This file is indexed.

/usr/include/python2.7/pygame/pygamedocs.h is in python-pygame 1.9.1release+dfsg-9ubuntu1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
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.



*/