Mercurial > pygame
view docs/ref/display.html @ 3172:d1b367fc08bc tests-returncode
Use a return code of 1 when the tests fail.
| author | Thomas Kluyver <takowl@gmail.com> |
|---|---|
| date | Wed, 09 Jan 2013 10:13:57 +0000 |
| parents | 0a3be7313aa4 |
| children |
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>pygame.display — Pygame v1.9.2 documentation</title> <link rel="stylesheet" href="../_static/pygame.css" type="text/css" /> <link rel="stylesheet" href="../_static/pygments.css" type="text/css" /> <script type="text/javascript"> var DOCUMENTATION_OPTIONS = { URL_ROOT: '../', VERSION: '1.9.2', COLLAPSE_INDEX: false, FILE_SUFFIX: '.html', HAS_SOURCE: true }; </script> <script type="text/javascript" src="../_static/jquery.js"></script> <script type="text/javascript" src="../_static/underscore.js"></script> <script type="text/javascript" src="../_static/doctools.js"></script> <link rel="shortcut icon" href="../_static/pygame.ico"/> <link rel="top" title="Pygame v1.9.2 documentation" href="../index.html" /> <link rel="next" title="pygame.draw" href="draw.html" /> <link rel="prev" title="pygame.cursors" href="cursors.html" /> </head> <body> <div class="document"> <div class="header"> <table> <tr> <td class="logo"> <a href="http://www.pygame.org/"> <img src="../_static/pygame_tiny.png"/> </a> <h5>pygame documentation</h5> </td> <td class="pagelinks"> <p class="top"> || <a href="http://www.pygame.org/">Pygame Home</a> || <a href="../index.html">Help Contents</a> || <a href="../genindex.html">Reference Index</a> || </p> <p class="bottom"> <a href="camera.html">camera</a> || <a href="cdrom.html">cdrom</a> || <a href="color.html">Color</a> || <a href="cursors.html">cursors</a> || <a href="display.html">display</a> || <a href="draw.html">draw</a> || <a href="event.html">event</a> || <a href="examples.html">examples</a> || <a href="font.html">font</a> || <a href="freetype.html">freetype</a> || <a href="gfxdraw.html">gfxdraw</a> || <a href="image.html">image</a> || <a href="joystick.html">joystick</a> || <a href="key.html">key</a> || <a href="locals.html">locals</a> || <a href="mask.html">mask</a> || <a href="math.html">math</a> || <a href="midi.html">midi</a> || <a href="mixer.html">mixer</a> || <a href="mouse.html">mouse</a> || <a href="movie.html">movie</a> || <a href="music.html">music</a> || <a href="overlay.html">Overlay</a> || <a href="pixelarray.html">PixelArray</a> || <a href="pixelcopy.html">pixelcopy</a> || <a href="pygame.html">pygame</a> || <a href="rect.html">Rect</a> || <a href="scrap.html">scrap</a> || <a href="sndarray.html">sndarray</a> || <a href="sprite.html">sprite</a> || <a href="surface.html">Surface</a> || <a href="surfarray.html">surfarray</a> || <a href="tests.html">tests</a> || <a href="time.html">time</a> || <a href="transform.html">transform</a> || <a href="pygame.html#module-pygame.version">version</a> </p> </td> </tr> </table> </div> <div class="documentwrapper"> <div class="body"> <div class="sectionwrapper"> <div class="section" id="module-pygame.display"> <span id="pygame-display"></span><dl class="definition module"> <dt class="title module"> <tt class="docutils literal"><span class="pre">pygame.display</span></tt></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">pygame module to control the display window and screen</span></div> </div> <table border="1" class="toc docutils"> <colgroup> <col width="34%" /> <col width="1%" /> <col width="65%" /> </colgroup> <tbody valign="top"> <tr><td><a class="toc reference external" href="display.html#pygame.display.init">pygame.display.init</a></td> <td>—</td> <td>initialize the display module</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.quit">pygame.display.quit</a></td> <td>—</td> <td>uninitialize the display module</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_init">pygame.display.get_init</a></td> <td>—</td> <td>true if the display module is initialized</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></td> <td>—</td> <td>initialize a window or screen for display</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_surface">pygame.display.get_surface</a></td> <td>—</td> <td>get a reference to the currently set display surface</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.flip">pygame.display.flip</a></td> <td>—</td> <td>update the full display Surface to the screen</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.update">pygame.display.update</a></td> <td>—</td> <td>update portions of the screen for software displays</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_driver">pygame.display.get_driver</a></td> <td>—</td> <td>get the name of the pygame display backend</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.Info">pygame.display.Info</a></td> <td>—</td> <td>Create a video display information object</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_wm_info">pygame.display.get_wm_info</a></td> <td>—</td> <td>Get information about the current windowing system</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.list_modes">pygame.display.list_modes</a></td> <td>—</td> <td>get list of available fullscreen modes</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a></td> <td>—</td> <td>pick the best color depth for a display mode</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.gl_get_attribute">pygame.display.gl_get_attribute</a></td> <td>—</td> <td>get the value for an opengl flag for the current display</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a></td> <td>—</td> <td>request an opengl display attribute for the display mode</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_active">pygame.display.get_active</a></td> <td>—</td> <td>true when the display is active on the display</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.iconify">pygame.display.iconify</a></td> <td>—</td> <td>iconify the display surface</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.toggle_fullscreen">pygame.display.toggle_fullscreen</a></td> <td>—</td> <td>switch between fullscreen and windowed displays</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_gamma">pygame.display.set_gamma</a></td> <td>—</td> <td>change the hardware gamma ramps</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_gamma_ramp">pygame.display.set_gamma_ramp</a></td> <td>—</td> <td>change the hardware gamma ramps with a custom lookup</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_icon">pygame.display.set_icon</a></td> <td>—</td> <td>change the system image for the display window</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_caption">pygame.display.set_caption</a></td> <td>—</td> <td>set the current window caption</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.get_caption">pygame.display.get_caption</a></td> <td>—</td> <td>get the current window caption</td> </tr> <tr><td><a class="toc reference external" href="display.html#pygame.display.set_palette">pygame.display.set_palette</a></td> <td>—</td> <td>set the display color palette for indexed displays</td> </tr> </tbody> </table> <p>This module offers control over the pygame display. Pygame has a single display Surface that is either contained in a window or runs full screen. Once you create the display you treat it as a regular Surface. Changes are not immediately visible onscreen, you must choose one of the two flipping functions to update the actual display.</p> <p>The origin of the display, where x = 0, and y = 0 is the top left of the screen. Both axis increase positively towards the botom right of the screen.</p> <p>The pygame display can actually be initialized in one of several modes. By default the display is a basic software driven framebuffer. You can request special modules like hardware acceleration and OpenGL support. These are controlled by flags passed to <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt>.</p> <p>Pygame can only have a single display active at any time. Creating a new one with <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> will close the previous display. If precise control is needed over the pixel format or display resolutions, use the functions <tt class="docutils literal"><span class="pre">pygame.display.mode_ok()</span></tt>, <tt class="docutils literal"><span class="pre">pygame.display.list_modes()</span></tt>, and <tt class="docutils literal"><span class="pre">pygame.display.Info()</span></tt> to query information about the display.</p> <p>Once the display Surface is created, the functions from this module effect the single existing display. The Surface becomes invalid if the module is uninitialized. If a new display mode is set, the existing Surface will automatically switch to operate on the new display.</p> <p>Then the display mode is set, several events are placed on the pygame event queue. <tt class="docutils literal"><span class="pre">pygame.QUIT</span></tt> is sent when the user has requested the program to shutdown. The window will receive <tt class="docutils literal"><span class="pre">pygame.ACTIVEEVENT</span></tt> events as the display gains and loses input focus. If the display is set with the <tt class="docutils literal"><span class="pre">pygame.RESIZABLE</span></tt> flag, <tt class="docutils literal"><span class="pre">pygame.VIDEORESIZE</span></tt> events will be sent when the user adjusts the window dimensions. Hardware displays that draw direct to the screen will get <tt class="docutils literal"><span class="pre">pygame.VIDEOEXPOSE</span></tt> events when portions of the window must be redrawn.</p> <dl class="definition function"> <dt class="title" id="pygame.display.init"> <tt class="descclassname">pygame.display.</tt><tt class="descname">init</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.init" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">initialize the display module</span></div> <div class="line"><span class="signature">init() -> None</span></div> </div> <p>Initializes the pygame display module. The display module cannot do anything until it is initialized. This is usually handled for you automatically when you call the higher level <tt class="docutils literal"><span class="pre">pygame.init()</span></tt>.</p> <p>Pygame will select from one of several internal display backends when it is initialized. The display mode will be chosen depending on the platform and permissions of current user. Before the display module is initialized the environment variable <tt class="docutils literal"><span class="pre">SDL_VIDEODRIVER</span></tt> can be set to control which backend is used. The systems with multiple choices are listed here.</p> <div class="highlight-python"><pre>Windows : windib, directx Unix : x11, dga, fbcon, directfb, ggi, vgl, svgalib, aalib</pre> </div> <p>On some platforms it is possible to embed the pygame display into an already existing window. To do this, the environment variable <tt class="docutils literal"><span class="pre">SDL_WINDOWID</span></tt> must be set to a string containing the window id or handle. The environment variable is checked when the pygame display is initialized. Be aware that there can be many strange side effects when running in an embedded display.</p> <p>It is harmless to call this more than once, repeated calls have no effect.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.quit"> <tt class="descclassname">pygame.display.</tt><tt class="descname">quit</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.quit" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">uninitialize the display module</span></div> <div class="line"><span class="signature">quit() -> None</span></div> </div> <p>This will shut down the entire display module. This means any active displays will be closed. This will also be handled automatically when the program exits.</p> <p>It is harmless to call this more than once, repeated calls have no effect.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_init"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_init</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_init" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">true if the display module is initialized</span></div> <div class="line"><span class="signature">get_init() -> bool</span></div> </div> <p>Returns True if the <a class="tooltip reference internal" href="#module-pygame.display" title=""><tt class="xref py py-mod docutils literal"><span class="pre">pygame.display</span></tt><span class="tooltip-content">pygame module to control the display window and screen</span></a> module is currently initialized.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_mode"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_mode</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_mode" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">initialize a window or screen for display</span></div> <div class="line"><span class="signature">set_mode(resolution=(0,0), flags=0, depth=0) -> Surface</span></div> </div> <p>This function will create a display Surface. The arguments passed in are requests for a display type. The actual created display will be the best possible match supported by the system.</p> <p>The resolution argument is a pair of numbers representing the width and height. The flags argument is a collection of additional options. The depth argument represents the number of bits to use for color.</p> <p>The Surface that gets returned can be drawn to like a regular Surface but changes will eventually be seen on the monitor.</p> <p>If no resolution is passed or is set to (0, 0) and pygame uses <tt class="docutils literal"><span class="pre">SDL</span></tt> version 1.2.10 or above, the created Surface will have the same size as the current screen resolution. If only the width or height are set to 0, the Surface will have the same width or height as the screen resolution. Using a <tt class="docutils literal"><span class="pre">SDL</span></tt> version prior to 1.2.10 will raise an exception.</p> <p>It is usually best to not pass the depth argument. It will default to the best and fastest color depth for the system. If your game requires a specific color format you can control the depth with this argument. Pygame will emulate an unavailable color depth which can be slow.</p> <p>When requesting fullscreen display modes, sometimes an exact match for the requested resolution cannot be made. In these situations pygame will select the closest compatable match. The returned surface will still always match the requested resolution.</p> <p>The flags argument controls which type of display you want. There are several to choose from, and you can even combine multiple types using the bitwise or operator, (the pipe “|” character). If you pass 0 or no flags argument it will default to a software driven window. Here are the display flags you will want to choose from:</p> <div class="highlight-python"><pre>pygame.FULLSCREEN create a fullscreen display pygame.DOUBLEBUF recommended for HWSURFACE or OPENGL pygame.HWSURFACE hardware accelerated, only in FULLSCREEN pygame.OPENGL create an opengl renderable display pygame.RESIZABLE display window should be sizeable pygame.NOFRAME display window will have no border or controls</pre> </div> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_surface"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_surface</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_surface" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get a reference to the currently set display surface</span></div> <div class="line"><span class="signature">get_surface() -> Surface</span></div> </div> <p>Return a reference to the currently set display Surface. If no display mode has been set this will return None.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.flip"> <tt class="descclassname">pygame.display.</tt><tt class="descname">flip</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.flip" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">update the full display Surface to the screen</span></div> <div class="line"><span class="signature">flip() -> None</span></div> </div> <p>This will update the contents of the entire display. If your display mode is using the flags <tt class="docutils literal"><span class="pre">pygame.HWSURFACE</span></tt> and <tt class="docutils literal"><span class="pre">pygame.DOUBLEBUF</span></tt>, this will wait for a vertical retrace and swap the surfaces. If you are using a different type of display mode, it will simply update the entire contents of the surface.</p> <p>When using an <tt class="docutils literal"><span class="pre">pygame.OPENGL</span></tt> display mode this will perform a gl buffer swap.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.update"> <tt class="descclassname">pygame.display.</tt><tt class="descname">update</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.update" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">update portions of the screen for software displays</span></div> <div class="line"><span class="signature">update(rectangle=None) -> None</span></div> <div class="line"><span class="signature">update(rectangle_list) -> None</span></div> </div> <p>This function is like an optimized version of <tt class="docutils literal"><span class="pre">pygame.display.flip()</span></tt> for software displays. It allows only a portion of the screen to updated, instead of the entire area. If no argument is passed it updates the entire Surface area like <tt class="docutils literal"><span class="pre">pygame.display.flip()</span></tt>.</p> <p>You can pass the function a single rectangle, or a sequence of rectangles. It is more efficient to pass many rectangles at once than to call update multiple times with single or a partial list of rectangles. If passing a sequence of rectangles it is safe to include None values in the list, which will be skipped.</p> <p>This call cannot be used on <tt class="docutils literal"><span class="pre">pygame.OPENGL</span></tt> displays and will generate an exception.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_driver"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_driver</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_driver" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the name of the pygame display backend</span></div> <div class="line"><span class="signature">get_driver() -> name</span></div> </div> <p>Pygame chooses one of many available display backends when it is initialized. This returns the internal name used for the display backend. This can be used to provide limited information about what display capabilities might be accelerated. See the <tt class="docutils literal"><span class="pre">SDL_VIDEODRIVER</span></tt> flags in <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> to see some of the common options.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.Info"> <tt class="descclassname">pygame.display.</tt><tt class="descname">Info</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.Info" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">Create a video display information object</span></div> <div class="line"><span class="signature">Info() -> VideoInfo</span></div> </div> <p>Creates a simple object containing several attributes to describe the current graphics environment. If this is called before <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> some platforms can provide information about the default display mode. This can also be called after setting the display mode to verify specific display options were satisfied. The VidInfo object has several attributes:</p> <div class="highlight-python"><pre>hw: True if the display is hardware accelerated wm: True if windowed display modes can be used video_mem: The megabytes of video memory on the display. This is 0 if unknown bitsize: Number of bits used to store each pixel bytesize: Number of bytes used to store each pixel masks: Four values used to pack RGBA values into pixels shifts: Four values used to pack RGBA values into pixels losses: Four values used to pack RGBA values into pixels blit_hw: True if hardware Surface blitting is accelerated blit_hw_CC: True if hardware Surface colorkey blitting is accelerated blit_hw_A: True if hardware Surface pixel alpha blitting is accelerated blit_sw: True if software Surface blitting is accelerated blit_sw_CC: True if software Surface colorkey blitting is accelerated blit_sw_A: True if software Surface pixel alpha blitting is acclerated current_h, current_h: Width and height of the current video mode, or of the desktop mode if called before the display.set_mode is called. (current_h, current_w are available since SDL 1.2.10, and pygame 1.8.0) They are -1 on error, or if an old SDL is being used.</pre> </div> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_wm_info"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_wm_info</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_wm_info" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">Get information about the current windowing system</span></div> <div class="line"><span class="signature">get_wm_info() -> dict</span></div> </div> <p>Creates a dictionary filled with string keys. The strings and values are arbitrarily created by the system. Some systems may have no information and an empty dictionary will be returned. Most platforms will return a “window” key with the value set to the system id for the current display.</p> <p>New with pygame 1.7.1</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.list_modes"> <tt class="descclassname">pygame.display.</tt><tt class="descname">list_modes</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.list_modes" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get list of available fullscreen modes</span></div> <div class="line"><span class="signature">list_modes(depth=0, flags=pygame.FULLSCREEN) -> list</span></div> </div> <p>This function returns a list of possible dimensions for a specified color depth. The return value will be an empty list if no display modes are available with the given arguments. A return value of -1 means that any requested resolution should work (this is likely the case for windowed modes). Mode sizes are sorted from biggest to smallest.</p> <p>If depth is 0, <tt class="docutils literal"><span class="pre">SDL</span></tt> will choose the current/best color depth for the display. The flags defaults to <tt class="docutils literal"><span class="pre">pygame.FULLSCREEN</span></tt>, but you may need to add additional flags for specific fullscreen modes.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.mode_ok"> <tt class="descclassname">pygame.display.</tt><tt class="descname">mode_ok</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.mode_ok" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">pick the best color depth for a display mode</span></div> <div class="line"><span class="signature">mode_ok(size, flags=0, depth=0) -> depth</span></div> </div> <p>This function uses the same arguments as <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt>. It is used to depermine if a requested display mode is available. It will return 0 if the display mode cannot be set. Otherwise it will return a pixel depth that best matches the display asked for.</p> <p>Usually the depth argument is not passed, but some platforms can support multiple display depths. If passed it will hint to which depth is a better match.</p> <p>The most useful flags to pass will be <tt class="docutils literal"><span class="pre">pygame.HWSURFACE</span></tt>, <tt class="docutils literal"><span class="pre">pygame.DOUBLEBUF</span></tt>, and maybe <tt class="docutils literal"><span class="pre">pygame.FULLSCREEN</span></tt>. The function will return 0 if these display flags cannot be set.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.gl_get_attribute"> <tt class="descclassname">pygame.display.</tt><tt class="descname">gl_get_attribute</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.gl_get_attribute" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the value for an opengl flag for the current display</span></div> <div class="line"><span class="signature">gl_get_attribute(flag) -> value</span></div> </div> <p>After calling <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> with the <tt class="docutils literal"><span class="pre">pygame.OPENGL</span></tt> flag, it is a good idea to check the value of any requested OpenGL attributes. See <tt class="docutils literal"><span class="pre">pygame.display.gl_set_attribute()</span></tt> for a list of valid flags.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.gl_set_attribute"> <tt class="descclassname">pygame.display.</tt><tt class="descname">gl_set_attribute</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.gl_set_attribute" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">request an opengl display attribute for the display mode</span></div> <div class="line"><span class="signature">gl_set_attribute(flag, value) -> None</span></div> </div> <p>When calling <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> with the <tt class="docutils literal"><span class="pre">pygame.OPENGL</span></tt> flag, Pygame automatically handles setting the OpenGL attributes like color and doublebuffering. OpenGL offers several other attributes you may want control over. Pass one of these attributes as the flag, and its appropriate value. This must be called before <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt></p> <p>The <tt class="docutils literal"><span class="pre">OPENGL</span></tt> flags are;</p> <div class="highlight-python"><div class="highlight"><pre><span class="n">GL_ALPHA_SIZE</span><span class="p">,</span> <span class="n">GL_DEPTH_SIZE</span><span class="p">,</span> <span class="n">GL_STENCIL_SIZE</span><span class="p">,</span> <span class="n">GL_ACCUM_RED_SIZE</span><span class="p">,</span> <span class="n">GL_ACCUM_GREEN_SIZE</span><span class="p">,</span> <span class="n">GL_ACCUM_BLUE_SIZE</span><span class="p">,</span> <span class="n">GL_ACCUM_ALPHA_SIZE</span><span class="p">,</span> <span class="n">GL_MULTISAMPLEBUFFERS</span><span class="p">,</span> <span class="n">GL_MULTISAMPLESAMPLES</span><span class="p">,</span> <span class="n">GL_STEREO</span> </pre></div> </div> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_active"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_active</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_active" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">true when the display is active on the display</span></div> <div class="line"><span class="signature">get_active() -> bool</span></div> </div> <p>After <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> is called the display Surface will be visible on the screen. Most windowed displays can be hidden by the user. If the display Surface is hidden or iconified this will return False.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.iconify"> <tt class="descclassname">pygame.display.</tt><tt class="descname">iconify</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.iconify" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">iconify the display surface</span></div> <div class="line"><span class="signature">iconify() -> bool</span></div> </div> <p>Request the window for the display surface be iconified or hidden. Not all systems and displays support an iconified display. The function will return True if successfull.</p> <p>When the display is iconified <tt class="docutils literal"><span class="pre">pygame.display.get_active()</span></tt> will return False. The event queue should receive a <tt class="docutils literal"><span class="pre">ACTIVEEVENT</span></tt> event when the window has been iconified.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.toggle_fullscreen"> <tt class="descclassname">pygame.display.</tt><tt class="descname">toggle_fullscreen</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.toggle_fullscreen" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">switch between fullscreen and windowed displays</span></div> <div class="line"><span class="signature">toggle_fullscreen() -> bool</span></div> </div> <p>Switches the display window between windowed and fullscreen modes. This function only works under the unix x11 video driver. For most situations it is better to call <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> with new display flags.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_gamma"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_gamma</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_gamma" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">change the hardware gamma ramps</span></div> <div class="line"><span class="signature">set_gamma(red, green=None, blue=None) -> bool</span></div> </div> <p>Set the red, green, and blue gamma values on the display hardware. If the green and blue arguments are not passed, they will both be the same as red. Not all systems and hardware support gamma ramps, if the function succeeds it will return True.</p> <p>A gamma value of 1.0 creates a linear color table. Lower values will darken the display and higher values will brighten.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_gamma_ramp"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_gamma_ramp</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_gamma_ramp" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">change the hardware gamma ramps with a custom lookup</span></div> <div class="line"><span class="signature">set_gamma_ramp(red, green, blue) -> bool</span></div> </div> <p>Set the red, green, and blue gamma ramps with an explicit lookup table. Each argument should be sequence of 256 integers. The integers should range between 0 and 0xffff. Not all systems and hardware support gamma ramps, if the function succeeds it will return True.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_icon"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_icon</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_icon" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">change the system image for the display window</span></div> <div class="line"><span class="signature">set_icon(Surface) -> None</span></div> </div> <p>Sets the runtime icon the system will use to represent the display window. All windows default to a simple pygame logo for the window icon.</p> <p>You can pass any surface, but most systems want a smaller image around 32x32. The image can have colorkey transparency which will be passed to the system.</p> <p>Some systems do not allow the window icon to change after it has been shown. This function can be called before <tt class="docutils literal"><span class="pre">pygame.display.set_mode()</span></tt> to create the icon before the display mode is set.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_caption"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_caption</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_caption" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">set the current window caption</span></div> <div class="line"><span class="signature">set_caption(title, icontitle=None) -> None</span></div> </div> <p>If the display has a window title, this function will change the name on the window. Some systems support an alternate shorter title to be used for minimized displays.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.get_caption"> <tt class="descclassname">pygame.display.</tt><tt class="descname">get_caption</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.get_caption" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">get the current window caption</span></div> <div class="line"><span class="signature">get_caption() -> (title, icontitle)</span></div> </div> <p>Returns the title and icontitle for the display Surface. These will often be the same value.</p> </dd></dl> <dl class="definition function"> <dt class="title" id="pygame.display.set_palette"> <tt class="descclassname">pygame.display.</tt><tt class="descname">set_palette</tt><big>(</big><big>)</big><a class="headerlink" href="#pygame.display.set_palette" title="Permalink to this definition">¶</a></dt> <dd><div class="line-block"> <div class="line"><span class="summaryline">set the display color palette for indexed displays</span></div> <div class="line"><span class="signature">set_palette(palette=None) -> None</span></div> </div> <p>This will change the video display color palette for 8bit displays. This does not change the palette for the actual display Surface, only the palette that is used to display the Surface. If no palette argument is passed, the system default palette will be restored. The palette is a sequence of <tt class="docutils literal"><span class="pre">RGB</span></tt> triplets.</p> </dd></dl> </dd></dl> </div> </div> </div> </div> <div class="clearer"></div> </div> <div class="related"> <h3>Navigation</h3> <ul> <li class="right" style="margin-right: 10px"> <a href="../genindex.html" title="General Index" accesskey="I">index</a></li> <li class="right" > <a href="draw.html" title="pygame.draw" accesskey="N">next</a> |</li> <li class="right" > <a href="cursors.html" title="pygame.cursors" accesskey="P">previous</a> |</li> <li><a href="../index.html">Pygame v1.9.2 documentation</a> »</li> <script type="text/javascript" src="jquery.plugin.docscomments.js"></script> </ul> </div> <div class="footer"> © Copyright 2011, Pygame Developers. </div> </body> </html>
