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Anonymous committed 18b5fa9

new reference documentation system

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 # BREAK = change breaks existing code
 # BUG	= fixed a bug that was (or could have been) crashing
 
+October 2, 2005
+    switch to the new reference documentation system
 
 September 8, 2005
     surface.array_colorkey now unlocks the surface after use[BUG].
 </td><td bgcolor=6aee28 align=center valign=top width=100%>
 
 	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=index.html>Help Contents</a> &nbsp;||
+	<a href=http://www.pygame.org>Pygame Home</a> &nbsp;||&nbsp;
+	<a href=../index.html>Help Contents</a> &nbsp;||
+	<a href=index.html>Reference Index</a> &nbsp;||
 	<br>&nbsp;<br>
-
-|| <a href=ref/pygame.html>pygame</a> || 
-<a href=ref/pygame_cdrom.html>cdrom</a> || 
-<a href=ref/pygame_constants.html>constants</a> || 
-<a href=ref/pygame_display.html>display</a> || 
-<a href=ref/pygame_draw.html>draw</a> || 
-<a href=ref/pygame_event.html>event</a> ||<br>
-|| <a href=ref/pygame_fastevent.html>fastevent</a> || 
-<a href=ref/pygame_font.html>font</a> || 
-<a href=ref/pygame_image.html>image</a> || 
-<a href=ref/pygame_joystick.html>joystick</a> || 
-<a href=ref/pygame_key.html>key</a> || 
-<a href=ref/pygame_mixer.html>mixer</a> ||<br>
-|| <a href=ref/pygame_mixer_music.html>mixer_music</a> || 
-<a href=ref/pygame_mouse.html>mouse</a> || 
-<a href=ref/pygame_movie.html>movie</a> || 
-<a href=ref/pygame_sndarray.html>sndarray</a> || 
-<a href=ref/pygame_surfarray.html>surfarray</a> || 
-<a href=ref/pygame_time.html>time</a> ||<br>
-|| <a href=ref/pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=ref/CD.html>CD</a> || 
-<a href=ref/Channel.html>Channel</a> || 
-<a href=ref/Clock.html>Clock</a> || 
-<a href=ref/Font.html>Font</a> || 
-<a href=ref/Joystick.html>Joystick</a> || 
-<a href=ref/Movie.html>Movie</a> ||<br>
-|| <a href=ref/Overlay.html>Overlay</a> || 
-<a href=ref/Rect.html>Rect</a> || 
-<a href=ref/Sound.html>Sound</a> || 
-<a href=ref/Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=ref/pygame_color.html>color</a> || 
-<a href=ref/pygame_cursors.html>cursors</a> || 
-<a href=ref/pygame_sprite.html>sprite</a> ||<br>
+	
+<a href=ref/cdrom.html>Cdrom</a>&nbsp;||&nbsp;
+<a href=ref/cursors.html>Cursors</a>&nbsp;||&nbsp;
+<a href=ref/display.html>Display</a>&nbsp;||&nbsp;
+<a href=ref/draw.html>Draw</a>&nbsp;||&nbsp;
+<a href=ref/event.html>Event</a>&nbsp;||&nbsp;
+<a href=ref/font.html>Font</a>&nbsp;||&nbsp;
+<a href=ref/image.html>Image</a>&nbsp;||&nbsp;
+<a href=ref/joystick.html>Joystick</a>&nbsp;||&nbsp;
+<a href=ref/key.html>Key</a>&nbsp;||&nbsp;
+<a href=ref/mixer.html>Mixer</a>&nbsp;||&nbsp;
+<a href=ref/mouse.html>Mouse</a>&nbsp;||&nbsp;
+<a href=ref/movie.html>Movie</a>&nbsp;||&nbsp;
+<a href=ref/music.html>Music</a>&nbsp;||&nbsp;
+<a href=ref/overlay.html>Overlay</a>&nbsp;||&nbsp;
+<a href=ref/pygame.html>Pygame</a>&nbsp;||&nbsp;
+<a href=ref/rect.html>Rect</a>&nbsp;||&nbsp;
+<a href=ref/sndarray.html>Sndarray</a>&nbsp;||&nbsp;
+<a href=ref/sprite.html>Sprite</a>&nbsp;||&nbsp;
+<a href=ref/surface.html>Surface</a>&nbsp;||&nbsp;
+<a href=ref/surfarray.html>Surfarray</a>&nbsp;||&nbsp;
+<a href=ref/time.html>Time</a>&nbsp;||&nbsp;
+<a href=ref/transform.html>Transform</a>
+</p>
 
 
 </td></tr></table></td></tr></table>
 <br>
-<h2 align=center>Pygame Documentation</h2>
- 
 
-<hr>
+<ul><h2>Documents</h2><dl>
+<dt><a href="../readme.html">Readme</a><dd> Basic information about Pygame, what
+it is, who is involved, and and where to find it.
 
-<table>
+<dt><a href="../install.html">Install</a><dd> Steps needed to compile Pygame
+on several platforms. Also help on finding and installing prebuilt binaries
+for your systems.
 
-<tr><td>
-The <b>pygame documentation</b> is mainly generated automatically from the
-source code. Each module and object in the package is broken into its
-own page in the reference documentation. The names of the objects are
-capitalized, while the regular module names are lower case.
-<br>&nbsp;<br>
-The <b>pygame documentation</b> also comes with a full set of tutorials.
-You can find links to these tutorials and other documentation files below.
-</td></tr>
+<dt><a href="../LGPL">LGPL License</a><dd> This is the license Pygame
+is distributed under. It provides for Pygame to be distributed with open source
+and commercial software. Generally, if Pygame is not changed, it can be used
+with any type of program.
 
+</dl></ul><br>
 
-</table>
 
-<hr>
+<ul><h2>Tutorials</h2><dl>
 
-<font size=+2><b>Tutorials</b></font><br><li><a href=tut/DisplayModes.html>DisplayModes</a> - Choosing and Configuring Display Modes
-</li>
-<li><a href=tut/Executable.html>Executable</a> - Creating a Standalone Windows Executable
-</li>
-<li><a href=tut/ImportInit.html>ImportInit</a> - Import and Initialize
-</li>
-<li><a href=tut/MoveIt.html>MoveIt</a> - Help! How Do I Move An Image?
-</li>
-<li><a href=tut/SpriteIntro.html>SpriteIntro</a> - Sprite Module Introduction
-</li>
-<li><a href=tut/chimp/ChimpLineByLine.html>ChimpLineByLine</a> - Line by Line Descriptions of the Chimp Example
-</li>
-<li><a href=tut/intro/intro.html>Intro</a> - Pygame Python Introduction
-</li>
-<li><a href=tut/newbieguide.html>Newbieguide</a> - David Clark's Newbie Guide To Pygame
-</li>
-<li><a href=tut/surfarray/SurfarrayIntro.html>SurfarrayIntro</a> - Introduction to the surfarray module
-</li>
-<li><a href=tut/tom/MakeGames.html>MakeGames</a> - Tom Chance's Making Games Tutorial
-</li><br>&nbsp;<br><font size=+1><b>Included With Pygame</b></font><br><li><a href=../readme.html>Readme</a> - Pygame Readme Information
-</li>
-<li><a href=../install.html>Install</a> - Install Information
-</li>
-<li><a href=LGPL>LGPL</a> - Gnu lesser general public license</li>
-<li><a href=logos.html>Logos</a> - Pygame Logos
-</li>
-<br><hr><br><font size=+1><b>Full Index</b></font><ul>
-<!--FULLINDEX-->
-<a href=ref/CD.html#eject>CD.eject</a> - ejects cdrom drive<br>
-<a href=ref/CD.html#get_all>CD.get_all</a> - get all track information for the cd<br>
-<a href=ref/CD.html#get_busy>CD.get_busy</a> - checks if the cd is currently playing<br>
-<a href=ref/CD.html#get_current>CD.get_current</a> - get current position of the cdrom<br>
-<a href=ref/CD.html#get_empty>CD.get_empty</a> - checks for a cd in the drive<br>
-<a href=ref/CD.html#get_id>CD.get_id</a> - get device id number for drive<br>
-<a href=ref/CD.html#get_init>CD.get_init</a> - check if cd is initialized<br>
-<a href=ref/CD.html#get_name>CD.get_name</a> - query name of cdrom drive<br>
-<a href=ref/CD.html#get_numtracks>CD.get_numtracks</a> - get number of tracks on cd<br>
-<a href=ref/CD.html#get_paused>CD.get_paused</a> - checks if the cd is currently paused<br>
-<a href=ref/CD.html#get_track_audio>CD.get_track_audio</a> - check if a track has audio data<br>
-<a href=ref/CD.html#get_track_length>CD.get_track_length</a> - check the length of an audio track<br>
-<a href=ref/CD.html#get_track_start>CD.get_track_start</a> - check the start of an audio track<br>
-<a href=ref/CD.html#init>CD.init</a> - initialize a cdrom device for use<br>
-<a href=ref/CD.html#pause>CD.pause</a> - pause playing cdrom<br>
-<a href=ref/CD.html#play>CD.play</a> - play music from cdrom<br>
-<a href=ref/CD.html#quit>CD.quit</a> - uninitialize a cdrom device for use<br>
-<a href=ref/CD.html#resume>CD.resume</a> - resume paused cdrom<br>
-<a href=ref/CD.html#stop>CD.stop</a> - stops playing cdrom<br>
-<a href=ref/Channel.html#fadeout>Channel.fadeout</a> - fade out the channel<br>
-<a href=ref/Channel.html#get_busy>Channel.get_busy</a> - query state of the channel<br>
-<a href=ref/Channel.html#get_endevent>Channel.get_endevent</a> - get the endevent for a channel<br>
-<a href=ref/Channel.html#get_queue>Channel.get_queue</a> - get the currently queued sound object<br>
-<a href=ref/Channel.html#get_sound>Channel.get_sound</a> - get the currently playing sound object<br>
-<a href=ref/Channel.html#get_volume>Channel.get_volume</a> - query the volume for the<br>
-<a href=ref/Channel.html#pause>Channel.pause</a> - temporarily stop the channel<br>
-<a href=ref/Channel.html#play>Channel.play</a> - play a sound on this channel<br>
-<a href=ref/Channel.html#queue>Channel.queue</a> - queue a sound on this channel<br>
-<a href=ref/Channel.html#set_endevent>Channel.set_endevent</a> - set an endevent for a channel<br>
-<a href=ref/Channel.html#set_volume>Channel.set_volume</a> - set volume for channel<br>
-<a href=ref/Channel.html#stop>Channel.stop</a> - stop playing on the channel<br>
-<a href=ref/Channel.html#unpause>Channel.unpause</a> - restart a paused channel<br>
-<a href=ref/Clock.html#get_fps>Clock.get_fps</a> - get the current rate of frames per second<br>
-<a href=ref/Clock.html#get_rawtime>Clock.get_rawtime</a> - get number of nondelayed milliseconds between last two calls to tick()<br>
-<a href=ref/Clock.html#get_time>Clock.get_time</a> - get number of milliseconds between last two calls to tick()<br>
-<a href=ref/Clock.html#tick>Clock.tick</a> - control timer events<br>
-<a href=ref/Font.html#get_ascent>Font.get_ascent</a> - gets the font ascent<br>
-<a href=ref/Font.html#get_bold>Font.get_bold</a> - status of the bold attribute<br>
-<a href=ref/Font.html#get_descent>Font.get_descent</a> - gets the font descent<br>
-<a href=ref/Font.html#get_height>Font.get_height</a> - average height of font glyph<br>
-<a href=ref/Font.html#get_italic>Font.get_italic</a> - status of the italic attribute<br>
-<a href=ref/Font.html#get_linesize>Font.get_linesize</a> - gets the font recommended linesize<br>
-<a href=ref/Font.html#get_underline>Font.get_underline</a> - status of the underline attribute<br>
-<a href=ref/Font.html#render>Font.render</a> - render text to a new image<br>
-<a href=ref/Font.html#set_bold>Font.set_bold</a> - assign the bold attribute<br>
-<a href=ref/Font.html#set_italic>Font.set_italic</a> - assign the italic attribute<br>
-<a href=ref/Font.html#set_underline>Font.set_underline</a> - assign the underline attribute<br>
-<a href=ref/Font.html#size>Font.size</a> - size of rendered text<br>
-<a href=ref/Joystick.html#get_axis>Joystick.get_axis</a> - get the position of a joystick axis<br>
-<a href=ref/Joystick.html#get_ball>Joystick.get_ball</a> - get the movement of a joystick trackball<br>
-<a href=ref/Joystick.html#get_button>Joystick.get_button</a> - get the position of a joystick button<br>
-<a href=ref/Joystick.html#get_hat>Joystick.get_hat</a> - get the position of a joystick hat<br>
-<a href=ref/Joystick.html#get_id>Joystick.get_id</a> - get device id number for joystick<br>
-<a href=ref/Joystick.html#get_init>Joystick.get_init</a> - check if joystick is initialized<br>
-<a href=ref/Joystick.html#get_name>Joystick.get_name</a> - query name of joystick drive<br>
-<a href=ref/Joystick.html#get_numaxes>Joystick.get_numaxes</a> - get number of axes on a joystick<br>
-<a href=ref/Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of trackballs on a joystick<br>
-<a href=ref/Joystick.html#get_numbuttons>Joystick.get_numbuttons</a> - get number of buttons on a joystick<br>
-<a href=ref/Joystick.html#get_numhats>Joystick.get_numhats</a> - get number of hats on a joystick<br>
-<a href=ref/Joystick.html#init>Joystick.init</a> - initialize a joystick device for use<br>
-<a href=ref/Joystick.html#quit>Joystick.quit</a> - uninitialize a joystick device for use<br>
-<a href=ref/Movie.html#get_busy>Movie.get_busy</a> - query the playback state<br>
-<a href=ref/Movie.html#get_busy>Movie.get_busy</a> - query the playback state<br>
-<a href=ref/Movie.html#get_frame>Movie.get_frame</a> - query the current frame in the movie<br>
-<a href=ref/Movie.html#get_frame>Movie.get_frame</a> - query the current frame in the movie<br>
-<a href=ref/Movie.html#get_length>Movie.get_length</a> - query playback time of the movie<br>
-<a href=ref/Movie.html#get_length>Movie.get_length</a> - query playback time of the movie<br>
-<a href=ref/Movie.html#get_size>Movie.get_size</a> - query the size of the video image<br>
-<a href=ref/Movie.html#get_size>Movie.get_size</a> - query the size of the video image<br>
-<a href=ref/Movie.html#get_time>Movie.get_time</a> - query the current time in the movie<br>
-<a href=ref/Movie.html#get_time>Movie.get_time</a> - query the current time in the movie<br>
-<a href=ref/Movie.html#has_audio>Movie.has_audio</a> - query if movie stream has audio<br>
-<a href=ref/Movie.html#has_audio>Movie.has_audio</a> - query if movie stream has audio<br>
-<a href=ref/Movie.html#has_video>Movie.has_video</a> - query if movie stream has video<br>
-<a href=ref/Movie.html#has_video>Movie.has_video</a> - query if movie stream has video<br>
-<a href=ref/Movie.html#pause>Movie.pause</a> - pause/resume movie playback<br>
-<a href=ref/Movie.html#pause>Movie.pause</a> - pause/resume movie playback<br>
-<a href=ref/Movie.html#play>Movie.play</a> - start movie playback<br>
-<a href=ref/Movie.html#play>Movie.play</a> - start movie playback<br>
-<a href=ref/Movie.html#render_frame>Movie.render_frame</a> - Render a specfic numbered frame.<br>
-<a href=ref/Movie.html#rewind>Movie.rewind</a> - set playback position to the beginning of the movie<br>
-<a href=ref/Movie.html#rewind>Movie.rewind</a> - set playback position to the beginning of the movie<br>
-<a href=ref/Movie.html#set_display>Movie.set_display</a> - change the video output surface<br>
-<a href=ref/Movie.html#set_display>Movie.set_display</a> - change the video output surface<br>
-<a href=ref/Movie.html#set_volume>Movie.set_volume</a> - change volume for sound<br>
-<a href=ref/Movie.html#set_volume>Movie.set_volume</a> - change volume for sound<br>
-<a href=ref/Movie.html#skip>Movie.skip</a> - skip ahead a given amount of time<br>
-<a href=ref/Movie.html#skip>Movie.skip</a> - skip the movie playback position forward<br>
-<a href=ref/Movie.html#stop>Movie.stop</a> - stop movie playback<br>
-<a href=ref/Movie.html#stop>Movie.stop</a> - stop movie playback<br>
-<a href=ref/Overlay.html#display>Overlay.display</a> - display the yuv data<br>
-<a href=ref/Overlay.html#set_location>Overlay.set_location</a> - set overlay location<br>
-<a href=ref/Rect.html#clamp>Rect.clamp</a> - move rectangle inside another<br>
-<a href=ref/Rect.html#clamp_ip>Rect.clamp_ip</a> - moves the rectangle inside another<br>
-<a href=ref/Rect.html#clip>Rect.clip</a> - rectangle cropped inside another<br>
-<a href=ref/Rect.html#collidedict>Rect.collidedict</a> - find overlapping rectangle in a dictionary<br>
-<a href=ref/Rect.html#collidedictall>Rect.collidedictall</a> - find all overlapping rectangles<br>
-<a href=ref/Rect.html#collidelist>Rect.collidelist</a> - find overlapping rectangle<br>
-<a href=ref/Rect.html#collidelistall>Rect.collidelistall</a> - find all overlapping rectangles<br>
-<a href=ref/Rect.html#collidepoint>Rect.collidepoint</a> - point inside rectangle<br>
-<a href=ref/Rect.html#colliderect>Rect.colliderect</a> - check overlapping rectangles<br>
-<a href=ref/Rect.html#contains>Rect.contains</a> - check if rectangle fully inside another<br>
-<a href=ref/Rect.html#fit>Rect.fit</a> - Fill as much of the argument as possible, maintains aspect ratio<br>
-<a href=ref/Rect.html#inflate>Rect.inflate</a> - new rectangle with size changed<br>
-<a href=ref/Rect.html#inflate_ip>Rect.inflate_ip</a> - changes the Rect size<br>
-<a href=ref/Rect.html#move>Rect.move</a> - new rectangle with position changed<br>
-<a href=ref/Rect.html#move_ip>Rect.move_ip</a> - move the Rect by the given offset<br>
-<a href=ref/Rect.html#normalize>Rect.normalize</a> - corrects negative sizes<br>
-<a href=ref/Rect.html#union>Rect.union</a> - makes new rectangle covering both inputs<br>
-<a href=ref/Rect.html#union_ip>Rect.union_ip</a> - rectangle covering both input<br>
-<a href=ref/Rect.html#unionall>Rect.unionall</a> - rectangle covering all inputs<br>
-<a href=ref/Rect.html#unionall_ip>Rect.unionall_ip</a> - rectangle covering all inputs<br>
-<a href=ref/Sound.html#fadeout>Sound.fadeout</a> - fadeout all channels playing this sound<br>
-<a href=ref/Sound.html#get_length>Sound.get_length</a> - get the length of the Sound in seconds.<br>
-<a href=ref/Sound.html#get_num_channels>Sound.get_num_channels</a> - number of channels with sound<br>
-<a href=ref/Sound.html#get_volume>Sound.get_volume</a> - query volume for sound<br>
-<a href=ref/Sound.html#play>Sound.play</a> - play sound<br>
-<a href=ref/Sound.html#set_volume>Sound.set_volume</a> - change volume for sound<br>
-<a href=ref/Sound.html#stop>Sound.stop</a> - stop all channels playing this sound<br>
-<a href=ref/Surface.html#blit>Surface.blit</a> - copy a one Surface to another.<br>
-<a href=ref/Surface.html#convert>Surface.convert</a> - new copy of surface with different format<br>
-<a href=ref/Surface.html#convert_alpha>Surface.convert_alpha</a> - new copy of surface with different format and per pixel alpha<br>
-<a href=ref/Surface.html#copy>Surface.copy</a> - creates a new copy of a Surface<br>
-<a href=ref/Surface.html#fill>Surface.fill</a> - fill areas of a Surface<br>
-<a href=ref/Surface.html#get_abs_offset>Surface.get_abs_offset</a> - get absolute offset of subsurface<br>
-<a href=ref/Surface.html#get_abs_parent>Surface.get_abs_parent</a> - get the toplevel surface for a subsurface<br>
-<a href=ref/Surface.html#get_alpha>Surface.get_alpha</a> - query alpha information<br>
-<a href=ref/Surface.html#get_at>Surface.get_at</a> - get a pixel color<br>
-<a href=ref/Surface.html#get_bitsize>Surface.get_bitsize</a> - query size of pixel<br>
-<a href=ref/Surface.html#get_bytesize>Surface.get_bytesize</a> - query size of pixel<br>
-<a href=ref/Surface.html#get_clip>Surface.get_clip</a> - query the clipping area<br>
-<a href=ref/Surface.html#get_colorkey>Surface.get_colorkey</a> - query colorkey<br>
-<a href=ref/Surface.html#get_flags>Surface.get_flags</a> - query the surface flags<br>
-<a href=ref/Surface.html#get_height>Surface.get_height</a> - query the surface height<br>
-<a href=ref/Surface.html#get_locked>Surface.get_locked</a> - check if the surface needs locking<br>
-<a href=ref/Surface.html#get_losses>Surface.get_losses</a> - get mapping losses for each colorplane<br>
-<a href=ref/Surface.html#get_masks>Surface.get_masks</a> - get mapping bitmasks for each colorplane<br>
-<a href=ref/Surface.html#get_offset>Surface.get_offset</a> - get offset of subsurface<br>
-<a href=ref/Surface.html#get_palette>Surface.get_palette</a> - get the palette<br>
-<a href=ref/Surface.html#get_palette_at>Surface.get_palette_at</a> - get a palette entry<br>
-<a href=ref/Surface.html#get_parent>Surface.get_parent</a> - get a subsurface parent<br>
-<a href=ref/Surface.html#get_pitch>Surface.get_pitch</a> - query the surface pitch<br>
-<a href=ref/Surface.html#get_rect>Surface.get_rect</a> - get a rectangle covering the entire surface<br>
-<a href=ref/Surface.html#get_shifts>Surface.get_shifts</a> - alphashift<br>
-<a href=ref/Surface.html#get_size>Surface.get_size</a> - query the surface size<br>
-<a href=ref/Surface.html#get_width>Surface.get_width</a> - query the surface width<br>
-<a href=ref/Surface.html#lock>Surface.lock</a> - locks Surface for pixel access<br>
-<a href=ref/Surface.html#map_rgb>Surface.map_rgb</a> - convert RGB into a mapped color<br>
-<a href=ref/Surface.html#mustlock>Surface.mustlock</a> - check if the surface needs locking<br>
-<a href=ref/Surface.html#set_alpha>Surface.set_alpha</a> - change alpha information<br>
-<a href=ref/Surface.html#set_at>Surface.set_at</a> - set pixel at given position<br>
-<a href=ref/Surface.html#set_clip>Surface.set_clip</a> - assign destination clipping rectangle<br>
-<a href=ref/Surface.html#set_colorkey>Surface.set_colorkey</a> - change colorkey information<br>
-<a href=ref/Surface.html#set_palette>Surface.set_palette</a> - set the palette<br>
-<a href=ref/Surface.html#set_palette_at>Surface.set_palette_at</a> - set a palette entry<br>
-<a href=ref/Surface.html#subsurface>Surface.subsurface</a> - create a new surface that shares pixel data<br>
-<a href=ref/Surface.html#unlock>Surface.unlock</a> - locks Surface for pixel access<br>
-<a href=ref/Surface.html#unmap_rgb>Surface.unmap_rgb</a> - convert mapped color into RGB<br>
-<a href=ref/pygame.html#Overlay>pygame.Overlay</a> - Create a new video overlay object<br>
-<a href=ref/pygame.html#Rect>pygame.Rect</a> - create a new rectangle<br>
-<a href=ref/pygame.html#Surface>pygame.Surface</a> - create a new Surface<br>
-<a href=ref/pygame.html#get_error>pygame.get_error</a> - get current error message<br>
-<a href=ref/pygame.html#get_sdl_version>pygame.get_sdl_version</a> - get the version of the linked SDL runtime<br>
-<a href=ref/pygame.html#init>pygame.init</a> - autoinitialize all imported pygame modules<br>
-<a href=ref/pygame.html#quit>pygame.quit</a> - uninitialize all pygame modules<br>
-<a href=ref/pygame.html#register_quit>pygame.register_quit</a> - routine to call when pygame quits<br>
-<a href=ref/pygame_cdrom.html#CD>cdrom.CD</a> - create new CD object<br>
-<a href=ref/pygame_cdrom.html#get_count>cdrom.get_count</a> - query number of cdroms on system<br>
-<a href=ref/pygame_cdrom.html#get_init>cdrom.get_init</a> - query init of cdrom module<br>
-<a href=ref/pygame_cdrom.html#init>cdrom.init</a> - initialize the cdrom subsystem<br>
-<a href=ref/pygame_cdrom.html#quit>cdrom.quit</a> - uninitialize the cdrom subsystem<br>
-<a href=ref/pygame_color.html#Color>color.Color</a> -        Get RGB values from common color names<br>
-<a href=ref/pygame_color.html#add>color.add</a> -        add two colors<br>
-<a href=ref/pygame_color.html#multiply>color.multiply</a> -        multiply two colors<br>
-<a href=ref/pygame_color.html#subtract>color.subtract</a> -        subtract two colors<br>
-<a href=ref/pygame_constants.html#display >constants.display </a> - The following constants are used by the display module and Surfaces<br>
-<a href=ref/pygame_constants.html#events >constants.events </a> - These constants define the various event types<br>
-<a href=ref/pygame_constants.html#keyboard >constants.keyboard </a> - These constants represent the keys on the keyboard.<br>
-<a href=ref/pygame_constants.html#modifiers >constants.modifiers </a> - These constants represent the modifier keys on the keyboard.<br>
-<a href=ref/pygame_constants.html#time >constants.time </a> - These constants define the various time constants<br>
-<a href=ref/pygame_cursors.html#compile>cursors.compile</a> - compile cursor strings into cursor data<br>
-<a href=ref/pygame_cursors.html#load_xbm>cursors.load_xbm</a> - reads a pair of XBM files into set_cursor arguments<br>
-<a href=ref/pygame_display.html#Info>display.Info</a> - get display capabilities and settings<br>
-<a href=ref/pygame_display.html#flip>display.flip</a> - update the display<br>
-<a href=ref/pygame_display.html#get_active>display.get_active</a> - get state of display mode<br>
-<a href=ref/pygame_display.html#get_caption>display.get_caption</a> - get the current title of the window<br>
-<a href=ref/pygame_display.html#get_driver>display.get_driver</a> - get the current sdl video driver<br>
-<a href=ref/pygame_display.html#get_init>display.get_init</a> - get status of display module initialization<br>
-<a href=ref/pygame_display.html#get_surface>display.get_surface</a> - get current display surface<br>
-<a href=ref/pygame_display.html#get_wm_info>display.get_wm_info</a> - get settings from the system window manager<br>
-<a href=ref/pygame_display.html#gl_get_attribute>display.gl_get_attribute</a> - get special OPENGL attributes<br>
-<a href=ref/pygame_display.html#gl_set_attribute>display.gl_set_attribute</a> - set special OPENGL attributes<br>
-<a href=ref/pygame_display.html#iconify>display.iconify</a> - minimize the display window<br>
-<a href=ref/pygame_display.html#init>display.init</a> - initialize the display module<br>
-<a href=ref/pygame_display.html#list_modes>display.list_modes</a> - query all resolutions for requested mode<br>
-<a href=ref/pygame_display.html#mode_ok>display.mode_ok</a> - query a specific display mode<br>
-<a href=ref/pygame_display.html#quit>display.quit</a> - uninitialize the display module<br>
-<a href=ref/pygame_display.html#set_caption>display.set_caption</a> - changes the title of the window<br>
-<a href=ref/pygame_display.html#set_gamma>display.set_gamma</a> - change the brightness of the display<br>
-<a href=ref/pygame_display.html#set_gamma_ramp>display.set_gamma_ramp</a> - advanced control over the display gamma ramps<br>
-<a href=ref/pygame_display.html#set_icon>display.set_icon</a> - changes the window manager icon for the window<br>
-<a href=ref/pygame_display.html#set_mode>display.set_mode</a> - set the display mode<br>
-<a href=ref/pygame_display.html#set_palette>display.set_palette</a> - set the palette<br>
-<a href=ref/pygame_display.html#toggle_fullscreen>display.toggle_fullscreen</a> - switch the display fullscreen mode<br>
-<a href=ref/pygame_display.html#update>display.update</a> - update an area of the display<br>
-<a href=ref/pygame_draw.html#aaline>draw.aaline</a> - draw a line on a surface<br>
-<a href=ref/pygame_draw.html#aalines>draw.aalines</a> - draw multiple connected anti-aliased lines on a surface<br>
-<a href=ref/pygame_draw.html#arc>draw.arc</a> - draw an elliptic arc on a surface<br>
-<a href=ref/pygame_draw.html#circle>draw.circle</a> - draw a circle on a surface<br>
-<a href=ref/pygame_draw.html#ellipse>draw.ellipse</a> - draw an ellipse on a surface<br>
-<a href=ref/pygame_draw.html#line>draw.line</a> - draw a line on a surface<br>
-<a href=ref/pygame_draw.html#lines>draw.lines</a> - draw multiple connected lines on a surface<br>
-<a href=ref/pygame_draw.html#polygon>draw.polygon</a> - draws a polygon on a surface<br>
-<a href=ref/pygame_draw.html#rect>draw.rect</a> - draws a rectangle on a surface<br>
-<a href=ref/pygame_event.html#Event>event.Event</a> - create new event object<br>
-<a href=ref/pygame_event.html#clear>event.clear</a> - remove all of an event type from the queue<br>
-<a href=ref/pygame_event.html#event_name>event.event_name</a> - name for event type<br>
-<a href=ref/pygame_event.html#get>event.get</a> - get all of an event type from the queue<br>
-<a href=ref/pygame_event.html#get_blocked>event.get_blocked</a> - checks if an event is being blocked<br>
-<a href=ref/pygame_event.html#get_grab>event.get_grab</a> - query the state of input grabbing<br>
-<a href=ref/pygame_event.html#peek>event.peek</a> - query if any of event types are waiting<br>
-<a href=ref/pygame_event.html#poll>event.poll</a> - get an available event<br>
-<a href=ref/pygame_event.html#post>event.post</a> - place an event on the queue<br>
-<a href=ref/pygame_event.html#pump>event.pump</a> - update the internal messages<br>
-<a href=ref/pygame_event.html#set_allowed>event.set_allowed</a> - allows certain events onto the queue<br>
-<a href=ref/pygame_event.html#set_blocked>event.set_blocked</a> - blocks certain events from the queue<br>
-<a href=ref/pygame_event.html#set_grab>event.set_grab</a> - grab all input events<br>
-<a href=ref/pygame_event.html#wait>event.wait</a> - wait for an event<br>
-<a href=ref/pygame_fastevent.html#get>fastevent.get</a> - get all events from the queue<br>
-<a href=ref/pygame_fastevent.html#init>fastevent.init</a> - initialize pygame.fastevent.<br>
-<a href=ref/pygame_fastevent.html#poll>fastevent.poll</a> - get an available event<br>
-<a href=ref/pygame_fastevent.html#post>fastevent.post</a> - place an event on the queue<br>
-<a href=ref/pygame_fastevent.html#pump>fastevent.pump</a> - update the internal messages<br>
-<a href=ref/pygame_fastevent.html#wait>fastevent.wait</a> - wait for an event<br>
-<a href=ref/pygame_font.html#Font>font.Font</a> - create a new font object<br>
-<a href=ref/pygame_font.html#SysFont>font.SysFont</a> -        create a pygame Font from system font resources<br>
-<a href=ref/pygame_font.html#get_default_font>font.get_default_font</a> - get the name of the default font<br>
-<a href=ref/pygame_font.html#get_fonts>font.get_fonts</a> -        get a list of system font names<br>
-<a href=ref/pygame_font.html#get_init>font.get_init</a> - get status of font module initialization<br>
-<a href=ref/pygame_font.html#init>font.init</a> - initialize the display module<br>
-<a href=ref/pygame_font.html#match_font>font.match_font</a> -        find the filename for the named system font<br>
-<a href=ref/pygame_font.html#quit>font.quit</a> - uninitialize the font module<br>
-<a href=ref/pygame_image.html#frombuffer>image.frombuffer</a> - create a surface from a python memory buffer<br>
-<a href=ref/pygame_image.html#fromstring>image.fromstring</a> - create a surface from a raw string buffer<br>
-<a href=ref/pygame_image.html#get_extended>image.get_extended</a> - returns true if SDL_image formats are available<br>
-<a href=ref/pygame_image.html#load>image.load</a> - load an image to a new Surface<br>
-<a href=ref/pygame_image.html#save>image.save</a> - save surface data<br>
-<a href=ref/pygame_image.html#tostring>image.tostring</a> - create a raw string buffer of the surface data<br>
-<a href=ref/pygame_joystick.html#Joystick>joystick.Joystick</a> - create new joystick object<br>
-<a href=ref/pygame_joystick.html#get_count>joystick.get_count</a> - query number of joysticks on system<br>
-<a href=ref/pygame_joystick.html#get_init>joystick.get_init</a> - query initialization of joystick module<br>
-<a href=ref/pygame_joystick.html#init>joystick.init</a> - initialize joystick module<br>
-<a href=ref/pygame_joystick.html#quit>joystick.quit</a> - uninitialize joystick module<br>
-<a href=ref/pygame_key.html#get_focused>key.get_focused</a> - state of keyboard focus<br>
-<a href=ref/pygame_key.html#get_mods>key.get_mods</a> - get current state of modifier keys<br>
-<a href=ref/pygame_key.html#get_pressed>key.get_pressed</a> - get the pressed state for all keys<br>
-<a href=ref/pygame_key.html#name>key.name</a> - get the name of a key<br>
-<a href=ref/pygame_key.html#set_mods>key.set_mods</a> - set the state of the modifier keys<br>
-<a href=ref/pygame_key.html#set_repeat>key.set_repeat</a> - change the keyboard repeat<br>
-<a href=ref/pygame_mixer.html#Channel>mixer.Channel</a> - get channel object<br>
-<a href=ref/pygame_mixer.html#Sound>mixer.Sound</a> - load a new soundfile<br>
-<a href=ref/pygame_mixer.html#fadeout>mixer.fadeout</a> - fadeout all channels<br>
-<a href=ref/pygame_mixer.html#find_channel>mixer.find_channel</a> - find an available sound channel<br>
-<a href=ref/pygame_mixer.html#get_busy>mixer.get_busy</a> - query busy channels<br>
-<a href=ref/pygame_mixer.html#get_init>mixer.get_init</a> - query initialization for the mixer<br>
-<a href=ref/pygame_mixer.html#get_num_channels>mixer.get_num_channels</a> - query the number of channels<br>
-<a href=ref/pygame_mixer.html#init>mixer.init</a> - initialize mixer module<br>
-<a href=ref/pygame_mixer.html#pause>mixer.pause</a> - pause all channels<br>
-<a href=ref/pygame_mixer.html#pre_init>mixer.pre_init</a> - presets the init default values<br>
-<a href=ref/pygame_mixer.html#quit>mixer.quit</a> - unitializes the mixer<br>
-<a href=ref/pygame_mixer.html#set_num_channels>mixer.set_num_channels</a> - sets the number of available channels<br>
-<a href=ref/pygame_mixer.html#set_reserved>mixer.set_reserved</a> - reserves first given channels<br>
-<a href=ref/pygame_mixer.html#stop>mixer.stop</a> - stop all channels<br>
-<a href=ref/pygame_mixer.html#unpause>mixer.unpause</a> - restart any pause channels<br>
-<a href=ref/pygame_mixer_music.html#fadeout>mixer.music.fadeout</a> - fadeout current music<br>
-<a href=ref/pygame_mixer_music.html#get_busy>mixer.music.get_busy</a> - query state of the music<br>
-<a href=ref/pygame_mixer_music.html#get_endevent>mixer.music.get_endevent</a> - query the current music finished event<br>
-<a href=ref/pygame_mixer_music.html#get_pos>mixer.music.get_pos</a> - query music position<br>
-<a href=ref/pygame_mixer_music.html#get_volume>mixer.music.get_volume</a> - query music volume<br>
-<a href=ref/pygame_mixer_music.html#load>mixer.music.load</a> - load current music<br>
-<a href=ref/pygame_mixer_music.html#pause>mixer.music.pause</a> - pause the playing music<br>
-<a href=ref/pygame_mixer_music.html#play>mixer.music.play</a> - play the current loaded music<br>
-<a href=ref/pygame_mixer_music.html#queue>mixer.music.queue</a> - preload and queue a music file<br>
-<a href=ref/pygame_mixer_music.html#rewind>mixer.music.rewind</a> - restarts music<br>
-<a href=ref/pygame_mixer_music.html#set_endevent>mixer.music.set_endevent</a> - sets music finished event<br>
-<a href=ref/pygame_mixer_music.html#set_volume>mixer.music.set_volume</a> - set music volume<br>
-<a href=ref/pygame_mixer_music.html#stop>mixer.music.stop</a> - stop the playing music<br>
-<a href=ref/pygame_mixer_music.html#unpause>mixer.music.unpause</a> - restarts the paused music<br>
-<a href=ref/pygame_mouse.html#get_cursor>mouse.get_cursor</a> - get mouse cursor data<br>
-<a href=ref/pygame_mouse.html#get_focused>mouse.get_focused</a> - state of mouse input focus<br>
-<a href=ref/pygame_mouse.html#get_pos>mouse.get_pos</a> - gets the cursor position<br>
-<a href=ref/pygame_mouse.html#get_pressed>mouse.get_pressed</a> - state of the mouse buttons<br>
-<a href=ref/pygame_mouse.html#get_rel>mouse.get_rel</a> - gets the movement of the mouse<br>
-<a href=ref/pygame_mouse.html#set_cursor>mouse.set_cursor</a> - state of shape of the mouse cursor<br>
-<a href=ref/pygame_mouse.html#set_pos>mouse.set_pos</a> - moves the cursor position<br>
-<a href=ref/pygame_mouse.html#set_visible>mouse.set_visible</a> - show or hide the mouse cursor<br>
-<a href=ref/pygame_movie.html#Movie>movie.Movie</a> - load a new MPEG stream<br>
-<a href=ref/pygame_movie.html#Movie>movie.Movie</a> - load a new MPEG stream<br>
-<a href=ref/pygame_sndarray.html#array>sndarray.array</a> - get an array copied from a sound<br>
-<a href=ref/pygame_sndarray.html#make_sound>sndarray.make_sound</a> - create a new Sound object from array data<br>
-<a href=ref/pygame_sndarray.html#samples>sndarray.samples</a> - get a reference to the sound samples<br>
-<a href=ref/pygame_sprite.html#Group.add>sprite.Group.add</a> -            add sprite to group<br>
-<a href=ref/pygame_sprite.html#Group.copy>sprite.Group.copy</a> -            copy a group with all the same sprites<br>
-<a href=ref/pygame_sprite.html#Group.empty>sprite.Group.empty</a> -            remove all sprites<br>
-<a href=ref/pygame_sprite.html#Group.has>sprite.Group.has</a> -            ask if group has sprite<br>
-<a href=ref/pygame_sprite.html#Group.remove>sprite.Group.remove</a> -            remove sprite from group<br>
-<a href=ref/pygame_sprite.html#Group.sprites>sprite.Group.sprites</a> -            return an object to loop over each sprite<br>
-<a href=ref/pygame_sprite.html#Group.update>sprite.Group.update</a> -            call update for all member sprites<br>
-<a href=ref/pygame_sprite.html#Group>sprite.Group</a> - <b>(class)</b> - the Group class is a container for sprites<br>
-<a href=ref/pygame_sprite.html#GroupSingle>sprite.GroupSingle</a> - <b>(class)</b> - a group container that holds a single most recent item<br>
-<a href=ref/pygame_sprite.html#RenderClear.clear>sprite.RenderClear.clear</a> -            erase the previous position of all sprites<br>
-<a href=ref/pygame_sprite.html#RenderClear.draw>sprite.RenderClear.draw</a> -            draw all sprites onto a surface<br>
-<a href=ref/pygame_sprite.html#RenderClear>sprite.RenderClear</a> - <b>(class)</b> - a group container that can draw and clear its sprites<br>
-<a href=ref/pygame_sprite.html#RenderPlain.draw>sprite.RenderPlain.draw</a> -            draw all sprites onto a surface<br>
-<a href=ref/pygame_sprite.html#RenderPlain>sprite.RenderPlain</a> - <b>(class)</b> - a sprite group that can draw all its sprites<br>
-<a href=ref/pygame_sprite.html#RenderUpdates.draw>sprite.RenderUpdates.draw</a> -            draw all sprites onto the surface<br>
-<a href=ref/pygame_sprite.html#RenderUpdates>sprite.RenderUpdates</a> - <b>(class)</b> - a sprite group that can draw and clear with update rectangles<br>
-<a href=ref/pygame_sprite.html#Sprite.add>sprite.Sprite.add</a> -            add a sprite to container<br>
-<a href=ref/pygame_sprite.html#Sprite.alive>sprite.Sprite.alive</a> -            ask the life of a sprite<br>
-<a href=ref/pygame_sprite.html#Sprite.groups>sprite.Sprite.groups</a> -            list used sprite containers<br>
-<a href=ref/pygame_sprite.html#Sprite.kill>sprite.Sprite.kill</a> -            end life of sprite, remove from all groups<br>
-<a href=ref/pygame_sprite.html#Sprite.remove>sprite.Sprite.remove</a> -            remove a sprite from container<br>
-<a href=ref/pygame_sprite.html#Sprite>sprite.Sprite</a> - <b>(class)</b> - the base class for your visible game objects.<br>
-<a href=ref/pygame_sprite.html#groupcollide>sprite.groupcollide</a> -        collision detection between group and group<br>
-<a href=ref/pygame_sprite.html#spritecollide>sprite.spritecollide</a> -        collision detection between sprite and group<br>
-<a href=ref/pygame_sprite.html#spritecollideany>sprite.spritecollideany</a> -        finds any sprites that collide<br>
-<a href=ref/pygame_surfarray.html#array2d>surfarray.array2d</a> - get a 2d array copied from a surface<br>
-<a href=ref/pygame_surfarray.html#array3d>surfarray.array3d</a> - get a 3d array copied from a surface<br>
-<a href=ref/pygame_surfarray.html#array_alpha>surfarray.array_alpha</a> - get an array with a surface pixel alpha values<br>
-<a href=ref/pygame_surfarray.html#array_colorkey>surfarray.array_colorkey</a> - get an array with a surface colorkey values<br>
-<a href=ref/pygame_surfarray.html#blit_array>surfarray.blit_array</a> - quickly transfer an array to a Surface<br>
-<a href=ref/pygame_surfarray.html#make_surface>surfarray.make_surface</a> - create a new Surface from array data<br>
-<a href=ref/pygame_surfarray.html#map_array>surfarray.map_array</a> - map an array with RGB values into mapped colors<br>
-<a href=ref/pygame_surfarray.html#pixels2d>surfarray.pixels2d</a> - get a 2d reference array to a surface<br>
-<a href=ref/pygame_surfarray.html#pixels3d>surfarray.pixels3d</a> - get a 3d reference array to a surface<br>
-<a href=ref/pygame_surfarray.html#pixels_alpha>surfarray.pixels_alpha</a> - get a reference array to a surface alpha data<br>
-<a href=ref/pygame_time.html#Clock>time.Clock</a> - create a new clock<br>
-<a href=ref/pygame_time.html#delay>time.delay</a> - accurately delay for a number of milliseconds<br>
-<a href=ref/pygame_time.html#get_ticks>time.get_ticks</a> - milliseconds since initialization<br>
-<a href=ref/pygame_time.html#set_timer>time.set_timer</a> - control timer events<br>
-<a href=ref/pygame_time.html#wait>time.wait</a> - yielding delay for a number of milliseconds<br>
-<a href=ref/pygame_transform.html#chop>transform.chop</a> - remove a region of an surface<br>
-<a href=ref/pygame_transform.html#flip>transform.flip</a> - flips a surface on either axis<br>
-<a href=ref/pygame_transform.html#rotate>transform.rotate</a> - rotate a Surface<br>
-<a href=ref/pygame_transform.html#rotozoom>transform.rotozoom</a> - smoothly scale and/or rotate an image<br>
-<a href=ref/pygame_transform.html#scale2x>transform.scale2x</a> - doubles the size of the image with advanced scaling<br>
-<a href=ref/pygame_transform.html#scale>transform.scale</a> - scale a Surface to an arbitrary size<br>
-<!--ENDINDEX-->
-</ul>
+<dt><a href="tut/intro/intro.html">Introduction to Pygame</a><dd> An 
+introduction to the basics of Pygame. This is written for users of Python
+and appeared in volume two of the Py magazine.
 
+<dt><a href="tut/ImportInit.html">Import and Initialize</a><dd> The beginning
+steps on importing and initializing Pygame. The Pygame package is made of
+several modules. Some modules are not included on all platforms.
 
-<hr>
+<dt><a href="tut/MoveIt.html">How do I move an Image?</a><dd> A basic tutorial
+that covers the concepts behind 2D computer animation. Information about
+drawing and clearing objects to make them appear animated.
+
+<dt><a href="tut/chimp/ChimpLineByLine.html">Chimp Tutorial, Line by Line</a><dd> 
+The pygame examples includes a simple program with an interactive fist and a
+monkey. This was insprired by the annoying flash banner of the early 2000's.
+This tuturial examines every line of code used in the example.
+
+<dt><a href="tut/SpriteIntro.html">Sprite Module Introduction</a><dd> Pygame
+includes a higher level sprite module to help organize games. The sprite 
+module includes several classes that help manage details found in almost all
+game types. The Sprite classes are a bit more advanced than the regular Pygame
+modules, and need more understanding to be properly used.
+
+
+<dt><a href="tut/surfarray/SurfarrayIntro.html">Surfarray Introduction</a><dd> 
+Pygame uses the Numeric python module to allow efficient per pixel effects
+on images. Using the surface arrays is an advanced feature that allows custom
+effects and filters. This also examines some of the simple effects from the 
+Pygame example, arraydemo.py.
+
+<dt><a href="tut/newbieguide.html">Newbie Guide</a><dd> A list of thirteen
+helpful tips for people to get comfortable using Pygame.
+
+<dt><a href="tut/tom/MakeGames.html">Making Games Tutorial</a><dd> A larger
+tutorial that covers the bigger topics needed to create an entire game.
+
+</dl></ul><br>
+
+
+<ul><h2>Reference</h2><dl>
+
+<dt><a href="ref/index.html">Index</a><dd> A list of all functions, classes, and methods in the Pygame package.
+<dt><a href="ref/cdrom.html">Cdrom</a><dd> How to access and control the CD audio devices.
+<dt><a href="ref/cursors.html">Cursors</a><dd> Loading and compiling cursor images.
+<dt><a href="ref/display.html">Display</a><dd> Configuring the display surface.
+<dt><a href="ref/draw.html">Draw</a><dd> Drawing simple shapes like lines and ellipses to surfaces.
+<dt><a href="ref/event.html">Event</a><dd> Manage the incoming events from various input devices and the windowing platform.
+<dt><a href="ref/font.html">Font</a><dd> Loading and rendering Truetype fonts.
+<dt><a href="ref/cdrom.html">Image</a><dd> Loading, saving, and transferring of surfaces.
+<dt><a href="ref/joystick.html">Joystick</a><dd> Manage the joystick devices.
+<dt><a href="ref/key.html">Key</a><dd> Manage the keyboard device.
+<dt><a href="ref/mixer.html">Mixer</a><dd> Load and play sounds.
+<dt><a href="ref/mouse.html">Mouse</a><dd> Manage the mouse device and display.
+<dt><a href="ref/movie.html">Movie</a><dd> Video playback from MPEG movies.
+<dt><a href="ref/music.html">Music</a><dd> Play streaming music tracks.
+<dt><a href="ref/overlay.html">Overlay</a><dd> Access advanced video overlays
+<dt><a href="ref/pygame.html">Pygame</a><dd> Top level functions to manage Pygame.
+<dt><a href="ref/rect.html">Rect</a><dd> Flexible container for a rectangle.
+<dt><a href="ref/sndarray.html">Sndarray</a><dd> Manipulate sound sample data.
+<dt><a href="ref/sprite.html">Sprite</a><dd> Higher level objects to represent game images.
+<dt><a href="ref/surface.html">Surface</a><dd> Objects for images and the screen.
+<dt><a href="ref/surfarray.html">Surfarray</a><dd> Manipulate image pixel data.
+<dt><a href="ref/time.html">time</a><dd> Manage timing and framerate.
+<dt><a href="ref/transform.html">Transform</a><dd> Resize and move images.
+
+</dl></ul><br>
+
+
 </body></html>

docs/ref/CD.html

-<html>
-<title>CD</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
-
-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
-    <a href=http://www.pygame.org>
-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
-</td><td bgcolor=6aee28 align=center valign=top width=100%>
-
-	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=../index.html>Help Contents</a> &nbsp;||
-	<br>&nbsp;<br>
-
-|| <a href=pygame.html>pygame</a> || 
-<a href=pygame_cdrom.html>cdrom</a> || 
-<a href=pygame_constants.html>constants</a> || 
-<a href=pygame_display.html>display</a> || 
-<a href=pygame_draw.html>draw</a> || 
-<a href=pygame_event.html>event</a> ||<br>
-|| <a href=pygame_fastevent.html>fastevent</a> || 
-<a href=pygame_font.html>font</a> || 
-<a href=pygame_image.html>image</a> || 
-<a href=pygame_joystick.html>joystick</a> || 
-<a href=pygame_key.html>key</a> || 
-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
-<a href=pygame_sndarray.html>sndarray</a> || 
-<a href=pygame_surfarray.html>surfarray</a> || 
-<a href=pygame_time.html>time</a> ||<br>
-|| <a href=pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=CD.html>CD</a> || 
-<a href=Channel.html>Channel</a> || 
-<a href=Clock.html>Clock</a> || 
-<a href=Font.html>Font</a> || 
-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
-<a href=pygame_cursors.html>cursors</a> || 
-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>CD</h2>
-The CD object represents a CDROM drive and allows you to
-access the CD inside that drive. All functions (except <a href=#get_name>get_name()</a> and <a href=#get_id>get_id()</a>)
-require the CD object to be initialized. This is done with the
-<a href=#init>CD.init()</a> function.
-<br>&nbsp;<br>
-Be sure to understand there is a difference between the cdrom module
-and the CD objects.
-
-<hr>
-
-<table>
-<tr><td><a href=#eject>eject</a></td><td> -
-ejects cdrom drive</td></tr>
-
-
-<tr><td><a href=#get_all>get_all</a></td><td> -
-get all track information for the cd</td></tr>
-
-
-<tr><td><a href=#get_busy>get_busy</a></td><td> -
-checks if the cd is currently playing</td></tr>
-
-
-<tr><td><a href=#get_current>get_current</a></td><td> -
-get current position of the cdrom</td></tr>
-
-
-<tr><td><a href=#get_empty>get_empty</a></td><td> -
-checks for a cd in the drive</td></tr>
-
-
-<tr><td><a href=#get_id>get_id</a></td><td> -
-get device id number for drive</td></tr>
-
-
-<tr><td><a href=#get_init>get_init</a></td><td> -
-check if cd is initialized</td></tr>
-
-
-<tr><td><a href=#get_name>get_name</a></td><td> -
-query name of cdrom drive</td></tr>
-
-
-<tr><td><a href=#get_numtracks>get_numtracks</a></td><td> -
-get number of tracks on cd</td></tr>
-
-
-<tr><td><a href=#get_paused>get_paused</a></td><td> -
-checks if the cd is currently paused</td></tr>
-
-
-<tr><td><a href=#get_track_audio>get_track_audio</a></td><td> -
-check if a track has audio data</td></tr>
-
-
-<tr><td><a href=#get_track_length>get_track_length</a></td><td> -
-check the length of an audio track</td></tr>
-
-
-<tr><td><a href=#get_track_start>get_track_start</a></td><td> -
-check the start of an audio track</td></tr>
-
-
-<tr><td><a href=#init>init</a></td><td> -
-initialize a cdrom device for use</td></tr>
-
-
-<tr><td><a href=#pause>pause</a></td><td> -
-pause playing cdrom</td></tr>
-
-
-<tr><td><a href=#play>play</a></td><td> -
-play music from cdrom</td></tr>
-
-
-<tr><td><a href=#quit>quit</a></td><td> -
-uninitialize a cdrom device for use</td></tr>
-
-
-<tr><td><a href=#resume>resume</a></td><td> -
-resume paused cdrom</td></tr>
-
-
-<tr><td><a href=#stop>stop</a></td><td> -
-stops playing cdrom</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=eject><font size=+2><b>eject
-</b></font><br><font size=+1><tt>
-CD.eject() -> None
-</tt></font><ul>
-Ejects the media from the CDROM drive. If the drive is empty, this
-will open the CDROM drive.
-</ul><br>&nbsp;<br>
-
-<a name=get_all><font size=+2><b>get_all
-</b></font><br><font size=+1><tt>
-CD.get_all() -> tuple
-</tt></font><ul>
-Returns a tuple with values for each track on the CD.
-Each item in the tuple is a tuple with 4 values for each
-track. First is a boolean set to true if this is an audio
-track. The next 3 values are the start time, end time, and
-length of the track.
-</ul><br>&nbsp;<br>
-
-<a name=get_busy><font size=+2><b>get_busy
-</b></font><br><font size=+1><tt>
-CD.get_busy() -> bool
-</tt></font><ul>
-Returns a true value if the cd drive is currently playing. If
-the drive is paused, this will return false.
-</ul><br>&nbsp;<br>
-
-<a name=get_current><font size=+2><b>get_current
-</b></font><br><font size=+1><tt>
-CD.get_current() -> track, seconds
-</tt></font><ul>
-Returns the current track on the cdrom and the number of
-seconds into that track.
-</ul><br>&nbsp;<br>
-
-<a name=get_empty><font size=+2><b>get_empty
-</b></font><br><font size=+1><tt>
-CD.get_empty() -> bool
-</tt></font><ul>
-Returns a true value if the cd drive is empty.
-</ul><br>&nbsp;<br>
-
-<a name=get_id><font size=+2><b>get_id
-</b></font><br><font size=+1><tt>
-CD.get_id() -> idnum
-</tt></font><ul>
-Returns the device id number for this cdrom drive. This is the
-same number used in the call to <a href=pygame_cdrom.html#CD>pygame.cdrom.CD()</a> to create this
-cd device. The CD object does not need to be initialized for this
-function to work.
-</ul><br>&nbsp;<br>
-
-<a name=get_init><font size=+2><b>get_init
-</b></font><br><font size=+1><tt>
-CD.get_init() -> bool
-</tt></font><ul>
-Returns a true value if the CD is initialized.
-</ul><br>&nbsp;<br>
-
-<a name=get_name><font size=+2><b>get_name
-</b></font><br><font size=+1><tt>
-CD.get_name(id) -> string
-</tt></font><ul>
-Returns the name of the CDROM device, given by the
-system. This function can be called before the drive
-is initialized.
-</ul><br>&nbsp;<br>
-
-<a name=get_numtracks><font size=+2><b>get_numtracks
-</b></font><br><font size=+1><tt>
-CD.get_numtracks() -> numtracks
-</tt></font><ul>
-Returns the number of available tracks on the CD. Note that not
-all of these tracks contain audio data. Use <a href=#get_track_audio>CD.get_track_audio()</a> to check
-the track type before playing.
-</ul><br>&nbsp;<br>
-
-<a name=get_paused><font size=+2><b>get_paused
-</b></font><br><font size=+1><tt>
-CD.get_paused() -> bool
-</tt></font><ul>
-Returns a true value if the cd drive is currently paused.
-</ul><br>&nbsp;<br>
-
-<a name=get_track_audio><font size=+2><b>get_track_audio
-</b></font><br><font size=+1><tt>
-CD.get_track_audio(track) -> bool
-</tt></font><ul>
-Returns true if the cdrom track contains audio data.
-</ul><br>&nbsp;<br>
-
-<a name=get_track_length><font size=+2><b>get_track_length
-</b></font><br><font size=+1><tt>
-CD.get_track_length(track) -> seconds
-</tt></font><ul>
-Returns the number of seconds in an audio track. If the
-track does not contain audio data, returns 0.0.
-</ul><br>&nbsp;<br>
-
-<a name=get_track_start><font size=+2><b>get_track_start
-</b></font><br><font size=+1><tt>
-CD.get_track_start(track) -> seconds
-</tt></font><ul>
-Returns the number of seconds an audio track starts
-on the cd.
-</ul><br>&nbsp;<br>
-
-<a name=init><font size=+2><b>init
-</b></font><br><font size=+1><tt>
-CD.init() -> None
-</tt></font><ul>
-In order to call most members in the CD object, the
-CD must be initialized. You can initialzie the CD object
-at anytime, and it is ok to initialize more than once.
-</ul><br>&nbsp;<br>
-
-<a name=pause><font size=+2><b>pause
-</b></font><br><font size=+1><tt>
-CD.pause() -> None
-</tt></font><ul>
-Pauses the playing CD. If the CD is not playing, this will
-do nothing.
-</ul><br>&nbsp;<br>
-
-<a name=play><font size=+2><b>play
-</b></font><br><font size=+1><tt>
-CD.play(track, [start, end]) -> None
-</tt></font><ul>
-Play an audio track on a cdrom disk.
-You may also optionally pass a starting and ending
-time to play of the song. If you pass the start and
-end time in seconds, only that portion of the audio
-track will be played. If you only provide a start time
-and no end time, this will play to the end of the track.
-You can also pass 'None' as the ending time, and it will
-play to the end of the cd.
-</ul><br>&nbsp;<br>
-
-<a name=quit><font size=+2><b>quit
-</b></font><br><font size=+1><tt>
-CD.quit() -> None
-</tt></font><ul>
-After you are completely finished with a cdrom device, you
-can use this <a href=pygame.html#quit>quit()</a> function to free access to the drive.
-This will be cleaned up automatically when the cdrom module is.
-uninitialized. It is safe to call this function on an uninitialized CD.
-</ul><br>&nbsp;<br>
-
-<a name=resume><font size=+2><b>resume
-</b></font><br><font size=+1><tt>
-CD.resume() -> int
-</tt></font><ul>
-Resumes playback of a paused CD. If the CD has not been
-pause, this will do nothing.
-</ul><br>&nbsp;<br>
-
-<a name=stop><font size=+2><b>stop
-</b></font><br><font size=+1><tt>
-CD.stop() -> int
-</tt></font><ul>
-Stops the playing CD. If the CD is not playing, this will
-do nothing.
-</ul><br>&nbsp;<br>
-
-
-<hr>
-</body></html>

docs/ref/Channel.html

-<html>
-<title>Channel</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
-
-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
-    <a href=http://www.pygame.org>
-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
-</td><td bgcolor=6aee28 align=center valign=top width=100%>
-
-	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=../index.html>Help Contents</a> &nbsp;||
-	<br>&nbsp;<br>
-
-|| <a href=pygame.html>pygame</a> || 
-<a href=pygame_cdrom.html>cdrom</a> || 
-<a href=pygame_constants.html>constants</a> || 
-<a href=pygame_display.html>display</a> || 
-<a href=pygame_draw.html>draw</a> || 
-<a href=pygame_event.html>event</a> ||<br>
-|| <a href=pygame_fastevent.html>fastevent</a> || 
-<a href=pygame_font.html>font</a> || 
-<a href=pygame_image.html>image</a> || 
-<a href=pygame_joystick.html>joystick</a> || 
-<a href=pygame_key.html>key</a> || 
-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
-<a href=pygame_sndarray.html>sndarray</a> || 
-<a href=pygame_surfarray.html>surfarray</a> || 
-<a href=pygame_time.html>time</a> ||<br>
-|| <a href=pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=CD.html>CD</a> || 
-<a href=Channel.html>Channel</a> || 
-<a href=Clock.html>Clock</a> || 
-<a href=Font.html>Font</a> || 
-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
-<a href=pygame_cursors.html>cursors</a> || 
-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>Channel</h2>
-Channel objects represent a single channel of sound. Each channel
-can only playback one Sound object at a time. If your application
-only requires simply sound playback, you will usually not need to
-bother with the Channel objects, they exist for finer playback
-control.
-<br>&nbsp;<br>
-Sound objects can be retrieved from the pygame.mixer module with
-functions like <a href=pygame_mixer.html#Channel>pygame.mixer.Channel()</a> and
-<a href=pygame_mixer.html#find_channel>pygame.mixer.find_channel()</a>. Also, each time you call
-<a href=Sound.html#play>Sound.play()</a> a Channel object will be returned, representing the
-channel that sound is playing on.
-
-<hr>
-
-<table>
-<tr><td><a href=#fadeout>fadeout</a></td><td> -
-fade out the channel</td></tr>
-
-
-<tr><td><a href=#get_busy>get_busy</a></td><td> -
-query state of the channel</td></tr>
-
-
-<tr><td><a href=#get_endevent>get_endevent</a></td><td> -
-get the endevent for a channel</td></tr>
-
-
-<tr><td><a href=#get_queue>get_queue</a></td><td> -
-get the currently queued sound object</td></tr>
-
-
-<tr><td><a href=#get_sound>get_sound</a></td><td> -
-get the currently playing sound object</td></tr>
-
-
-<tr><td><a href=#get_volume>get_volume</a></td><td> -
-query the volume for the</td></tr>
-
-
-<tr><td><a href=#pause>pause</a></td><td> -
-temporarily stop the channel</td></tr>
-
-
-<tr><td><a href=#play>play</a></td><td> -
-play a sound on this channel</td></tr>
-
-
-<tr><td><a href=#queue>queue</a></td><td> -
-queue a sound on this channel</td></tr>
-
-
-<tr><td><a href=#set_endevent>set_endevent</a></td><td> -
-set an endevent for a channel</td></tr>
-
-
-<tr><td><a href=#set_volume>set_volume</a></td><td> -
-set volume for channel</td></tr>
-
-
-<tr><td><a href=#stop>stop</a></td><td> -
-stop playing on the channel</td></tr>
-
-
-<tr><td><a href=#unpause>unpause</a></td><td> -
-restart a paused channel</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=fadeout><font size=+2><b>fadeout
-</b></font><br><font size=+1><tt>
-Channel.fadeout(millisec) -> None
-</tt></font><ul>
-Fade out the playing sound and stops it over the
-given milliseconds.
-</ul><br>&nbsp;<br>
-
-<a name=get_busy><font size=+2><b>get_busy
-</b></font><br><font size=+1><tt>
-Channel.get_busy() -> bool
-</tt></font><ul>
-Returns true when there is a sound actively playing on this
-channel.
-</ul><br>&nbsp;<br>
-
-<a name=get_endevent><font size=+2><b>get_endevent
-</b></font><br><font size=+1><tt>
-Channel.get_endevent() -> event_type
-</tt></font><ul>
-Returns the end event type for this Channel. If the
-return value is NOEVENT, then no events will be sent
-when playback ends.
-</ul><br>&nbsp;<br>
-
-<a name=get_queue><font size=+2><b>get_queue
-</b></font><br><font size=+1><tt>
-Channel.get_queue() -> Sound
-</tt></font><ul>
-Return the currently queued Sound object on this channel.
-This will return None if there is nothing queued.
-</ul><br>&nbsp;<br>
-
-<a name=get_sound><font size=+2><b>get_sound
-</b></font><br><font size=+1><tt>
-Channel.get_sound() -> Sound
-</tt></font><ul>
-Return the currently playing Sound object on this channel.
-This will return None if there is nothing playing.
-</ul><br>&nbsp;<br>
-
-<a name=get_volume><font size=+2><b>get_volume
-</b></font><br><font size=+1><tt>
-Channel.get_volume() -> val
-</tt></font><ul>
-Returns the current volume for this sound object. The value is
-between 0.0 and 1.0.
-</ul><br>&nbsp;<br>
-
-<a name=pause><font size=+2><b>pause
-</b></font><br><font size=+1><tt>
-Channel.pause() -> None
-</tt></font><ul>
-Stops the sound that is playing on this channel,
-but it can be resumed with a call to <a href=#unpause>unpause()</a>
-</ul><br>&nbsp;<br>
-
-<a name=play><font size=+2><b>play
-</b></font><br><font size=+1><tt>
-Channel.play(Sound, [loops, [maxtime]]) -> None
-</tt></font><ul>
-Starts playing a given sound on this channel. If the channels is
-currently playing a different sound, it will be
-replaced/restarted with the given sound. Loops controls how many
-extra times the sound will play, a negative loop will play
-indefinitely, it defaults to 0. Maxtime is the number of
-totalmilliseconds that the sound will play. It defaults to
-forever (-1).
-</ul><br>&nbsp;<br>
-
-<a name=queue><font size=+2><b>queue
-</b></font><br><font size=+1><tt>
-Channel.queue(Sound) -> None
-</tt></font><ul>
-When you queue a sound on a channel, it will begin playing
-immediately when the current playing sound finishes. Each
-channel can only have a single Sound object queued. The
-queued sound will only play when the current Sound finishes
-naturally, not from another call to <a href=CD.html#stop>stop()</a> or <a href=CD.html#play>play()</a>.
-<br>&nbsp;<br>
-If there is no currently playing sound on this Channel
-it will begin playback immediately.
-<br>&nbsp;<br>
-This will only work with SDL_mixer greater than version 1.2.3
-</ul><br>&nbsp;<br>
-
-<a name=set_endevent><font size=+2><b>set_endevent
-</b></font><br><font size=+1><tt>
-Channel.set_endevent([event_type]) -> None
-</tt></font><ul>
-When you set an endevent for a channel, that event type
-will be put on the pygame event queue everytime a sound stops
-playing on that channel. This is slightly different than the
-music object end event, because this will trigger an event
-anytime the music stops. If you call <a href=CD.html#stop>stop()</a> or <a href=CD.html#play>play()</a> on the
-channel, it will fire an event. An event will also be fired when
-playback switches to a queued Sound.
-<br>&nbsp;<br>
-Pass no argument to stop this channel from firing events
-</ul><br>&nbsp;<br>
-
-<a name=set_volume><font size=+2><b>set_volume
-</b></font><br><font size=+1><tt>
-Channel.set_volume(val, [stereoval]) -> None
-</tt></font><ul>
-Sets the volume for the channel. The channel's volume level is
-mixed with the volume for the active sound object. The value is
-between 0.0 and 1.0.
-<br>&nbsp;<br>
-If mixer is using stereo, you can set the panning for audio
-by supplying a volume for the left and right channels. If
-SDL_mixer cannot set the panning, it will average the two
-volumes. Panning requires SDL_mixer-1.2.1.
-<br>&nbsp;<br>
-NOTE: if the second argument is used then <a href=Sound.html#get_volume>get_volume()</a>
- will not work how you think. It will always return 1.0.
-</ul><br>&nbsp;<br>
-
-<a name=stop><font size=+2><b>stop
-</b></font><br><font size=+1><tt>
-Channel.stop() -> None
-</tt></font><ul>
-Stops the sound that is playing on this channel.
-</ul><br>&nbsp;<br>
-
-<a name=unpause><font size=+2><b>unpause
-</b></font><br><font size=+1><tt>
-Channel.unpause() -> None
-</tt></font><ul>
-Restarts a paused channel where it was paused.
-</ul><br>&nbsp;<br>
-
-
-<hr>
-</body></html>

docs/ref/Clock.html

-<html>
-<title>Clock</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
-
-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
-    <a href=http://www.pygame.org>
-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
-</td><td bgcolor=6aee28 align=center valign=top width=100%>
-
-	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=../index.html>Help Contents</a> &nbsp;||
-	<br>&nbsp;<br>
-
-|| <a href=pygame.html>pygame</a> || 
-<a href=pygame_cdrom.html>cdrom</a> || 
-<a href=pygame_constants.html>constants</a> || 
-<a href=pygame_display.html>display</a> || 
-<a href=pygame_draw.html>draw</a> || 
-<a href=pygame_event.html>event</a> ||<br>
-|| <a href=pygame_fastevent.html>fastevent</a> || 
-<a href=pygame_font.html>font</a> || 
-<a href=pygame_image.html>image</a> || 
-<a href=pygame_joystick.html>joystick</a> || 
-<a href=pygame_key.html>key</a> || 
-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
-<a href=pygame_sndarray.html>sndarray</a> || 
-<a href=pygame_surfarray.html>surfarray</a> || 
-<a href=pygame_time.html>time</a> ||<br>
-|| <a href=pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=CD.html>CD</a> || 
-<a href=Channel.html>Channel</a> || 
-<a href=Clock.html>Clock</a> || 
-<a href=Font.html>Font</a> || 
-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
-<a href=pygame_cursors.html>cursors</a> || 
-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>Clock</h2>
-Clocks are used to track and control the framerate
-of a game. You create the objects with the time.Clock()
-function. The clock can be used to limit the framerate
-of a game, as well as track the time used per frame.
-Use the <a href=pygame_time.html#Clock>pygame.time.Clock()</a> function to create new Clock
-objects.
-
-<hr>
-
-<table>
-<tr><td><a href=#get_fps>get_fps</a></td><td> -
-get the current rate of frames per second</td></tr>
-
-
-<tr><td><a href=#get_rawtime>get_rawtime</a></td><td> -
-get number of nondelayed milliseconds between last two calls to tick()</td></tr>
-
-
-<tr><td><a href=#get_time>get_time</a></td><td> -
-get number of milliseconds between last two calls to tick()</td></tr>
-
-
-<tr><td><a href=#tick>tick</a></td><td> -
-control timer events</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=get_fps><font size=+2><b>get_fps
-</b></font><br><font size=+1><tt>
-Clock.get_fps() -> float
-</tt></font><ul>
-This computes the running average of frames per second. This
-is the number of times the <a href=#tick>tick()</a> method has been called per
-second.
-</ul><br>&nbsp;<br>
-
-<a name=get_rawtime><font size=+2><b>get_rawtime
-</b></font><br><font size=+1><tt>
-Clock.get_rawtime() -> int
-</tt></font><ul>
-This is similar to <a href=Movie.html#get_time>get_time()</a>. It does not include the number of
-milliseconds that were delayed to keep the clock tick under a given
-framerate.
-</ul><br>&nbsp;<br>
-
-<a name=get_time><font size=+2><b>get_time
-</b></font><br><font size=+1><tt>
-Clock.get_time() -> int
-</tt></font><ul>
-This is the same value returned from the call to <a href=#tick>Clock.tick()</a>.
-it is the number of milliseconds that passed between the last
-two calls to <a href=#tick>tick()</a>.
-</ul><br>&nbsp;<br>
-
-<a name=tick><font size=+2><b>tick
-</b></font><br><font size=+1><tt>
-Clock.tick([ticks_per_sec_delay]) -> milliseconds
-</tt></font><ul>
-Updates the number of ticks for this clock. It should usually
-be called once per frame. If you pass the optional delay argument
-the function will delay to keep the game running slower than the
-given ticks per second. The function also returns the number of
-milliseconds passed since the previous call to <u>tick()</u>.
-</ul><br>&nbsp;<br>
-
-
-<hr>
-</body></html>

docs/ref/Font.html

-<html>
-<title>Font</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
-
-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
-    <a href=http://www.pygame.org>
-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
-</td><td bgcolor=6aee28 align=center valign=top width=100%>
-
-	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=../index.html>Help Contents</a> &nbsp;||
-	<br>&nbsp;<br>
-
-|| <a href=pygame.html>pygame</a> || 
-<a href=pygame_cdrom.html>cdrom</a> || 
-<a href=pygame_constants.html>constants</a> || 
-<a href=pygame_display.html>display</a> || 
-<a href=pygame_draw.html>draw</a> || 
-<a href=pygame_event.html>event</a> ||<br>
-|| <a href=pygame_fastevent.html>fastevent</a> || 
-<a href=pygame_font.html>font</a> || 
-<a href=pygame_image.html>image</a> || 
-<a href=pygame_joystick.html>joystick</a> || 
-<a href=pygame_key.html>key</a> || 
-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
-<a href=pygame_sndarray.html>sndarray</a> || 
-<a href=pygame_surfarray.html>surfarray</a> || 
-<a href=pygame_time.html>time</a> ||<br>
-|| <a href=pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=CD.html>CD</a> || 
-<a href=Channel.html>Channel</a> || 
-<a href=Clock.html>Clock</a> || 
-<a href=Font.html>Font</a> || 
-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
-<a href=pygame_cursors.html>cursors</a> || 
-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>Font</h2>
-The font object is created only from <a href=pygame_font.html#Font>pygame.font.Font()</a>. Once a
-font is created it's size and TTF file cannot be changed. The
-Font objects are mainly used to <a href=#render>render()</a> text into a new Surface.
-The Font objects also have a few states that can be set with
-<a href=#set_underline>set_underline(bool)</a>, <a href=#set_bold>set_bold(bool)</a>, <a href=#set_italic>set_italic(bool)</a>. Each of
-these functions contains an equivalent get_XXX() routine to find
-the current state. There are also many routines to query the
-dimensions of the text. The rendering functions work with both
-normal python strings, as well as with unicode strings.
-
-<hr>
-
-<table>
-<tr><td><a href=#get_ascent>get_ascent</a></td><td> -
-gets the font ascent</td></tr>
-
-
-<tr><td><a href=#get_bold>get_bold</a></td><td> -
-status of the bold attribute</td></tr>
-
-
-<tr><td><a href=#get_descent>get_descent</a></td><td> -
-gets the font descent</td></tr>
-
-
-<tr><td><a href=#get_height>get_height</a></td><td> -
-average height of font glyph</td></tr>
-
-
-<tr><td><a href=#get_italic>get_italic</a></td><td> -
-status of the italic attribute</td></tr>
-
-
-<tr><td><a href=#get_linesize>get_linesize</a></td><td> -
-gets the font recommended linesize</td></tr>
-
-
-<tr><td><a href=#get_underline>get_underline</a></td><td> -
-status of the underline attribute</td></tr>
-
-
-<tr><td><a href=#render>render</a></td><td> -
-render text to a new image</td></tr>
-
-
-<tr><td><a href=#set_bold>set_bold</a></td><td> -
-assign the bold attribute</td></tr>
-
-
-<tr><td><a href=#set_italic>set_italic</a></td><td> -
-assign the italic attribute</td></tr>
-
-
-<tr><td><a href=#set_underline>set_underline</a></td><td> -
-assign the underline attribute</td></tr>
-
-
-<tr><td><a href=#size>size</a></td><td> -
-size of rendered text</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=get_ascent><font size=+2><b>get_ascent
-</b></font><br><font size=+1><tt>
-Font.get_ascent() -> int
-</tt></font><ul>
-Returns the ascent for the font. The ascent is the number of
-pixels from the font baseline to the top of the font.
-</ul><br>&nbsp;<br>
-
-<a name=get_bold><font size=+2><b>get_bold
-</b></font><br><font size=+1><tt>
-Font.get_bold() -> bool
-</tt></font><ul>
-Get the current status of the font's bold attribute
-</ul><br>&nbsp;<br>
-
-<a name=get_descent><font size=+2><b>get_descent
-</b></font><br><font size=+1><tt>
-Font.get_descent() -> int
-</tt></font><ul>
-Returns the descent for the font. The descent is the number of
-pixels from the font baseline to the bottom of the font.
-With most fonts this is a negative number.
-</ul><br>&nbsp;<br>
-
-<a name=get_height><font size=+2><b>get_height
-</b></font><br><font size=+1><tt>
-Font.get_height() -> int
-</tt></font><ul>
-Returns the average size of each glyph in the font.
-</ul><br>&nbsp;<br>
-
-<a name=get_italic><font size=+2><b>get_italic
-</b></font><br><font size=+1><tt>
-Font.get_italic() -> bool
-</tt></font><ul>
-Get the current status of the font's italic attribute
-</ul><br>&nbsp;<br>
-
-<a name=get_linesize><font size=+2><b>get_linesize
-</b></font><br><font size=+1><tt>
-Font.get_linesize() -> int
-</tt></font><ul>
-Returns the linesize for the font. Each font comes with it's own
-recommendation for the spacing number of pixels between each line
-of the font.
-</ul><br>&nbsp;<br>
-
-<a name=get_underline><font size=+2><b>get_underline
-</b></font><br><font size=+1><tt>
-Font.get_underline() -> bool
-</tt></font><ul>
-Get the current status of the font's underline attribute
-</ul><br>&nbsp;<br>
-
-<a name=render><font size=+2><b>render
-</b></font><br><font size=+1><tt>
-Font.render(text, antialias, fore_RGBA, [back_RGBA]) -> Surface
-</tt></font><ul>
-Render the given text onto a new image surface. The given text
-can be standard python text or unicode. Antialiasing will smooth
-the edges of the font for a much cleaner look. The foreground
-and background color are both RGBA, the alpha component is ignored
-if given. If the background color is omitted, the text will have a
-transparent background.
-<br>&nbsp;<br>
-Note that font rendering is not thread safe, therefore only one
-thread can render text at any given time.
-<br>&nbsp;<br>
-Also, rendering smooth text with underlines will crash with SDL_ttf
-less that version 2.0, be careful.
-<br>&nbsp;<br>
-If you pass an empty string, <u>render()</u> will return a blank surface
-1 pixel wide and the same height as the font.
-</ul><br>&nbsp;<br>
-
-<a name=set_bold><font size=+2><b>set_bold
-</b></font><br><font size=+1><tt>
-Font.set_bold(bool) -> None
-</tt></font><ul>
-Enables or disables the bold attribute for the font. Making the
-font bold does not work as well as you expect.
-</ul><br>&nbsp;<br>
-
-<a name=set_italic><font size=+2><b>set_italic
-</b></font><br><font size=+1><tt>
-Font.set_italic(bool) -> None
-</tt></font><ul>
-Enables or disables the italic attribute for the font.
-</ul><br>&nbsp;<br>
-
-<a name=set_underline><font size=+2><b>set_underline
-</b></font><br><font size=+1><tt>
-Font.set_underline(bool) -> None
-</tt></font><ul>
-Enables or disables the underline attribute for the font.
-</ul><br>&nbsp;<br>
-
-<a name=size><font size=+2><b>size
-</b></font><br><font size=+1><tt>
-Font.size(text) -> width, height
-</tt></font><ul>
-Computes the rendered size of the given text. The text can be
-standard python text or unicode. Changing the bold and italic
-attributes can change the size of the rendered text.
-</ul><br>&nbsp;<br>
-
-
-<hr>
-</body></html>

docs/ref/Joystick.html

-<html>
-<title>Joystick</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
-
-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
-    <a href=http://www.pygame.org>
-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
-</td><td bgcolor=6aee28 align=center valign=top width=100%>
-
-	||&nbsp;
-	<a href=http://www.pygame.org>Home</a> &nbsp;||&nbsp;
-	<a href=../index.html>Help Contents</a> &nbsp;||
-	<br>&nbsp;<br>
-
-|| <a href=pygame.html>pygame</a> || 
-<a href=pygame_cdrom.html>cdrom</a> || 
-<a href=pygame_constants.html>constants</a> || 
-<a href=pygame_display.html>display</a> || 
-<a href=pygame_draw.html>draw</a> || 
-<a href=pygame_event.html>event</a> ||<br>
-|| <a href=pygame_fastevent.html>fastevent</a> || 
-<a href=pygame_font.html>font</a> || 
-<a href=pygame_image.html>image</a> || 
-<a href=pygame_joystick.html>joystick</a> || 
-<a href=pygame_key.html>key</a> || 
-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
-<a href=pygame_sndarray.html>sndarray</a> || 
-<a href=pygame_surfarray.html>surfarray</a> || 
-<a href=pygame_time.html>time</a> ||<br>
-|| <a href=pygame_transform.html>transform</a> ||<br>
-&nbsp;<br>|| <a href=CD.html>CD</a> || 
-<a href=Channel.html>Channel</a> || 
-<a href=Clock.html>Clock</a> || 
-<a href=Font.html>Font</a> || 
-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
-<a href=pygame_cursors.html>cursors</a> || 
-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>Joystick</h2>
-The Joystick object represents a joystick device and allows you to
-access the controls on that joystick. All functions (except <a href=CD.html#get_name>get_name()</a>
-and <a href=CD.html#get_id>get_id()</a>) require the Joystick object to be initialized. This is done
-with the <a href=#init>Joystick.init()</a> function.
-<br>&nbsp;<br>
-Joystick control values are only updated during the calls to the event
-queue. Call <a href=pygame_event.html#pump>pygame.event.pump()</a> if you are not using the event queue for
-any input handling. Once a joystick object has been initialized, it will
-start to send joystick events to the input queue.
-<br>&nbsp;<br>
-Be sure to understand there is a difference between the joystick module
-and the Joystick objects.
-
-<hr>
-
-<table>
-<tr><td><a href=#get_axis>get_axis</a></td><td> -
-get the position of a joystick axis</td></tr>
-
-
-<tr><td><a href=#get_ball>get_ball</a></td><td> -
-get the movement of a joystick trackball</td></tr>
-
-
-<tr><td><a href=#get_button>get_button</a></td><td> -
-get the position of a joystick button</td></tr>
-
-
-<tr><td><a href=#get_hat>get_hat</a></td><td> -
-get the position of a joystick hat</td></tr>
-
-
-<tr><td><a href=#get_id>get_id</a></td><td> -
-get device id number for joystick</td></tr>
-
-
-<tr><td><a href=#get_init>get_init</a></td><td> -
-check if joystick is initialized</td></tr>
-
-
-<tr><td><a href=#get_name>get_name</a></td><td> -
-query name of joystick drive</td></tr>
-
-
-<tr><td><a href=#get_numaxes>get_numaxes</a></td><td> -
-get number of axes on a joystick</td></tr>
-
-
-<tr><td><a href=#get_numballs>get_numballs</a></td><td> -
-get number of trackballs on a joystick</td></tr>
-
-
-<tr><td><a href=#get_numbuttons>get_numbuttons</a></td><td> -
-get number of buttons on a joystick</td></tr>
-
-
-<tr><td><a href=#get_numhats>get_numhats</a></td><td> -
-get number of hats on a joystick</td></tr>
-
-
-<tr><td><a href=#init>init</a></td><td> -
-initialize a joystick device for use</td></tr>
-
-
-<tr><td><a href=#quit>quit</a></td><td> -
-uninitialize a joystick device for use</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=get_axis><font size=+2><b>get_axis
-</b></font><br><font size=+1><tt>
-Joystick.get_axis(axis) -> float
-</tt></font><ul>
-Returns the current position of a joystick axis. The value
-will range from -1 to 1 with a value of 0 being centered. You
-may want to take into account some tolerance to handle jitter,
-and joystick drift may keep the joystick from centering at 0 or
-using the full range of position values.
-</ul><br>&nbsp;<br>
-
-<a name=get_ball><font size=+2><b>get_ball
-</b></font><br><font size=+1><tt>
-Joystick.get_ball(button) -> x, y
-</tt></font><ul>
-Returns the relative movement of a joystick button. The
-value is a x, y pair holding the relative movement since the
-last call to <u>get_ball()</u>
-</ul><br>&nbsp;<br>
-
-<a name=get_button><font size=+2><b>get_button
-</b></font><br><font size=+1><tt>
-Joystick.get_button(button) -> bool
-</tt></font><ul>
-Returns the current state of a joystick button.
-</ul><br>&nbsp;<br>
-
-<a name=get_hat><font size=+2><b>get_hat
-</b></font><br><font size=+1><tt>
-Joystick.get_hat(button) -> x, y
-</tt></font><ul>
-Returns the current position of a position hat. The position
-is given as two values representing the X and Y position for the
-hat. (0, 0) means centered. A value of -1 means left/down a value
-of one means right/up
-</ul><br>&nbsp;<br>
-
-<a name=get_id><font size=+2><b>get_id
-</b></font><br><font size=+1><tt>
-Joystick.get_id() -> idnum
-</tt></font><ul>
-Returns the device id number for this Joystick. This is the
-same number used in the call to <a href=pygame_joystick.html#Joystick>pygame.joystick.Joystick()</a> to create
-the object. The Joystick does not need to be initialized for this
-function to work.
-</ul><br>&nbsp;<br>
-
-<a name=get_init><font size=+2><b>get_init
-</b></font><br><font size=+1><tt>
-Joystick.get_init() -> bool
-</tt></font><ul>
-Returns a true value if the Joystick is initialized.
-</ul><br>&nbsp;<br>
-
-<a name=get_name><font size=+2><b>get_name
-</b></font><br><font size=+1><tt>
-Joystick.get_name() -> string
-</tt></font><ul>
-Returns the name of the Joystick device, given by the
-system. This function can be called before the Joystick
-object is initialized.
-</ul><br>&nbsp;<br>
-
-<a name=get_numaxes><font size=+2><b>get_numaxes
-</b></font><br><font size=+1><tt>
-Joystick.get_numaxes() -> int
-</tt></font><ul>
-Returns the number of available axes on the Joystick.
-</ul><br>&nbsp;<br>
-
-<a name=get_numballs><font size=+2><b>get_numballs
-</b></font><br><font size=+1><tt>
-Joystick.get_numballs() -> int
-</tt></font><ul>
-Returns the number of available trackballs on the Joystick.
-</ul><br>&nbsp;<br>
-
-<a name=get_numbuttons><font size=+2><b>get_numbuttons
-</b></font><br><font size=+1><tt>
-Joystick.get_numbuttons() -> int
-</tt></font><ul>
-Returns the number of available buttons on the Joystick.
-</ul><br>&nbsp;<br>
-
-<a name=get_numhats><font size=+2><b>get_numhats
-</b></font><br><font size=+1><tt>
-Joystick.get_numhats() -> int
-</tt></font><ul>
-Returns the number of available directional hats on the Joystick.
-</ul><br>&nbsp;<br>
-
-<a name=init><font size=+2><b>init
-</b></font><br><font size=+1><tt>
-Joystick.init() -> None
-</tt></font><ul>
-In order to call most members in the Joystick object, the
-Joystick must be initialized. You can initialzie the Joystick object
-at anytime, and it is ok to initialize more than once.
-</ul><br>&nbsp;<br>
-
-<a name=quit><font size=+2><b>quit
-</b></font><br><font size=+1><tt>
-Joystick.quit() -> None
-</tt></font><ul>
-After you are completely finished with a joystick device, you
-can use this <a href=pygame.html#quit>quit()</a> function to free access to the drive.
-This will be cleaned up automatically when the joystick module is.
-uninitialized. It is safe to call this function on an uninitialized Joystick.
-</ul><br>&nbsp;<br>
-
-
-<hr>
-</body></html>

docs/ref/Movie.html

-<html>
-<title>Movie</title>
-<body bgcolor=#aaeebb text=#000000 link=#331111 vlink=#331111>
-
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-<table cellspacing=3 width=100%><tr><td bgcolor=#00000>
-<table width=100%><tr><td bgcolor=c2fc20 align=center>
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-    <img src=../pygame_tiny.gif border=0 width=200 height=60></a><br>
-    <b>pygame&nbsp;&nbsp;&nbsp;documentation</b>
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-<a href=pygame_mixer.html>mixer</a> ||<br>
-|| <a href=pygame_mixer_music.html>mixer_music</a> || 
-<a href=pygame_mouse.html>mouse</a> || 
-<a href=pygame_movie.html>movie</a> || 
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-<a href=Clock.html>Clock</a> || 
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-<a href=Joystick.html>Joystick</a> || 
-<a href=Movie.html>Movie</a> ||<br>
-|| <a href=Overlay.html>Overlay</a> || 
-<a href=Rect.html>Rect</a> || 
-<a href=Sound.html>Sound</a> || 
-<a href=Surface.html>Surface</a> ||<br>
-&nbsp;<br>|| <a href=pygame_color.html>color</a> || 
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-<a href=pygame_sprite.html>sprite</a> ||<br>
-
-
-</td></tr></table></td></tr></table>
-<br>
-<h2 align=center>Movie</h2>
-The Movie object represents an opened MPEG file.
-You control playback similar to a Sound object.
-<br>&nbsp;<br>
-Movie objects have a target display Surface.
-The movie is rendered to this Surface in a background
-thread. If the Surface is the display surface, and
-the system supports it, the movie will render into a
-Hardware YUV overlay plane. If you don't set a display
-Surface, it will default to the display Surface.
-<br>&nbsp;<br>
-Movies are played back in background threads, so there
-is very little management needed on the user end. Just
-load the Movie, set the destination, and <a href=#play>Movie.play()</a>
-<br>&nbsp;<br>
-Movies will only playback audio if the pygame.mixer
-module is not initialized. It is easy to temporarily
-call <a href=pygame_mixer.html#quit>pygame.mixer.quit()</a> to disable audio, then create
-and play your movie. Finally calling <a href=pygame_mixer.html#init>pygame.mixer.init()</a>
-again when finished with the Movie.
-<br>&nbsp;<br>
-NOTE: When disabling the mixer so a movie may play audio,
-you must disable the audio before calling pygame.movie.Movie
-or the movie will not realise that it may access the audio.
-Before reinitialising the mixer, You must remove all
-references to the movie before calling <a href=pygame_mixer.html#init>pygame.mixer.init()</a>
-or the init will fail, leading to errors when you attempt to
-use the mixer.
-<br>&nbsp;<br>
-eg.
-<a href=pygame_mixer.html#quit>pygame.mixer.quit()</a>
-movie=pygame.movie.Movie(\"my.mpg\")
-movie.play()
-# process events until movie finished here
-movie.stop()
-movie=None # if you don't do this bit the init will fail
-<a href=pygame_mixer.html#init>pygame.mixer.init()</a>
-
-<hr>
-
-<table>
-<tr><td><a href=#get_busy>get_busy</a></td><td> -
-query the playback state</td></tr>
-
-
-<tr><td><a href=#get_busy>get_busy</a></td><td> -
-query the playback state</td></tr>
-
-
-<tr><td><a href=#get_frame>get_frame</a></td><td> -
-query the current frame in the movie</td></tr>
-
-
-<tr><td><a href=#get_frame>get_frame</a></td><td> -
-query the current frame in the movie</td></tr>
-
-
-<tr><td><a href=#get_length>get_length</a></td><td> -
-query playback time of the movie</td></tr>
-
-
-<tr><td><a href=#get_length>get_length</a></td><td> -
-query playback time of the movie</td></tr>
-
-
-<tr><td><a href=#get_size>get_size</a></td><td> -
-query the size of the video image</td></tr>
-
-
-<tr><td><a href=#get_size>get_size</a></td><td> -
-query the size of the video image</td></tr>
-
-
-<tr><td><a href=#get_time>get_time</a></td><td> -
-query the current time in the movie</td></tr>
-
-
-<tr><td><a href=#get_time>get_time</a></td><td> -
-query the current time in the movie</td></tr>
-
-
-<tr><td><a href=#has_audio>has_audio</a></td><td> -
-query if movie stream has audio</td></tr>
-
-
-<tr><td><a href=#has_audio>has_audio</a></td><td> -
-query if movie stream has audio</td></tr>
-
-
-<tr><td><a href=#has_video>has_video</a></td><td> -
-query if movie stream has video</td></tr>
-
-
-<tr><td><a href=#has_video>has_video</a></td><td> -
-query if movie stream has video</td></tr>
-
-
-<tr><td><a href=#pause>pause</a></td><td> -
-pause/resume movie playback</td></tr>
-
-
-<tr><td><a href=#pause>pause</a></td><td> -
-pause/resume movie playback</td></tr>
-
-
-<tr><td><a href=#play>play</a></td><td> -
-start movie playback</td></tr>
-
-
-<tr><td><a href=#play>play</a></td><td> -
-start movie playback</td></tr>
-
-
-<tr><td><a href=#render_frame>render_frame</a></td><td> -
-Render a specfic numbered frame.</td></tr>
-
-
-<tr><td><a href=#rewind>rewind</a></td><td> -
-set playback position to the beginning of the movie</td></tr>
-
-
-<tr><td><a href=#rewind>rewind</a></td><td> -
-set playback position to the beginning of the movie</td></tr>
-
-
-<tr><td><a href=#set_display>set_display</a></td><td> -
-change the video output surface</td></tr>
-
-
-<tr><td><a href=#set_display>set_display</a></td><td> -
-change the video output surface</td></tr>
-
-
-<tr><td><a href=#set_volume>set_volume</a></td><td> -
-change volume for sound</td></tr>
-
-
-<tr><td><a href=#set_volume>set_volume</a></td><td> -
-change volume for sound</td></tr>
-
-
-<tr><td><a href=#skip>skip</a></td><td> -
-skip the movie playback position forward</td></tr>
-
-
-<tr><td><a href=#skip>skip</a></td><td> -
-skip ahead a given amount of time</td></tr>
-
-
-<tr><td><a href=#stop>stop</a></td><td> -
-stop movie playback</td></tr>
-
-
-<tr><td><a href=#stop>stop</a></td><td> -
-stop movie playback</td></tr>
-
-
-</table>
-
-<hr>
-
-<a name=get_busy><font size=+2><b>get_busy
-</b></font><br><font size=+1><tt>
-Movie.get_busy() -> bool
-</tt></font><ul>
-Returns true if the movie is currently playing.
-</ul><br>&nbsp;<br>
-
-<a name=get_busy><font size=+2><b>get_busy