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+CDROM & Joystick:
+	Both work, but the interface needs to be rethought. Currently, 
+	they are similar to the pysdl interface (which is too similar 
+	to the C interface)
+
+Surfarray:
+	Doesn't support all surface types between all array types. Best 
+	support is for 32bit surfaces.
+
+
+There are likely plenty of others. This is an early release, and much
+testing is pending.
+
+
+Pete Shinners       -       pete@shinners.org
+
+PyGame CREDITS
+Thanks to everyone who made this possible, including:
+
+- Python and all the members behind it, headed by Guido van Rossum
+
+- SDL and all the people behind it, headed by Sam Lantinga
+
+- Jan Ekhol, Ray Kelm, and Peter Nicolai for initial design help
+
+- Mark Baker for his efforts with the pysdl library
+
+- David Clark for his great pysdl documentation and help
+
+
+
+
+ And a big hand to everyone else who gave me appreciation, advice,
+ and suggestions, especially the good folks on the PySDL mailing list.
+
+THANKS!
+
+  -- Pete Shinners			<pete@shinners.org>
+include README.txt WhatsNew Todo
+include setup.py Copying Credits
+include Bugs *.in
+
+recursive-include lib *
+recursive-include src *
+recursive-include docs *
+
+pygame is a cross-platfrom library designed to make it easy to write
+multimedia software, such as games, in Python.
+
+Website and Source code are at: http://pygame.seul.org
+
+Installation instructions are located in docs/install.txt
+
+
+This library is distributed under GNU LGPL version 2, which can be
+found in the file  "COPYING".  I reserve the right to place future
+versions of this library under a different license.
+
+The best way to learn how to use SDL is to check out the example files
+the "examples" subdirectory. There are also full docstrings provided
+with the modules, and a rough breakdown of that is currently in the
+"docs" directory.
+
+The programs in the "examples" subdirectory are in the public domain.
+
+
+October 10, 2000
+--
+Written by:
+	Pete Shinners				(pete@shinners.org)
+
+
+
+
+
+
+
+
+PyGame heavily dependent on both Python and SDL. Sourcecode for both
+of these is available from their web sites.
+http://www.pythonlabs.com
+http://www.libsdl.org
+
+This library is distributed under the terms of the GNU LGPL license:
+http://www.gnu.org/copyleft/lesser.html
+
+#flags needed to link each dependency
+
+#--StartConfig
+SDL = -I/usr/include/SDL -D_REENTRANT -lSDL
+FONT = -lSDL_ttf
+IMAGE = -lSDL_image
+MIXER = -lSDL_mixer
+SMPEG = -lsmpeg
+#--EndConfig
+
+
+#base extensions (need sdl only, all of them needed)
+
+base src/base.c $(SDL)
+cdrom src/cdrom.c $(SDL)
+constants src/constants.c $(SDL)
+display src/display.c $(SDL)
+event src/event.c $(SDL)
+key src/key.c $(SDL)
+mouse src/mouse.c $(SDL)
+rect src/rect.c $(SDL)
+rwobject src/rwobject.c $(SDL)
+surface src/surface.c $(SDL)
+time src/time.c $(SDL)
+
+#the following modules are optional. you will want to compile
+#everything you can, but you can ignore ones you don't have
+#dependencies for, just comment them out
+
+#surfarray src/surfarray.c $(SDL)  #requires Numeric
+font src/font.c $(SDL) $(FONT)
+image src/image.c $(SDL) $(IMAGE)
+mixer src/mixer.c $(SDL) $(MIXER)
+music src/music.c $(SDL) $(MIXER)
+
+
+#the following are placeholders. setup.py can use
+#them to help auto-copy needed DLLs into the pygame
+#installation folder. if you aren't going to use this,
+#you can likely just leave these lines alone
+COPYLIB_smpeg $(SMPEG)
+
+TODO list for the 1.0 release:
+
+ * Joystick and CDROM modules need to be cleaned up
+ * Support for OpenGL
+ * Support for Piddle
+ * More testing and general usage cleanup
+ * Surfarray with alpha and colormap support
+
+The plan is to ramp up to a 1.0 release within a couple months. At
+that point the only real plan will be keeping in stride with SDL
+and other dependency version releases.
+
+Until that point, consider the current interface to be a bit flexible.
+Things could change that will break code relying on older versions. Any
+changes will be easy to make. There will be warning of coming changes,
+but just know that it will likely happen.
+
+This is a list of changes in PyGame's version history.
+
+
+0.2:
+	Documentation takes a step forward
+	Sound, mixer and music, now working   (and added to aliens)
+	Addition of get_width, get_height, and get_rect to Surfaces
+0.1:
+	PyGame First Release
+#!/usr/bin/env python
+
+"""Quick tool to help setup the needed paths and flags
+in your Setup file. This is not usually needed on linux,
+unless you have your dependencies compiled but not installed.
+It is best to make sure the dependencies are already compiled
+before running this script, otherwise the link directories
+will probably not find the correct directory.
+"""
+
+import os, sys, shutil
+from glob import glob
+
+
+
+huntpaths = ['..', '..'+os.sep+'..', '..'+os.sep+'*', \
+             '..'+os.sep+'..'+os.sep+'*']
+
+class Dependency:
+    inc_hunt = ['include']
+    lib_hunt = [os.path.join('VisualC', 'SDL', 'Release'),
+                os.path.join('VisualC', 'Release'),
+                'Release', 'lib']
+    def __init__(self, name, wildcard, lib, required = 0):
+        self.name = name
+        self.wildcard = wildcard
+        self.required = required
+        self.paths = []
+        self.path = None
+        self.inc_dir = None
+        self.lib_dir = None
+        self.lib = lib
+        self.varname = '$('+name+')'
+        self.line = ""
+                 
+    def hunt(self):
+        parent = os.path.abspath('..')
+        for p in huntpaths:
+            found = glob(os.path.join(p, self.wildcard))
+            found.sort() or found.reverse()  #reverse sort
+            for f in found:
+                if f[:5] == '..'+os.sep+'..' and os.path.abspath(f)[:len(parent)] == parent:
+                    continue
+                if os.path.isdir(f):
+                    self.paths.append(f)
+
+    def choosepath(self):
+        if not self.paths:
+            print 'Path for ', self.name, 'not found.'
+            if self.required: print 'Too bad that is a requirement! Hand-fix the "Setup"'
+        elif len(self.paths) == 1:
+            self.path = self.paths[0]
+            print 'Path for '+self.name+':', self.path
+        else:
+            print 'Select path for '+self.name+':'
+            for i in range(len(self.paths)):
+                print '  ', i+1, '=', self.paths[i]
+            print '  ', 0, '= <Nothing>'
+            choice = raw_input('Select 0-'+`len(self.paths)`+' (1=default):')
+            if not choice: choice = 1
+            else: choice = int(choice)
+            if(choice):
+                self.path = self.paths[choice-1]
+
+    def findhunt(self, base, paths):
+        for h in paths:
+            hh = os.path.join(base, h)
+            if os.path.isdir(hh):
+                return hh.replace('\\', '/')
+        return base.replace('\\', '/')
+
+    def configure(self):
+        self.hunt()
+        self.choosepath()
+        if self.path:
+            self.inc_dir = self.findhunt(self.path, Dependency.inc_hunt)
+            self.lib_dir = self.findhunt(self.path, Dependency.lib_hunt)
+
+    def buildline(self, basepath):
+        inc = lid = lib = " "
+        if basepath:
+            if self.inc_dir: inc = ' -I$(BASE)'+self.inc_dir[len(basepath):]
+            if self.lib_dir: lid = ' -L$(BASE)'+self.lib_dir[len(basepath):]
+        else:
+            if self.inc_dir: inc = ' -I' + self.inc_dir
+            if self.lib_dir: lid = ' -L' + self.lib_dir
+        if self.lib: lib = ' -l'+self.lib
+        self.line = self.name+' =' + inc + lid + lib
+            
+        
+
+DEPS = (
+    Dependency('SDL', 'SDL-[0-9].*', 'SDL', 1),
+    Dependency('FONT', 'SDL_ttf-[0-9].*', 'SDL_ttf'),
+    Dependency('IMAGE', 'SDL_image-[0-9].*', 'SDL_image'),
+    Dependency('MIXER', 'SDL_mixer-[0-9].*', 'SDL_mixer'),
+#optional copied libs
+    Dependency('SMPEG', 'smpeg-[0-9].*', 'smpeg')
+)
+
+
+
+
+
+def confirm(message):
+    reply = raw_input('\n' + message + ' [y/N]:')
+    if reply and reply[0].lower() == 'y':
+        return 1
+    return 0
+    
+
+def writesetupfile(DEPS, basepath):
+    origsetup = open('Setup.in', 'r')
+    newsetup = open('Setup', 'w')
+    line = ''
+    while line.find('#--StartConfig') == -1:
+        newsetup.write(line)
+        line = origsetup.readline()
+    while line.find('#--EndConfig') == -1:
+        line = origsetup.readline()
+    if basepath:
+        newsetup.write('BASE=' + basepath + '\n')
+    for d in DEPS:
+        newsetup.write(d.line + '\n')
+    while line:
+        line = origsetup.readline()
+        useit = 1
+        for d in DEPS:
+            if line.find(d.varname)!=-1 and not d.path:
+                useit = 0
+                newsetup.write('#'+line)
+                break
+        if useit:          
+            newsetup.write(line)
+    
+
+def main():
+    global DEPS
+    print __doc__
+    
+    if os.path.isfile('Setup'):
+        if confirm('Backup existing "Setup" file'):
+            shutil.copyfile('Setup', 'Setup.bak')
+
+    allpaths = []
+    for d in DEPS:
+        d.configure()
+        if d.path:
+            allpaths.append(d.inc_dir)
+            allpaths.append(d.lib_dir)
+
+    basepath = os.path.commonprefix(allpaths)
+    lastslash = basepath.rfind('/')
+    if(lastslash < 3 or len(basepath) < 3):
+        basepath = ""
+    else:
+        basepath = basepath[:lastslash]
+
+    for d in DEPS:
+        d.buildline(basepath)
+
+    print '\n--Creating new "Setup" file...'
+    writesetupfile(DEPS, basepath)
+    print '--Finished'
+    
+    if os.path.isdir('build'):
+        if confirm('Remove old build files (force recompile)'):
+            shutil.rmtree('build', 0)
+
+if __name__ == '__main__': main()
+
+		  GNU LIBRARY GENERAL PUBLIC LICENSE
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+modifying or distributing the Library (or any work based on the
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+  10. Each time you redistribute the Library (or any work based on the
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+  11. If, as a consequence of a court judgment or allegation of patent
+infringement or for any other reason (not limited to patent issues),
+conditions are imposed on you (whether by court order, agreement or
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+
+This section is intended to make thoroughly clear what is believed to
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+
+  12. If the distribution and/or use of the Library is restricted in
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+
+  13. The Free Software Foundation may publish revised and/or new
+versions of the Library General Public License from time to time.
+Such new versions will be similar in spirit to the present version,
+but may differ in detail to address new problems or concerns.
+
+Each version is given a distinguishing version number.  If the Library
+specifies a version number of this License which applies to it and
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+conditions either of that version or of any later version published by
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+
+  14. If you wish to incorporate parts of the Library into other free
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+
+			    NO WARRANTY
+
+  15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
+WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
+EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
+OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
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+WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
+AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
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+SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+		     END OF TERMS AND CONDITIONS
+<html>
+<title>CD</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>CD</h2>
+thin wrapper around the SDL CDROM api, likely to
+change
+
+<hr>
+
+<table>
+<tr><td><a href=#eject>eject</a></td><td> -
+ejects cdrom drive</td></tr>
+
+
+<tr><td><a href=#get_cur_frame>get_cur_frame</a></td><td> -
+query current frame</td></tr>
+
+
+<tr><td><a href=#get_cur_track>get_cur_track</a></td><td> -
+query current track</td></tr>
+
+
+<tr><td><a href=#get_empty>get_empty</a></td><td> -
+query status of drive</td></tr>
+
+
+<tr><td><a href=#get_status>get_status</a></td><td> -
+query drive status</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=#play_tracks>play_tracks</a></td><td> -
+play music from cdrom</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() -> int
+</tt></font><ul>
+Ejects the media from the CDROM drive.
+</ul><br>&nbsp;<br>
+
+<a name=get_cur_frame><font size=+2><b>get_cur_frame
+</b></font><br><font size=+1><tt>
+CD.get_cur_frame() -> int
+</tt></font><ul>
+Get the current frame of a playing CD.
+</ul><br>&nbsp;<br>
+
+<a name=get_cur_track><font size=+2><b>get_cur_track
+</b></font><br><font size=+1><tt>
+CD.get_cur_track() -> int
+</tt></font><ul>
+Get the current track of a playing CD.
+</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 true when there is no disk in the CD
+drive.
+</ul><br>&nbsp;<br>
+
+<a name=get_status><font size=+2><b>get_status
+</b></font><br><font size=+1><tt>
+CD.get_status() -> int
+</tt></font><ul>
+Get the status of the CDROM drive.
+</ul><br>&nbsp;<br>
+
+<a name=pause><font size=+2><b>pause
+</b></font><br><font size=+1><tt>
+CD.pause() -> int
+</tt></font><ul>
+Pauses the playing CD.
+</ul><br>&nbsp;<br>
+
+<a name=play><font size=+2><b>play
+</b></font><br><font size=+1><tt>
+CD.play(start_frame, nframes) -> int
+</tt></font><ul>
+Start playing from start_frame, for nframes. If
+nframes is 0, it will play until the end of the
+cdrom
+</ul><br>&nbsp;<br>
+
+<a name=play_tracks><font size=+2><b>play_tracks
+</b></font><br><font size=+1><tt>
+CD.play_tracks(start_track, start_frame, ntracks, nframes) -> int
+</tt></font><ul>
+Start playing from start_track, for ntracks and
+nframes. If ntracks and nframes are 0, it will
+play until the end of the cdrom
+</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.
+</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.
+</ul><br>&nbsp;<br>
+
+
+<hr>
+
+</body></html>

docs/Channel.html

+<html>
+<title>Channel</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Channel</h2>
+Channel objects controls playback of sound.
+
+<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_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=#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 millisonds.
+</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_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=set_volume><font size=+2><b>set_volume
+</b></font><br><font size=+1><tt>
+Channel.set_volume(val) -> 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.
+</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>
+<html>
+<title>Font</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Font</h2>
+Font objects can control and render text.
+
+<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_bold>get_bold</a></td><td> -
+status of the italic 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_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_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 italic
+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.
+</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_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, fgcolor, [bgcolor]) -> 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 color
+is a 3-number-sequence containing the desired RGB
+components for the text. The background color is
+also a 3-number-sequence of RGB. This sets the
+background color for the text. If the background
+color is omitted, the text will have a transparent
+background.
+</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. Know
+that changing the bold and italic attributes will
+change the size of the rendered text.
+</ul><br>&nbsp;<br>
+
+
+<hr>
+
+</body></html>

docs/Joystick.html

+<html>
+<title>Joystick</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Joystick</h2>
+Thin object wrapper around the SDL joystick
+interface. Likely to be changed.
+
+<hr>
+
+<table>
+<tr><td><a href=#get_axes>get_axes</a></td><td> -
+query number of axis</td></tr>
+
+
+<tr><td><a href=#get_axis>get_axis</a></td><td> -
+query axis of a joystick</td></tr>
+
+
+<tr><td><a href=#get_balls>get_balls</a></td><td> -
+query number of balls</td></tr>
+
+
+<tr><td><a href=#get_button>get_button</a></td><td> -
+query state of button</td></tr>
+
+
+<tr><td><a href=#get_buttons>get_buttons</a></td><td> -
+query number of buttons</td></tr>
+
+
+<tr><td><a href=#get_hat>get_hat</a></td><td> -
+query position of hat</td></tr>
+
+
+<tr><td><a href=#get_hats>get_hats</a></td><td> -
+query number of hats</td></tr>
+
+
+<tr><td><a href=#get_id>get_id</a></td><td> -
+query id of joystick</td></tr>
+
+
+</table>
+
+<hr>
+
+<a name=get_axes><font size=+2><b>get_axes
+</b></font><br><font size=+1><tt>
+Joystick.get_axes() -> count
+</tt></font><ul>
+Returns the number of axis on this Joystick
+</ul><br>&nbsp;<br>
+
+<a name=get_axis><font size=+2><b>get_axis
+</b></font><br><font size=+1><tt>
+Joystick.get_axis(axis) -> position
+</tt></font><ul>
+Returns the current position of an axis control on
+the Joystick. Value is in the range -1.0 to 1.0.
+</ul><br>&nbsp;<br>
+
+<a name=get_balls><font size=+2><b>get_balls
+</b></font><br><font size=+1><tt>
+Joystick.get_balls() -> count
+</tt></font><ul>
+Returns number of trackballs on this Joystick
+</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 true if the given Joystick button is being
+pressed.
+</ul><br>&nbsp;<br>
+
+<a name=get_buttons><font size=+2><b>get_buttons
+</b></font><br><font size=+1><tt>
+Joystick.get_buttons() -> count
+</tt></font><ul>
+Returns number of pushable buttons on this
+Joystick
+</ul><br>&nbsp;<br>
+
+<a name=get_hat><font size=+2><b>get_hat
+</b></font><br><font size=+1><tt>
+Joystick.get_hat(pov_hat) -> state
+</tt></font><ul>
+Returns the current position of a directional hat
+on the Joystick. Value in a position on the
+following compass. (think 1 is up, and goes around
+clockwise)
+8 1 2
+7 0 3
+6 5 4
+</ul><br>&nbsp;<br>
+
+<a name=get_hats><font size=+2><b>get_hats
+</b></font><br><font size=+1><tt>
+Joystick.get_hats() -> count
+</tt></font><ul>
+Returns number of directional hats on this
+Joystick
+</ul><br>&nbsp;<br>
+
+<a name=get_id><font size=+2><b>get_id
+</b></font><br><font size=+1><tt>
+Joystick.get_id() -> id
+</tt></font><ul>
+Returns the joystick id number for the Joystick
+</ul><br>&nbsp;<br>
+
+
+<hr>
+
+</body></html>
+<html>
+<title>Rect</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Rect</h2>
+The rectangle object is a useful object
+representing a rectangle area. It contains many
+helpful methods, as well as a list of modifiable
+members:
+top, bottom, left, right, topleft, topright,
+bottomleft, bottomright, size, width, height,
+center, centerx, centery. When changing these
+members, the rectangle will be moved to given
+assignment. (except when changing the size, width,
+or height member, which will resize the rectangle
+around the center).
+
+The rectstyle arguments used frequently with the
+Rect object (and elsewhere in PyGame) is one of
+the following things. First, an actual Rect
+object. Second, a sequence of [xpos, ypos, width,
+height]. Lastly, a pair of sequences, representing
+the position and size [[xpos, ypos], [width,
+height]]. Also, if a method takes a rectstyle
+argument as its only argument, you can simply pass
+four arguments representing xpos, ypos, width,
+height.
+
+<hr>
+
+<table>
+<tr><td><a href=#clamp>clamp</a></td><td> -
+move rectangle inside another</td></tr>
+
+
+<tr><td><a href=#clip>clip</a></td><td> -
+rectangle cropped inside another</td></tr>
+
+
+<tr><td><a href=#collidepoint>collidepoint</a></td><td> -
+point inside rectangle</td></tr>
+
+
+<tr><td><a href=#colliderect>colliderect</a></td><td> -
+check overlapping rectangles</td></tr>
+
+
+<tr><td><a href=#colliderect>colliderect</a></td><td> -
+find overlapping rectangle</td></tr>
+
+
+<tr><td><a href=#colliderectall>colliderectall</a></td><td> -
+find all overlapping rectangles</td></tr>
+
+
+<tr><td><a href=#contains>contains</a></td><td> -
+check if rectangle fully inside another</td></tr>
+
+
+<tr><td><a href=#inflate>inflate</a></td><td> -
+new rectangle with size changed</td></tr>
+
+
+<tr><td><a href=#move>move</a></td><td> -
+new rectangle with position changed</td></tr>
+
+
+<tr><td><a href=#normalize>normalize</a></td><td> -
+corrects negative sizes</td></tr>
+
+
+<tr><td><a href=#union>union</a></td><td> -
+rectangle covering both input</td></tr>
+
+
+</table>
+
+<hr>
+
+<a name=clamp><font size=+2><b>clamp
+</b></font><br><font size=+1><tt>
+Rect.clamp(rectstyle) -> Rect
+</tt></font><ul>
+Returns a new rectangle that is moved to be
+completely inside the base rectangle. If the given
+rectangle is too large for the base rectangle in
+an axis, it will be centered on that axis.
+</ul><br>&nbsp;<br>
+
+<a name=clip><font size=+2><b>clip
+</b></font><br><font size=+1><tt>
+Rect.clip(rectstyle) -> Rect
+</tt></font><ul>
+Returns a new rectangle that is the given
+rectangle cropped to the inside of the base
+rectangle. If the two rectangles do not overlap to
+begin with, you will get a rectangle with 0 size.
+</ul><br>&nbsp;<br>
+
+<a name=collidepoint><font size=+2><b>collidepoint
+</b></font><br><font size=+1><tt>
+Rect.collidepoint(x, y) -> bool
+</tt></font><ul>
+Returns true if the given point position is inside
+the rectangle. If a point is on the border, it is
+counted as inside.
+</ul><br>&nbsp;<br>
+
+<a name=colliderect><font size=+2><b>colliderect
+</b></font><br><font size=+1><tt>
+Rect.colliderect(rectstyle) -> bool
+</tt></font><ul>
+Returns true if any area of the two rectangles
+overlaps. If rectangles only share an edge, they
+will be counted as overlapping.
+</ul><br>&nbsp;<br>
+
+<a name=colliderect><font size=+2><b>colliderect
+</b></font><br><font size=+1><tt>
+Rect.colliderect(rectstyle list) -> int index
+</tt></font><ul>
+Returns the index of the first rectangle in the
+list to overlap the base rectangle. Once an
+overlap is found, this will stop checking the
+remaining list. If no overlap is found, it will
+return -1.
+</ul><br>&nbsp;<br>
+
+<a name=colliderectall><font size=+2><b>colliderectall
+</b></font><br><font size=+1><tt>
+Rect.colliderectall(rectstyle list) -> int index
+</tt></font><ul>
+Returns a list of the indexes that contain
+rectangles overlapping the base rectangle. If no
+overlap is found, it will return an empty
+sequence.
+</ul><br>&nbsp;<br>
+
+<a name=contains><font size=+2><b>contains
+</b></font><br><font size=+1><tt>
+Rect.contains(rectstyle) -> bool
+</tt></font><ul>
+Returns true when the given rectangle is entirely
+inside the base rectangle.
+</ul><br>&nbsp;<br>
+
+<a name=inflate><font size=+2><b>inflate
+</b></font><br><font size=+1><tt>
+Rect.inflate(x, y) -> Rect
+</tt></font><ul>
+Returns a new rectangle which has the sizes
+changed by the given amounts. The rectangle
+shrinks and expands around the rectangle's center.
+Negative values will shrink the rectangle.
+</ul><br>&nbsp;<br>
+
+<a name=move><font size=+2><b>move
+</b></font><br><font size=+1><tt>
+Rect.move(x, y) -> Rect
+</tt></font><ul>
+Returns a new rectangle which is the base
+rectangle moved by the given amount.
+</ul><br>&nbsp;<br>
+
+<a name=normalize><font size=+2><b>normalize
+</b></font><br><font size=+1><tt>
+Rect.normalize() -> None
+</tt></font><ul>
+If the rectangle has a a negative size in width or
+height, this will flip that axis so the sizes are
+positive, and the rectangle remains in the same
+place.
+</ul><br>&nbsp;<br>
+
+<a name=union><font size=+2><b>union
+</b></font><br><font size=+1><tt>
+Rect.union(rectstyle) -> Rect
+</tt></font><ul>
+Returns a new rectangle that completely covers the
+given inputs. There may be area inside the new
+rectangle that is not covered by the inputs.
+</ul><br>&nbsp;<br>
+
+
+<hr>
+
+</body></html>
+<html>
+<title>Sound</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Sound</h2>
+Sound object represents actual sound data.
+
+<hr>
+
+<table>
+<tr><td><a href=#fadeout>fadeout</a></td><td> -
+fadeout all channels playing this sound</td></tr>
+
+
+<tr><td><a href=#get_num_channels>get_num_channels</a></td><td> -
+number of channels with sound</td></tr>
+
+
+<tr><td><a href=#get_volume>get_volume</a></td><td> -
+query volume for sound</td></tr>
+
+
+<tr><td><a href=#play>play</a></td><td> -
+play sound</td></tr>
+
+
+<tr><td><a href=#set_volume>set_volume</a></td><td> -
+change volume for sound</td></tr>
+
+
+<tr><td><a href=#stop>stop</a></td><td> -
+stop all channels playing this sound</td></tr>
+
+
+</table>
+
+<hr>
+
+<a name=fadeout><font size=+2><b>fadeout
+</b></font><br><font size=+1><tt>
+Sound.fadeout(millisec) -> None
+</tt></font><ul>
+Fade out all the playing channels playing this
+sound over the. All channels playing this sound
+will be stopped after the given milliseconds.
+</ul><br>&nbsp;<br>
+
+<a name=get_num_channels><font size=+2><b>get_num_channels
+</b></font><br><font size=+1><tt>
+Sound.get_num_channels() -> int
+</tt></font><ul>
+Returns the number of channels that have been
+using this sound. The channels may have already
+finished, but have not started playing any other
+sounds.
+</ul><br>&nbsp;<br>
+
+<a name=get_volume><font size=+2><b>get_volume
+</b></font><br><font size=+1><tt>
+Sound.get_volume() -> val
+</tt></font><ul>
+Returns the current volume for this sound object.
+The value is 0.0 to 1.0.
+</ul><br>&nbsp;<br>
+
+<a name=play><font size=+2><b>play
+</b></font><br><font size=+1><tt>
+Sound.play([loops, [maxtime]]) -> Channel
+</tt></font><ul>
+Starts playing a song on an available channel. If
+no channels are available, it will not play and
+return None. 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 total milliseconds that the sound will
+play. It defaults to forever (-1).
+
+Returns a channel object for the channel that is
+selected to play the sound.
+</ul><br>&nbsp;<br>
+
+<a name=set_volume><font size=+2><b>set_volume
+</b></font><br><font size=+1><tt>
+Sound.set_volume(val) -> None
+</tt></font><ul>
+Set the play volume for this sound. This will
+effect any channels currently playing this sound,
+along with all subsequent calls to play. The value
+is 0.0 to 1.0.
+</ul><br>&nbsp;<br>
+
+<a name=stop><font size=+2><b>stop
+</b></font><br><font size=+1><tt>
+Sound.stop() -> None
+</tt></font><ul>
+This will instantly stop all channels playing this
+sound.
+</ul><br>&nbsp;<br>
+
+
+<hr>
+
+</body></html>

docs/Surface.html

+<html>
+<title>Surface</title>
+<body bgcolor=#dddddd text=#333377 link=#7777bb vlink=#7777bb>
+
+<table border=0 width=100% cellpadding=0 cellspacing=0 bgcolor=#f5f5f5><tr valign=top>
+<td rowspan=2 width=60%><table border=0 cellpadding=5 cellspacing=0 bgcolor=#333377>
+<tr height=86 align=left><td valign=top><font color=#ffffff size=+5>
+	<a href=../>
+      <img src=mainlogo.gif width=300 height=100 alt="PyGame Logo" border=0></a></td>
+<td valign=middle><tt><font color=#dddddd><br>
+	PyGame<br>Documentation</font>
+</td></tr></table></td><td width=100% height=100% align=center valign=middle>
+
+	||&nbsp;
+	<a href=../>Home</a> &nbsp;||&nbsp;
+	<a href=index.html>Help Contents</a> &nbsp;||
+	<br>&nbsp;<br>
+
+|| <a href=CD.html>CD</a> || 
+<a href=Channel.html>Channel</a> || 
+<a href=Font.html>Font</a> || 
+<a href=Joystick.html>Joystick</a> || 
+<a href=Rect.html>Rect</a> ||<br>
+|| <a href=Sound.html>Sound</a> || 
+<a href=Surface.html>Surface</a> || 
+<a href=pygame.html>pygame</a> || 
+<a href=pygame_cdrom.html>cdrom</a> || 
+<a href=pygame_display.html>display</a> ||<br>
+|| <a href=pygame_event.html>event</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> ||<br>
+|| <a href=pygame_mixer.html>mixer</a> || 
+<a href=pygame_mouse.html>mouse</a> || 
+<a href=pygame_music.html>music</a> || 
+<a href=pygame_surfarray.html>surfarray</a> || 
+<a href=pygame_time.html>time</a> ||<br>
+
+
+</td></tr></table>
+<br>
+<h2 align=center>Surface</h2>
+Contains the Surface object.
+
+<hr>
+
+<table>
+<tr><td><a href=#blit>blit</a></td><td> -
+copy a one Surface to another.</td></tr>
+
+
+<tr><td><a href=#convert>convert</a></td><td> -
+new copy of surface with different format</td></tr>
+
+
+<tr><td><a href=#convert_alpha>convert_alpha</a></td><td> -
+new copy of surface with different format and per pixel alpha</td></tr>
+
+
+<tr><td><a href=#fill>fill</a></td><td> -
+fill areas of a Surface</td></tr>
+
+
+<tr><td><a href=#get_alpha>get_alpha</a></td><td> -
+query alpha information</td></tr>
+
+
+<tr><td><a href=#get_at>get_at</a></td><td> -
+get a pixel color</td></tr>
+
+
+<tr><td><a href=#get_bitsize>get_bitsize</a></td><td> -
+query size of pixel</td></tr>
+
+
+<tr><td><a href=#get_bytesize>get_bytesize</a></td><td> -
+query size of pixel</td></tr>
+
+
+<tr><td><a href=#get_clip>get_clip</a></td><td> -
+query the clipping area</td></tr>
+
+
+<tr><td><a href=#get_colorkey>get_colorkey</a></td><td> -
+query colorkey</td></tr>
+
+
+<tr><td><a href=#get_height>get_height</a></td><td> -
+query the surface height</td></tr>
+
+
+<tr><td><a href=#get_losses>get_losses</a></td><td> -
+get mapping losses for each colorplane</td></tr>
+
+
+<tr><td><a href=#get_masks>get_masks</a></td><td> -
+get mapping bitmasks for each colorplane</td></tr>
+
+
+<tr><td><a href=#get_palette>get_palette</a></td><td> -
+get the palette</td></tr>
+
+
+<tr><td><a href=#get_palette_at>get_palette_at</a></td><td> -
+get a palette entry</td></tr>
+
+
+<tr><td><a href=#get_rect>get_rect</a></td><td> -
+get a rectangle covering the entire surface</td></tr>
+
+
+<tr><td><a href=#get_shifts>get_shifts</a></td><td> -
+get mapping shifts for each colorplane</td></tr>
+
+
+<tr><td><a href=#get_size>get_size</a></td><td> -
+query the surface size</td></tr>
+
+
+<tr><td><a href=#get_width>get_width</a></td><td> -
+query the surface width</td></tr>
+
+
+<tr><td><a href=#lock>lock</a></td><td> -
+locks Surface for pixel access</td></tr>
+
+
+<tr><td><a href=#map_rgb>map_rgb</a></td><td> -
+convert RGB into a mapped color</td></tr>
+
+
+<tr><td><a href=#map_rgba>map_rgba</a></td><td> -
+convert RGBA into a mapped color</td></tr>
+
+
+<tr><td><a href=#mustlock>mustlock</a></td><td> -
+check if the surface needs locking</td></tr>
+
+
+<tr><td><a href=#set_alpha>set_alpha</a></td><td> -
+change alpha information</td></tr>
+
+
+<tr><td><a href=#set_at>set_at</a></td><td> -
+set pixel at given position</td></tr>
+
+
+<tr><td><a href=#set_clip>set_clip</a></td><td> -
+assign destination clipping rectangle</td></tr>
+
+
+<tr><td><a href=#set_colorkey>set_colorkey</a></td><td> -
+change colorkey information</td></tr>
+
+
+<tr><td><a href=#set_palette>set_palette</a></td><td> -
+set the palette</td></tr>
+
+
+<tr><td><a href=#set_palette_at>set_palette_at</a></td><td> -
+set a palette entry</td></tr>
+
+
+<tr><td><a href=#unlock>unlock</a></td><td> -
+locks Surface for pixel access</td></tr>
+
+
+<tr><td><a href=#unmap_rgb>unmap_rgb</a></td><td> -
+convert mapped color into RGB</td></tr>
+
+
+<tr><td><a href=#unmap_rgba>unmap_rgba</a></td><td> -
+convert mapped color into RGBA</td></tr>
+
+
+</table>
+
+<hr>
+
+<a name=blit><font size=+2><b>blit
+</b></font><br><font size=+1><tt>
+Surface.blit(source, destoffset, [srcoffset, [size]]) -> Rect
+</tt></font><ul>
+The blitting will transfer one surface to another.
+It will respect any special modes like colorkeying
+and alpha. If hardware support is available, it
+will be used. The given source is the Surface to
+copy from. The destoffset is a 2-number-sequence
+that specifies where on the destination Surface
+the blit happens. Without srcoffset and size
+supplied, the blit will copy the entire source
+surface. If you would like to copy only a portion
+of the source, use the srcoffset and size
+arguements to control what area is copied.
+
+The blit is subject to be clipped by the active
+clipping rectangle. The return value contains the
+actual area blitted.
+</ul><br>&nbsp;<br>
+
+<a name=convert><font size=+2><b>convert
+</b></font><br><font size=+1><tt>
+Surface.convert([src_surface]) -> Surface
+</tt></font><ul>
+Creates a new copy of the surface with the desired
+pixel format. Surfaces with the same pixel format
+will blit much faster than those with mixed
+formats. The pixel format of the new surface will
+match the format given as the argument. If no
+surface is given, the new surface will have the
+same pixel format as the current display.
+</ul><br>&nbsp;<br>
+
+<a name=convert_alpha><font size=+2><b>convert_alpha
+</b></font><br><font size=+1><tt>
+Surface.convert_alpha([src_surface]) -> Surface
+</tt></font><ul>
+Creates a new copy of the surface with the desired
+pixel format. The new surface will be in a format
+suited for quick blitting to the given format with
+per pixel alpha. If no surface is given, the new
+surface will be optimized for blittint to the
+current display.
+
+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.
+</ul><br>&nbsp;<br>
+
+<a name=fill><font size=+2><b>fill
+</b></font><br><font size=+1><tt>
+Surface.fill(color, [rectstyle])) -> Rect
+</tt></font><ul>
+Fills the specified area of the Surface with the
+mapped color value. If no destination rectangle is
+supplied, it will fill the entire Surface.
+
+The fill is subject to be clipped by the active
+clipping rectangle. The return value contains the
+actual area filled.
+</ul><br>&nbsp;<br>
+
+<a name=get_alpha><font size=+2><b>get_alpha
+</b></font><br><font size=+1><tt>
+Surface.get_alpha() -> alpha
+</tt></font><ul>
+Returns the current alpha value for the Surface.
+If transparency is disabled for the Surface, it
+returns None.
+</ul><br>&nbsp;<br>
+
+<a name=get_at><font size=+2><b>get_at
+</b></font><br><font size=+1><tt>
+Surface.get_at([x, y]) -> int
+</tt></font><ul>
+Returns the mapped pixel color at the coordinates
+given point.
+</ul><br>&nbsp;<br>
+
+<a name=get_bitsize><font size=+2><b>get_bitsize
+</b></font><br><font size=+1><tt>
+Surface.get_bitsize() -> int
+</tt></font><ul>
+Returns the number of bits used to represent each
+pixel. This value may not exactly fill the number
+of bytes used per pixel. For example a 15 bit
+Surface still requires a full 2 bytes.
+</ul><br>&nbsp;<br>
+
+<a name=get_bytesize><font size=+2><b>get_bytesize
+</b></font><br><font size=+1><tt>
+Surface.get_bytesize() -> int
+</tt></font><ul>
+Returns the number of bytes used to store each
+pixel.
+</ul><br>&nbsp;<br>
+
+<a name=get_clip><font size=+2><b>get_clip
+</b></font><br><font size=+1><tt>
+Surface.get_clip() -> rect
+</tt></font><ul>
+Returns the current destination clipping area
+being used by the Surface. If the clipping area is
+not set, it will return a rectangle containing the
+full Surface area.
+</ul><br>&nbsp;<br>
+
+<a name=get_colorkey><font size=+2><b>get_colorkey
+</b></font><br><font size=+1><tt>
+Surface.get_colorkey() -> color
+</tt></font><ul>
+Returns the current mapped color value being used
+for colorkeying. If colorkeying is not enabled for
+this surface, it returns None
+</ul><br>&nbsp;<br>
+
+<a name=get_height><font size=+2><b>get_height
+</b></font><br><font size=+1><tt>
+Surface.get_height() -> height
+</tt></font><ul>
+Returns the height of the Surface.
+</ul><br>&nbsp;<br>
+
+<a name=get_losses><font size=+2><b>get_losses
+</b></font><br><font size=+1><tt>
+Surface.get_losses() -> redloss, greenloss, blueloss, alphaloss
+</tt></font><ul>
+Returns the bitloss for each color plane. The loss
+is the number of bits removed for each colorplane
+from a full 8 bits of resolution. A value of 8
+usually indicates that colorplane is not used
+(like the alpha)
+</ul><br>&nbsp;<br>
+
+<a name=get_masks><font size=+2><b>get_masks
+</b></font><br><font size=+1><tt>
+Surface.get_masks() -> redmask, greenmask, bluemask, alphamask
+</tt></font><ul>
+Returns the bitmasks for each color plane. The
+bitmask is used to isolate each colorplane value
+from a mapped color value. A value of zero means
+that colorplane is not used (like alpha)
+</ul><br>&nbsp;<br>
+
+<a name=get_palette><font size=+2><b>get_palette
+</b></font><br><font size=+1><tt>
+Surface.get_palette() -> [[r, g, b], ...]
+</tt></font><ul>
+This will return the an array of all the color
+indexes in the Surface's palette.
+</ul><br>&nbsp;<br>
+
+<a name=get_palette_at><font size=+2><b>get_palette_at
+</b></font><br><font size=+1><tt>
+Surface.get_palette_at(index) -> r, g, b
+</tt></font><ul>
+This will retreive an individual color entry from
+the Surface's palette.
+</ul><br>&nbsp;<br>
+
+<a name=get_rect><font size=+2><b>get_rect
+</b></font><br><font size=+1><tt>
+Surface.get_rect() -> rect
+</tt></font><ul>
+Returns a new rectangle covering the entire surface.
+This rectangle will always start at 0, 0 with a width.
+and height the same size as the image.
+</ul><br>&nbsp;<br>
+