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<section id="module-pygame">
<span id="pygame"></span><dl class="definition">
<dt class="title module sig sig-object">
<code class="docutils literal notranslate"><span class="pre">pygame</span></code></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">the top level pygame package</span></div>
</div>
<table class="toc docutils align-default">
<colgroup>
<col style="width: 29%" />
<col style="width: 1%" />
<col style="width: 70%" />
</colgroup>
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.init">pygame.init</a></div>
</td>
<td>—</td>
<td>initialize all imported pygame modules</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.quit">pygame.quit</a></div>
</td>
<td>—</td>
<td>uninitialize all pygame modules</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.get_init">pygame.get_init</a></div>
</td>
<td>—</td>
<td>returns True if pygame is currently initialized</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.error">pygame.error</a></div>
</td>
<td>—</td>
<td>standard pygame exception</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.get_error">pygame.get_error</a></div>
</td>
<td>—</td>
<td>get the current error message</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.set_error">pygame.set_error</a></div>
</td>
<td>—</td>
<td>set the current error message</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.get_sdl_version">pygame.get_sdl_version</a></div>
</td>
<td>—</td>
<td>get the version number of SDL</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.get_sdl_byteorder">pygame.get_sdl_byteorder</a></div>
</td>
<td>—</td>
<td>get the byte order of SDL</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.register_quit">pygame.register_quit</a></div>
</td>
<td>—</td>
<td>register a function to be called when pygame quits</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.encode_string">pygame.encode_string</a></div>
</td>
<td>—</td>
<td>Encode a Unicode or bytes object</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.encode_file_path">pygame.encode_file_path</a></div>
</td>
<td>—</td>
<td>Encode a Unicode or bytes object as a file system path</td>
</tr>
</tbody>
</table>
<p>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.</p>
<p>As a convenience, most of the top-level variables in pygame have been placed
inside a module named <a class="tooltip reference internal" href="locals.html#module-pygame.locals" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.locals</span></code><span class="tooltip-content">pygame constants</span></a>. This is meant to be used with
<code class="docutils literal notranslate"><span class="pre">from</span> <span class="pre">pygame.locals</span> <span class="pre">import</span> <span class="pre">*</span></code>, in addition to <code class="docutils literal notranslate"><span class="pre">import</span> <span class="pre">pygame</span></code>.</p>
<p>When you <code class="docutils literal notranslate"><span class="pre">import</span> <span class="pre">pygame</span></code> all available pygame submodules are automatically
imported. Be aware that some of the pygame modules are considered <em>optional</em>,
and may not be available. In that case, pygame will provide a placeholder
object instead of the module, which can be used to test for availability.</p>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.init">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">init</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.init" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">initialize all imported pygame modules</span></div>
<div class="line"><span class="signature">init() -> (numpass, numfail)</span></div>
</div>
<p>Initialize all imported pygame modules. No exceptions will be raised if a
module fails, but the total number if successful and failed inits will be
returned as a tuple. You can always initialize individual modules manually,
but <a class="tooltip reference internal" href="#pygame.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.init()</span></code><span class="tooltip-content">initialize all imported pygame modules</span></a> is a convenient way to get everything started. The
<code class="docutils literal notranslate"><span class="pre">init()</span></code> functions for individual modules will raise exceptions when they
fail.</p>
<p>You may want to initialize the different modules separately to speed up your
program or to not use modules your game does not require.</p>
<p>It is safe to call this <code class="docutils literal notranslate"><span class="pre">init()</span></code> more than once as repeated calls will have
no effect. This is true even if you have <code class="docutils literal notranslate"><span class="pre">pygame.quit()</span></code> all the modules.</p>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.quit">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">quit</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.quit" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">uninitialize all pygame modules</span></div>
<div class="line"><span class="signature">quit() -> None</span></div>
</div>
<p>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 safe to call this function more than once as
repeated calls have no effect.</p>
<div class="admonition note">
<p class="admonition-title">Note</p>
<p>Calling <a class="tooltip reference internal" href="#pygame.quit" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.quit()</span></code><span class="tooltip-content">uninitialize all pygame modules</span></a> will not exit your program. Consider letting
your program end in the same way a normal Python program will end.</p>
</div>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.get_init">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">get_init</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.get_init" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">returns True if pygame is currently initialized</span></div>
<div class="line"><span class="signature">get_init() -> bool</span></div>
</div>
<p>Returns <code class="docutils literal notranslate"><span class="pre">True</span></code> if pygame is currently initialized.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.5.</span></p>
</div>
</dd></dl>
<dl class="py exception definition">
<dt class="sig sig-object py title" id="pygame.error">
<em class="property"><span class="pre">exception</span><span class="w"> </span></em><span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">error</span></span><a class="headerlink" href="#pygame.error" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">standard pygame exception</span></div>
<div class="line"><span class="signature">raise pygame.error(message)</span></div>
</div>
<p>This exception is raised whenever a pygame or SDL operation fails. You
can catch any anticipated problems and deal with the error. The exception is
always raised with a descriptive message about the problem.</p>
<p>Derived from the <code class="docutils literal notranslate"><span class="pre">RuntimeError</span></code> exception, which can also be used to catch
these raised errors.</p>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.get_error">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">get_error</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.get_error" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get the current error message</span></div>
<div class="line"><span class="signature">get_error() -> errorstr</span></div>
</div>
<p>SDL maintains an internal error message. This message will usually be
given to you when <a class="tooltip reference internal" href="#pygame.error" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.error()</span></code><span class="tooltip-content">standard pygame exception</span></a> is raised, so this function will
rarely be needed.</p>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.set_error">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">set_error</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.set_error" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">set the current error message</span></div>
<div class="line"><span class="signature">set_error(error_msg) -> None</span></div>
</div>
<p>SDL maintains an internal error message. This message will usually be
given to you when <a class="tooltip reference internal" href="#pygame.error" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.error()</span></code><span class="tooltip-content">standard pygame exception</span></a> is raised, so this function will
rarely be needed.</p>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.get_sdl_version">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">get_sdl_version</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.get_sdl_version" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get the version number of SDL</span></div>
<div class="line"><span class="signature">get_sdl_version() -> major, minor, patch</span></div>
</div>
<p>Returns the three version numbers of the SDL library. This version is built
at compile time. It can be used to detect which features may or may not be
available through pygame.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.7.0.</span></p>
</div>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.get_sdl_byteorder">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">get_sdl_byteorder</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.get_sdl_byteorder" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">get the byte order of SDL</span></div>
<div class="line"><span class="signature">get_sdl_byteorder() -> int</span></div>
</div>
<p>Returns the byte order of the SDL library. It returns <code class="docutils literal notranslate"><span class="pre">1234</span></code> for little
endian byte order and <code class="docutils literal notranslate"><span class="pre">4321</span></code> for big endian byte order.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.8.</span></p>
</div>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.register_quit">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">register_quit</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.register_quit" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">register a function to be called when pygame quits</span></div>
<div class="line"><span class="signature">register_quit(callable) -> None</span></div>
</div>
<p>When <a class="tooltip reference internal" href="#pygame.quit" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.quit()</span></code><span class="tooltip-content">uninitialize all pygame modules</span></a> is called, all registered quit functions are
called. Pygame modules do this automatically when they are initializing, so
this function will rarely be needed.</p>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.encode_string">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">encode_string</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.encode_string" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Encode a Unicode or bytes object</span></div>
<div class="line"><span class="signature">encode_string([obj [, encoding [, errors [, etype]]]]) -> bytes or None</span></div>
</div>
<p>obj: If Unicode, encode; if bytes, return unaltered; if anything else,
return <code class="docutils literal notranslate"><span class="pre">None</span></code>; if not given, raise <code class="docutils literal notranslate"><span class="pre">SyntaxError</span></code>.</p>
<p>encoding (string): If present, encoding to use. The default is
<code class="docutils literal notranslate"><span class="pre">'unicode_escape'</span></code>.</p>
<p>errors (string): If given, how to handle unencodable characters. The default
is <code class="docutils literal notranslate"><span class="pre">'backslashreplace'</span></code>.</p>
<p>etype (exception type): If given, the exception type to raise for an
encoding error. The default is <code class="docutils literal notranslate"><span class="pre">UnicodeEncodeError</span></code>, as returned by
<code class="docutils literal notranslate"><span class="pre">PyUnicode_AsEncodedString()</span></code>. For the default encoding and errors values
there should be no encoding errors.</p>
<p>This function is used in encoding file paths. Keyword arguments are
supported.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.2: </span>(primarily for use in unit tests)</p>
</div>
</dd></dl>
<dl class="py function definition">
<dt class="sig sig-object py title" id="pygame.encode_file_path">
<span class="sig-prename descclassname"><span class="pre">pygame.</span></span><span class="sig-name descname"><span class="pre">encode_file_path</span></span><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#pygame.encode_file_path" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">Encode a Unicode or bytes object as a file system path</span></div>
<div class="line"><span class="signature">encode_file_path([obj [, etype]]) -> bytes or None</span></div>
</div>
<p>obj: If Unicode, encode; if bytes, return unaltered; if anything else,
return <code class="docutils literal notranslate"><span class="pre">None</span></code>; if not given, raise <code class="docutils literal notranslate"><span class="pre">SyntaxError</span></code>.</p>
<p>etype (exception type): If given, the exception type to raise for an
encoding error. The default is <code class="docutils literal notranslate"><span class="pre">UnicodeEncodeError</span></code>, as returned by
<code class="docutils literal notranslate"><span class="pre">PyUnicode_AsEncodedString()</span></code>.</p>
<p>This function is used to encode file paths in pygame. Encoding is to the
codec as returned by <code class="docutils literal notranslate"><span class="pre">sys.getfilesystemencoding()</span></code>. Keyword arguments are
supported.</p>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.2: </span>(primarily for use in unit tests)</p>
</div>
</dd></dl>
</dd></dl>
</section>
<section id="module-pygame.version">
<span id="pygame-version"></span><dl class="definition">
<dt class="title module sig sig-object">
<code class="docutils literal notranslate"><span class="pre">pygame.version</span></code></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">small module containing version information</span></div>
</div>
<table class="toc docutils align-default">
<colgroup>
<col style="width: 30%" />
<col style="width: 1%" />
<col style="width: 68%" />
</colgroup>
<tbody>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.version.ver">pygame.version.ver</a></div>
</td>
<td>—</td>
<td>version number as a string</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.version.vernum">pygame.version.vernum</a></div>
</td>
<td>—</td>
<td>tupled integers of the version</td>
</tr>
<tr class="row-odd"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.version.rev">pygame.version.rev</a></div>
</td>
<td>—</td>
<td>repository revision of the build</td>
</tr>
<tr class="row-even"><td><div class="line"><a class="toc reference external" href="pygame.html#pygame.version.SDL">pygame.version.SDL</a></div>
</td>
<td>—</td>
<td>tupled integers of the SDL library version</td>
</tr>
</tbody>
</table>
<p>This module is automatically imported into the pygame package and can be used to
check which version of pygame has been imported.</p>
<dl class="py data definition">
<dt class="sig sig-object py title" id="pygame.version.ver">
<span class="sig-prename descclassname"><span class="pre">pygame.version.</span></span><span class="sig-name descname"><span class="pre">ver</span></span><a class="headerlink" href="#pygame.version.ver" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">version number as a string</span></div>
<div class="line"><span class="signature">ver = '1.2'</span></div>
</div>
<p>This is the version represented as a string. It can contain a micro release
number as well, e.g. <code class="docutils literal notranslate"><span class="pre">'1.5.2'</span></code></p>
</dd></dl>
<dl class="py data definition">
<dt class="sig sig-object py title" id="pygame.version.vernum">
<span class="sig-prename descclassname"><span class="pre">pygame.version.</span></span><span class="sig-name descname"><span class="pre">vernum</span></span><a class="headerlink" href="#pygame.version.vernum" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">tupled integers of the version</span></div>
<div class="line"><span class="signature">vernum = (1, 5, 3)</span></div>
</div>
<p>This version information can easily be compared with other version
numbers of the same format. An example of checking pygame version numbers
would look like this:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">if</span> <span class="n">pygame</span><span class="o">.</span><span class="n">version</span><span class="o">.</span><span class="n">vernum</span> <span class="o"><</span> <span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">5</span><span class="p">):</span>
<span class="nb">print</span><span class="p">(</span><span class="s1">'Warning, older version of pygame (</span><span class="si">%s</span><span class="s1">)'</span> <span class="o">%</span> <span class="n">pygame</span><span class="o">.</span><span class="n">version</span><span class="o">.</span><span class="n">ver</span><span class="p">)</span>
<span class="n">disable_advanced_features</span> <span class="o">=</span> <span class="kc">True</span>
</pre></div>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 1.9.6: </span>Attributes <code class="docutils literal notranslate"><span class="pre">major</span></code>, <code class="docutils literal notranslate"><span class="pre">minor</span></code>, and <code class="docutils literal notranslate"><span class="pre">patch</span></code>.</p>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">vernum</span><span class="o">.</span><span class="n">major</span> <span class="o">==</span> <span class="n">vernum</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span>
<span class="n">vernum</span><span class="o">.</span><span class="n">minor</span> <span class="o">==</span> <span class="n">vernum</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span>
<span class="n">vernum</span><span class="o">.</span><span class="n">patch</span> <span class="o">==</span> <span class="n">vernum</span><span class="p">[</span><span class="mi">2</span><span class="p">]</span>
</pre></div>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.6: </span><code class="docutils literal notranslate"><span class="pre">str(pygame.version.vernum)</span></code> returns a string like <code class="docutils literal notranslate"><span class="pre">"2.0.0"</span></code> instead
of <code class="docutils literal notranslate"><span class="pre">"(2,</span> <span class="pre">0,</span> <span class="pre">0)"</span></code>.</p>
</div>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.6: </span><code class="docutils literal notranslate"><span class="pre">repr(pygame.version.vernum)</span></code> returns a string like
<code class="docutils literal notranslate"><span class="pre">"PygameVersion(major=2,</span> <span class="pre">minor=0,</span> <span class="pre">patch=0)"</span></code> instead of <code class="docutils literal notranslate"><span class="pre">"(2,</span> <span class="pre">0,</span> <span class="pre">0)"</span></code>.</p>
</div>
</dd></dl>
<dl class="py data definition">
<dt class="sig sig-object py title" id="pygame.version.rev">
<span class="sig-prename descclassname"><span class="pre">pygame.version.</span></span><span class="sig-name descname"><span class="pre">rev</span></span><a class="headerlink" href="#pygame.version.rev" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">repository revision of the build</span></div>
<div class="line"><span class="signature">rev = 'a6f89747b551+'</span></div>
</div>
<p>The Mercurial node identifier of the repository checkout from which this
package was built. If the identifier ends with a plus sign '+' then the
package contains uncommitted changes. Please include this revision number
in bug reports, especially for non-release pygame builds.</p>
<p>Important note: pygame development has moved to github, this variable is
obsolete now. As soon as development shifted to github, this variable started
returning an empty string <code class="docutils literal notranslate"><span class="pre">""</span></code>.
It has always been returning an empty string since <code class="docutils literal notranslate"><span class="pre">v1.9.5</span></code>.</p>
<div class="versionchanged">
<p><span class="versionmodified changed">Changed in pygame 1.9.5: </span>Always returns an empty string <code class="docutils literal notranslate"><span class="pre">""</span></code>.</p>
</div>
</dd></dl>
<dl class="py data definition">
<dt class="sig sig-object py title" id="pygame.version.SDL">
<span class="sig-prename descclassname"><span class="pre">pygame.version.</span></span><span class="sig-name descname"><span class="pre">SDL</span></span><a class="headerlink" href="#pygame.version.SDL" title="Permalink to this definition">¶</a></dt>
<dd><div class="line-block">
<div class="line"><span class="summaryline">tupled integers of the SDL library version</span></div>
<div class="line"><span class="signature">SDL = '(2, 0, 12)'</span></div>
</div>
<p>This is the SDL library version represented as an extended tuple. It also has
attributes 'major', 'minor' & 'patch' that can be accessed like this:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="gp">>>> </span><span class="n">pygame</span><span class="o">.</span><span class="n">version</span><span class="o">.</span><span class="n">SDL</span><span class="o">.</span><span class="n">major</span>
<span class="go">2</span>
</pre></div>
</div>
<p>printing the whole thing returns a string like this:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="gp">>>> </span><span class="n">pygame</span><span class="o">.</span><span class="n">version</span><span class="o">.</span><span class="n">SDL</span>
<span class="go">SDLVersion(major=2, minor=0, patch=12)</span>
</pre></div>
</div>
<div class="versionadded">
<p><span class="versionmodified added">New in pygame 2.0.0.</span></p>
</div>
</dd></dl>
<p id="environment-variables"><strong>Setting Environment Variables</strong></p>
<p>Some aspects of pygame's behaviour can be controlled by setting environment variables, they cover a wide
range of the library's functionality. Some of the variables are from pygame itself, while others come from
the underlying C SDL library that pygame uses.</p>
<p>In python, environment variables are usually set in code like this:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">os</span>
<span class="n">os</span><span class="o">.</span><span class="n">environ</span><span class="p">[</span><span class="s1">'NAME_OF_ENVIRONMENT_VARIABLE'</span><span class="p">]</span> <span class="o">=</span> <span class="s1">'value_to_set'</span>
</pre></div>
</div>
<p>Or to preserve users ability to override the variable:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">os</span>
<span class="n">os</span><span class="o">.</span><span class="n">environ</span><span class="p">[</span><span class="s1">'ENV_VAR'</span><span class="p">]</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">environ</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s1">'ENV_VAR'</span><span class="p">,</span> <span class="s1">'value'</span><span class="p">)</span>
</pre></div>
</div>
<p>If the variable is more useful for users of an app to set than the developer then they can set it like this:</p>
<p><strong>Windows</strong>:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="nb">set</span> <span class="n">NAME_OF_ENVIRONMENT_VARIABLE</span><span class="o">=</span><span class="n">value_to_set</span>
<span class="n">python</span> <span class="n">my_application</span><span class="o">.</span><span class="n">py</span>
</pre></div>
</div>
<p><strong>Linux/Mac</strong>:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">ENV_VAR</span><span class="o">=</span><span class="n">value</span> <span class="n">python</span> <span class="n">my_application</span><span class="o">.</span><span class="n">py</span>
</pre></div>
</div>
<p>For some variables they need to be set before initialising pygame, some must be set before even importing pygame,
and others can simply be set right before the area of code they control is run.</p>
<p>Below is a list of environment variables, their settable values, and a brief description of what they do.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<p><strong>Pygame Environment Variables</strong></p>
<p>These variables are defined by pygame itself.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_DISPLAY</span> <span class="o">-</span> <span class="n">Experimental</span> <span class="p">(</span><span class="n">subject</span> <span class="n">to</span> <span class="n">change</span><span class="p">)</span>
<span class="n">Set</span> <span class="n">index</span> <span class="n">of</span> <span class="n">the</span> <span class="n">display</span> <span class="n">to</span> <span class="n">use</span><span class="p">,</span> <span class="s2">"0"</span> <span class="ow">is</span> <span class="n">the</span> <span class="n">default</span><span class="o">.</span>
</pre></div>
</div>
<p>This sets the display where pygame will open its window
or screen. The value set here will be used if set before
calling <a class="tooltip reference internal" href="display.html#pygame.display.set_mode" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code><span class="tooltip-content">Initialize a window or screen for display</span></a>, and as long as no
'display' parameter is passed into <a class="tooltip reference internal" href="display.html#pygame.display.set_mode" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code><span class="tooltip-content">Initialize a window or screen for display</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_FORCE_SCALE</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"photo"</span> <span class="ow">or</span> <span class="s2">"default"</span><span class="o">.</span>
</pre></div>
</div>
<p>This forces set_mode() to use the SCALED display mode and,
if "photo" is set, makes the scaling use the slowest, but
highest quality anisotropic scaling algorithm, if it is
available. Must be set before calling <a class="tooltip reference internal" href="display.html#pygame.display.set_mode" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code><span class="tooltip-content">Initialize a window or screen for display</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_BLEND_ALPHA_SDL2</span> <span class="o">-</span> <span class="n">New</span> <span class="ow">in</span> <span class="n">pygame</span> <span class="mf">2.0</span><span class="o">.</span><span class="mi">0</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"1"</span> <span class="n">to</span> <span class="n">enable</span> <span class="n">the</span> <span class="n">SDL2</span> <span class="n">blitter</span><span class="o">.</span>
</pre></div>
</div>
<p>This makes pygame use the SDL2 blitter for all alpha
blending. The SDL2 blitter is sometimes faster than
the default blitter but uses a different formula so
the final colours may differ. Must be set before
<a class="tooltip reference internal" href="#pygame.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.init()</span></code><span class="tooltip-content">initialize all imported pygame modules</span></a> is called.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_HIDE_SUPPORT_PROMPT</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"1"</span> <span class="n">to</span> <span class="n">hide</span> <span class="n">the</span> <span class="n">prompt</span><span class="o">.</span>
</pre></div>
</div>
<p>This stops the welcome message popping up in the
console that tells you which version of python,
pygame & SDL you are using. Must be set before
importing pygame.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_FREETYPE</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"1"</span> <span class="n">to</span> <span class="n">enable</span><span class="o">.</span>
</pre></div>
</div>
<p>This switches the pygame.font module to a pure
freetype implementation that bypasses SDL_ttf.
See the font module for why you might want to
do this. Must be set before importing pygame.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">PYGAME_CAMERA</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"opencv"</span> <span class="ow">or</span> <span class="s2">"vidcapture"</span>
</pre></div>
</div>
<p>Forces the library backend used in the camera
module, overriding the platform defaults. Must
be set before calling <a class="tooltip reference internal" href="camera.html#pygame.camera.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.camera.init()</span></code><span class="tooltip-content">Module init</span></a>.</p>
<p>In pygame 2.0.3, backends can be set programmatically instead, and the old
OpenCV backend has been replaced with one on top of "opencv-python," rather
than the old "highgui" OpenCV port. Also, there is a new native Windows
backend available.</p>
<div class="line-block">
<div class="line"><br /></div>
<div class="line"><br /></div>
</div>
<p><strong>SDL Environment Variables</strong></p>
<p>These variables are defined by SDL.</p>
<p>For documentation on the environment variables available in
pygame 1 try <a class="reference external" href="https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdlenvvars.html">here</a>.
For Pygame 2, some selected environment variables are listed below.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_VIDEO_CENTERED</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"1"</span> <span class="n">to</span> <span class="n">enable</span> <span class="n">centering</span> <span class="n">the</span> <span class="n">window</span><span class="o">.</span>
</pre></div>
</div>
<p>This will make the pygame window open in the centre of the display.
Must be set before calling <a class="tooltip reference internal" href="display.html#pygame.display.set_mode" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code><span class="tooltip-content">Initialize a window or screen for display</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_VIDEO_WINDOW_POS</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"x,y"</span> <span class="n">to</span> <span class="n">position</span> <span class="n">the</span> <span class="n">top</span> <span class="n">left</span> <span class="n">corner</span> <span class="n">of</span> <span class="n">the</span> <span class="n">window</span><span class="o">.</span>
</pre></div>
</div>
<p>This allows control over the placement of the pygame window within
the display. Must be set before calling <a class="tooltip reference internal" href="display.html#pygame.display.set_mode" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code><span class="tooltip-content">Initialize a window or screen for display</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_VIDEODRIVER</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"drivername"</span> <span class="n">to</span> <span class="n">change</span> <span class="n">the</span> <span class="n">video</span> <span class="n">driver</span> <span class="n">used</span><span class="o">.</span>
</pre></div>
</div>
<p>On some platforms there are multiple video drivers available and
this allows users to pick between them. More information is available
<a class="reference external" href="https://wiki.libsdl.org/FAQUsingSDL">here</a>. Must be set before
calling <a class="tooltip reference internal" href="#pygame.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.init()</span></code><span class="tooltip-content">initialize all imported pygame modules</span></a> or <a class="tooltip reference internal" href="display.html#pygame.display.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.init()</span></code><span class="tooltip-content">Initialize the display module</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_AUDIODRIVER</span> <span class="o">-</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"drivername"</span> <span class="n">to</span> <span class="n">change</span> <span class="n">the</span> <span class="n">audio</span> <span class="n">driver</span> <span class="n">used</span><span class="o">.</span>
</pre></div>
</div>
<p>On some platforms there are multiple audio drivers available and
this allows users to pick between them. More information is available
<a class="reference external" href="https://wiki.libsdl.org/FAQUsingSDL">here</a>. Must be set before
calling <a class="tooltip reference internal" href="#pygame.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.init()</span></code><span class="tooltip-content">initialize all imported pygame modules</span></a> or <a class="tooltip reference internal" href="mixer.html#pygame.mixer.init" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.mixer.init()</span></code><span class="tooltip-content">initialize the mixer module</span></a>.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_VIDEO_ALLOW_SCREENSAVER</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"1"</span> <span class="n">to</span> <span class="n">allow</span> <span class="n">screensavers</span> <span class="k">while</span> <span class="n">pygame</span> <span class="n">apps</span> <span class="n">are</span> <span class="n">running</span><span class="o">.</span>
</pre></div>
</div>
<p>By default pygame apps disable screensavers while
they are running. Setting this environment variable allows users or
developers to change that and make screensavers run again.</p>
<div class="line-block">
<div class="line"><br /></div>
</div>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR</span>
<span class="n">Set</span> <span class="n">to</span> <span class="s2">"0"</span> <span class="n">to</span> <span class="n">re</span><span class="o">-</span><span class="n">enable</span> <span class="n">the</span> <span class="n">compositor</span><span class="o">.</span>
</pre></div>
</div>
<p>By default SDL tries to disable the X11 compositor for all pygame
apps. This is usually a good thing as it's faster, however if you
have an app which <em>doesn't</em> update every frame and are using linux
you may want to disable this bypass. The bypass has reported problems
on KDE linux. This variable is only used on x11/linux platforms.</p>
</dd></dl>
</section>
<br /><br />
<hr />
<a href="https://github.com/pygame/pygame/edit/main/docs/reST/ref/pygame.rst" rel="nofollow">Edit on GitHub</a>
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