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Anonymous committed 9a7ee0c

full index in documentation

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 <table>
 
-The pygame documentation is broken into several parts. First there is
-the reference docs. These are automatically generated from the pygame
-sources. They have the most up to date information about each function
-and module.<br>
-<br>
-There is also the set of tutorials, which is currently slim, but in
-the process of expanding. The navigation links on the top of this page
-should be enough to get you comfortable around the site. The list of
-tutorials is offered below.<br>
+The <b>pygame documentation</b> is mainly generated automatically from the
+documentation. Each module and object in the package is broken into its
+own page in the reference documentation. The names of the objects are
+capitalized, while the regular module names are lower case.
+<br>&nbsp;<br>
+The <b>pygame documentation</b> also comes with a full set of tutorials.
+You can find links to these tutorials and other documentation files below.
+
+
 </table>
 
 <hr>
 
-<font size=+1><b>Text File Documentation</b></font><br><li><a href=fullinstall.txt>fullinstall</a> - Build instructions for building and installing pygame
-</li>
-<li><a href=init.txt>init</a> - Information about importing and initializing pygame
-</li><br>&nbsp;<br><font size=+1><b>Tutorials</b></font><br><li><a href=tut/ChimpLineByLine.html>tut/ChimpLineByLine</a> - Line by Line Descriptions of the Chimp Example
+<font size=+1><b>Text File Documentation</b></font><br><li><a href=LGPL>LGPL</a> - Gnu lesser general public license</li>
+<li><a href=fullinstall.txt>fullinstall</a> - Build instructions for building and installing pygame</li>
+<li><a href=init.txt>init</a> - Information about importing and initializing pygame</li><br>&nbsp;<br><font size=+1><b>Tutorials</b></font><br><li><a href=tut/ChimpLineByLine.html>tut/ChimpLineByLine</a> - Line by Line Descriptions of the Chimp Example
 </li>
 <li><a href=tut/DisplayModes.html>tut/DisplayModes</a> - Choosing and Configuring Display Modes
 </li>
 </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>
+<a href=ref/CD.html#eject>CD.eject</a> - ejects cdrom drive<br>
+<a href=ref/CD.html#get_busy>CD.get_busy</a> - checks if the cd is currently playing<br>
+<a href=ref/CD.html#get_current>CD.get_current</a> - get current position of the cdrom<br>
+<a href=ref/CD.html#get_empty>CD.get_empty</a> - checks for a cd in the drive<br>
+<a href=ref/CD.html#get_id>CD.get_id</a> - get device id number for drive<br>
+<a href=ref/CD.html#get_init>CD.get_init</a> - check if cd is initialized<br>
+<a href=ref/CD.html#get_name>CD.get_name</a> - query name of cdrom drive<br>
+<a href=ref/CD.html#get_numtracks>CD.get_numtracks</a> - get number of tracks on cd<br>
+<a href=ref/CD.html#get_paused>CD.get_paused</a> - checks if the cd is currently paused<br>
+<a href=ref/CD.html#get_track_audio>CD.get_track_audio</a> - check if a track has audio data<br>
+<a href=ref/CD.html#get_track_length>CD.get_track_length</a> - check the length of an audio track<br>
+<a href=ref/CD.html#get_track_start>CD.get_track_start</a> - check the start of an audio track<br>
+<a href=ref/CD.html#init>CD.init</a> - initialize a cdrom device for use<br>
+<a href=ref/CD.html#pause>CD.pause</a> - pause playing cdrom<br>
+<a href=ref/CD.html#play>CD.play</a> - play music from cdrom<br>
+<a href=ref/CD.html#quit>CD.quit</a> - uninitialize a cdrom device for use<br>
+<a href=ref/CD.html#resume>CD.resume</a> - resume paused cdrom<br>
+<a href=ref/CD.html#stop>CD.stop</a> - stops playing cdrom<br>
+<a href=ref/Channel.html#fadeout>Channel.fadeout</a> - fade out the channel<br>
+<a href=ref/Channel.html#get_busy>Channel.get_busy</a> - query state of the channel<br>
+<a href=ref/Channel.html#get_volume>Channel.get_volume</a> - query the volume for the<br>
+<a href=ref/Channel.html#pause>Channel.pause</a> - temporarily stop the channel<br>
+<a href=ref/Channel.html#play>Channel.play</a> - play a sound on this channel<br>
+<a href=ref/Channel.html#set_volume>Channel.set_volume</a> - set volume for channel<br>
+<a href=ref/Channel.html#stop>Channel.stop</a> - stop playing on the channel<br>
+<a href=ref/Channel.html#unpause>Channel.unpause</a> - restart a paused channel<br>
+<a href=ref/Font.html#get_ascent>Font.get_ascent</a> - gets the font ascent<br>
+<a href=ref/Font.html#get_bold>Font.get_bold</a> - status of the bold attribute<br>
+<a href=ref/Font.html#get_bold>Font.get_bold</a> - status of the italic attribute<br>
+<a href=ref/Font.html#get_descent>Font.get_descent</a> - gets the font descent<br>
+<a href=ref/Font.html#get_height>Font.get_height</a> - average height of font glyph<br>
+<a href=ref/Font.html#get_linesize>Font.get_linesize</a> - gets the font recommended linesize<br>
+<a href=ref/Font.html#get_underline>Font.get_underline</a> - status of the underline attribute<br>
+<a href=ref/Font.html#render>Font.render</a> - render text to a new image<br>
+<a href=ref/Font.html#set_bold>Font.set_bold</a> - assign the bold attribute<br>
+<a href=ref/Font.html#set_italic>Font.set_italic</a> - assign the italic attribute<br>
+<a href=ref/Font.html#set_underline>Font.set_underline</a> - assign the underline attribute<br>
+<a href=ref/Font.html#size>Font.size</a> - size of rendered text<br>
+<a href=ref/Joystick.html#get_axis>Joystick.get_axis</a> - get the position of a joystick axis<br>
+<a href=ref/Joystick.html#get_ball>Joystick.get_ball</a> - get the movement of a joystick trackball<br>
+<a href=ref/Joystick.html#get_button>Joystick.get_button</a> - get the position of a joystick button<br>
+<a href=ref/Joystick.html#get_hat>Joystick.get_hat</a> - get the position of a joystick hat<br>
+<a href=ref/Joystick.html#get_id>Joystick.get_id</a> - get device id number for joystick<br>
+<a href=ref/Joystick.html#get_init>Joystick.get_init</a> - check if joystick is initialized<br>
+<a href=ref/Joystick.html#get_name>Joystick.get_name</a> - query name of joystick drive<br>
+<a href=ref/Joystick.html#get_numaxes>Joystick.get_numaxes</a> - get number of axes on a joystick<br>
+<a href=ref/Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of hats on a joystick<br>
+<a href=ref/Joystick.html#get_numballs>Joystick.get_numballs</a> - get number of trackballs on a joystick<br>
+<a href=ref/Joystick.html#get_numbuttons>Joystick.get_numbuttons</a> - get number of buttons on a joystick<br>
+<a href=ref/Joystick.html#init>Joystick.init</a> - initialize a joystick device for use<br>
+<a href=ref/Joystick.html#quit>Joystick.quit</a> - uninitialize a joystick device for use<br>
+<a href=ref/Rect.html#clamp>Rect.clamp</a> - move rectangle inside another<br>
+<a href=ref/Rect.html#clip>Rect.clip</a> - rectangle cropped inside another<br>
+<a href=ref/Rect.html#collidelist>Rect.collidelist</a> - find overlapping rectangle<br>
+<a href=ref/Rect.html#collidelistall>Rect.collidelistall</a> - find all overlapping rectangles<br>
+<a href=ref/Rect.html#collidepoint>Rect.collidepoint</a> - point inside rectangle<br>
+<a href=ref/Rect.html#colliderect>Rect.colliderect</a> - check overlapping rectangles<br>
+<a href=ref/Rect.html#contains>Rect.contains</a> - check if rectangle fully inside another<br>
+<a href=ref/Rect.html#inflate>Rect.inflate</a> - new rectangle with size changed<br>
+<a href=ref/Rect.html#move>Rect.move</a> - new rectangle with position changed<br>
+<a href=ref/Rect.html#normalize>Rect.normalize</a> - corrects negative sizes<br>
+<a href=ref/Rect.html#union>Rect.union</a> - rectangle covering both input<br>
+<a href=ref/Sound.html#fadeout>Sound.fadeout</a> - fadeout all channels playing this sound<br>
+<a href=ref/Sound.html#get_num_channels>Sound.get_num_channels</a> - number of channels with sound<br>
+<a href=ref/Sound.html#get_volume>Sound.get_volume</a> - query volume for sound<br>
+<a href=ref/Sound.html#play>Sound.play</a> - play sound<br>
+<a href=ref/Sound.html#set_volume>Sound.set_volume</a> - change volume for sound<br>
+<a href=ref/Sound.html#stop>Sound.stop</a> - stop all channels playing this sound<br>
+<a href=ref/Surface.html#blit>Surface.blit</a> - copy a one Surface to another.<br>
+<a href=ref/Surface.html#convert>Surface.convert</a> - new copy of surface with different format<br>
+<a href=ref/Surface.html#convert_alpha>Surface.convert_alpha</a> - new copy of surface with different format and per pixel alpha<br>
+<a href=ref/Surface.html#fill>Surface.fill</a> - fill areas of a Surface<br>
+<a href=ref/Surface.html#get_alpha>Surface.get_alpha</a> - query alpha information<br>
+<a href=ref/Surface.html#get_at>Surface.get_at</a> - get a pixel color<br>
+<a href=ref/Surface.html#get_bitsize>Surface.get_bitsize</a> - query size of pixel<br>
+<a href=ref/Surface.html#get_bytesize>Surface.get_bytesize</a> - query size of pixel<br>
+<a href=ref/Surface.html#get_clip>Surface.get_clip</a> - query the clipping area<br>
+<a href=ref/Surface.html#get_colorkey>Surface.get_colorkey</a> - query colorkey<br>
+<a href=ref/Surface.html#get_flags>Surface.get_flags</a> - query the surface width<br>
+<a href=ref/Surface.html#get_height>Surface.get_height</a> - query the surface height<br>
+<a href=ref/Surface.html#get_locked>Surface.get_locked</a> - check if the surface needs locking<br>
+<a href=ref/Surface.html#get_losses>Surface.get_losses</a> - get mapping losses for each colorplane<br>
+<a href=ref/Surface.html#get_masks>Surface.get_masks</a> - get mapping bitmasks for each colorplane<br>
+<a href=ref/Surface.html#get_palette>Surface.get_palette</a> - get the palette<br>
+<a href=ref/Surface.html#get_palette_at>Surface.get_palette_at</a> - get a palette entry<br>
+<a href=ref/Surface.html#get_pitch>Surface.get_pitch</a> - query the surface pitch<br>
+<a href=ref/Surface.html#get_rect>Surface.get_rect</a> - get a rectangle covering the entire surface<br>
+<a href=ref/Surface.html#get_shifts>Surface.get_shifts</a> - alphashift<br>
+<a href=ref/Surface.html#get_size>Surface.get_size</a> - query the surface size<br>
+<a href=ref/Surface.html#get_width>Surface.get_width</a> - query the surface width<br>
+<a href=ref/Surface.html#lock>Surface.lock</a> - locks Surface for pixel access<br>
+<a href=ref/Surface.html#map_rgb>Surface.map_rgb</a> - convert RGB into a mapped color<br>
+<a href=ref/Surface.html#mustlock>Surface.mustlock</a> - check if the surface needs locking<br>
+<a href=ref/Surface.html#save>Surface.save</a> - save surface as BMP data<br>
+<a href=ref/Surface.html#set_alpha>Surface.set_alpha</a> - change alpha information<br>
+<a href=ref/Surface.html#set_at>Surface.set_at</a> - set pixel at given position<br>
+<a href=ref/Surface.html#set_clip>Surface.set_clip</a> - assign destination clipping rectangle<br>
+<a href=ref/Surface.html#set_colorkey>Surface.set_colorkey</a> - change colorkey information<br>
+<a href=ref/Surface.html#set_palette>Surface.set_palette</a> - set the palette<br>
+<a href=ref/Surface.html#set_palette_at>Surface.set_palette_at</a> - set a palette entry<br>
+<a href=ref/Surface.html#subsurface>Surface.subsurface</a> - create a new surface that shares pixel data<br>
+<a href=ref/Surface.html#unlock>Surface.unlock</a> - locks Surface for pixel access<br>
+<a href=ref/Surface.html#unmap_rgb>Surface.unmap_rgb</a> - convert mapped color into RGB<br>
+<a href=ref/pygame.html#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_UserRect.html#UserRect>pygame.UserRect.UserRect</a> - Python class for the pygame Rect type<br>
+<a href=ref/pygame_cdrom.html#CD>pygame.cdrom.CD</a> - create new CD object<br>
+<a href=ref/pygame_cdrom.html#get_count>pygame.cdrom.get_count</a> - query number of cdroms on system<br>
+<a href=ref/pygame_cdrom.html#get_init>pygame.cdrom.get_init</a> - query init of cdrom module<br>
+<a href=ref/pygame_cdrom.html#init>pygame.cdrom.init</a> - initialize the cdrom subsystem<br>
+<a href=ref/pygame_cdrom.html#quit>pygame.cdrom.quit</a> - uninitialize the cdrom subsystem<br>
+<a href=ref/pygame_constants.html#display >pygame.constants.display </a> - The following constants are used by the display module and Surfaces<br>
+<a href=ref/pygame_constants.html#events >pygame.constants.events </a> - These constants define the various event types<br>
+<a href=ref/pygame_constants.html#keyboard >pygame.constants.keyboard </a> - These constants represent the keys on the keyboard.<br>
+<a href=ref/pygame_constants.html#modifiers >pygame.constants.modifiers </a> - These constants represent the modifier keys on the keyboard.<br>
+<a href=ref/pygame_constants.html#zdepracated >pygame.constants.zdepracated </a> - The following constants are made available, but generally not needed<br>
+<a href=ref/pygame_cursors.html#compile>pygame.cursors.compile</a> - compile cursor strings into cursor data<br>
+<a href=ref/pygame_cursors.html#load_xbm>pygame.cursors.load_xbm</a> - reads a pair of XBM files into set_cursor arguments<br>
+<a href=ref/pygame_display.html#Info>pygame.display.Info</a> - get display capabilities and settings<br>
+<a href=ref/pygame_display.html#flip>pygame.display.flip</a> - update the display<br>
+<a href=ref/pygame_display.html#get_active>pygame.display.get_active</a> - get state of display mode<br>
+<a href=ref/pygame_display.html#get_caption>pygame.display.get_caption</a> - get the current title of the window<br>
+<a href=ref/pygame_display.html#get_driver>pygame.display.get_driver</a> - get the current sdl video driver<br>
+<a href=ref/pygame_display.html#get_init>pygame.display.get_init</a> - get status of display module initialization<br>
+<a href=ref/pygame_display.html#get_surface>pygame.display.get_surface</a> - get current display surface<br>
+<a href=ref/pygame_display.html#iconify>pygame.display.iconify</a> - minimize the display window<br>
+<a href=ref/pygame_display.html#init>pygame.display.init</a> - initialize the display module<br>
+<a href=ref/pygame_display.html#list_modes>pygame.display.list_modes</a> - query all resolutions for requested mode<br>
+<a href=ref/pygame_display.html#mode_ok>pygame.display.mode_ok</a> - query a specific display mode<br>
+<a href=ref/pygame_display.html#quit>pygame.display.quit</a> - uninitialize the display module<br>
+<a href=ref/pygame_display.html#set_caption>pygame.display.set_caption</a> - changes the title of the window<br>
+<a href=ref/pygame_display.html#set_gamma>pygame.display.set_gamma</a> - change the brightness of the display<br>
+<a href=ref/pygame_display.html#set_mode>pygame.display.set_mode</a> - set the display mode<br>
+<a href=ref/pygame_display.html#toggle_fullscreen>pygame.display.toggle_fullscreen</a> - switch the display fullscreen mode<br>
+<a href=ref/pygame_display.html#update>pygame.display.update</a> - update an area of the display<br>
+<a href=ref/pygame_draw.html#line>pygame.draw.line</a> - draw a line on a surface<br>
+<a href=ref/pygame_draw.html#lines>pygame.draw.lines</a> - draw multiple connected lines on a surface<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#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>
+<a href=ref/pygame_event.html#pump>pygame.event.pump</a> - update the internal messages<br>
+<a href=ref/pygame_event.html#set_allowed>pygame.event.set_allowed</a> - allows certain events onto the queue<br>
+<a href=ref/pygame_event.html#set_blocked>pygame.event.set_blocked</a> - blocks certain events from the queue<br>
+<a href=ref/pygame_event.html#set_grab>pygame.event.set_grab</a> - grab all input events<br>
+<a href=ref/pygame_event.html#wait>pygame.event.wait</a> - wait for an event<br>
+<a href=ref/pygame_font.html#Font>pygame.font.Font</a> - create a new font object<br>
+<a href=ref/pygame_font.html#get_init>pygame.font.get_init</a> - get status of font module initialization<br>
+<a href=ref/pygame_font.html#init>pygame.font.init</a> - initialize the display module<br>
+<a href=ref/pygame_font.html#quit>pygame.font.quit</a> - uninitialize the font module<br>
+<a href=ref/pygame_image.html#load>pygame.image.load</a> - load an image to a new Surface<br>
+<a href=ref/pygame_joystick.html#Joystick>pygame.joystick.Joystick</a> - create new joystick object<br>
+<a href=ref/pygame_joystick.html#get_count>pygame.joystick.get_count</a> - query number of joysticks on system<br>
+<a href=ref/pygame_joystick.html#get_init>pygame.joystick.get_init</a> - query initialization of joystick module<br>
+<a href=ref/pygame_joystick.html#init>pygame.joystick.init</a> - initialize joystick module<br>
+<a href=ref/pygame_joystick.html#quit>pygame.joystick.quit</a> - uninitialize joystick module<br>
+<a href=ref/pygame_key.html#get_focused>pygame.key.get_focused</a> - state of keyboard focus<br>
+<a href=ref/pygame_key.html#get_mods>pygame.key.get_mods</a> - get current state of modifier keys<br>
+<a href=ref/pygame_key.html#get_pressed>pygame.key.get_pressed</a> - get the pressed state for all keys<br>
+<a href=ref/pygame_key.html#name>pygame.key.name</a> - get the name of a key<br>
+<a href=ref/pygame_key.html#set_mods>pygame.key.set_mods</a> - set the state of the modifier keys<br>
+<a href=ref/pygame_key.html#set_repeat>pygame.key.set_repeat</a> - change the keyboard repeat<br>
+<a href=ref/pygame_mixer.html#Channel>pygame.mixer.Channel</a> - get channel object<br>
+<a href=ref/pygame_mixer.html#Sound>pygame.mixer.Sound</a> - load a new soundfile<br>
+<a href=ref/pygame_mixer.html#fadeout>pygame.mixer.fadeout</a> - fadeout all channels<br>
+<a href=ref/pygame_mixer.html#find_channel>pygame.mixer.find_channel</a> - find an available sound channel<br>
+<a href=ref/pygame_mixer.html#get_busy>pygame.mixer.get_busy</a> - query busy channels<br>
+<a href=ref/pygame_mixer.html#get_init>pygame.mixer.get_init</a> - query initialization for the mixer<br>
+<a href=ref/pygame_mixer.html#get_num_channels>pygame.mixer.get_num_channels</a> - query the number of channels<br>
+<a href=ref/pygame_mixer.html#init>pygame.mixer.init</a> - initialize mixer module<br>
+<a href=ref/pygame_mixer.html#pause>pygame.mixer.pause</a> - pause all channels<br>
+<a href=ref/pygame_mixer.html#pre_init>pygame.mixer.pre_init</a> - presets the init default values<br>
+<a href=ref/pygame_mixer.html#quit>pygame.mixer.quit</a> - unitializes the mixer<br>
+<a href=ref/pygame_mixer.html#set_num_channels>pygame.mixer.set_num_channels</a> - sets the number of available channels<br>
+<a href=ref/pygame_mixer.html#set_reserved>pygame.mixer.set_reserved</a> - reserves first given channels<br>
+<a href=ref/pygame_mixer.html#stop>pygame.mixer.stop</a> - stop all channels<br>
+<a href=ref/pygame_mixer.html#unpause>pygame.mixer.unpause</a> - restart any pause channels<br>
+<a href=ref/pygame_mixer_music.html#fadeout>pygame.mixer.music.fadeout</a> - fadeout current music<br>
+<a href=ref/pygame_mixer_music.html#get_busy>pygame.mixer.music.get_busy</a> - query state of the music<br>
+<a href=ref/pygame_mixer_music.html#get_endevent>pygame.mixer.music.get_endevent</a> - query the current music finished event<br>
+<a href=ref/pygame_mixer_music.html#get_volume>pygame.mixer.music.get_volume</a> - query music volume<br>
+<a href=ref/pygame_mixer_music.html#load>pygame.mixer.music.load</a> - load current music<br>
+<a href=ref/pygame_mixer_music.html#pause>pygame.mixer.music.pause</a> - pause the playing music<br>
+<a href=ref/pygame_mixer_music.html#play>pygame.mixer.music.play</a> - play the current loaded music<br>
+<a href=ref/pygame_mixer_music.html#rewind>pygame.mixer.music.rewind</a> - restarts music<br>
+<a href=ref/pygame_mixer_music.html#set_endevent>pygame.mixer.music.set_endevent</a> - sets music finished event<br>
+<a href=ref/pygame_mixer_music.html#set_volume>pygame.mixer.music.set_volume</a> - set music volume<br>
+<a href=ref/pygame_mixer_music.html#stop>pygame.mixer.music.stop</a> - stop the playing music<br>
+<a href=ref/pygame_mixer_music.html#unpause>pygame.mixer.music.unpause</a> - restarts the paused music<br>
+<a href=ref/pygame_mouse.html#get_cursor>pygame.mouse.get_cursor</a> - get mouse cursor data<br>
+<a href=ref/pygame_mouse.html#get_focused>pygame.mouse.get_focused</a> - state of mouse input focus<br>
+<a href=ref/pygame_mouse.html#get_pos>pygame.mouse.get_pos</a> - gets the cursor position<br>
+<a href=ref/pygame_mouse.html#get_pressed>pygame.mouse.get_pressed</a> - state of the mouse buttons<br>
+<a href=ref/pygame_mouse.html#get_rel>pygame.mouse.get_rel</a> - gets the movement of the mouse<br>
+<a href=ref/pygame_mouse.html#set_cursor>pygame.mouse.set_cursor</a> - state of shape of the mouse cursor<br>
+<a href=ref/pygame_mouse.html#set_pos>pygame.mouse.set_pos</a> - moves the cursor position<br>
+<a href=ref/pygame_mouse.html#set_visible>pygame.mouse.set_visible</a> - show or hide the mouse cursor<br>
+<a href=ref/pygame_surfarray.html#array2d>pygame.surfarray.array2d</a> - get a 2d array copied from a surface<br>
+<a href=ref/pygame_surfarray.html#array3d>pygame.surfarray.array3d</a> - get a 3d array copied from a surface<br>
+<a href=ref/pygame_surfarray.html#array_alpha>pygame.surfarray.array_alpha</a> - get an array with a surface pixel alpha values<br>
+<a href=ref/pygame_surfarray.html#array_colorkey>pygame.surfarray.array_colorkey</a> - get an array with a surface colorkey values<br>
+<a href=ref/pygame_surfarray.html#blit_array>pygame.surfarray.blit_array</a> - quickly transfer an array to a Surface<br>
+<a href=ref/pygame_surfarray.html#map_array>pygame.surfarray.map_array</a> - map an array with RGB values into mapped colors<br>
+<a href=ref/pygame_surfarray.html#pixels2d>pygame.surfarray.pixels2d</a> - get a 2d reference array to a surface<br>
+<a href=ref/pygame_surfarray.html#pixels3d>pygame.surfarray.pixels3d</a> - get a 3d reference array to a surface<br>
+<a href=ref/pygame_surfarray.html#pixels_alpha>pygame.surfarray.pixels_alpha</a> - get a reference array to a surface alpha data<br>
+<a href=ref/pygame_time.html#delay>pygame.time.delay</a> - delay for a number of milliseconds<br>
+<a href=ref/pygame_time.html#get_ticks>pygame.time.get_ticks</a> - milliseconds since startup<br>
+<a href=ref/pygame_time.html#set_timer>pygame.time.set_timer</a> - control timer events<br>
+<a href=ref/pygame_version.html#ver>pygame.version.ver</a> - The current pygame version info<br>
 <!--ENDINDEX-->
 </ul>
 

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>']
+INDEXTEMPLATE = ['<a href=ref/{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"
 
 
 mainindex_desc = """
-The pygame documentation is broken into several parts. First there is
-the reference docs. These are automatically generated from the pygame
-sources. They have the most up to date information about each function
-and module.<br>
-<br>
-There is also the set of tutorials, which is currently slim, but in
-the process of expanding. The navigation links on the top of this page
-should be enough to get you comfortable around the site. The list of
-tutorials is offered below.<br>"""
+The <b>pygame documentation</b> is mainly generated automatically from the
+documentation. Each module and object in the package is broken into its
+own page in the reference documentation. The names of the objects are
+capitalized, while the regular module names are lower case.
+<br>&nbsp;<br>
+The <b>pygame documentation</b> also comes with a full set of tutorials.
+You can find links to these tutorials and other documentation files below.
+
+"""
 
 
 
     fileline = '<li><a href=%s>%s</a> - %s</li>'
     texthead = '<font size=+1><b>Text File Documentation</b></font><br>'
     tuthead = '<font size=+1><b>Tutorials</b></font><br>'
-    texts1 = glob.glob('../*.txt')
+    texts1 = glob.glob('../*.txt') + ['../LGPL']
     texts1.sort()
     texts2 = [os.path.split(x)[1] for x in texts1]
     texts3 = [os.path.splitext(x)[0] for x in texts2]
-    texts4 = [open(x).readline() for x in texts1]
+    texts4 = [open(x).readline().strip().capitalize() for x in texts1]
     texts = [fileline%x for x in zip(texts2, texts3, texts4)]
     finaltext = texthead + '\n'.join(texts)
     tuts1 =  glob.glob('../tut/*.html')
 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 = []