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docs tidied

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  • Parent commits f97b92b

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File docs/index.html

 <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 width<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/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_grab>pygame.get_grab</a> - query the state of input grabbing<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_event.html#Event>pygame.event.Event</a> - create new event object<br>
 <a href=ref/pygame_event.html#event_name>pygame.event.event_name</a> - name for event type<br>
 <a href=ref/pygame_event.html#get>pygame.event.get</a> - get all of an event type from the queue<br>
+<a href=ref/pygame_event.html#get_grab>pygame.event.get_grab</a> - query the state of input grabbing<br>
 <a href=ref/pygame_event.html#peek>pygame.event.peek</a> - query if any of event types are waiting<br>
 <a href=ref/pygame_event.html#poll>pygame.event.poll</a> - get an available event<br>
 <a href=ref/pygame_event.html#post>pygame.event.post</a> - place an event on the queue<br>

File docs/ref/Font.html

 </td></tr></table>
 <br>
 <h2 align=center>Font</h2>
-The font object is created only from pygame.font.font(). Once a
+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

File docs/ref/Surface.html

 RED = PACKED_COLOR & masks[0] &gt;&gt; shifts[0] &lt;&lt; losses[0]
 GREEN = PACKED_COLOR & masks[1] &gt;&gt; shifts[1] &lt;&lt; losses[1]
 BLUE = PACKED_COLOR & masks[2] &gt;&gt; shifts[2] &lt;&lt; losses[2]
-There is also an alpha channel for some Surfaces. The alpha
-channel works this same exact way, and the map_rgba() and
-unmap_rgba() functions can be used to do the conversion for you.
+There is also an alpha channel for some Surfaces.
 
 <hr>
 
 
 
 <tr><td><a href=#get_flags>get_flags</a></td><td> -
-query the surface width</td></tr>
+query the surface flags</td></tr>
 
 
 <tr><td><a href=#get_height>get_height</a></td><td> -

File docs/ref/pygame.html

 get current error message</td></tr>
 
 
-<tr><td><a href=#get_grab>get_grab</a></td><td> -
-query the state of input grabbing</td></tr>
-
-
 <tr><td><a href=#init>init</a></td><td> -
 autoinitialize all imported pygame modules</td></tr>
 
 sometimes you may want to call this directly yourself.
 </ul><br>&nbsp;<br>
 
-<a name=get_grab><font size=+2><b>get_grab
-</b></font><br><font size=+1><tt>
-pygame.get_grab() -> bool
-</tt></font><ul>
-Returns true if the input is currently grabbed to your
-application.
-</ul><br>&nbsp;<br>
-
 <a name=init><font size=+2><b>init
 </b></font><br><font size=+1><tt>
 pygame.init() -> passed, failed

File docs/ref/pygame_cdrom.html

 This function needs a cdrom device number to work on. All
 cdrom drives on the system are enumerated for use as a CD
 object. To access most of the CD functions, you'll need to
-Init() the CD. (note that the cdrom module will already
+<a href=pygame.html#init>init()</a> the CD. (note that the cdrom module will already
 be initialized). When multiple CD objects are created for the
 same CDROM device, the state and values for those CD objects
 will be shared.

File docs/ref/pygame_constants.html

 <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>
+KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, KMOD_MODE<br>
 </ul><br>&nbsp;<br>
 
 <a name=zdepracated ><font size=+2><b>zdepracated 

File docs/ref/pygame_event.html

 get all of an event type from the queue</td></tr>
 
 
+<tr><td><a href=#get_grab>get_grab</a></td><td> -
+query the state of input grabbing</td></tr>
+
+
 <tr><td><a href=#peek>peek</a></td><td> -
 query if any of event types are waiting</td></tr>
 
 would call, '<u>pygame.event.get([KEYDOWN,KEYUP])</u>'.
 </ul><br>&nbsp;<br>
 
+<a name=get_grab><font size=+2><b>get_grab
+</b></font><br><font size=+1><tt>
+pygame.event.get_grab() -> bool
+</tt></font><ul>
+Returns true if the input is currently grabbed to your
+application.
+</ul><br>&nbsp;<br>
+
 <a name=peek><font size=+2><b>peek
 </b></font><br><font size=+1><tt>
 pygame.event.peek([type]) -> bool

File docs/ref/pygame_joystick.html

 This function needs a joystick device number to work on. All
 joystick devices on the system are enumerated for use as a Joystick
 object. To access most of the Joystick functions, you'll need to
-Init() the Joystick. (note that the joystick module will already
+<a href=pygame.html#init>init()</a> the Joystick. (note that the joystick module will already
 be initialized). When multiple Joysticks objects are created for the
 same joystick device, the state and values for those Joystick objects
 will be shared.

File docs/ref/pygame_time.html

 resolution on most systems is around 10ms.
 <br>&nbsp;<br>
 All times are represented in milliseconds, which is simply
-Seconds*1000.(therefore 2500 milliseconds is 2.5 seconds)
+Seconds*1000. (therefore 2500 milliseconds is 2.5 seconds)
 
 <hr>
 
 /*error signal handlers (replacing SDL parachute)*/
 static void pygame_parachute(int sig)
 {
-	char* signaltype = "Unknown Signal";
+	char* signaltype;
 
 	signal(sig, SIG_DFL);
 	switch (sig)
 	{
 		case SIGSEGV:
-			signaltype = "Segmentation Fault"; break;
+			signaltype = "(pygame parachute) Segmentation Fault"; break;
 #ifdef SIGBUS
 #if SIGBUS != SIGSEGV
 		case SIGBUS:
-			signaltype = "Bus Error"; break;
+			signaltype = "(pygame parachute) Bus Error"; break;
 #endif
 #endif
 #ifdef SIGFPE
 		case SIGFPE:
-			signaltype = "Floating Point Exception"; break;
+			signaltype = "(pygame parachute) Floating Point Exception"; break;
 #endif /* SIGFPE */
 #ifdef SIGQUIT
 		case SIGQUIT:
-			signaltype = "Keyboard Quit"; break;
+			signaltype = "(pygame parachute) Keyboard Abort"; break;
 #endif /* SIGQUIT */
 #ifdef SIGPIPE
 		case SIGPIPE:
-			signaltype = "Broken Pipe"; break;
+			signaltype = "(pygame parachute) Broken Pipe"; break;
 #endif /* SIGPIPE */
 		default:
-			signaltype = "# %d", sig; break;
+			signaltype = "(pygame parachute) Unknown Signal"; break;
 	}
 
 #if 0
     /*DOC*/    "This function needs a cdrom device number to work on. All\n"
     /*DOC*/    "cdrom drives on the system are enumerated for use as a CD\n"
     /*DOC*/    "object. To access most of the CD functions, you'll need to\n"
-    /*DOC*/    "Init() the CD. (note that the cdrom module will already\n"
+    /*DOC*/    "init() the CD. (note that the cdrom module will already\n"
     /*DOC*/    "be initialized). When multiple CD objects are created for the\n"
     /*DOC*/    "same CDROM device, the state and values for those CD objects\n"
     /*DOC*/    "will be shared.\n"
 
 
     /*DOC*/ static char doc_get_grab[] =
-    /*DOC*/    "pygame.get_grab() -> bool\n"
+    /*DOC*/    "pygame.event.get_grab() -> bool\n"
     /*DOC*/    "query the state of input grabbing\n"
     /*DOC*/    "\n"
     /*DOC*/    "Returns true if the input is currently grabbed to your\n"
 
 
     /*DOC*/ static char doc_Font_MODULE[] =
-    /*DOC*/    "The font object is created only from pygame.font.font(). Once a\n"
+    /*DOC*/    "The font object is created only from pygame.font.Font(). Once a\n"
     /*DOC*/    "font is created it's size and TTF file cannot be changed. The\n"
     /*DOC*/    "Font objects are mainly used to render() text into a new Surface.\n"
     /*DOC*/    "The Font objects also have a few states that can be set with\n"

File src/joystick.c

     /*DOC*/    "This function needs a joystick device number to work on. All\n"
     /*DOC*/    "joystick devices on the system are enumerated for use as a Joystick\n"
     /*DOC*/    "object. To access most of the Joystick functions, you'll need to\n"
-    /*DOC*/    "Init() the Joystick. (note that the joystick module will already\n"
+    /*DOC*/    "init() the Joystick. (note that the joystick module will already\n"
     /*DOC*/    "be initialized). When multiple Joysticks objects are created for the\n"
     /*DOC*/    "same joystick device, the state and values for those Joystick objects\n"
     /*DOC*/    "will be shared.\n"

File src/surflock.c

     /*DOC*/    "RED = PACKED_COLOR & masks[0] >> shifts[0] << losses[0]\n"
     /*DOC*/    "GREEN = PACKED_COLOR & masks[1] >> shifts[1] << losses[1]\n"
     /*DOC*/    "BLUE = PACKED_COLOR & masks[2] >> shifts[2] << losses[2]\n"
-    /*DOC*/    "There is also an alpha channel for some Surfaces. The alpha\n"
-    /*DOC*/    "channel works this same exact way, and the map_rgba() and\n"
-    /*DOC*/    "unmap_rgba() functions can be used to do the conversion for you.\n"
+    /*DOC*/    "There is also an alpha channel for some Surfaces.\n"
 #endif
 
 
     /*DOC*/    "resolution on most systems is around 10ms.\n"
     /*DOC*/    "\n"
     /*DOC*/    "All times are represented in milliseconds, which is simply\n"
-    /*DOC*/    "Seconds*1000.(therefore 2500 milliseconds is 2.5 seconds)\n"
+    /*DOC*/    "Seconds*1000. (therefore 2500 milliseconds is 2.5 seconds)\n"
     /*DOC*/ ;
 
 PYGAME_EXPORT