFORMAVERAGESURFACES "pygame.transform.average_surfaces(Surfaces, DestSurface = None, palette_colors = 1): return Surface\nfind the average surface from many surfaces."
- #define DOC_PYGAMETRANSFORMAVERAGECOLOR "pygame.transform.average_color(Surface, Rect = None): return Color\nfinds the average color of a surface"
- #define DOC_PYGAMETRANSFORMTHRESHOLD "pygame.transform.threshold(DestSurface, Surface, color, threshold = (0,0,0,0), diff_color = (0,0,0,0), change_return = 1, Surface = None, inverse = False): return num_threshold_pixels\nfinds which, and how many pixels in a surface are within a threshold of a color."
- /* Docs in a comments... slightly easier to read. */
- /*
- pygame
- the top level pygame package
- pygame.init
- pygame.init(): return (numpass, numfail)
- initialize all imported pygame modules
- pygame.quit
- pygame.quit(): return None
- uninitialize all pygame modules
- pygame.error
- raise pygame.error, message
- standard pygame exception
- pygame.get_error
- pygame.get_error(): return errorstr
- get the current error message
- pygame.set_error
- pygame.set_error(error_msg): return None
- set the current error message
- pygame.get_sdl_version
- pygame.get_sdl_version(): return major, minor, patch
- get the version number of SDL
- pygame.get_sdl_byteorder
- pygame.get_sdl_byteorder(): return int
- get the byte order of SDL
- pygame.register_quit
- register_quit(callable): return None
- register a function to be called when pygame quits
- pygame.version
- module pygame.version
- small module containing version information
- pygame.version.ver
- pygame.version.ver = '1.2'
- version number as a string
- pygame.version.vernum
- pygame.version.vernum = (1, 5, 3)
- tupled integers of the version
- pygame.camera
- pygame module for camera use
- pygame.camera.colorspace
- pygame.camera.colorspace(Surface, format, DestSurface = None): return Surface
- Surface colorspace conversion
- pygame.camera.list_cameras
- pygame.camera.list_cameras(): return [cameras]
- returns a list of available cameras
- pygame.camera.Camera
- pygame.camera.Camera(device, (width, height), format): return Camera
- load a camera
- Camera.start
- Camera.start(): return None
- opens, initializes, and starts capturing
- Camera.stop
- Camera.stop(): return None
- stops, uninitializes, and closes the camera
- Camera.get_controls
- Camera.get_controls(): return (hflip = bool, vflip = bool, brightness)
- gets current values of user controls
- Camera.set_controls
- Camera.set_controls(hflip = bool, vflip = bool, brightness): return (hflip = bool, vflip = bool, brightness)
- changes camera settings if supported by the camera
- Camera.get_size
- Camera.get_size(): return (width, height)
- returns the dimensions of the images being recorded
- Camera.query_image
- Camera.query_image(): return bool
- checks if a frame is ready
- Camera.get_image
- Camera.get_image(Surface = None): return Surface
- captures an image as a Surface
- Camera.get_raw
- Camera.get_raw(): return string
- returns an unmodified image as a string
- pygame.cdrom
- pygame module for audio cdrom control
- pygame.cdrom.init
- pygame.cdrom.init(): return None
- initialize the cdrom module
- pygame.cdrom.quit
- pygame.cdrom.quit(): return None
- uninitialize the cdrom module
- pygame.cdrom.get_init
- pygame.cdrom.get_init(): return bool
- true if the cdrom module is initialized
- pygame.cdrom.get_count
- pygame.cdrom.get_count(): return count
- number of cd drives on the system
- pygame.cdrom.CD
- pygame.cdrom.CD(id): return CD
- class to manage a cdrom drive
- CD.init
- CD.init(): return None
- initialize a cdrom drive for use
- CD.quit
- CD.quit(): return None
- uninitialize a cdrom drive for use
- CD.get_init
- CD.get_init(): return bool
- true if this cd device initialized
- CD.play
- CD.play(track, start=None, end=None): return None
- start playing audio
- CD.stop
- CD.stop(): return None
- stop audio playback
- CD.pause
- CD.pause(): return None
- temporarily stop audio playback
- CD.resume
- CD.resume(): return None
- unpause audio playback
- CD.eject
- CD.eject(): return None
- eject or open the cdrom drive
- CD.get_id
- CD.get_id(): return id
- the index of the cdrom drive
- CD.get_name
- CD.get_name(): return name
- the system name of the cdrom drive
- CD.get_busy
- CD.get_busy(): return bool
- true if the drive is playing audio
- CD.get_paused
- CD.get_paused(): return bool
- true if the drive is paused
- CD.get_current
- CD.get_current(): return track, seconds
- the current audio playback position
- CD.get_empty
- CD.get_empty(): return bool
- False if a cdrom is in the drive
- CD.get_numtracks
- CD.get_numtracks(): return count
- the number of tracks on the cdrom
- CD.get_track_audio
- CD.get_track_audio(track): return bool
- true if the cdrom track has audio data
- CD.get_all
- CD.get_all(): return [(audio, start, end, lenth), ...]
- get all track information
- CD.get_track_start
- CD.get_track_start(track): return seconds
- start time of a cdrom track
- CD.get_track_length
- CD.get_track_length(track): return seconds
- length of a cdrom track
- pygame.Color
- pygame.Color(name): Return Color
- pygame.Color(r, g, b, a): Return Color
- pygame.Color(rgbvalue): Return Color
- pygame object for color representations
- Color.r
- Color.r: Return int
- Gets or sets the red value of the Color.
- Color.g
- Color.g: Return int
- Gets or sets the green value of the Color.
- Color.b
- Color.b: Return int
- Gets or sets the blue value of the Color.
- Color.a
- Color.a: Return int
- Gets or sets the alpha value of the Color.
- Color.cmy
- Color.cmy: Return tuple
- Gets or sets the CMY representation of the Color.
- Color.hsva
- Color.hsva: Return tuple
- Gets or sets the HSVA representation of the Color.
- Color.hsla
- Color.hsla: Return tuple
- Gets or sets the HSLA representation of the Color.
- Color.i1i2i3
- Color.i1i2i3: Return tuple
- Gets or sets the I1I2I3 representation of the Color.
- Color.normalize
- Color.normalize(): Return tuple
- Returns the normalized RGBA values of the Color.
- Color.correct_gamma
- Color.correct_gamma (gamma): Return Color
- Applies a certain gamma value to the Color.
- Color.set_length
- Color.set_length(len)
- Set the number of elements in the Color to 1,2,3, or 4.
- pygame.cursors
- pygame module for cursor resources
- pygame.cursors.compile
- pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask
- create binary cursor data from simple strings
- pygame.cursors.load_xbm
- pygame.cursors.load_xbm(cursorfile): return cursor_args
- pygame.cursors.load_xbm(cursorfile, maskfile): return cursor_args
- load cursor data from an xbm file
- pygame.display
- pygame module to control the display window and screen
- pygame.display.init
- pygame.display.init(): return None
- initialize the display module
- pygame.display.quit
- pygame.display.quit(): return None
- uninitialize the display module
- pygame.display.get_init
- pygame.display.get_init(): return bool
- true if the display module is initialized
- pygame.display.set_mode
- pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
- initialize a window or screen for display
- pygame.display.get_surface
- pygame.display.get_surface(): return Surface
- get a reference to the currently set display surface
- pygame.display.flip
- pygame.display.flip(): return None
- update the full display Surface to the screen
- pygame.display.update
- pygame.display.update(rectangle=None): return None
- pygame.display.update(rectangle_list): return None
- update portions of the screen for software displays
- pygame.display.get_driver
- pygame.display.get_driver(): return name
- get the name of the pygame display backend
- pygame.display.Info
- pygame.display.Info(): return VideoInfo
- Create a video display information object
- pygame.display.get_wm_info
- pygame.display.get_wm_info(): return dict
- Get information about the current windowing system
- pygame.display.list_modes
- pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list
- get list of available fullscreen modes
- pygame.display.mode_ok
- pygame.display.mode_ok(size, flags=0, depth=0): return depth
- pick the best color depth for a display mode
- pygame.display.gl_get_attribute
- pygame.display.gl_get_attribute(flag): return value
- get the value for an opengl flag for the current display
- pygame.display.gl_set_attribute
- pygame.display.gl_set_attribute(flag, value): return None
- request an opengl display attribute for the display mode
- pygame.display.get_active
- pygame.display.get_active(): return bool
- true when the display is active on the display
- pygame.display.iconify
- pygame.display.iconify(): return bool
- iconify the display surface
- pygame.display.toggle_fullscreen
- pygame.display.toggle_fullscreen(): return bool
- switch between fullscreen and windowed displays
- pygame.display.set_gamma
- pygame.display.set_gamma(red, green=None, blue=None): return bool
- change the hardware gamma ramps
- pygame.display.set_gamma_ramp
- change the hardware gamma ramps with a custom lookup
- pygame.display.set_gamma_ramp(red, green, blue): return bool
- set_gamma_ramp(red, green, blue): return bool
- pygame.display.set_icon
- pygame.display.set_icon(Surface): return None
- change the system image for the display window
- pygame.display.set_caption
- pygame.display.set_caption(title, icontitle=None): return None
- set the current window caption
- pygame.display.get_caption
- pygame.display.get_caption(): return (title, icontitle)
- get the current window caption
- pygame.display.set_palette
- pygame.display.set_palette(palette=None): return None
- set the display color palette for indexed displays
- pygame.draw
- pygame module for drawing shapes
- pygame.draw.rect
- pygame.draw.rect(Surface, color, Rect, width=0): return Rect
- draw a rectangle shape
- pygame.draw.polygon
- pygame.draw.polygon(Surface, color, pointlist, width=0): return Rect
- draw a shape with any number of sides
- pygame.draw.circle
- pygame.draw.circle(Surface, color, pos, radius, width=0): return Rect
- draw a circle around a point
- pygame.draw.ellipse
- pygame.draw.ellipse(Surface, color, Rect, width=0): return Rect
- draw a round shape inside a rectangle
- pygame.draw.arc
- pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1): return Rect
- draw a partial section of an ellipse
- pygame.draw.line
- pygame.draw.line(Surface, color, start_pos, end_pos, width=1): return Rect
- draw a straight line segment
- pygame.draw.lines
- pygame.draw.lines(Surface, color, closed, pointlist, width=1): return Rect
- draw multiple contiguous line segments
- pygame.draw.aaline
- pygame.draw.aaline(Surface, color, startpos, endpos, blend=1): return Rect
- draw fine antialiased lines
- pygame.draw.aalines
- pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect
- pygame.event
- pygame module for interacting with events and queues
- pygame.event.pump
- pygame.event.pump(): return None
- internally process pygame event handlers
- pygame.event.get
- pygame.event.get(): return Eventlist
- pygame.event.get(type): return Eventlist
- pygame.event.get(typelist): return Eventlist
- get events from the queue
- pygame.event.poll
- pygame.event.poll(): return Event
- get a single event from the queue
- pygame.event.wait
- pygame.event.wait(): return Event
- wait for a single event from the queue
- pygame.event.peek
- pygame.event.peek(type): return bool
- pygame.event.peek(typelist): return bool
- test if event types are waiting on the queue
- pygame.event.clear
- pygame.event.clear(): return None
- pygame.event.clear(type): return None
- pygame.event.clear(typelist): return None
- remove all events from the queue
- pygame.event.event_name
- pygame.event.event_name(type): return string
- get the string name from and event id
- pygame.event.set_blocked
- pygame.event.set_blocked(type): return None
- pygame.event.set_blocked(typelist): return None
- pygame.event.set_blocked(None): return None
- control which events are allowed on the queue
- pygame.event.set_allowed
- pygame.event.set_allowed(type): return None
- pygame.event.set_allowed(typelist): return None
- pygame.event.set_allowed(None): return None
- control which events are allowed on the queue
- pygame.event.get_blocked
- pygame.event.get_blocked(type): return bool
- test if a type of event is blocked from the queue
- pygame.event.set_grab
- pygame.event.set_grab(bool): return None
- control the sharing of input devices with other applications
- pygame.event.get_grab
- pygame.event.get_grab(): return bool
- test if the program is sharing input devices
- pygame.event.post
- pygame.event.post(Event): return None
- place a new event on the queue
- pygame.event.Event
- pygame.event.Event(type, dict): return Event
- pygame.event.Event(type, **attributes): return Event
- create a new event object
- pygame.examples
- module of example programs
- pygame.examples.aliens.main
- pygame.aliens.main(): return None
- play the full aliens example
- pygame.examples.oldalien.main
- pygame.examples.oldalien.main(): return None
- play the original aliens example
- pygame.examples.stars.main
- pygame.examples.stars.main(): return None
- run a simple starfield example
- pygame.examples.chimp.main
- pygame.examples.chimp.main(): return None
- hit the moving chimp
- pygame.examples.moveit.main
- pygame.examples.moveit.main(): return None
- display animated objects on the screen
- pygame.examples.fonty.main
- pygame.examples.fonty.main(): return None
- run a font rendering example
- pygame.examples.vgrade.main
- pygame.examples.vgrade.main(): return None
- display a vertical gradient
- pygame.examples.eventlist.main
- pygame.examples.eventlist.main(): return None
- display pygame events
- pygame.examples.arraydemo.main
- pygame.examples.arraydemo.main(arraytype=None): return None
- show various surfarray effects
- pygame.examples.sound.main
- pygame.examples.sound.main(file_path=None): return None
- load and play a sound
- pygame.examples.sound_array_demos.main
- pygame.examples.sound_array_demos.main(arraytype=None): return None
- play various sndarray effects
- pygame.examples.liquid.main
- pygame.examples.liquid.main(): return None
- display an animated liquid effect
- pygame.examples.glcube.main
- pygame.examples.glcube.main(): return None
- display an animated 3D cube using OpenGL
- pygame.examples.scrap_clipboard.main
- pygame.examples.scrap_clipboard.main(): return None
- access the clipboard
- pygame.examples.mask.main
- pygame.examples.mask.main(*args): return None
- display multiple images bounce off each other using collision detection
- pygame.examples.testsprite.main
- pygame.examples.testsprite.main(update_rects = True, use_static = False, use_FastRenderGroup = False, screen_dims = [640, 480], use_alpha = False, flags = 0): return None
- show lots of sprites moving around
- pygame.examples.headless_no_windows_needed.main
- pygame.examples.headless_no_windows_needed.main(fin, fout, w, h): return None
- write an image file that is smoothscaled copy of an input file
- pygame.examples.fastevents.main
- pygame.examples.fastevents.main(): return None
- stress test the fastevents module
- pygame.examples.overlay.main
- pygame.examples.overlay.main(fname): return None
- play a .pgm video using overlays
- pygame.examples.blend_fill.main
- pygame.examples.blend_fill.main(): return None
- demonstrate the various surface.fill method blend options
- pygame.examples.cursors.main
- pygame.examples.cursors.main(): return None
- display two different custom cursors
- pygame.examples.pixelarray.main
- pygame.examples.pixelarray.main(): return None
- display various pixelarray generated effects
- pygame.examples.scaletest.main
- pygame.examples.scaletest.main(imagefile, convert_alpha=False, run_speed_test=True): return None
- interactively scale an image using smoothscale
- pygame.examples.midi.main
- pygame.examples.midi.main(mode='output', device_id=None): return None
- run a midi example
- pygame.examples.scroll.main
- pygame.examples.scroll.main(image_file=None): return None
- run a Surface.scroll example that shows a magnified image
- pygame.examples.movieplayer.main
- pygame.examples.moveplayer.main(filepath): return None
- play an MPEG movie
- pygame.font
- pygame module for loading and rendering fonts
- pygame.font.init
- pygame.font.init(): return None
- initialize the font module
- pygame.font.quit
- pygame.font.quit(): return None
- uninitialize the font module
- pygame.font.get_init
- pygame.font.get_init(): return bool
- true if the font module is initialized
- pygame.font.get_default_font
- pygame.font.get_default_font(): return string
- get the filename of the default font
- pygame.font.get_fonts
- pygame.font.get_fonts(): return list of strings
- get all available fonts
- pygame.font.match_font
- pygame.font.match_font(name, bold=False, italic=False): return path
- find a specific font on the system
- pygame.font.SysFont
- pygame.font.SysFont(name, size, bold=False, italic=False): return Font
- create a Font object from the system fonts
- pygame.font.Font
- pygame.font.Font(filename, size): return Font
- pygame.font.Font(object, size): return Font
- create a new Font object from a file
- Font.render
- Font.render(text, antialias, color, background=None): return Surface
- draw text on a new Surface
- Font.size
- Font.size(text): return (width, height)
- determine the amount of space needed to render text
- Font.set_underline
- Font.set_underline(bool): return None
- control if text is rendered with an underline
- Font.get_underline
- Font.get_underline(): return bool
- check if text will be rendered with an underline
- Font.set_bold
- Font.set_bold(bool): return None
- enable fake rendering of bold text
- Font.get_bold
- Font.get_bold(): return bool
- check if text will be rendered bold
- Font.set_italic
- Font.set_bold(bool): return None
- enable fake rendering of italic text
- Font.metrics
- Font.metrics(text): return list
- Gets the metrics for each character in the pased string.
- Font.get_italic
- Font.get_italic(): return bool
- check if the text will be rendered italic
- Font.get_linesize
- Font.get_linesize(): return int
- get the line space of the font text
- Font.get_height
- Font.get_height(): return int
- get the height of the font
- Font.get_ascent
- Font.get_ascent(): return int
- get the ascent of the font
- Font.get_descent
- Font.get_descent(): return int
- get the descent of the font
- pygame.gfxdraw
- pygame module for drawing shapes
- pygame.gfxdraw.pixel
- pygame.gfxdraw.pixel(surface, x, y, color): return None
- place a pixel
- pygame.gfxdraw.hline
- pygame.gfxdraw.hline(surface, x1, x2, y, color): return None
- draw a horizontal line
- pygame.gfxdraw.vline
- pgyame.gfxdraw.vline(surface, x, y1, y2, color): return None
- draw a vertical line
- pygame.gfxdraw.rectangle
- pgyame.gfxdraw.rectangle(surface, rect, color): return None
- draw a rectangle
- pygame.gfxdraw.box
- pgyame.gfxdraw.box(surface, rect, color): return None
- draw a box
- pygame.gfxdraw.line
- pgyame.gfxdraw.line(surface, x1, y1, x2, y2, color): return None
- draw a line
- pygame.gfxdraw.circle
- pgyame.gfxdraw.circle(surface, x, y, r, color): return None
- draw a circle
- pygame.gfxdraw.arc
- pgyame.gfxdraw.arc(surface, x, y, r, start, end, color): return None
- draw an arc
- pygame.gfxdraw.aacircle
- pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None
- draw an anti-aliased circle
- pygame.gfxdraw.filled_circle
- pgyame.gfxdraw.filled_circle(surface, x, y, r, color): return None
- draw a filled circle
- pygame.gfxdraw.ellipse
- pgyame.gfxdraw.ellipse(surface, x, y, rx, ry, color): return None
- draw an ellipse
- pygame.gfxdraw.aaellipse
- pgyame.gfxdraw.aaellipse(surface, x, y, rx, ry, color): return None
- draw an anti-aliased ellipse
- pygame.gfxdraw.filled_ellipse
- pgyame.gfxdraw.filled_ellipse(surface, x, y, rx, ry, color): return None
- draw a filled ellipse
- pygame.gfxdraw.pie
- pgyame.gfxdraw.pie(surface, x, y, r, start, end, color): return None
- draw a pie
- pygame.gfxdraw.trigon
- pgyame.gfxdraw.trigon(surface, x1, y1, x2, y2, x3, y3, color): return None
- draw a triangle
- pygame.gfxdraw.aatrigon
- pgyame.gfxdraw.aatrigon(surface, x1, y1, x2, y2, x3, y3, color): return None
- draw an anti-aliased triangle
- pygame.gfxdraw.filled_trigon
- pgyame.gfxdraw.filled_trigon(surface, x1, y1, x3, y2, x3, y3, color): return None
- draw a filled trigon
- pygame.gfxdraw.polygon
- pgyame.gfxdraw.polygon(surface, points, color): return None
- draw a polygon
- pygame.gfxdraw.aapolygon
- pgyame.gfxdraw.aapolygon(surface, points, color): return None
- draw an anti-aliased polygon
- pygame.gfxdraw.filled_polygon
- pgyame.gfxdraw.filled_polygon(surface, points, color): return None
- draw a filled polygon
- pygame.gfxdraw.textured_polygon
- pgyame.gfxdraw.textured_polygon(surface, points, texture, tx, ty): return None
- draw a textured polygon
- pygame.gfxdraw.bezier
- pgyame.gfxdraw.bezier(surface, points, steps, color): return None
- draw a bezier curve
- pygame.image
- pygame module for image transfer
- pygame.image.load
- pygame.image.load(filename): return Surface
- pygame.image.load(fileobj, namehint=""): return Surface
- load new image from a file
- pygame.image.save
- pygame.image.save(Surface, filename): return None
- save an image to disk
- pygame.image.get_extended
- pygame.image.get_extended(): return bool
- test if extended image formats can be loaded
- pygame.image.tostring
- pygame.image.tostring(Surface, format, flipped=False): return string
- transfer image to string buffer
- pygame.image.fromstring
- pygame.image.fromstring(string, size, format, flipped=False): return Surface
- create new Surface from a string buffer
- pygame.image.frombuffer
- pygame.image.frombuffer(string, size, format): return Surface
- create a new Surface that shares data inside a string buffer
- pygame.joystick
- pygame module for interacting with joystick devices
- pygame.joystick.init
- pygame.joystick.init(): return None
- initialize the joystick module
- pygame.joystick.quit
- pygame.joystick.quit(): return None
- uninitialize the joystick module
- pygame.joystick.get_init
- pygame.joystick.get_init(): return bool
- true if the joystick module is initialized
- pygame.joystick.get_count
- pygame.joystick.get_count(): return count
- number of joysticks on the system
- pygame.joystick.Joystick
- pygame.joystick.Joystick(id): return Joystick
- create a new Joystick object
- Joystick.init
- Joystick.init(): return None
- initialize the Joystick
- Joystick.quit
- Joystick.quit(): return None
- uninitialize the Joystick
- Joystick.get_init
- Joystick.get_init(): return bool
- check if the Joystick is initialized
- Joystick.get_id
- Joystick.get_id(): return int
- get the Joystick ID
- Joystick.get_name
- Joystick.get_name(): return string
- get the Joystick system name
- Joystick.get_numaxes
- Joystick.get_numaxes(): return int
- get the number of axes on a Joystick
- Joystick.get_axis
- Joystick.get_axis(axis_number): return float
- get the current position of an axis
- Joystick.get_numballs
- Joystick.get_numballs(): return int
- get the number of trackballs on a Joystick
- Joystick.get_ball
- Joystick.get_ball(ball_number): return x, y
- get the relative position of a trackball
- Joystick.get_numbuttons
- Joystick.get_numbuttons(): return int
- get the number of buttons on a Joystick
- Joystick.get_button
- Joystick.get_button(button): return bool
- get the current button state
- Joystick.get_numhats
- Joystick.get_numhats(): return int
- get the number of hat controls on a Joystick
- Joystick.get_hat
- Joystick.get_hat(hat_number): return x, y
- get the position of a joystick hat
- pygame.key
- pygame module to work with the keyboard
- pygame.key.get_focused
- pygame.key.get_focused(): return bool
- true if the display is receiving keyboard input from the system
- pygame.key.get_pressed
- pygame.key.get_pressed(): return bools
- get the state of all keyboard buttons
- pygame.key.get_mods
- pygame.key.get_mods(): return int
- determine which modifier keys are being held
- pygame.key.set_mods
- pygame.key.set_mods(int): return None
- temporarily set which modifier keys are pressed
- pygame.key.set_repeat
- pygame.key.set_repeat(): return None
- pygame.key.set_repeat(delay, interval): return None
- control how held keys are repeated
- pygame.key.get_repeat
- pygame.key.get_repeat(): return (delay, interval)
- see how held keys are repeated
- pygame.key.name
- pygame.key.name(key): return string
- get the name of a key identifier
- pygame.locals
- pygame constants
- pygame.mask
- pygame module for image masks.
- pygame.mask.from_surface
- pygame.mask.from_surface(Surface, threshold = 127) -> Mask
- Returns a Mask from the given surface.
- pygame.mask.from_threshold
- pygame.mask.from_surface(Surface, color, threshold = (0,0,0,255), othersurface = None, palette_colors = 1) -> Mask
- Creates a mask by thresholding Surfaces
- pygame.mask.Mask
- pygame.Mask((width, height)): return Mask
- pygame object for representing 2d bitmasks
- Mask.get_size
- Mask.get_size() -> width,height
- Returns the size of the mask.
- Mask.get_at
- Mask.get_at((x,y)) -> int
- Returns nonzero if the bit at (x,y) is set.
- Mask.set_at
- Mask.set_at((x,y),value)
- Sets the position in the mask given by x and y.
- Mask.overlap
- Mask.overlap(othermask, offset) -> x,y
- Returns the point of intersection if the masks overlap with the given offset - or None if it does not overlap.
- Mask.overlap_area
- Mask.overlap_area(othermask, offset) -> numpixels
- Returns the number of overlapping 'pixels'.
- Mask.overlap_mask
- Mask.overlap_mask(othermask, offset) -> Mask
- Returns a mask of the overlapping pixels
- Mask.fill
- Mask.fill()
- Sets all bits to 1
- Mask.clear
- Mask.clear()
- Sets all bits to 0
- Mask.invert
- Mask.invert()
- Flips the bits in a Mask
- Mask.scale
- Mask.scale((x, y)) -> Mask
- Resizes a mask
- Mask.draw
- Mask.draw(othermask, offset)
- Draws a mask onto another
- Mask.erase
- Mask.erase(othermask, offset)
- Erases a mask from another
- Mask.count
- Mask.count() -> pixels
- Returns the number of set pixels
- Mask.centroid
- Mask.centroid() -> (x, y)
- Returns the centroid of the pixels in a Mask
- Mask.angle
- Mask.angle() -> theta
- Returns the orientation of the pixels
- Mask.outline
- Mask.outline(every = 1) -> [(x,y), (x,y) ...]
- list of points outlining an object
- Mask.convolve
- Mask.convolve(othermask, outputmask = None, offset = (0,0)) -> Mask
- Return the convolution of self with another mask.
- Mask.connected_component
- Mask.connected_component((x,y) = None) -> Mask
- Returns a mask of a connected region of pixels.
- Mask.connected_components
- Mask.connected_components(min = 0) -> [Masks]
- Returns a list of masks of connected regions of pixels.
- Mask.get_bounding_rects
- Mask.get_bounding_rects() -> Rects
- Returns a list of bounding rects of regions of set pixels.
- pygame.midi
- pygame module for interacting with midi input and output.
- pygame.midi.Input
- Input(device_id)
- Input(device_id, buffer_size)
- Input is used to get midi input from midi devices.
- Input.close
- Input.close(): return None
- closes a midi stream, flushing any pending buffers.
- Input.poll
- Input.poll(): return Bool
- returns true if there's data, or false if not.
- Input.read
- Input.read(num_events): return midi_event_list
- reads num_events midi events from the buffer.
- pygame.midi.MidiException
- MidiException(errno)
- exception that pygame.midi functions and classes can raise
- pygame.midi.Output
- Output(device_id)
- Output(device_id, latency = 0)
- Output(device_id, buffer_size = 4096)
- Output(device_id, latency, buffer_size)
- Output is used to send midi to an output device
- Output.abort
- Output.abort(): return None
- terminates outgoing messages immediately
- Output.close
- Output.close(): return None
- closes a midi stream, flushing any pending buffers.
- Output.note_off
- Output.note_off(note, velocity=None, channel = 0)
- turns a midi note off. Note must be on.
- Output.note_on
- Output.note_on(note, velocity=None, channel = 0)
- turns a midi note on. Note must be off.
- Output.set_instrument
- Output.set_instrument(instrument_id, channel = 0)
- select an instrument, with a value between 0 and 127
- Output.write
- Output.write(data)
- writes a list of midi data to the Output
- Output.write_short
- Output.write_short(status)
- Output.write_short(status, data1 = 0, data2 = 0)
- write_short(status <, data1><, data2>)
- Output.write_sys_ex
- Output.write_sys_ex(when, msg)
- writes a timestamped system-exclusive midi message.
- pygame.midi.get_count
- pygame.midi.get_count(): return num_devices
- gets the number of devices.
- pygame.midi.get_default_input_id
- pygame.midi.get_default_input_id(): return default_id
- gets default input device number
- pygame.midi.get_default_output_id
- pygame.midi.get_default_output_id(): return default_id
- gets default output device number
- pygame.midi.get_device_info
- pygame.midi.get_device_info(an_id): return (interf, name, input, output, opened)
- returns information about a midi device
- pygame.midi.init
- pygame.midi.init(): return None
- initialize the midi module
- pygame.midi.midis2events
- pygame.midi.midis2events(midis, device_id): return [Event, ...]
- converts midi events to pygame events
- pygame.midi.quit
- pygame.midi.quit(): return None
- uninitialize the midi module
- pygame.midi.time
- pygame.midi.time(): return time
- returns the current time in ms of the PortMidi timer
- pygame.mixer
- pygame module for loading and playing sounds
- pygame.mixer.init
- pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096): return None
- initialize the mixer module
- pygame.mixer.pre_init
- pygame.mixer.pre_init(frequency=22050, size=-16, channels=2, buffersize=4096): return None
- preset the mixer init arguments
- pygame.mixer.quit
- pygame.mixer.quit(): return None
- uninitialize the mixer
- pygame.mixer.get_init
- pygame.mixer.get_init(): return (frequency, format, channels)
- test if the mixer is initialized
- pygame.mixer.stop
- pygame.mixer.stop(): return None
- stop playback of all sound channels
- pygame.mixer.pause
- pygame.mixer.pause(): return None
- temporarily stop playback of all sound channels
- pygame.mixer.unpause
- pygame.mixer.unpause(): return None
- resume paused playback of sound channels
- pygame.mixer.fadeout
- pygame.mixer.fadeout(time): return None
- fade out the volume on all sounds before stopping
- pygame.mixer.set_num_channels
- pygame.mixer.set_num_channels(count): return None
- set the total number of playback channels
- pygame.mixer.get_num_channels
- get the total number of playback channels
- pygame.mixer.set_reserved
- pygame.mixer.set_reserved(count): return None
- reserve channels from being automatically used
- pygame.mixer.find_channel
- pygame.mixer.find_channel(force=False): return Channel
- find an unused channel
- pygame.mixer.get_busy
- pygame.mixer.get_busy(): return bool
- test if any sound is being mixed
- pygame.mixer.Sound
- pygame.mixer.Sound(filename): return Sound
- pygame.mixer.Sound(buffer): return Sound
- pygame.mixer.Sound(object): return Sound
- Create a new Sound object from a file
- Sound.play
- Sound.play(loops=0, maxtime=0, fade_ms=0): return Channel
- begin sound playback
- Sound.stop
- Sound.stop(): return None
- stop sound playback
- Sound.fadeout
- Sound.fadeout(time): return None
- stop sound playback after fading out
- Sound.set_volume
- Sound.set_volume(value): return None
- set the playback volume for this Sound
- Sound.get_volume
- Sound.get_volume(): return value
- get the playback volume
- Sound.get_num_channels
- Sound.get_num_channels(): return count
- count how many times this Sound is playing
- Sound.get_length
- Sound.get_length(): return seconds
- get the length of the Sound
- Sound.get_buffer
- Sound.get_buffer(): return BufferProxy
- acquires a buffer object for the sameples of the Sound.
- pygame.mixer.Channel
- pygame.mixer.Channel(id): return Channel
- Create a Channel object for controlling playback
- Channel.play
- Channel.play(Sound, loops=0, maxtime=0, fade_ms=0): return None
- play a Sound on a specific Channel
- Channel.stop
- Channel.stop(): return None
- stop playback on a Channel
- Channel.pause
- Channel.pause(): return None
- temporarily stop playback of a channel
- Channel.unpause
- Channel.unpause(): return None
- resume pause playback of a channel
- Channel.fadeout
- Channel.fadeout(time): return None
- stop playback after fading channel out
- Channel.set_volume
- Channel.set_volume(value): return None
- Channel.set_volume(left, right): return None
- set the volume of a playing channel
- Channel.get_volume
- Channel.get_volume(): return value
- get the volume of the playing channel
- Channel.get_busy
- Channel.get_busy(): return bool
- check if the channel is active
- Channel.get_sound
- Channel.get_sound(): return Sound
- get the currently playing Sound
- Channel.queue
- Channel.queue(Sound): return None
- queue a Sound object to follow the current
- Channel.get_queue
- Channel.get_queue(): return Sound
- return any Sound that is queued
- Channel.set_endevent
- Channel.set_endevent(): return None
- Channel.set_endevent(type): return None
- have the channel send an event when playback stops
- Channel.get_endevent
- Channel.get_endevent(): return type
- get the event a channel sends when playback stops
- pygame.mouse
- pygame module to work with the mouse
- pygame.mouse.get_pressed
- pygame.moouse.get_pressed(): return (button1, button2, button3)
- get the state of the mouse buttons
- pygame.mouse.get_pos
- pygame.mouse.get_pos(): return (x, y)
- get the mouse cursor position
- pygame.mouse.get_rel
- pygame.mouse.get_rel(): return (x, y)
- get the amount of mouse movement
- pygame.mouse.set_pos
- pygame.mouse.set_pos([x, y]): return None
- set the mouse cursor position
- pygame.mouse.set_visible
- pygame.mouse.set_visible(bool): return bool
- hide or show the mouse cursor
- pygame.mouse.get_focused
- pygame.mouse.get_focused(): return bool
- check if the display is receiving mouse input
- pygame.mouse.set_cursor
- pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None
- set the image for the system mouse cursor
- pygame.mouse.get_cursor
- pygame.mouse.get_cursor(): return (size, hotspot, xormasks, andmasks)
- get the image for the system mouse cursor
- pygame.movie
- pygame module for playback of mpeg video
- pygame.movie.Movie
- pygame.movie.Movie(filename): return Movie
- pygame.movie.Movie(object): return Movie
- load an mpeg movie file
- Movie.play
- Movie.play(loops=0): return None
- start playback of a movie
- Movie.stop
- Movie.stop(): return None
- stop movie playback
- Movie.pause
- Movie.pause(): return None
- temporarily stop and resume playback
- Movie.skip
- Movie.skip(seconds): return None
- advance the movie playback position
- Movie.rewind
- Movie.rewind(): return None
- restart the movie playback
- Movie.render_frame
- Movie.render_frame(frame_number): return frame_number
- set the current video frame
- Movie.get_frame
- Movie.get_frame(): return frame_number
- get the current video frame
- Movie.get_time
- Movie.get_time(): return seconds
- get the current vide playback time
- Movie.get_busy
- Movie.get_busy(): return bool
- check if the movie is currently playing
- Movie.get_length
- Movie.get_length(): return seconds
- the total length of the movie in seconds
- Movie.get_size
- Movie.get_size(): return (width, height)
- get the resolution of the video
- Movie.has_video
- Movie.get_video(): return bool
- check if the movie file contains video
- Movie.has_audio
- Movie.get_audio(): return bool
- check if the movie file contains audio
- Movie.set_volume
- Movie.set_volume(value): return None
- set the audio playback volume
- Movie.set_display
- Movie.set_display(Surface, rect=None): return None
- set the video target Surface
- pygame.mixer.music
- pygame module for controlling streamed audio
- pygame.mixer.music.load
- pygame.mixer.music.load(filename): return None
- pygame.mixer.music.load(object): return None
- Load a music file for playback
- pygame.mixer.music.play
- pygame.mixer.music.play(loops=0, start=0.0): return None
- Start the playback of the music stream
- pygame.mixer.music.rewind
- pygame.mixer.music.rewind(): return None
- restart music
- pygame.mixer.music.stop
- pygame.mixer.music.stop(): return None
- stop the music playback
- pygame.mixer.music.pause
- pygame.mixer.music.pause(): return None
- temporarily stop music playback
- pygame.mixer.music.unpause
- pygame.mixer.music.unpause(): return None
- resume paused music
- pygame.mixer.music.fadeout
- pygame.mixer.music.fadeout(time): return None
- stop music playback after fading out
- pygame.mixer.music.set_volume
- pygame.mixer.music.set_volume(value): return None
- set the music volume
- pygame.mixer.music.get_volume
- pygame.mixer.music.get_volume(): return value
- get the music volume
- pygame.mixer.music.get_busy
- pygame.mixer.music.get_busy(): return bool
- check if the music stream is playing
- pygame.mixer.music.get_pos
- pygame.mixer.music.get_pos(): return time
- get the music play time
- pygame.mixer.music.queue
- pygame.mixer.music.queue(filename): return None
- queue a music file to follow the current
- pygame.mixer.music.set_endevent
- pygame.mixer.music.set_endevent(): return None
- pygame.mixer.music.set_endevent(type): return None
- have the music send an event when playback stops
- pygame.mixer.music.get_endevent
- pygame.mixer.music.get_endevent(): return type
- get the event a channel sends when playback stops
- pygame.Overlay
- pygame.Overlay(format, (width, height)): return Overlay
- pygame object for video overlay graphics
- Overlay.display
- Overlay.display((y, u, v)): return None
- Overlay.display(): return None
- set the overlay pixel data
- Overlay.set_location
- Overlay.set_location(rect): return None
- control where the overlay is displayed
- Overlay.get_hardware
- Overlay.get_hardware(rect): return int
- test if the Overlay is hardware accelerated
- pygame.PixelArray
- pygame.PixelArray(Surface): return PixelArray
- pygame object for direct pixel access of surfaces
- PixelArray.surface
- PixelArray.surface: Return Surface
- Gets the Surface the PixelArray uses.
- PixelArray.make_surface
- PixelArray.make_surface (): Return Surface
- Creates a new Surface from the current PixelArray.
- PixelArray.replace
- PixelArray.replace (color, repcolor, distance=0, weights=(0.299, 0.587, 0.114)): Return None
- Replaces the passed color in the PixelArray with another one.
- PixelArray.extract
- PixelArray.extract (color, distance=0, weights=(0.299, 0.587, 0.114)): Return PixelArray
- Extracts the passed color from the PixelArray.
- PixelArray.compare
- PixelArray.compare (array, distance=0, weights=(0.299, 0.587, 0.114)): Return PixelArray
- Compares the PixelArray with another one.
- pygame.Rect
- pygame.Rect(left, top, width, height): return Rect
- pygame.Rect((left, top), (width, height)): return Rect
- pygame.Rect(object): return Rect
- pygame object for storing rectangular coordinates
- Rect.copy
- Rect.copy(): return Rect
- copy the rectangle
- Rect.move
- Rect.move(x, y): return Rect
- moves the rectangle
- Rect.move_ip
- Rect.move_ip(x, y): return None
- moves the rectangle, in place
- Rect.inflate
- Rect.inflate(x, y): return Rect
- grow or shrink the rectangle size
- Rect.inflate_ip
- Rect.inflate_ip(x, y): return None
- grow or shrink the rectangle size, in place
- Rect.clamp
- Rect.clamp(Rect): return Rect
- moves the rectangle inside another
- Rect.clamp_ip
- Rect.clamp_ip(Rect): return None
- moves the rectangle inside another, in place
- Rect.clip
- Rect.clip(Rect): return Rect
- crops a rectangle inside another
- Rect.union
- Rect.union(Rect): return Rect
- joins two rectangles into one
- Rect.union_ip
- Rect.union_ip(Rect): return None
- joins two rectangles into one, in place
- Rect.unionall
- Rect.unionall(Rect_sequence): return Rect
- the union of many rectangles
- Rect.unionall_ip
- Rect.unionall_ip(Rect_sequence): return None
- the union of many rectangles, in place
- Rect.fit
- Rect.fit(Rect): return Rect
- resize and move a rectangle with aspect ratio
- Rect.normalize
- Rect.normalize(): return None
- correct negative sizes
- Rect.contains
- Rect.contains(Rect): return bool
- test if one rectangle is inside another
- Rect.collidepoint
- Rect.collidepoint(x, y): return bool
- Rect.collidepoint((x,y)): return bool
- test if a point is inside a rectangle
- Rect.colliderect
- Rect.colliderect(Rect): return bool
- test if two rectangles overlap
- Rect.collidelist
- Rect.collidelist(list): return index
- test if one rectangle in a list intersects
- Rect.collidelistall
- Rect.collidelistall(list): return indices
- test if all rectangles in a list intersect
- Rect.collidedict
- Rect.collidedict(dict): return (key, value)
- test if one rectangle in a dictionary intersects
- Rect.collidedictall
- Rect.collidedictall(dict): return [(key, value), ...]
- test if all rectangles in a dictionary intersect
- pygame.scrap
- pygame module for clipboard support.
- pygame.scrap.init
- scrap.init () -> None
- Initializes the scrap module.
- pygame.scrap.get
- scrap.get (type) -> string
- Gets the data for the specified type from the clipboard.
- pygame.scrap.get_types
- scrap.get_types () -> list
- Gets a list of the available clipboard types.
- pygame.scrap.put
- scrap.put(type, data) -> None
- Places data into the clipboard.
- pygame.scrap.contains
- scrap.contains (type) -> bool
- Checks, whether a certain type is available in the clipboard.
- pygame.scrap.lost
- scrap.lost() -> bool
- Checks whether the clipboard is currently owned by the application.
- pygame.scrap.set_mode
- scrap.set_mode(mode) -> None
- Sets the clipboard access mode.
- pygame.sndarray
- pygame module for accessing sound sample data
- pygame.sndarray.array
- pygame.sndarray.array(Sound): return array
- copy Sound samples into an array
- pygame.sndarray.samples
- pygame.sndarray.samples(Sound): return array
- reference Sound samples into an array
- pygame.sndarray.make_sound
- pygame.sndarray.make_sound(array): return Sound
- convert an array into a Sound object
- pygame.sndarray.use_arraytype
- pygame.sndarray.use_arraytype (arraytype): return None
- Sets the array system to be used for sound arrays
- pygame.sndarray.get_arraytype
- pygame.sndarray.get_arraytype (): return str
- Gets the currently active array type.
- pygame.sndarray.get_arraytypes
- pygame.sndarray.get_arraytypes (): return tuple
- Gets the array system types currently supported.
- pygame.sprite
- pygame module with basic game object classes
- pygame.sprite.Sprite
- pygame.sprite.Sprite(*groups): return Sprite
- simple base class for visible game objects
- Sprite.update
- Sprite.update(*args):
- method to control sprite behavior
- Sprite.add
- Sprite.add(*groups): return None
- add the sprite to groups
- Sprite.remove
- Sprite.remove(*groups): return None
- remove the sprite from groups
- Sprite.kill
- Sprite.kill(): return None
- remove the Sprite from all Groups
- Sprite.alive
- Sprite.alive(): return bool
- does the sprite belong to any groups
- Sprite.groups
- Sprite.groups(): return group_list
- list of Groups that contain this Sprite
- pygame.sprite.DirtySprite
- pygame.sprite.DirtySprite(*groups): return DirtySprite
- a more featureful subclass of Sprite with more attributes
-
- pygame.sprite.Group
- pygame.sprite.Group(*sprites): return Group
- container class for many Sprites
- Group.sprites
- Group.sprites(): return sprite_list
- list of the Sprites this Group contains
- Group.copy
- Group.copy(): return Group
- duplicate the Group
- Group.add
- Group.add(*sprites): return None
- add Sprites to this Group
- Group.remove
- Group.remove(*sprites): return None
- remove Sprites from the Group
- Group.has
- Group.has(*sprites): return None
- test if a Group contains Sprites
- Group.update
- Group.update(*args): return None
- call the update method on contained Sprites
- Group.draw
- Group.draw(Surface): return None
- blit the Sprite images
- Group.clear
- Group.clear(Surface_dest, background): return None
- draw a background over the Sprites
- Group.empty
- Group.empty(): return None
- remove all Sprites
- pygame.sprite.RenderUpdates
- pygame.sprite.RenderUpdates(*sprites): return RenderUpdates
- Group class that tracks dirty updates
- RenderUpdates.draw
- RenderUpdates.draw(surface): return Rect_list
- blit the Sprite images and track changed areas
- pygame.sprite.OrderedUpdates
- pygame.sprite.OrderedUpdates(*spites): return OrderedUpdates
- RenderUpdates class that draws Sprites in order of addition
- pygame.sprite.LayeredUpdates
- pygame.sprite.LayeredUpdates(*spites, **kwargs): return LayeredUpdates
- LayeredUpdates Group handles layers, that draws like OrderedUpdates.
- LayeredUpdates.add
- LayeredUpdates.add(*sprites, **kwargs): return None
- add a sprite or sequence of sprites to a group
- LayeredUpdates.sprites
- LayeredUpdates.sprites(): return sprites
- returns a ordered list of sprites (first back, last top).
- LayeredUpdates.draw
- LayeredUpdates.draw(surface): return Rect_list
- draw all sprites in the right order onto the passed surface.
- LayeredUpdates.get_sprites_at
- LayeredUpdates.get_sprites_at(pos): return colliding_sprites
- returns a list with all sprites at that position.
- LayeredUpdates.get_sprite
- LayeredUpdates.get_sprite(idx): return sprite
- returns the sprite at the index idx from the groups sprites
- LayeredUpdates.remove_sprites_of_layer
- LayeredUpdates.remove_sprites_of_layer(layer_nr): return sprites
- removes all sprites from a layer and returns them as a list.
- LayeredUpdates.layers
- LayeredUpdates.layers(): return layers
- returns a list of layers defined (unique), sorted from botton up.
- LayeredUpdates.change_layer
- LayeredUpdates.change_layer(sprite, new_layer): return None
- changes the layer of the sprite
- LayeredUpdates.get_layer_of_sprite
- LayeredUpdates.get_layer_of_sprite(sprite): return layer
- returns the layer that sprite is currently in.
- LayeredUpdates.get_top_layer
- LayeredUpdates.get_top_layer(): return layer
- returns the top layer
- LayeredUpdates.get_bottom_layer
- LayeredUpdates.get_bottom_layer(): return layer
- returns the bottom layer
- LayeredUpdates.move_to_front
- LayeredUpdates.move_to_front(sprite): return None
- brings the sprite to front layer
- LayeredUpdates.move_to_back
- LayeredUpdates.move_to_back(sprite): return None
- moves the sprite to the bottom layer
- LayeredUpdates.get_top_sprite
- LayeredUpdates.get_top_sprite(): return Sprite
- returns the topmost sprite
- LayeredUpdates.get_sprites_from_layer
- LayeredUpdates.get_sprites_from_layer(layer): return sprites
- returns all sprites from a layer, ordered by how they where added
- LayeredUpdates.switch_layer
- LayeredUpdates.switch_layer(layer1_nr, layer2_nr): return None
- switches the sprites from layer1 to layer2
- pygame.sprite.LayeredDirty
- pygame.sprite.LayeredDirty(*spites, **kwargs): return LayeredDirty
- LayeredDirty Group is for DirtySprites. Subclasses LayeredUpdates.
- LayeredDirty.draw
- LayeredDirty.draw(surface, bgd=None): return Rect_list
- draw all sprites in the right order onto the passed surface.
- LayeredDirty.clear
- LayeredDirty.clear(surface, bgd): return None
- used to set background
- LayeredDirty.repaint_rect
- LayeredDirty.repaint_rect(screen_rect): return None
- repaints the given area
- LayeredDirty.set_clip
- LayeredDirty.set_clip(screen_rect=None): return None
- clip the area where to draw. Just pass None (default) to reset the clip
- LayeredDirty.get_clip
- LayeredDirty.get_clip(): return Rect
- clip the area where to draw. Just pass None (default) to reset the clip
- LayeredDirty.change_layer
- change_layer(sprite, new_layer): return None
- changes the layer of the sprite
- LayeredDirty.set_timing_treshold
- set_timing_treshold(time_ms): return None
- sets the treshold in milliseconds
- pygame.sprite.GroupSingle
- pygame.sprite.GroupSingle(sprite=None): return GroupSingle
- Group container that holds a single Sprite
- pygame.sprite.spritecollide
- pygame.sprite.spritecollide(sprite, group, dokill, collided = None): return Sprite_list
- find Sprites in a Group that intersect another Sprite
- pygame.sprite.collide_rect
- pygame.sprite.collide_rect(left, right): return bool
- collision detection between two sprites, using rects.
- pygame.sprite.collide_rect_ratio
- pygame.sprite.collide_rect_ratio(ratio): return collided_callable
- collision detection between two sprites, using rects scaled to a ratio.
- pygame.sprite.collide_circle
- pygame.sprite.collide_circle(left, right): return bool
- collision detection between two sprites, using circles.
- pygame.sprite.collide_circle_ratio
- pygame.sprite.collide_circle_ratio(ratio): return collided_callable
- collision detection between two sprites, using circles scaled to a ratio.
- pygame.sprite.collide_mask
- pygame.sprite.collide_mask(SpriteLeft, SpriteRight): return bool
- collision detection between two sprites, using masks.
- pygame.sprite.groupcollide
- pygame.sprite.groupcollide(group1, group2, dokill1, dokill2): return Sprite_dict
- find all Sprites that collide between two Groups
- pygame.sprite.spritecollideany
- pygame.sprite.spritecollideany(sprite, group): return bool
- simple test if a Sprite intersects anything in a Group
-
- pygame.Surface
- pygame.Surface((width, height), flags=0, depth=0, masks=None): return Surface
- pygame.Surface((width, height), flags=0, Surface): return Surface
- pygame object for representing images
- Surface.blit
- Surface.blit(source, dest, area=None, special_flags = 0): return Rect
- draw one image onto another
- Surface.convert
- Surface.convert(Surface): return Surface
- Surface.convert(depth, flags=0): return Surface
- Surface.convert(masks, flags=0): return Surface
- Surface.convert(): return Surface
- change the pixel format of an image
- Surface.convert_alpha
- Surface.convert_alpha(Surface): return Surface
- Surface.convert_alpha(): return Surface
- change the pixel format of an image including per pixel alphas
- Surface.copy
- Surface.copy(): return Surface
- create a new copy of a Surface
- Surface.fill
- Surface.fill(color, rect=None, special_flags=0): return Rect
- fill Surface with a solid color
- Surface.scroll
- Surface.scroll(dx=0, dy=0): return None
- Shift the surface image in place
- Surface.set_colorkey
- Surface.set_colorkey(Color, flags=0): return None
- Surface.set_colorkey(None): return None
- Set the transparent colorkey
- Surface.get_colorkey
- Surface.get_colorkey(): return RGB or None
- Get the current transparent colorkey
- Surface.set_alpha
- Surface.set_alpha(value, flags=0): return None
- Surface.set_alpha(None): return None
- set the alpha value for the full Surface image
- Surface.get_alpha
- Surface.get_alpha(): return int_value or None
- get the current Surface transparency value
- Surface.lock
- Surface.lock(): return None
- lock the Surface memory for pixel access
- Surface.unlock
- Surface.unlock(): return None
- unlock the Surface memory from pixel access
- Surface.mustlock
- Surface.mustlock(): return bool
- test if the Surface requires locking
- Surface.get_locked
- Surface.get_locked(): return bool
- test if the Surface is current locked
- Surface.get_locks
- Surface.get_locks(): return tuple
- Gets the locks for the Surface
- Surface.get_at
- Surface.get_at((x, y)): return Color
- get the color value at a single pixel
- Surface.set_at
- Surface.set_at((x, y), Color): return None
- set the color value for a single pixel
- Surface.get_palette
- Surface.get_palette(): return [RGB, RGB, RGB, ...]
- get the color index palette for an 8bit Surface
- Surface.get_palette_at
- Surface.get_palette_at(index): return RGB
- get the color for a single entry in a palette
- Surface.set_palette
- Surface.set_palette([RGB, RGB, RGB, ...]): return None
- set the color palette for an 8bit Surface
- Surface.set_palette_at
- Surface.set_at(index, RGB): return None
- set the color for a single index in an 8bit Surface palette
- Surface.map_rgb
- Surface.map_rgb(Color): return mapped_int
- convert a color into a mapped color value
- Surface.unmap_rgb
- Surface.map_rgb(mapped_int): return Color
- convert a mapped integer color value into a Color
- Surface.set_clip
- Surface.set_clip(rect): return None
- Surface.set_clip(None): return None
- set the current clipping area of the Surface
- Surface.get_clip
- Surface.get_clip(): return Rect
- get the current clipping area of the Surface
- Surface.subsurface
- Surface.subsurface(Rect): return Surface
- create a new surface that references its parent
- Surface.get_parent
- Surface.get_parent(): return Surface
- find the parent of a subsurface
- Surface.get_abs_parent
- Surface.get_abs_parent(): return Surface
- find the top level parent of a subsurface
- Surface.get_offset
- Surface.get_offset(): return (x, y)
- find the position of a child subsurface inside a parent
- Surface.get_abs_offset
- Surface.get_abs_offset(): return (x, y)
- find the absolute position of a child subsurface inside its top level parent
- Surface.get_size
- Surface.get_size(): return (width, height)
- get the dimensions of the Surface
- Surface.get_width
- Surface.get_width(): return width
- get the width of the Surface
- Surface.get_height
- Surface.get_height(): return height
- get the height of the Surface
- Surface.get_rect
- Surface.get_rect(**kwargs): return Rect
- get the rectangular area of the Surface
- Surface.get_bitsize
- Surface.get_bitsize(): return int
- get the bit depth of the Surface pixel format
- Surface.get_bytesize
- Surface.get_bytesize(): return int
- get the bytes used per Surface pixel
- Surface.get_flags
- Surface.get_flags(): return int
- get the additional flags used for the Surface
- Surface.get_pitch
- Surface.get_pitch(): return int
- get the number of bytes used per Surface row
- Surface.get_masks
- Surface.get_masks(): return (R, G, B, A)
- the bitmasks needed to convert between a color and a mapped integer
- Surface.set_masks
- Surface.set_masks((r,g,b,a)): return None
- set the bitmasks needed to convert between a color and a mapped integer
- Surface.get_shifts
- Surface.get_shifts(): return (R, G, B, A)
- the bit shifts needed to convert between a color and a mapped integer
- Surface.set_shifts
- Surface.get_shifts((r,g,b,a)): return None
- sets the bit shifts needed to convert between a color and a mapped integer
- Surface.get_losses
- Surface.get_losses(): return (R, G, B, A)
- the significant bits used to convert between a color and a mapped integer
- Surface.get_bounding_rect
- Surface.get_bounding_rect(min_alpha = 1): return Rect
- find the smallest rect containing data
- Surface.get_buffer
- Surface.get_buffer(): return BufferProxy
- acquires a buffer object for the pixels of the Surface.
- pygame.surfarray
- pygame module for accessing surface pixel data using array interfaces
- pygame.surfarray.array2d
- pygame.surfarray.array2d(Surface): return array
- Copy pixels into a 2d array
- pygame.surfarray.pixels2d
- pygame.surfarray.pixels2d(Surface): return array
- Reference pixels into a 2d array
- pygame.surfarray.array3d
- pygame.surfarray.array3d(Surface): return array
- Copy pixels into a 3d array
- pygame.surfarray.pixels3d
- pygame.surfarray.pixels3d(Surface): return array
- Reference pixels into a 3d array
- pygame.surfarray.array_alpha
- pygame.surfarray.array_alpha(Surface): return array
- Copy pixel alphas into a 2d array
- pygame.surfarray.pixels_alpha
- pygame.surfarray.pixels_alpha(Surface): return array
- Reference pixel alphas into a 2d array
- pygame.surfarray.array_colorkey
- pygame.surfarray.array_colorkey(Surface): return array
- Copy the colorkey values into a 2d array
- pygame.surfarray.make_surface
- pygame.surfarray.make_surface(array): return Surface
- Copy an array to a new surface
- pygame.surfarray.blit_array
- pygame.surfarray.blit_array(Surface, array): return None
- Blit directly from a array values
- pygame.surfarray.map_array
- pygame.surfarray.map_array(Surface, array3d): return array2d
- Map a 3d array into a 2d array
- pygame.surfarray.use_arraytype
- pygame.surfarray.use_arraytype (arraytype): return None
- Sets the array system to be used for surface arrays
- pygame.surfarray.get_arraytype
- pygame.surfarray.get_arraytype (): return str
- Gets the currently active array type.
- pygame.surfarray.get_arraytypes
- pygame.surfarray.get_arraytypes (): return tuple
- Gets the array system types currently supported.
- pygame.tests
- Pygame unit test suite package
- pygame.tests.run
- pygame.tests.run(*args, **kwds): return tuple
- Run the Pygame unit test suite
- pygame.time
- pygame module for monitoring time
- pygame.time.get_ticks
- pygame.time.get_ticks(): return milliseconds
- get the time in milliseconds
- pygame.time.wait
- pygame.time.wait(milliseconds): return time
- pause the program for an amount of time
- pygame.time.delay
- pygame.time.delay(milliseconds): return time
- pause the program for an amount of time
- pygame.time.set_timer
- pygame.time.set_timer(eventid, milliseconds): return None
- repeatedly create an event on the event queue
- pygame.time.Clock
- pygame.time.Clock(): return Clock
- create an object to help track time
- Clock.tick
- Clock.tick(framerate=0): return milliseconds
- control timer events
- update the clock
- Clock.tick_busy_loop
- Clock.tick_busy_loop(framerate=0): return milliseconds
- control timer events
- update the clock
- Clock.get_time
- Clock.get_time(): return milliseconds
- time used in the previous tick
- Clock.get_rawtime
- Clock.get_rawtime(): return milliseconds
- actual time used in the previous tick
- Clock.get_fps
- Clock.get_fps(): return float
- compute the clock framerate
- pygame.transform
- pygame module to transform surfaces
- pygame.transform.flip
- pygame.transform.flip(Surface, xbool, ybool): return Surface
- flip vertically and horizontally
- pygame.transform.scale
- pygame.transform.scale(Surface, (width, height), DestSurface = None): return Surface
- resize to new resolution
- pygame.transform.rotate
- pygame.transform.rotate(Surface, angle): return Surface
- rotate an image
- pygame.transform.rotozoom
- pygame.transform.rotozoom(Surface, angle, scale): return Surface
- filtered scale and rotation
- pygame.transform.scale2x
- pygame.transform.scale2x(Surface, DestSurface = None): Surface
- specialized image doubler
- pygame.transform.smoothscale
- pygame.transform.smoothscale(Surface, (width, height), DestSurface = None): return Surface
- scale a surface to an arbitrary size smoothly
- pygame.transform.get_smoothscale_backend
- pygame.transform.get_smoothscale_backend(): return String
- return smoothscale filter version in use: 'GENERIC', 'MMX', or 'SSE'
- pygame.transform.set_smoothscale_backend
- pygame.transform.get_smoothscale_backend(type): return None
- set smoothscale filter version to one of: 'GENERIC', 'MMX', or 'SSE'
- pygame.transform.chop
- pygame.transform.chop(Surface, rect): return Surface
- gets a copy of an image with an interior area removed
- pygame.transform.laplacian
- pygame.transform.laplacian(Surface, DestSurface = None): return Surface
- find edges in a surface
- pygame.transform.average_surfaces
- pygame.transform.average_surfaces(Surfaces, DestSurface = None, palette_colors = 1): return Surface
- find the average surface from many surfaces.
- pygame.transform.average_color
- pygame.transform.average_color(Surface, Rect = None): return Color
- finds the average color of a surface
- pygame.transform.threshold
- pygame.transform.threshold(DestSurface, Surface, color, threshold = (0,0,0,0), diff_color = (0,0,0,0), change_return = 1, Surface = None, inverse = False): return num_threshold_pixels
- finds which, and how many pixels in a surface are within a threshold of a color.
- */
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