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pygame.mixer.music.get_endevent() get the event a channel sends when playback stops get_endevent() -> type Returns the event type to be sent every time the music finishes playback. If there is no endevent the function returns pygame.NOEVENT.
pygame.ref.music#pygame.mixer.music.get_endevent
pygame.mixer.music.get_pos() get the music play time get_pos() -> time This gets the number of milliseconds that the music has been playing for. The returned time only represents how long the music has been playing; it does not take into account any starting position offsets.
pygame.ref.music#pygame.mixer.music.get_pos
pygame.mixer.music.get_volume() get the music volume get_volume() -> value Returns the current volume for the mixer. The value will be between 0.0 and 1.0.
pygame.ref.music#pygame.mixer.music.get_volume
pygame.mixer.music.load() Load a music file for playback load(filename) -> None load(object) -> None This will load a music filename/file object and prepare it for playback. If a music stream is already playing it will be stopped. This does not start the music playing.
pygame.ref.music#pygame.mixer.music.load
pygame.mixer.music.pause() temporarily stop music playback pause() -> None Temporarily stop playback of the music stream. It can be resumed with the pygame.mixer.music.unpause() function.
pygame.ref.music#pygame.mixer.music.pause
pygame.mixer.music.play() Start the playback of the music stream play(loops=0, start=0.0, fade_ms = 0) -> None This will play the loaded music stream. If the music is already playing it will be restarted. loops is an optional integer argument, which is 0 by default, it tells how many times to repeat the music. The m...
pygame.ref.music#pygame.mixer.music.play
pygame.mixer.music.queue() queue a sound file to follow the current queue(filename) -> None This will load a sound file and queue it. A queued sound file will begin as soon as the current sound naturally ends. Only one sound can be queued at a time. Queuing a new sound while another sound is queued will result in th...
pygame.ref.music#pygame.mixer.music.queue
pygame.mixer.music.rewind() restart music rewind() -> None Resets playback of the current music to the beginning.
pygame.ref.music#pygame.mixer.music.rewind
pygame.mixer.music.set_endevent() have the music send an event when playback stops set_endevent() -> None set_endevent(type) -> None This causes pygame to signal (by means of the event queue) when the music is done playing. The argument determines the type of event that will be queued. The event will be queued every...
pygame.ref.music#pygame.mixer.music.set_endevent
pygame.mixer.music.set_pos() set position to play from set_pos(pos) -> None This sets the position in the music file where playback will start. The meaning of "pos", a float (or a number that can be converted to a float), depends on the music format. For MOD files, pos is the integer pattern number in the module. Fo...
pygame.ref.music#pygame.mixer.music.set_pos
pygame.mixer.music.set_volume() set the music volume set_volume(volume) -> None Set the volume of the music playback. The volume argument is a float between 0.0 and 1.0 that sets volume. When new music is loaded the volume is reset to full volume.
pygame.ref.music#pygame.mixer.music.set_volume
pygame.mixer.music.stop() stop the music playback stop() -> None Stops the music playback if it is currently playing. It Won't Unload the music.
pygame.ref.music#pygame.mixer.music.stop
pygame.mixer.music.unload() Unload the currently loaded music to free up resources unload() -> None This closes resources like files for any music that may be loaded. New in pygame 2.0.0.
pygame.ref.music#pygame.mixer.music.unload
pygame.mixer.music.unpause() resume paused music unpause() -> None This will resume the playback of a music stream after it has been paused.
pygame.ref.music#pygame.mixer.music.unpause
pygame.mixer.pause() temporarily stop playback of all sound channels pause() -> None This will temporarily stop all playback on the active mixer channels. The playback can later be resumed with pygame.mixer.unpause()
pygame.ref.mixer#pygame.mixer.pause
pygame.mixer.pre_init() preset the mixer init arguments pre_init(frequency=44100, size=-16, channels=2, buffer=512, devicename=None) -> None Call pre_init to change the defaults used when the real pygame.mixer.init() is called. Keyword arguments are accepted. The best way to set custom mixer playback values is to ca...
pygame.ref.mixer#pygame.mixer.pre_init
pygame.mixer.quit() uninitialize the mixer quit() -> None This will uninitialize pygame.mixer. All playback will stop and any loaded Sound objects may not be compatible with the mixer if it is reinitialized later.
pygame.ref.mixer#pygame.mixer.quit
pygame.mixer.set_num_channels() set the total number of playback channels set_num_channels(count) -> None Sets the number of available channels for the mixer. The default value is 8. The value can be increased or decreased. If the value is decreased, sounds playing on the truncated channels are stopped.
pygame.ref.mixer#pygame.mixer.set_num_channels
pygame.mixer.set_reserved() reserve channels from being automatically used set_reserved(count) -> None The mixer can reserve any number of channels that will not be automatically selected for playback by Sounds. If sounds are currently playing on the reserved channels they will not be stopped. This allows the applic...
pygame.ref.mixer#pygame.mixer.set_reserved
pygame.mixer.Sound Create a new Sound object from a file or buffer object Sound(filename) -> Sound Sound(file=filename) -> Sound Sound(buffer) -> Sound Sound(buffer=buffer) -> Sound Sound(object) -> Sound Sound(file=object) -> Sound Sound(array=object) -> Sound Load a new sound buffer from a filename, a python file ...
pygame.ref.mixer#pygame.mixer.Sound
fadeout() stop sound playback after fading out fadeout(time) -> None This will stop playback of the sound after fading it out over the time argument in milliseconds. The Sound will fade and stop on all actively playing channels.
pygame.ref.mixer#pygame.mixer.Sound.fadeout
get_length() get the length of the Sound get_length() -> seconds Return the length of this Sound in seconds.
pygame.ref.mixer#pygame.mixer.Sound.get_length
get_num_channels() count how many times this Sound is playing get_num_channels() -> count Return the number of active channels this sound is playing on.
pygame.ref.mixer#pygame.mixer.Sound.get_num_channels
get_raw() return a bytestring copy of the Sound samples. get_raw() -> bytes Return a copy of the Sound object buffer as a bytes (for Python 3.x) or str (for Python 2.x) object. New in pygame 1.9.2.
pygame.ref.mixer#pygame.mixer.Sound.get_raw
get_volume() get the playback volume get_volume() -> value Return a value from 0.0 to 1.0 representing the volume for this Sound.
pygame.ref.mixer#pygame.mixer.Sound.get_volume
play() begin sound playback play(loops=0, maxtime=0, fade_ms=0) -> Channel Begin playback of the Sound (i.e., on the computer's speakers) on an available Channel. This will forcibly select a Channel, so playback may cut off a currently playing sound if necessary. The loops argument controls how many times the sample...
pygame.ref.mixer#pygame.mixer.Sound.play
set_volume() set the playback volume for this Sound set_volume(value) -> None This will set the playback volume (loudness) for this Sound. This will immediately affect the Sound if it is playing. It will also affect any future playback of this Sound. Parameters: value (float) -- volume in the range of 0.0 to 1...
pygame.ref.mixer#pygame.mixer.Sound.set_volume
stop() stop sound playback stop() -> None This will stop the playback of this Sound on any active Channels.
pygame.ref.mixer#pygame.mixer.Sound.stop
pygame.mixer.stop() stop playback of all sound channels stop() -> None This will stop all playback of all active mixer channels.
pygame.ref.mixer#pygame.mixer.stop
pygame.mixer.unpause() resume paused playback of sound channels unpause() -> None This will resume all active sound channels after they have been paused.
pygame.ref.mixer#pygame.mixer.unpause
pygame.mouse pygame module to work with the mouse The mouse functions can be used to get the current state of the mouse device. These functions can also alter the system cursor for the mouse. When the display mode is set, the event queue will start receiving mouse events. The mouse buttons generate pygame.MOUSEBUT...
pygame.ref.mouse
pygame.pixelcopy pygame module for general pixel array copying The pygame.pixelcopy module contains functions for copying between surfaces and objects exporting an array structure interface. It is a backend for pygame.surfarray, adding NumPy support. But pixelcopy is more general, and intended for direct use. The ...
pygame.ref.pixelcopy
pygame the top level pygame package The pygame package represents the top-level package for others to use. Pygame itself is broken into many submodules, but this does not affect programs that use pygame. As a convenience, most of the top-level variables in pygame have been placed inside a module named pygame.local...
pygame.ref.pygame
pygame.scrap pygame module for clipboard support. EXPERIMENTAL!: This API may change or disappear in later pygame releases. If you use this, your code may break with the next pygame release. The scrap module is for transferring data to/from the clipboard. This allows for cutting and pasting data between pygame and...
pygame.ref.scrap
pygame.sndarray pygame module for accessing sound sample data Functions to convert between NumPy arrays and Sound objects. This module will only be available when pygame can use the external NumPy package. Sound data is made of thousands of samples per second, and each sample is the amplitude of the wave at a part...
pygame.ref.sndarray
pygame.sprite pygame module with basic game object classes This module contains several simple classes to be used within games. There is the main Sprite class and several Group classes that contain Sprites. The use of these classes is entirely optional when using pygame. The classes are fairly lightweight and only...
pygame.ref.sprite
pygame.surfarray pygame module for accessing surface pixel data using array interfaces Functions to convert pixel data between pygame Surfaces and arrays. This module will only be functional when pygame can use the external NumPy package. Every pixel is stored as a single integer value to represent the red, green,...
pygame.ref.surfarray
pygame.tests Pygame unit test suite package A quick way to run the test suite package from the command line is to import the go submodule with the Python -m option: python -m pygame.tests [<test options>] Command line option --help displays a usage message. Available options correspond to the pygame.tests.run() ar...
pygame.ref.tests
pygame.time pygame module for monitoring time Times in pygame are represented in milliseconds (1/1000 seconds). Most platforms have a limited time resolution of around 10 milliseconds. This resolution, in milliseconds, is given in the TIMER_RESOLUTION constant. pygame.time.get_ticks() get the time in milliseco...
pygame.ref.time
pygame.transform pygame module to transform surfaces A Surface transform is an operation that moves or resizes the pixels. All these functions take a Surface to operate on and return a new Surface with the results. Some of the transforms are considered destructive. These means every time they are performed they lo...
pygame.ref.transform
pygame.mouse.get_cursor() get the image of the mouse cursor get_cursor() -> (size, hotspot, xormasks, andmasks) Get the information about the mouse system cursor. The return value is the same data as the arguments passed into pygame.mouse.set_cursor(). Note This method is unavailable with pygame 2, as SDL2 does not...
pygame.ref.mouse#pygame.mouse.get_cursor
pygame.mouse.get_focused() check if the display is receiving mouse input get_focused() -> bool Returns true when pygame is receiving mouse input events (or, in windowing terminology, is "active" or has the "focus"). This method is most useful when working in a window. By contrast, in full-screen mode, this method al...
pygame.ref.mouse#pygame.mouse.get_focused
pygame.mouse.get_pos() get the mouse cursor position get_pos() -> (x, y) Returns the x and y position of the mouse cursor. The position is relative to the top-left corner of the display. The cursor position can be located outside of the display window, but is always constrained to the screen.
pygame.ref.mouse#pygame.mouse.get_pos
pygame.mouse.get_pressed() get the state of the mouse buttons get_pressed(num_buttons=3) -> (button1, button2, button3) get_pressed(num_buttons=5) -> (button1, button2, button3, button4, button5) Returns a sequence of booleans representing the state of all the mouse buttons. A true value means the mouse is currently...
pygame.ref.mouse#pygame.mouse.get_pressed
pygame.mouse.get_rel() get the amount of mouse movement get_rel() -> (x, y) Returns the amount of movement in x and y since the previous call to this function. The relative movement of the mouse cursor is constrained to the edges of the screen, but see the virtual input mouse mode for a way around this. Virtual inpu...
pygame.ref.mouse#pygame.mouse.get_rel
pygame.mouse.get_visible() get the current visibility state of the mouse cursor get_visible() -> bool Get the current visibility state of the mouse cursor. True if the mouse is visible, False otherwise. New in pygame 2.0.0.
pygame.ref.mouse#pygame.mouse.get_visible
pygame.mouse.set_cursor() set the image for the mouse cursor set_cursor(size, hotspot, xormasks, andmasks) -> None When the mouse cursor is visible, it will be displayed as a black and white bitmap using the given bitmask arrays. The size is a sequence containing the cursor width and height. hotspot is a sequence co...
pygame.ref.mouse#pygame.mouse.set_cursor
pygame.mouse.set_pos() set the mouse cursor position set_pos([x, y]) -> None Set the current mouse position to arguments given. If the mouse cursor is visible it will jump to the new coordinates. Moving the mouse will generate a new pygame.MOUSEMOTION event.
pygame.ref.mouse#pygame.mouse.set_pos
pygame.mouse.set_system_cursor() set the mouse cursor to a system variant set_system_cursor(constant) -> None When the mouse cursor is visible, it will displayed as a operating system specific variant of the options below. Pygame Cursor Constant Description -------------------------------------------- pyga...
pygame.ref.mouse#pygame.mouse.set_system_cursor
pygame.mouse.set_visible() hide or show the mouse cursor set_visible(bool) -> bool If the bool argument is true, the mouse cursor will be visible. This will return the previous visible state of the cursor.
pygame.ref.mouse#pygame.mouse.set_visible
pygame.Overlay pygame object for video overlay graphics Overlay(format, (width, height)) -> Overlay The Overlay objects provide support for accessing hardware video overlays. Video overlays do not use standard RGB pixel formats, and can use multiple resolutions of data to create a single image. The Overlay objects...
pygame.ref.overlay
display() set the overlay pixel data display((y, u, v)) -> None display() -> None Display the YUV data in SDL's overlay planes. The y, u, and v arguments are strings of binary data. The data must be in the correct format used to create the Overlay. If no argument is passed in, the Overlay will simply be redrawn with...
pygame.ref.overlay#pygame.Overlay.display
get_hardware() test if the Overlay is hardware accelerated get_hardware(rect) -> int Returns a True value when the Overlay is hardware accelerated. If the platform does not support acceleration, software rendering is used.
pygame.ref.overlay#pygame.Overlay.get_hardware
set_location() control where the overlay is displayed set_location(rect) -> None Set the location for the overlay. The overlay will always be shown relative to the main display Surface. This does not actually redraw the overlay, it will be updated on the next call to Overlay.display().
pygame.ref.overlay#pygame.Overlay.set_location
pygame.PixelArray pygame object for direct pixel access of surfaces PixelArray(Surface) -> PixelArray The PixelArray wraps a Surface and provides direct access to the surface's pixels. A pixel array can be one or two dimensional. A two dimensional array, like its surface, is indexed [column, row]. Pixel arrays sup...
pygame.ref.pixelarray
close() Closes the PixelArray, and releases Surface lock. transpose() -> PixelArray This method is for explicitly closing the PixelArray, and releasing a lock on the Suface. New in pygame 1.9.4.
pygame.ref.pixelarray#pygame.PixelArray.close
compare() Compares the PixelArray with another one. compare(array, distance=0, weights=(0.299, 0.587, 0.114)) -> PixelArray Compares the contents of the PixelArray with those from the passed in PixelArray. It returns a new PixelArray with a black/white color mask that indicates the differences (black) of both arrays...
pygame.ref.pixelarray#pygame.PixelArray.compare
extract() Extracts the passed color from the PixelArray. extract(color, distance=0, weights=(0.299, 0.587, 0.114)) -> PixelArray Extracts the passed color by changing all matching pixels to white, while non-matching pixels are changed to black. This returns a new PixelArray with the black/white color mask. It uses a...
pygame.ref.pixelarray#pygame.PixelArray.extract
itemsize Returns the byte size of a pixel array item itemsize -> int This is the same as Surface.get_bytesize() for the pixel array's surface. New in pygame 1.9.2.
pygame.ref.pixelarray#pygame.PixelArray.itemsize
make_surface() Creates a new Surface from the current PixelArray. make_surface() -> Surface Creates a new Surface from the current PixelArray. Depending on the current PixelArray the size, pixel order etc. will be different from the original Surface. # Create a new surface flipped around the vertical axis. sf = pxar...
pygame.ref.pixelarray#pygame.PixelArray.make_surface
ndim Returns the number of dimensions. ndim -> int A pixel array can be 1 or 2 dimensional. New in pygame 1.9.2.
pygame.ref.pixelarray#pygame.PixelArray.ndim
replace() Replaces the passed color in the PixelArray with another one. replace(color, repcolor, distance=0, weights=(0.299, 0.587, 0.114)) -> None Replaces the pixels with the passed color in the PixelArray by changing them them to the passed replacement color. It uses a simple weighted Euclidean distance formula t...
pygame.ref.pixelarray#pygame.PixelArray.replace
shape Returns the array size. shape -> tuple of int's A tuple or length ndim giving the length of each dimension. Analogous to Surface.get_size(). New in pygame 1.9.2.
pygame.ref.pixelarray#pygame.PixelArray.shape
strides Returns byte offsets for each array dimension. strides -> tuple of int's A tuple or length ndim byte counts. When a stride is multiplied by the corresponding index it gives the offset of that index from the start of the array. A stride is negative for an array that has is inverted (has a negative step). New...
pygame.ref.pixelarray#pygame.PixelArray.strides
surface Gets the Surface the PixelArray uses. surface -> Surface The Surface the PixelArray was created for.
pygame.ref.pixelarray#pygame.PixelArray.surface
transpose() Exchanges the x and y axis. transpose() -> PixelArray This method returns a new view of the pixel array with the rows and columns swapped. So for a (w, h) sized array a (h, w) slice is returned. If an array is one dimensional, then a length 1 x dimension is added, resulting in a 2D pixel array. New in p...
pygame.ref.pixelarray#pygame.PixelArray.transpose
pygame.pixelcopy.array_to_surface() copy an array object to a surface array_to_surface(<surface>, <array>) -> None See pygame.surfarray.blit_array().
pygame.ref.pixelcopy#pygame.pixelcopy.array_to_surface
pygame.pixelcopy.make_surface() Copy an array to a new surface pygame.pixelcopy.make_surface(array) -> Surface Create a new Surface that best resembles the data and format of the array. The array can be 2D or 3D with any sized integer values.
pygame.ref.pixelcopy#pygame.pixelcopy.make_surface
pygame.pixelcopy.map_array() copy an array to another array, using surface format map_array(<array>, <array>, <surface>) -> None Map an array of color element values - (w, h, ..., 3) - to an array of pixels - (w, h) according to the format of <surface>.
pygame.ref.pixelcopy#pygame.pixelcopy.map_array
pygame.pixelcopy.surface_to_array() copy surface pixels to an array object surface_to_array(array, surface, kind='P', opaque=255, clear=0) -> None The surface_to_array function copies pixels from a Surface object to a 2D or 3D array. Depending on argument kind and the target array dimension, a copy may be raw pixel ...
pygame.ref.pixelcopy#pygame.pixelcopy.surface_to_array
pygame.quit() uninitialize all pygame modules quit() -> None Uninitialize all pygame modules that have previously been initialized. When the Python interpreter shuts down, this method is called regardless, so your program should not need it, except when it wants to terminate its pygame resources and continue. It is ...
pygame.ref.pygame#pygame.quit
pygame.Rect pygame object for storing rectangular coordinates Rect(left, top, width, height) -> Rect Rect((left, top), (width, height)) -> Rect Rect(object) -> Rect Pygame uses Rect objects to store and manipulate rectangular areas. A Rect can be created from a combination of left, top, width, and height values. R...
pygame.ref.rect
clamp() moves the rectangle inside another clamp(Rect) -> Rect Returns a new rectangle that is moved to be completely inside the argument Rect. If the rectangle is too large to fit inside, it is centered inside the argument Rect, but its size is not changed.
pygame.ref.rect#pygame.Rect.clamp
clamp_ip() moves the rectangle inside another, in place clamp_ip(Rect) -> None Same as the Rect.clamp() method, but operates in place.
pygame.ref.rect#pygame.Rect.clamp_ip
clip() crops a rectangle inside another clip(Rect) -> Rect Returns a new rectangle that is cropped to be completely inside the argument Rect. If the two rectangles do not overlap to begin with, a Rect with 0 size is returned.
pygame.ref.rect#pygame.Rect.clip
clipline() crops a line inside a rectangle clipline(x1, y1, x2, y2) -> ((cx1, cy1), (cx2, cy2)) clipline(x1, y1, x2, y2) -> () clipline((x1, y1), (x2, y2)) -> ((cx1, cy1), (cx2, cy2)) clipline((x1, y1), (x2, y2)) -> () clipline((x1, y1, x2, y2)) -> ((cx1, cy1), (cx2, cy2)) clipline((x1, y1, x2, y2)) -> () clipline(((...
pygame.ref.rect#pygame.Rect.clipline
collidedict() test if one rectangle in a dictionary intersects collidedict(dict) -> (key, value) collidedict(dict) -> None collidedict(dict, use_values=0) -> (key, value) collidedict(dict, use_values=0) -> None Returns the first key and value pair that intersects with the calling Rect object. If no collisions are fo...
pygame.ref.rect#pygame.Rect.collidedict
collidedictall() test if all rectangles in a dictionary intersect collidedictall(dict) -> [(key, value), ...] collidedictall(dict, use_values=0) -> [(key, value), ...] Returns a list of all the key and value pairs that intersect with the calling Rect object. If no collisions are found an empty list is returned. If u...
pygame.ref.rect#pygame.Rect.collidedictall
collidelist() test if one rectangle in a list intersects collidelist(list) -> index Test whether the rectangle collides with any in a sequence of rectangles. The index of the first collision found is returned. If no collisions are found an index of -1 is returned.
pygame.ref.rect#pygame.Rect.collidelist
collidelistall() test if all rectangles in a list intersect collidelistall(list) -> indices Returns a list of all the indices that contain rectangles that collide with the Rect. If no intersecting rectangles are found, an empty list is returned.
pygame.ref.rect#pygame.Rect.collidelistall
collidepoint() test if a point is inside a rectangle collidepoint(x, y) -> bool collidepoint((x,y)) -> bool Returns true if the given point is inside the rectangle. A point along the right or bottom edge is not considered to be inside the rectangle. Note For collision detection between a rect and a line the cliplin...
pygame.ref.rect#pygame.Rect.collidepoint
colliderect() test if two rectangles overlap colliderect(Rect) -> bool Returns true if any portion of either rectangle overlap (except the top+bottom or left+right edges). Note For collision detection between a rect and a line the clipline() method can be used.
pygame.ref.rect#pygame.Rect.colliderect
contains() test if one rectangle is inside another contains(Rect) -> bool Returns true when the argument is completely inside the Rect.
pygame.ref.rect#pygame.Rect.contains
copy() copy the rectangle copy() -> Rect Returns a new rectangle having the same position and size as the original. New in pygame 1.9
pygame.ref.rect#pygame.Rect.copy
fit() resize and move a rectangle with aspect ratio fit(Rect) -> Rect Returns a new rectangle that is moved and resized to fit another. The aspect ratio of the original Rect is preserved, so the new rectangle may be smaller than the target in either width or height.
pygame.ref.rect#pygame.Rect.fit
inflate() grow or shrink the rectangle size inflate(x, y) -> Rect Returns a new rectangle with the size changed by the given offset. The rectangle remains centered around its current center. Negative values will shrink the rectangle. Note, uses integers, if the offset given is too small(< 2 > -2), center will be off...
pygame.ref.rect#pygame.Rect.inflate
inflate_ip() grow or shrink the rectangle size, in place inflate_ip(x, y) -> None Same as the Rect.inflate() method, but operates in place.
pygame.ref.rect#pygame.Rect.inflate_ip
move() moves the rectangle move(x, y) -> Rect Returns a new rectangle that is moved by the given offset. The x and y arguments can be any integer value, positive or negative.
pygame.ref.rect#pygame.Rect.move
move_ip() moves the rectangle, in place move_ip(x, y) -> None Same as the Rect.move() method, but operates in place.
pygame.ref.rect#pygame.Rect.move_ip
normalize() correct negative sizes normalize() -> None This will flip the width or height of a rectangle if it has a negative size. The rectangle will remain in the same place, with only the sides swapped.
pygame.ref.rect#pygame.Rect.normalize
union() joins two rectangles into one union(Rect) -> Rect Returns a new rectangle that completely covers the area of the two provided rectangles. There may be area inside the new Rect that is not covered by the originals.
pygame.ref.rect#pygame.Rect.union
union_ip() joins two rectangles into one, in place union_ip(Rect) -> None Same as the Rect.union() method, but operates in place.
pygame.ref.rect#pygame.Rect.union_ip
unionall() the union of many rectangles unionall(Rect_sequence) -> Rect Returns the union of one rectangle with a sequence of many rectangles.
pygame.ref.rect#pygame.Rect.unionall
unionall_ip() the union of many rectangles, in place unionall_ip(Rect_sequence) -> None The same as the Rect.unionall() method, but operates in place.
pygame.ref.rect#pygame.Rect.unionall_ip
update() sets the position and size of the rectangle update(left, top, width, height) -> None update((left, top), (width, height)) -> None update(object) -> None Sets the position and size of the rectangle, in place. See parameters for pygame.Rect() for the parameters of this function. New in pygame 2.0.1.
pygame.ref.rect#pygame.Rect.update
pygame.register_quit() register a function to be called when pygame quits register_quit(callable) -> None When pygame.quit() is called, all registered quit functions are called. Pygame modules do this automatically when they are initializing, so this function will rarely be needed.
pygame.ref.pygame#pygame.register_quit
pygame.scrap.contains() Checks whether data for a given type is available in the clipboard. contains(type) -> bool Checks whether data for the given type is currently available in the clipboard. Parameters: type (string) -- data type to check availability of Returns: True if data for the passed type is avai...
pygame.ref.scrap#pygame.scrap.contains
pygame.scrap.get() Gets the data for the specified type from the clipboard. get(type) -> bytes or str or None Retrieves the data for the specified type from the clipboard. In python 3 the data is returned as a byte string and might need further processing (such as decoding to Unicode). Parameters: type (string...
pygame.ref.scrap#pygame.scrap.get
pygame.scrap.get_init() Returns True if the scrap module is currently initialized. get_init() -> bool Gets the scrap module's initialization state. Returns: True if the pygame.scrap module is currently initialized, False otherwise Return type: bool New in pygame 1.9.5.
pygame.ref.scrap#pygame.scrap.get_init
pygame.scrap.get_types() Gets a list of the available clipboard types. get_types() -> list Gets a list of data type string identifiers for the data currently available on the clipboard. Each identifier can be used in the pygame.scrap.get() method to get the clipboard content of the specific type. Returns: list ...
pygame.ref.scrap#pygame.scrap.get_types