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full index in documentation

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 </li>
 <li><a href=tut/SurfarrayIntro.html>tut/SurfarrayIntro</a> - Introduction to the surfarray module
 </li>
+<br><hr><br><font size=+1><b>Full Index</b></font><ul>
+<!--FULLINDEX-->
+<a href=CD.html#eject>CD.eject</a> - ejects cdrom drive<br>
+<a href=CD.html#get_busy>CD.get_busy</a> - checks if the cd is currently playing<br>
+<a href=CD.html#get_current>CD.get_current</a> - get current position of the cdrom<br>
+<a href=CD.html#get_empty>CD.get_empty</a> - checks for a cd in the drive<br>
+<a href=CD.html#get_id>CD.get_id</a> - get device id number for drive<br>
+<a href=CD.html#get_init>CD.get_init</a> - check if cd is initialized<br>
+<a href=CD.html#get_name>CD.get_name</a> - query name of cdrom drive<br>
+<a href=CD.html#get_numtracks>CD.get_numtracks</a> - get number of tracks on cd<br>
+<a href=CD.html#get_paused>CD.get_paused</a> - checks if the cd is currently paused<br>
+<a href=CD.html#get_track_audio>CD.get_track_audio</a> - check if a track has audio data<br>
+<a href=CD.html#get_track_length>CD.get_track_length</a> - check the length of an audio track<br>
+<a href=CD.html#get_track_start>CD.get_track_start</a> - check the start of an audio track<br>
+<a href=CD.html#init>CD.init</a> - initialize a cdrom device for use<br>
+<a href=CD.html#pause>CD.pause</a> - pause playing cdrom<br>
+<a href=CD.html#play>CD.play</a> - play music from cdrom<br>
+<a href=CD.html#quit>CD.quit</a> - uninitialize a cdrom device for use<br>
+<a href=CD.html#resume>CD.resume</a> - resume paused cdrom<br>
+<a href=CD.html#stop>CD.stop</a> - stops playing cdrom<br>
+<a href=Channel.html#fadeout>Channel.fadeout</a> - fade out the channel<br>
+<a href=Channel.html#get_busy>Channel.get_busy</a> - query state of the channel<br>
+<a href=Channel.html#get_volume>Channel.get_volume</a> - query the volume for the<br>
+<a href=Channel.html#pause>Channel.pause</a> - temporarily stop the channel<br>
+<a href=Channel.html#play>Channel.play</a> - play a sound on this channel<br>
+<a href=Channel.html#set_volume>Channel.set_volume</a> - set volume for channel<br>
+<a href=Channel.html#stop>Channel.stop</a> - stop playing on the channel<br>
+<a href=Channel.html#unpause>Channel.unpause</a> - restart a paused channel<br>
+<a href=Font.html#get_ascent>Font.get_ascent</a> - gets the font ascent<br>
+<a href=Font.html#get_bold>Font.get_bold</a> - status of the bold attribute<br>
+<a href=Font.html#get_bold>Font.get_bold</a> - status of the italic attribute<br>
+<a href=Font.html#get_descent>Font.get_descent</a> - gets the font descent<br>
+<a href=Font.html#get_height>Font.get_height</a> - average height of font glyph<br>
+<a href=Font.html#get_linesize>Font.get_linesize</a> - gets the font recommended linesize<br>
+<a href=Font.html#get_underline>Font.get_underline</a> - status of the underline attribute<br>
+<a href=Font.html#render>Font.render</a> - render text to a new image<br>
+<a href=Font.html#set_bold>Font.set_bold</a> - assign the bold attribute<br>
+<a href=Font.html#set_italic>Font.set_italic</a> - assign the italic attribute<br>
+<a href=Font.html#set_underline>Font.set_underline</a> - assign the underline attribute<br>
+<a href=Font.html#size>Font.size</a> - size of rendered text<br>
+<a href=Joystick.html#get_axis>Joystick.get_axis</a> - get the position of a joystick axis<br>
+<a href=Joystick.html#get_ball>Joystick.get_ball</a> - get the movement of a joystick trackball<br>
+<a href=Joystick.html#get_button>Joystick.get_button</a> - get the position of a joystick button<br>
+<a href=Joystick.html#get_hat>Joystick.get_hat</a> - get the position of a joystick hat<br>
+<a href=Joystick.html#get_id>Joystick.get_id</a> - get device id number for joystick<br>
+<a href=Joystick.html#get_init>Joystick.get_init</a> - check if joystick is initialized<br>
+<a href=Joystick.html#get_name>Joystick.get_name</a> - query name of joystick drive<br>
+<a href=Joystick.html#get_numaxes>Joystick.get_numaxes</a> - get number of axes on a joystick<br>
+<a href=Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of hats on a joystick<br>
+<a href=Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of trackballs on a joystick<br>
+<a href=Joystick.html#get_numbuttons>Joystick.get_numbuttons</a> - get number of buttons on a joystick<br>
+<a href=Joystick.html#init>Joystick.init</a> - initialize a joystick device for use<br>
+<a href=Joystick.html#quit>Joystick.quit</a> - uninitialize a joystick device for use<br>
+<a href=Rect.html#clamp>Rect.clamp</a> - move rectangle inside another<br>
+<a href=Rect.html#clip>Rect.clip</a> - rectangle cropped inside another<br>
+<a href=Rect.html#collidelist>Rect.collidelist</a> - find overlapping rectangle<br>
+<a href=Rect.html#collidelistall>Rect.collidelistall</a> - find all overlapping rectangles<br>
+<a href=Rect.html#collidepoint>Rect.collidepoint</a> - point inside rectangle<br>
+<a href=Rect.html#colliderect>Rect.colliderect</a> - check overlapping rectangles<br>
+<a href=Rect.html#contains>Rect.contains</a> - check if rectangle fully inside another<br>
+<a href=Rect.html#inflate>Rect.inflate</a> - new rectangle with size changed<br>
+<a href=Rect.html#move>Rect.move</a> - new rectangle with position changed<br>
+<a href=Rect.html#normalize>Rect.normalize</a> - corrects negative sizes<br>
+<a href=Rect.html#union>Rect.union</a> - rectangle covering both input<br>
+<a href=Sound.html#fadeout>Sound.fadeout</a> - fadeout all channels playing this sound<br>
+<a href=Sound.html#get_num_channels>Sound.get_num_channels</a> - number of channels with sound<br>
+<a href=Sound.html#get_volume>Sound.get_volume</a> - query volume for sound<br>
+<a href=Sound.html#play>Sound.play</a> - play sound<br>
+<a href=Sound.html#set_volume>Sound.set_volume</a> - change volume for sound<br>
+<a href=Sound.html#stop>Sound.stop</a> - stop all channels playing this sound<br>
+<a href=Surface.html#blit>Surface.blit</a> - copy a one Surface to another.<br>
+<a href=Surface.html#convert>Surface.convert</a> - new copy of surface with different format<br>
+<a href=Surface.html#convert_alpha>Surface.convert_alpha</a> - new copy of surface with different format and per pixel alpha<br>
+<a href=Surface.html#fill>Surface.fill</a> - fill areas of a Surface<br>
+<a href=Surface.html#get_alpha>Surface.get_alpha</a> - query alpha information<br>
+<a href=Surface.html#get_at>Surface.get_at</a> - get a pixel color<br>
+<a href=Surface.html#get_bitsize>Surface.get_bitsize</a> - query size of pixel<br>
+<a href=Surface.html#get_bytesize>Surface.get_bytesize</a> - query size of pixel<br>
+<a href=Surface.html#get_clip>Surface.get_clip</a> - query the clipping area<br>
+<a href=Surface.html#get_colorkey>Surface.get_colorkey</a> - query colorkey<br>
+<a href=Surface.html#get_flags>Surface.get_flags</a> - query the surface width<br>
+<a href=Surface.html#get_height>Surface.get_height</a> - query the surface height<br>
+<a href=Surface.html#get_locked>Surface.get_locked</a> - check if the surface needs locking<br>
+<a href=Surface.html#get_losses>Surface.get_losses</a> - get mapping losses for each colorplane<br>
+<a href=Surface.html#get_masks>Surface.get_masks</a> - get mapping bitmasks for each colorplane<br>
+<a href=Surface.html#get_palette>Surface.get_palette</a> - get the palette<br>
+<a href=Surface.html#get_palette_at>Surface.get_palette_at</a> - get a palette entry<br>
+<a href=Surface.html#get_pitch>Surface.get_pitch</a> - query the surface pitch<br>
+<a href=Surface.html#get_rect>Surface.get_rect</a> - get a rectangle covering the entire surface<br>
+<a href=Surface.html#get_shifts>Surface.get_shifts</a> - alphashift<br>
+<a href=Surface.html#get_size>Surface.get_size</a> - query the surface size<br>
+<a href=Surface.html#get_width>Surface.get_width</a> - query the surface width<br>
+<a href=Surface.html#lock>Surface.lock</a> - locks Surface for pixel access<br>
+<a href=Surface.html#map_rgb>Surface.map_rgb</a> - convert RGB into a mapped color<br>
+<a href=Surface.html#mustlock>Surface.mustlock</a> - check if the surface needs locking<br>
+<a href=Surface.html#save>Surface.save</a> - save surface as BMP data<br>
+<a href=Surface.html#set_alpha>Surface.set_alpha</a> - change alpha information<br>
+<a href=Surface.html#set_at>Surface.set_at</a> - set pixel at given position<br>
+<a href=Surface.html#set_clip>Surface.set_clip</a> - assign destination clipping rectangle<br>
+<a href=Surface.html#set_colorkey>Surface.set_colorkey</a> - change colorkey information<br>
+<a href=Surface.html#set_palette>Surface.set_palette</a> - set the palette<br>
+<a href=Surface.html#set_palette_at>Surface.set_palette_at</a> - set a palette entry<br>
+<a href=Surface.html#subsurface>Surface.subsurface</a> - create a new surface that shares pixel data<br>
+<a href=Surface.html#unlock>Surface.unlock</a> - locks Surface for pixel access<br>
+<a href=Surface.html#unmap_rgb>Surface.unmap_rgb</a> - convert mapped color into RGB<br>
+<a href=pygame.html#Rect>pygame.Rect</a> - create a new rectangle<br>
+<a href=pygame.html#Surface>pygame.Surface</a> - create a new Surface<br>
+<a href=pygame.html#get_error>pygame.get_error</a> - get current error message<br>
+<a href=pygame.html#get_grab>pygame.get_grab</a> - query the state of input grabbing<br>
+<a href=pygame.html#init>pygame.init</a> - autoinitialize all imported pygame modules<br>
+<a href=pygame.html#quit>pygame.quit</a> - uninitialize all pygame modules<br>
+<a href=pygame.html#register_quit>pygame.register_quit</a> - routine to call when pyGame quits<br>
+<a href=pygame_UserRect.html#UserRect>pygame.UserRect.UserRect</a> - Python class for the pygame Rect type<br>
+<a href=pygame_cdrom.html#CD>pygame.cdrom.CD</a> - create new CD object<br>
+<a href=pygame_cdrom.html#get_count>pygame.cdrom.get_count</a> - query number of cdroms on system<br>
+<a href=pygame_cdrom.html#get_init>pygame.cdrom.get_init</a> - query init of cdrom module<br>
+<a href=pygame_cdrom.html#init>pygame.cdrom.init</a> - initialize the cdrom subsystem<br>
+<a href=pygame_cdrom.html#quit>pygame.cdrom.quit</a> - uninitialize the cdrom subsystem<br>
+<a href=pygame_constants.html#display >pygame.constants.display </a> - The following constants are used by the display module and Surfaces<br>
+<a href=pygame_constants.html#events >pygame.constants.events </a> - These constants define the various event types<br>
+<a href=pygame_constants.html#keyboard >pygame.constants.keyboard </a> - These constants represent the keys on the keyboard.<br>
+<a href=pygame_constants.html#modifiers >pygame.constants.modifiers </a> - These constants represent the modifier keys on the keyboard.<br>
+<a href=pygame_constants.html#zdepracated >pygame.constants.zdepracated </a> - The following constants are made available, but generally not needed<br>
+<a href=pygame_cursors.html#compile>pygame.cursors.compile</a> - compile cursor strings into cursor data<br>
+<a href=pygame_cursors.html#load_xbm>pygame.cursors.load_xbm</a> - reads a pair of XBM files into set_cursor arguments<br>
+<a href=pygame_display.html#Info>pygame.display.Info</a> - get display capabilities and settings<br>
+<a href=pygame_display.html#flip>pygame.display.flip</a> - update the display<br>
+<a href=pygame_display.html#get_active>pygame.display.get_active</a> - get state of display mode<br>
+<a href=pygame_display.html#get_caption>pygame.display.get_caption</a> - get the current title of the window<br>
+<a href=pygame_display.html#get_driver>pygame.display.get_driver</a> - get the current sdl video driver<br>
+<a href=pygame_display.html#get_init>pygame.display.get_init</a> - get status of display module initialization<br>
+<a href=pygame_display.html#get_surface>pygame.display.get_surface</a> - get current display surface<br>
+<a href=pygame_display.html#iconify>pygame.display.iconify</a> - minimize the display window<br>
+<a href=pygame_display.html#init>pygame.display.init</a> - initialize the display module<br>
+<a href=pygame_display.html#list_modes>pygame.display.list_modes</a> - query all resolutions for requested mode<br>
+<a href=pygame_display.html#mode_ok>pygame.display.mode_ok</a> - query a specific display mode<br>
+<a href=pygame_display.html#quit>pygame.display.quit</a> - uninitialize the display module<br>
+<a href=pygame_display.html#set_caption>pygame.display.set_caption</a> - changes the title of the window<br>
+<a href=pygame_display.html#set_gamma>pygame.display.set_gamma</a> - change the brightness of the display<br>
+<a href=pygame_display.html#set_mode>pygame.display.set_mode</a> - set the display mode<br>
+<a href=pygame_display.html#toggle_fullscreen>pygame.display.toggle_fullscreen</a> - switch the display fullscreen mode<br>
+<a href=pygame_display.html#update>pygame.display.update</a> - update an area of the display<br>
+<a href=pygame_draw.html#line>pygame.draw.line</a> - draw a line on a surface<br>
+<a href=pygame_draw.html#lines>pygame.draw.lines</a> - draw multiple connected lines on a surface<br>
+<a href=pygame_event.html#Event>pygame.event.Event</a> - create new event object<br>
+<a href=pygame_event.html#event_name>pygame.event.event_name</a> - name for event type<br>
+<a href=pygame_event.html#get>pygame.event.get</a> - get all of an event type from the queue<br>
+<a href=pygame_event.html#peek>pygame.event.peek</a> - query if any of event types are waiting<br>
+<a href=pygame_event.html#poll>pygame.event.poll</a> - get an available event<br>
+<a href=pygame_event.html#post>pygame.event.post</a> - place an event on the queue<br>
+<a href=pygame_event.html#pump>pygame.event.pump</a> - update the internal messages<br>
+<a href=pygame_event.html#set_allowed>pygame.event.set_allowed</a> - allows certain events onto the queue<br>
+<a href=pygame_event.html#set_blocked>pygame.event.set_blocked</a> - blocks certain events from the queue<br>
+<a href=pygame_event.html#set_grab>pygame.event.set_grab</a> - grab all input events<br>
+<a href=pygame_event.html#wait>pygame.event.wait</a> - wait for an event<br>
+<a href=pygame_font.html#Font>pygame.font.Font</a> - create a new font object<br>
+<a href=pygame_font.html#get_init>pygame.font.get_init</a> - get status of font module initialization<br>
+<a href=pygame_font.html#init>pygame.font.init</a> - initialize the display module<br>
+<a href=pygame_font.html#quit>pygame.font.quit</a> - uninitialize the font module<br>
+<a href=pygame_image.html#load>pygame.image.load</a> - load an image to a new Surface<br>
+<a href=pygame_joystick.html#Joystick>pygame.joystick.Joystick</a> - create new joystick object<br>
+<a href=pygame_joystick.html#get_count>pygame.joystick.get_count</a> - query number of joysticks on system<br>
+<a href=pygame_joystick.html#get_init>pygame.joystick.get_init</a> - query initialization of joystick module<br>
+<a href=pygame_joystick.html#init>pygame.joystick.init</a> - initialize joystick module<br>
+<a href=pygame_joystick.html#quit>pygame.joystick.quit</a> - uninitialize joystick module<br>
+<a href=pygame_key.html#get_focused>pygame.key.get_focused</a> - state of keyboard focus<br>
+<a href=pygame_key.html#get_mods>pygame.key.get_mods</a> - get current state of modifier keys<br>
+<a href=pygame_key.html#get_pressed>pygame.key.get_pressed</a> - get the pressed state for all keys<br>
+<a href=pygame_key.html#name>pygame.key.name</a> - get the name of a key<br>
+<a href=pygame_key.html#set_mods>pygame.key.set_mods</a> - set the state of the modifier keys<br>
+<a href=pygame_key.html#set_repeat>pygame.key.set_repeat</a> - change the keyboard repeat<br>
+<a href=pygame_mixer.html#Channel>pygame.mixer.Channel</a> - get channel object<br>
+<a href=pygame_mixer.html#Sound>pygame.mixer.Sound</a> - load a new soundfile<br>
+<a href=pygame_mixer.html#fadeout>pygame.mixer.fadeout</a> - fadeout all channels<br>
+<a href=pygame_mixer.html#find_channel>pygame.mixer.find_channel</a> - find an available sound channel<br>
+<a href=pygame_mixer.html#get_busy>pygame.mixer.get_busy</a> - query busy channels<br>
+<a href=pygame_mixer.html#get_init>pygame.mixer.get_init</a> - query initialization for the mixer<br>
+<a href=pygame_mixer.html#get_num_channels>pygame.mixer.get_num_channels</a> - query the number of channels<br>
+<a href=pygame_mixer.html#init>pygame.mixer.init</a> - initialize mixer module<br>
+<a href=pygame_mixer.html#pause>pygame.mixer.pause</a> - pause all channels<br>
+<a href=pygame_mixer.html#pre_init>pygame.mixer.pre_init</a> - presets the init default values<br>
+<a href=pygame_mixer.html#quit>pygame.mixer.quit</a> - unitializes the mixer<br>
+<a href=pygame_mixer.html#set_num_channels>pygame.mixer.set_num_channels</a> - sets the number of available channels<br>
+<a href=pygame_mixer.html#set_reserved>pygame.mixer.set_reserved</a> - reserves first given channels<br>
+<a href=pygame_mixer.html#stop>pygame.mixer.stop</a> - stop all channels<br>
+<a href=pygame_mixer.html#unpause>pygame.mixer.unpause</a> - restart any pause channels<br>
+<a href=pygame_mixer_music.html#fadeout>pygame.mixer.music.fadeout</a> - fadeout current music<br>
+<a href=pygame_mixer_music.html#get_busy>pygame.mixer.music.get_busy</a> - query state of the music<br>
+<a href=pygame_mixer_music.html#get_endevent>pygame.mixer.music.get_endevent</a> - query the current music finished event<br>
+<a href=pygame_mixer_music.html#get_volume>pygame.mixer.music.get_volume</a> - query music volume<br>
+<a href=pygame_mixer_music.html#load>pygame.mixer.music.load</a> - load current music<br>
+<a href=pygame_mixer_music.html#pause>pygame.mixer.music.pause</a> - pause the playing music<br>
+<a href=pygame_mixer_music.html#play>pygame.mixer.music.play</a> - play the current loaded music<br>
+<a href=pygame_mixer_music.html#rewind>pygame.mixer.music.rewind</a> - restarts music<br>
+<a href=pygame_mixer_music.html#set_endevent>pygame.mixer.music.set_endevent</a> - sets music finished event<br>
+<a href=pygame_mixer_music.html#set_volume>pygame.mixer.music.set_volume</a> - set music volume<br>
+<a href=pygame_mixer_music.html#stop>pygame.mixer.music.stop</a> - stop the playing music<br>
+<a href=pygame_mixer_music.html#unpause>pygame.mixer.music.unpause</a> - restarts the paused music<br>
+<a href=pygame_mouse.html#get_cursor>pygame.mouse.get_cursor</a> - get mouse cursor data<br>
+<a href=pygame_mouse.html#get_focused>pygame.mouse.get_focused</a> - state of mouse input focus<br>
+<a href=pygame_mouse.html#get_pos>pygame.mouse.get_pos</a> - gets the cursor position<br>
+<a href=pygame_mouse.html#get_pressed>pygame.mouse.get_pressed</a> - state of the mouse buttons<br>
+<a href=pygame_mouse.html#get_rel>pygame.mouse.get_rel</a> - gets the movement of the mouse<br>
+<a href=pygame_mouse.html#set_cursor>pygame.mouse.set_cursor</a> - state of shape of the mouse cursor<br>
+<a href=pygame_mouse.html#set_pos>pygame.mouse.set_pos</a> - moves the cursor position<br>
+<a href=pygame_mouse.html#set_visible>pygame.mouse.set_visible</a> - show or hide the mouse cursor<br>
+<a href=pygame_surfarray.html#array2d>pygame.surfarray.array2d</a> - get a 2d array copied from a surface<br>
+<a href=pygame_surfarray.html#array3d>pygame.surfarray.array3d</a> - get a 3d array copied from a surface<br>
+<a href=pygame_surfarray.html#array_alpha>pygame.surfarray.array_alpha</a> - get an array with a surface pixel alpha values<br>
+<a href=pygame_surfarray.html#array_colorkey>pygame.surfarray.array_colorkey</a> - get an array with a surface colorkey values<br>
+<a href=pygame_surfarray.html#blit_array>pygame.surfarray.blit_array</a> - quickly transfer an array to a Surface<br>
+<a href=pygame_surfarray.html#map_array>pygame.surfarray.map_array</a> - map an array with RGB values into mapped colors<br>
+<a href=pygame_surfarray.html#pixels2d>pygame.surfarray.pixels2d</a> - get a 2d reference array to a surface<br>
+<a href=pygame_surfarray.html#pixels3d>pygame.surfarray.pixels3d</a> - get a 3d reference array to a surface<br>
+<a href=pygame_surfarray.html#pixels_alpha>pygame.surfarray.pixels_alpha</a> - get a reference array to a surface alpha data<br>
+<a href=pygame_time.html#delay>pygame.time.delay</a> - delay for a number of milliseconds<br>
+<a href=pygame_time.html#get_ticks>pygame.time.get_ticks</a> - milliseconds since startup<br>
+<a href=pygame_time.html#set_timer>pygame.time.set_timer</a> - control timer events<br>
+<a href=pygame_version.html#ver>pygame.version.ver</a> - The current pygame version info<br>
+<!--ENDINDEX-->
+</ul>
+
 
 <hr>
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 </body></html>
 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
 CD.init() function.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Be sure to understand there is a difference between the cdrom module
 and the CD objects.
 
 
 
 <hr>
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 </body></html>

docs/ref/Channel.html

 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>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Sound objects can be retrieved from the pygame.mixer module with
 functions like <a href=pygame_mixer.html#Channel>pygame.mixer.Channel()</a> and
 pygame.mixer.find_channel(). Also, each time you call
 
 
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 </body></html>

docs/ref/Font.html

 
 
 <hr>
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 </body></html>

docs/ref/Joystick.html

 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>
+&lt;br&gt;&nbsp;&lt;br&gt;
 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>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Be sure to understand there is a difference between the joystick module
 and the Joystick objects.
 
 
 
 <hr>
-
 </body></html>

docs/ref/Rect.html

 created from the pygame.rect() function. This routine
 is also in the locals module, so importing the locals
 into your namespace allows you to just use rect().
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Rect contains helpful methods, as well as a list of
 modifiable members:
 top, bottom, left, right, topleft, topright,
 assignment. (except when changing the size, width,
 or height member, which will resize the rectangle
 around the center).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The rectstyle arguments used frequently with the
 Rect object (and elsewhere in pygame) is one of
 the following things. First, an actual Rect
 
 
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-
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docs/ref/Sound.html

 be playing on multiple channels simultaneously. Calling functions
 like <a href=#stop>Sound.stop()</a> from the sound objects will effect all channels
 playing that Sound object.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All sound objects have the same frequency and format as the
 pygame.mixer module's initialization.
 
 indefinitely, it defaults to 0. Maxtime is the number of total
 milliseconds that the sound will play. It defaults to forever
 (-1).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Returns a channel object for the channel that is selected to play
 the sound.
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/Surface.html

 are 8 bits per pixel use a colormap to represent their color
 values. All Surfaces with higher bits per pixel use a packed
 pixels to store their color values.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Surfaces can have many extra attributes like alpha planes,
 colorkeys, source rectangle clipping. These functions mainly
 effect how the Surface is blitted to other Surfaces. The blit
 routines will attempt to use hardware acceleration when possible,
 otherwise will use highly optimized software blitting methods.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 There is support for pixel access for the Surfaces. Pixel access
 on hardware surfaces is slow and not recommended. Pixels can be
 accessed using the <a href=#get_at>get_at()</a> and <a href=#set_at>set_at()</a> functions. These methods
 the surface manually before making the function call many times, and
 then unlocking when you are finished. All functions that need a locked
 surface will say so in their docs.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Also remember that you will want to leave the surface locked for the
 shortest amount of time needed.
-<br>&nbsp;<br>
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
+&lt;br&gt;&nbsp;&lt;br&gt;
 Here is the quick breakdown of how packed pixels work (don't worry if
 you don't quite understand this, it is only here for informational
 purposes, it is not needed). Each colorplane mask can be used to
 entire source surface. If you would like to copy only a portion
 of the source, use the sourcerect argument to control
 what area is copied.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The blit is subject to be clipped by the active clipping
 rectangle. The return value contains the actual area blitted.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 As a shortcut, the destination position can be passed as a
 rectangle. If a rectangle is given, the blit will use the topleft
 corner of the rectangle as the blit destination position. The
 the given format with per pixel alpha. If no surface is given,
 the new surface will be optimized for blittint to the current
 display.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Unlike the <a href=#convert>convert()</a> method, the pixel format for the new image
 will not be exactly the same as the requested source, but it will
 be optimized for fast alpha blitting to the destination.
 Fills the specified area of the Surface with the mapped color
 value. If no destination rectangle is supplied, it will fill the
 entire Surface.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The color argument can be a RGBA sequence or a mapped color integer.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The fill is subject to be clipped by the active clipping
 rectangle. The return value contains the actual area filled.
 </ul><br>&nbsp;<br>
 </tt></font><ul>
 Returns the RGB color values at a given pixel. If the
 Surface has no per-pixel alpha, the alpha will be 255 (opaque).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 </b></font><br><font size=+1><tt>
 Surface.get_shifts() -> redshift, greenshift, blueshift,
 </tt></font><ul>
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Returns the bitshifts used for each color plane. The shift is
 determine how many bits left-shifted a colorplane value is in a
 mapped color value.
 code that changes or accesses the pixel values. The surface must
 not be locked when performing other pyGame functions on it like
 fill and blit.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You can doublecheck to really make sure a lock is needed by
 calling the <a href=#mustlock>mustlock()</a> member. This should not be needed, since
 it is usually recommended to lock anyways and work with all
 surface types. If the surface does not need to be locked, the
 operation will return quickly with minute overhead.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 On some platforms a necessary lock can shut off some parts of the
 system. This is not a problem unless you leave surfaces locked
 for long periouds of time. Only keep the surface locked when you
 Surface.map_rgb(RGBA) -> int
 </tt></font><ul>
 Uses the Surface format to convert RGBA into a mapped color value.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function is not as needed as normal C code using SDL. The pygame
 functions do not used mapped colors, so there is no need to map them.
 </ul><br>&nbsp;<br>
 Set the overall transparency for the surface. If no alpha is
 passed, alpha blending is disabled for the surface. An alpha of 0
 is fully transparent, an alpha of 255 is fully opaque.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 If your surface has a pixel alpha channel, it will override the
 overall surface transparency. You'll need to change the actual
 pixel transparency to make changes.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 If your image also has pixel alpha values, will be used repeatedly, you
 will probably want to pass the RLEACCEL flag to the call. This
 will take a short time to compile your surface, and increase the
 </tt></font><ul>
 Assigns color to the image at the give position. Color can be a
 RGBA sequence or a mapped color integer.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 In some situations just using the <a href=#fill>fill()</a> function with a one-pixel
 sized rectangle will be quicker. Also the fill function does not
 require the surface to be locked.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 Set the colorkey for the surface by passing a mapped color value
 as the color argument. If no arguments are passed, colorkeying
 will be disabled for this surface.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The color argument can be either a RGBA sequence or a mapped integer.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 If your image is nonchanging and will be used repeatedly, you
 will probably want to pass the RLEACCEL flag to the call. This
 will take a short time to compile your surface, and increase the
 </tt></font><ul>
 After a surface has been locked, you will need to unlock it when
 you are done.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You can doublecheck to really make sure a lock is needed by
 calling the <a href=#mustlock>mustlock()</a> member. This should not be needed, since
 it is usually recommended to lock anyways and work with all
 </tt></font><ul>
 This function returns the RGBA components for a mapped color
 value. If Surface has no per-pixel alpha, alpha will be 255 (opaque).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function is not as needed as normal C code using SDL. The pygame
 functions do not used mapped colors, so there is no need to unmap them.
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame.html

 pygame modules. It's routines are merged directly into the pygame
 namespace. This mainly includes the auto-initialization <a href=#init>init()</a> and
 quit() routines.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 There is a small module named 'locals' that also gets merged into
 this namespace. This contains all the constants needed by pygame.
 Object constructors also get placed into this namespace, you can
 </tt></font><ul>
 Initialize all imported pygame modules. Including pygame modules
 that are not part of the base modules (like font and image).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 It does not raise exceptions, but instead silently counts which
 modules have failed to init. The return argument contains a count
 of the number of modules initialized, and the number of modules
 that failed to initialize.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You can always initialize the modules you want by hand. The
 modules that need it have an <u>init()</u> and <a href=#quit>quit()</a> routine built in,
 which you can call directly. They also have a <a href=pygame_cdrom.html#get_init>get_init()</a> routine
 aware that most platforms require the display module to be
 initialized before others. This <u>init()</u> will handle that for you,
 but if you initialize by hand, be aware of this constraint.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 As with the manual <u>init()</u> routines. It is safe to call this
 init() as often as you like. If you have imported pygame modules
 since the.
 Uninitialize all pygame modules that have been initialized. Even
 if you initialized the module by hand, this <u>quit()</u> will
 uninitialize it for you.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All the pygame modules are uninitialized automatically when your
 program exits, so you will usually not need this routine. If you
 program plans to keep running after it is done with pygame, then
 
 
 <hr>
-
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docs/ref/pygame_UserRect.html

 you to do things like inherit the rectangle object into a sprite class. While
 this makes for some neat features, current testing has shown there is a bit of
 a peformance penalty. (as opposed to just keeping a Rect value inside the class)
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 
 <hr>
 
 This python class can be treated exactly like a normal Rect
 object. The only difference is it is a real python class
 object, not a C extension type.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_cdrom.html

 be initialized). When multiple CD objects are created for the
 same CDROM device, the state and values for those CD objects
 will be shared.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You can call the <a href=CD.html#get_name>CD.get_name()</a> and <a href=CD.html#get_id>CD.get_id()</a> functions
 without initializing the CD object.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Be sure to understand there is a difference between the cdrom module
 and the CD objects.
 
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_constants.html

 </b></font><br><font size=+1><tt>
 pygame.constants.display (constants)
 </tt></font><ul>
-HWSURFACE - surface in hardware video memory. (equal to 1)<br>
-RESIZEABLE - display window is resizeable<br>
-ASYNCBLIT - surface blits happen asynchronously (threaded)<br>
-OPENGL - display surface will be controlled by opengl<br>
+HWSURFACE - surface in hardware video memory. (equal to 1)&lt;br&gt;
+RESIZEABLE - display window is resizeable&lt;br&gt;
+ASYNCBLIT - surface blits happen asynchronously (threaded)&lt;br&gt;
+OPENGL - display surface will be controlled by opengl&lt;br&gt;
 OPENGLBLIT - opengl controlled display surface will allow sdl
-blits<br>
+blits&lt;br&gt;
 HWPALETTE - display surface has animatable hardware palette
-entries<br>
-DOUBLEBUF - hardware display surface is page flippable<br>
-FULLSCREEN - display surface is fullscreen (nonwindowed)<br>
+entries&lt;br&gt;
+DOUBLEBUF - hardware display surface is page flippable&lt;br&gt;
+FULLSCREEN - display surface is fullscreen (nonwindowed)&lt;br&gt;
 RLEACCEL - compile for quick alpha blits, only set in alpha or
-colorkey funcs<br>
+colorkey funcs&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 <a name=events ><font size=+2><b>events 
 </b></font><br><font size=+1><tt>
 pygame.constants.events (constants)
 </tt></font><ul>
-NOEVENT - no event, represents an empty event list, equal to 0<br>
-ACTIVEEVENT - window has gain/lost mouse/keyboard/visiblity focus<br>
-KEYDOWN - keyboard button has been pressed (or down and repeating)<br>
-KEYUP - keyboard button has been released<br>
-MOUSEMOTION - mouse has moved<br>
-MOUSEBUTTONDOWN- mouse button has been pressed<br>
-MOUSEBUTTONUP - mouse button has been released<br>
-JOYAXISMOTION - an opened joystick axis has changed<br>
-JOYBALLMOTION - an opened joystick ball has moved<br>
-JOYHATMOTION - an opened joystick hat has moved<br>
-JOYBUTTONDOWN - an opened joystick button has been pressed<br>
-JOYBUTTONUP - an opened joystick button has been released<br>
-VIDEORESIZE - the display window has been resized by the user<br>
-QUIT - the user has requested the game to quit<br>
-SYSWMEVENT - currently unsupported, system dependant<br>
-USEREVENTS - all user messages are this or higher<br>
-NUMEVENTS - all user messages must be lower than this, equal to 32<br>
+NOEVENT - no event, represents an empty event list, equal to 0&lt;br&gt;
+ACTIVEEVENT - window has gain/lost mouse/keyboard/visiblity focus&lt;br&gt;
+KEYDOWN - keyboard button has been pressed (or down and repeating)&lt;br&gt;
+KEYUP - keyboard button has been released&lt;br&gt;
+MOUSEMOTION - mouse has moved&lt;br&gt;
+MOUSEBUTTONDOWN- mouse button has been pressed&lt;br&gt;
+MOUSEBUTTONUP - mouse button has been released&lt;br&gt;
+JOYAXISMOTION - an opened joystick axis has changed&lt;br&gt;
+JOYBALLMOTION - an opened joystick ball has moved&lt;br&gt;
+JOYHATMOTION - an opened joystick hat has moved&lt;br&gt;
+JOYBUTTONDOWN - an opened joystick button has been pressed&lt;br&gt;
+JOYBUTTONUP - an opened joystick button has been released&lt;br&gt;
+VIDEORESIZE - the display window has been resized by the user&lt;br&gt;
+QUIT - the user has requested the game to quit&lt;br&gt;
+SYSWMEVENT - currently unsupported, system dependant&lt;br&gt;
+USEREVENTS - all user messages are this or higher&lt;br&gt;
+NUMEVENTS - all user messages must be lower than this, equal to 32&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 <a name=keyboard ><font size=+2><b>keyboard 
 There are many keyboard constants, they are used to represent
 keys on the keyboard. The following is a list of all keyboard
 constants
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 K_UNKNOWN, K_FIRST, K_BACKSPACE, K_TAB, K_CLEAR, K_RETURN,
-K_PAUSE,<br>
+K_PAUSE,&lt;br&gt;
 .... list unfinished, sorry :-P
 </ul><br>&nbsp;<br>
 
 </tt></font><ul>
 Their states are treated slightly differently than normal
 keyboard button states, and you can temporarily set their states.
-<br>&nbsp;<br>
-KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS,<br>
-KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT,<br>
-KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, kMOD_MODE<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
+KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS,&lt;br&gt;
+KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT,&lt;br&gt;
+KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, kMOD_MODE&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 <a name=zdepracated ><font size=+2><b>zdepracated 
 </tt></font><ul>
 The flags labeled as readonly should never be used,
 except when comparing checking flags against <a href=Surface.html#get_flags>Surface.get_flags()</a>.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 SWSURFACE - not really usable as a surface flag, equates to 0 and
-is always default<br>
+is always default&lt;br&gt;
 ANYFORMAT - used to create surfaces, pygame defaults to this flag
-if you don't specifya bit depth<br>
-HWACCEL - surface is hardware accelerated, readonly<br>
-SRCCOLORKEY- surface has a colorkey for blits, readonly<br>
-SRCALPHA - surface has alpha enabled, readonly<br>
+if you don't specifya bit depth&lt;br&gt;
+HWACCEL - surface is hardware accelerated, readonly&lt;br&gt;
+SRCCOLORKEY- surface has a colorkey for blits, readonly&lt;br&gt;
+SRCALPHA - surface has alpha enabled, readonly&lt;br&gt;
 RLEACCELOK - surface is rle accelerated, but hasn't been compiled
-yet, readonly<br>
-PREALLOC - not even sure?<br>
+yet, readonly&lt;br&gt;
+PREALLOC - not even sure?&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_cursors.html

 pygame.mouse.set_cursor(). to dereference the sequence in place
 and create the cursor in one step, call like this;
 pygame.mouse.set_cursor(*pygame.cursors.arrow).
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Here is a list of available cursors; arrow, diamond, ball,
         broken_x, tri_left, tri_right
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 There is also a sample string cursor named 'thickarrow_strings'.
 The <a href=#compile>compile()</a> function can convert these string cursors into cursor byte data.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 
 <hr>
 
 This takes a set of strings with equal length and computes
 the binary data for that cursor. The string widths must be
 divisible by 8.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The black and white arguments are single letter strings that
 tells which characters will represent black pixels, and which
 characters represent white pixels. All other characters are
 considered clear.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This returns a tuple containing the cursor data and cursor mask
 data. Both these arguments are used when setting a cursor with
 pygame.mouse.set_cursor().
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 <a name=load_xbm><font size=+2><b>load_xbm
 Arguments can either be filenames or filelike objects
 with the readlines method. Not largely tested, but
 should work with typical XBM files.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_display.html

 <h2 align=center>pygame.display</h2>
 Contains routines to work with the display. Mainly used for
 setting the display mode and updating the display surface.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Pygame offers a fairly simple interface to the display buffer.
 The buffer is represented as an offscreen surface to which you
 can write directly. If you want the screen to show what you have
 the desired portion of the screen is updated. You can call
 pygame.display.flip() to update the entire screen, and also flip
 a hardware surface created with DOUBLEBUF.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 There are a number of ways to start the video display. The
 easiest way is to pick a common screen resolution and depth and
 just initialize the video, checking for exceptions. You will
 more information on video modes with <a href=#mode_ok>pygame.display.mode_ok()</a>,
 pygame.display.list_modes(), and
 pygame.display.get_vidinfo().get_info().
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 When using a display depth other than what you graphic resources
 may be saved at, it is best to call the <a href=Surface.html#convert>Surface.convert()</a> routine
 to convert them to the same format as the display, this will
 result in the fastest blitting.
-<br>&nbsp;<br>
-Pygame currently supports any but depth >= 8 bits per pixl. 8bpp
+&lt;br&gt;&nbsp;&lt;br&gt;
+Pygame currently supports any but depth &gt;= 8 bits per pixl. 8bpp
 formats are considered to be 8-bit palettized modes, while 12,
 15, 16, 24, and 32 bits per pixel are considered 'packed pixel'
 modes, meaning each pixel contains the RGB color componsents
 packed into the bits of the pixel.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 After you have initialized your video mode, you can take the
 surface that was returned and write to it like any other Surface
 object. Be sure to call <a href=#update>update()</a> or <a href=#flip>flip()</a> to keep what is on the
 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.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 If depth is not passed or 0, SDL will choose the current/best
 color depth for the display. You will usually want to pass
 FULLSCREEN when using the flags, if flags is omitted, FULLSCREEN
 display mode is available. It will return 0 if the requested mode
 is not possible. Otherwise it will return the best and closest
 matching bit depth for the mode requested.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The size is a 2-number-sequence containing the width and height
 of the desired display mode. Flags represents a set of different
 options for the display mode. If omitted or given as 0, it will
 desired type. Sometimes an exact match for the requested video
 mode is not available. In this case SDL will try to find the
 closest match and work with that instead.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The size is a 2-number-sequence containing the width and height
 of the desired display mode. Flags represents a set of different
 options for the new display mode. If omitted or given as 0, it
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_draw.html

 <br>
 <h2 align=center>pygame.draw</h2>
 Contains routines to draw onto a surface.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Note that all
 drawing routines use direct pixel access, so the surfaces
 must be locked for use. The draw functions will temporarily
 Draws a line on a surface. This will respect the clipping
 rectangle. A bounding box of the effected area is returned
 as a rectangle.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The color argument can be either a RGB sequence or mapped color integer.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 Draws a sequence on a surface. You must pass at least two points
 in the sequence of points. The closed argument is a simple boolean
 and if true, a line will be draw between the first and last points.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This will respect the clipping rectangle. A bounding box of the
 effected area is returned as a rectangle.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The color argument can be either a RGB sequence or mapped color integer.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_event.html

 input queue is heavily dependent on the pygame display module. If
 the display has not been initialized and a video mode not set,
 the event queue will not really work.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The queue is a stack of Event objects, there are a variety of
 ways to access the data on the queue. From simply checking for
 the existance of events, to grabbing them directly off the stack.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All events have a type identifier. This event type is in between
 the values of NOEVENT and NUMEVENTS. All user defined events can
 have the value of USEREVENT or higher. It is recommended make
 sure your event id's follow this system.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 To get the state of various input devices, you can forego the
 event queue and access the input devices directly with their
 appropriate modules; mouse, key, and joystick. If you use this
 To keep pygame in synch with the system, you will need to call
 pygame.event.pump() to keep everything current. You'll want to
 call this function usually once per game loop.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The event queue offers some simple filtering. This can help
 performance slightly by blocking certain event types from the
 queue, use the <a href=#set_allowed>pygame.event.set_allowed()</a> and
 pygame.event.set_blocked() to work with this filtering. All
 events default to allowed.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Also know that you will not receive any events from a joystick
 device, until you have initialized that individual joystick from
 the joystick module.<p>&nbsp;</p>An Event object contains an event type and a readonly set of
 member data. Event objects are retrieved from the pygame event
 queue. You can create your own new events with the
 pygame.event.Event() function.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All Event objects contain an event type identifier in the
 Event.type member. You may also get full access to the Event's
 member data through the Event.dict method. All other member
 lookups will be passed through to the Event's dictionary values.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 While debugging and experimenting, you can print the Event
 objects for a quick display of its type and members.
 
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_font.html

 Surface object. This module is optional and requires SDL_ttf as a
 dependency. You may want to check for pygame.font to import and
 initialize before attempting to use the module.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Most of the work done with fonts are done by using the actual
 Font objects. The module by itself only has routines to
 initialize the module and create Font objects with
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_image.html

 (like the StringIO class), then you might want to also pass
 either the filename or extension as the namehint string. The
 namehint can help the loader determine the filetype.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You will only be able to load the types of images supported by
 your build of SDL_image. This will always include GIF, BMP, PPM,
 PCX, and TGA. SDL_image can also load JPG, PNG, and TIF, but they are
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_joystick.html

 be initialized). When multiple Joysticks objects are created for the
 same joystick device, the state and values for those Joystick objects
 will be shared.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 You can call the <a href=Joystick.html#get_name>Joystick.get_name()</a> and <a href=Joystick.html#get_id>Joystick.get_id()</a> functions
 without initializing the Joystick object.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 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>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Be sure to understand there is a difference between the joystick module
 and the Joystick objects.
 
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_key.html

 KEYDOWN events when the user holds a key. You can control the
 repeat timing with the delay and interval values. If no arguments
 are passed, keyboard repeat will be disabled.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The default values for delay and interval are 500 and 30.
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_mixer.html

 but only sets the new default values. You can call this before
 pygame.init() and not have to worry about the pygame module
 initialization order.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Sound objects are created from the pygame.mixer.load() function.
 Simple sound playback can simply use the <a href=Sound.html#play>Sound.play()</a> method to
 play the sound. Each Sound object can be played multiple times
 simultaneously. If you desire more specific control over the
 Sound objects, you can access the Channel objects with functions
 like <a href=#Channel>pygame.mixer.Channel()</a>.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The mixer defaults to supporting 8 simultaneous soundfiles.
 You can change the number of available sound channels at any
 time with the <a href=#set_num_channels>set_num_channels()</a> function.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All loaded Sound objects are resampled to match the same format
 that pygame.mixer is initialized to. The current SDL resampling
 functions are not that good, so it is best if you initialize
 pygame.mixer to the same format as your sound resources. Also
 setting the mixer frequency to even multiples of your sound
 resources will result in a cleaner conversion.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The mixer also contains a special channel for music. You can
 control the music channel through pygame.mixer.music./
 
 needed, the defaults are 22050 frequency data in stereo with
 signed 16bit data. The size argument can be 8 or 16 for unsigned
 data, or -8 or -16 for signed data.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 On many platforms it is important that the display module is
 initialized before the audio. (that is, if the display will be
 initialized at all). You can easily use the <a href=pygame.html#init>pygame.init()</a>
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_mixer_music.html

 You should not manually import the music library. Instead it is
 automatically included as a part of the mixer library. The default
 module path to music is pygame.mixer.music.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The difference between playback of music and playback of sounds
 is that the music object is not loaded and decoded all at once,
 instead the music data is streamed and decoded during playback.
 There can only be one music file loaded at a single time. Loading
 a new music file will replace any currently loaded music.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The music module has many of the same types of functions as the
 Sound objects. The main difference is only one music object can
 be loaded at a time, with the pygame.music.load() function. Music
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_mouse.html

 are retrieved through the pygame.event module. The mouse module
 can be used to get the current state of the mouse. It can also be
 used to set the state of the system cursor.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 If you hide the mouse cursor with <a href=#set_visible>pygame.mouse.set_visible(0)</a> and
 lock the mouse focus to your game with <a href=pygame_event.html#set_grab>pygame.event.set_grab(1)</a>,
 the hidden mouse will be forced to the center of the screen. This
 Returns the total distance the mouse has moved since your last
 call to <u>get_rel()</u>. On the first call to get_rel the movement will
 always be 0,0.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 When the mouse is at the edges of the screen, the relative
 movement will be stopped. See mouse_visible for a way to resolve
 this.
 xormasks is a sequence of bytes containing the cursor xor data
 masks. Lastly is andmasks, a sequence of bytes containting the
 cursor bitmask data.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Width must be a multiple of 8, and the mask arrays must be the
 correct size for the given width and height. Otherwise an exception.
 </ul><br>&nbsp;<br>
 </tt></font><ul>
 Shows or hides the mouse cursor. This will return the previous
 visible state of the mouse cursor.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Note that when the cursor is hidden and the application has
 grabbed the input. pygame will force the mouse to stay in the
 center of the screen. Since the mouse is hidden it won't matter
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_surfarray.html

 This returns a new contigous 2d array. Think of it
 as a 2d image array with a mapped pixel value at
 each index.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 This returns a new contigous 3d array. Think of it
 as a 2d image array with an RGB array for each
 pixel value.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 alpha values of an image as unsigned bytes. If the
 surface has no alpha, an array of all opaque values
 is returned.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 colorkey values of an image as unsigned bytes. If the
 surface has no colorkey, an array of all opaque values
 is returned. Otherwise the array is either 0's or 255's.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 arrays. Plus it allows you to blit from any image
 array type to any surface format in one step, no
 internal conversions.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will temporarily lock the surface.
 </ul><br>&nbsp;<br>
 
 </tt></font><ul>
 Create a new array with the RGB pixel values of a
 3d array into mapped color values in a 2D array.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 Just so you know, this can also map a 2D array
 with RGB values into a 1D array of mapped color
 values
 directly effects a Surface's contents. Think of it
 as a 2d image array with a mapped pixel value at
 each index.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This will not work on 24bit surfaces, since there
 is no native 24bit data type to access the pixel
 values.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will lock the given surface, and it
 will remained locked for as long as the pixel array
 exists
 directly effects a Surface's contents. Think of it
 as a 2d image array with an RGB array for each
 pixel value.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This will only work for 24 and 32 bit surfaces,
 where the RGB components can be accessed as 8-bit
 components.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will lock the given surface, and it
 will remained locked for as long as the pixel array
 exists
 </tt></font><ul>
 This returns a new noncontigous array that directly
 effects a Surface's alpha contents.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This will only work for 32bit surfaces with a pixel
 alpha channel enabled.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 This function will lock the given surface, and it
 will remained locked for as long as the pixel array
 exists
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_time.html

 <h2 align=center>pygame.time</h2>
 Contains routines to help keep track of time. The timer
 resolution on most systems is around 10ms.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 All times are represented in milliseconds, which is simply
 Seconds*1000.(therefore 2500 milliseconds is 2.5 seconds)
 
 
 
 <hr>
-
 </body></html>

docs/ref/pygame_version.html

 stored in the regular pygame module as 'pygame.ver'. Keeping the version
 information also available in a separate module allows you to test the
 pygame version without importing the main pygame module.
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 The python version information should always compare greater than any previous
-releases. (hmm, until we get to versions > 10)
-<br>&nbsp;<br>
+releases. (hmm, until we get to versions &gt; 10)
+&lt;br&gt;&nbsp;&lt;br&gt;
 
 <hr>
 
 </tt></font><ul>
 The ver variable is simply a string containing the version information
 for pygame. An example is "0.5" or "1.0"
-<br>&nbsp;<br>
+&lt;br&gt;&nbsp;&lt;br&gt;
 </ul><br>&nbsp;<br>
 
 
 <hr>
-
 </body></html>

docs/util/makedocs.py

 PAGETEMPLATE = open('pagelate.html').readlines()
 DOCTEMPLATE = open('doclate.html').readlines()
 LISTTEMPLATE = open('listlate.html').readlines()
+INDEXTEMPLATE = ['<a href={category}.html#{name}>{mod}.{name}</a> - {quick}<br>']
+
+INDEXSTART = "\n<br><hr><br><font size=+1><b>Full Index</b></font><ul>\n<!--FULLINDEX-->\n"
+INDEXEND = "<!--ENDINDEX-->\n</ul>\n"
 
 MODULETOC = ""
 
 def htmlize(doc, obj, func):
     for i in range(len(doc)):
         line = doc[i]
-        line = line.replace('<<', '&lt;&lt;').replace('>>', '&gt;&gt;')
+        line = line.replace('<', '&lt;').replace('>', '&gt;')
         pos = 0
         while 1:
             pos = line.find('(', pos+1)
         file.close()
 
 
+
+def makefullindex(alldocs):
+    modules, extras, funcs = alldocs
+    fullindex = []
+    indexstring = '<a href={category}.html#{name}>{mod}.{name}</a> - {quick}<br>'
+    for cat, docs in funcs.items():
+        htmldocs = []
+        htmllist = []
+        docs.sort(namesort)
+        for d in docs:
+            d['mod'] = d['category'].replace('_', '.')
+            s = filltemplate(INDEXTEMPLATE, d)
+            fullindex.append(s)
+    fullindex.sort()
+    return INDEXSTART + ''.join(fullindex) + INDEXEND
+
+
+
 def main():
     #find all sources
     files = []
     print 'writing...'
     writefuncdoc(alldocs)
 
+    fulldocs = findtutorials() + makefullindex(alldocs)
+
     #create index
     finalinfo = {'title': 'Pygame Documentation',
-                 'docs': findtutorials(),
+                 'docs': fulldocs,
                  'index': mainindex_desc,
                  'toc': pathed_toc,
                  'module': ' ',
-                 'mainpage': 'index.html'}
+                 'mainpage': 'index.html',
+                }
     page = filltemplate(PAGETEMPLATE, finalinfo)
     file = open('../index.html', 'w')
     file.write(page)

docs/util/pagelate.html

 {docs}
 
 <hr>
-
 </body></html>