/usr/include/python2.7/pygame/pygamedocs.h is in python-pygame 1.9.1release+dfsg-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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4222 4223 4224 4225 4226 4227 4228 4229 4230 4231 4232 4233 4234 4235 4236 4237 4238 4239 4240 4241 4242 4243 4244 4245 4246 4247 4248 4249 4250 4251 4252 4253 4254 4255 4256 4257 4258 4259 4260 4261 4262 4263 4264 4265 4266 4267 4268 4269 4270 4271 4272 4273 4274 4275 4276 4277 4278 4279 4280 4281 4282 4283 4284 4285 4286 4287 4288 4289 4290 4291 4292 4293 4294 4295 4296 4297 4298 4299 4300 4301 4302 4303 4304 4305 4306 4307 4308 4309 4310 4311 4312 4313 4314 4315 4316 4317 4318 | /* 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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