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Lenard Lindstrom committed c777771

Improve tokenizer in makeref.py so markup is more correctly applied. Remove descr descriptions from index links. Improve look of indexes and link descriptions.

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docs/ref/camera.html

 <big><b>pygame.camera</big></b><br><ul>
   <i>pygame module for camera use</i><br>
 <ul><small><table>
-  <tr><td><a href="camera.html#pygame.camera.colorspace">pygame.camera.colorspace</a> - <font size=-1>Surface colorspace conversion</font></td><td>Surface colorspace conversion</td></tr>
-  <tr><td><a href="camera.html#pygame.camera.list_cameras">pygame.camera.list_cameras</a> - <font size=-1>returns a list of available cameras</font></td><td>returns a list of available cameras</td></tr>
-  <tr><td><a href="camera.html#pygame.camera.Camera">pygame.camera.Camera</a> - <font size=-1>load a camera</font></td><td>load a camera</td></tr>
+  <tr><td><a href="camera.html#pygame.camera.colorspace">pygame.camera.colorspace</a></td><td> &mdash; Surface colorspace conversion</td></tr>
+  <tr><td><a href="camera.html#pygame.camera.list_cameras">pygame.camera.list_cameras</a></td><td> &mdash; returns a list of available cameras</td></tr>
+  <tr><td><a href="camera.html#pygame.camera.Camera">pygame.camera.Camera</a></td><td> &mdash; load a camera</td></tr>
 </table></small></ul>
 <p>Pygame currently supports only Linux and v4l2 cameras. </p>
-<p><tt>EXPERIMENTAL!:</tt> This api may change or disappear in later pygame releases. If you use this, your code will very likely break with the next pygame release. </p>
+<p>EXPERIMENTAL!: This api may change or disappear in later pygame releases. If you use this, your code will very likely break with the next pygame release. </p>
 <p>The Bayer to <tt>RGB</tt> function is based on: </p>
 <pre> Sonix SN9C101 based webcam basic I/F routines
  Copyright (C) 2004 Takafumi Mizuno <taka-qce@ls-a.jp>
  LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
  OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
  SUCH DAMAGE.
-</pre><p>New in pygame <tt>1.9.0</tt>. </p>
+</pre><p>New in pygame 1.9.0. </p>
 <!--COMMENTS:pygame.camera--> &nbsp;<br> 
 
 
 <big><b>pygame.camera.colorspace</big></b><br><ul>
   <i>Surface colorspace conversion</i><br>
   <tt>pygame.camera.colorspace(Surface, format, DestSurface = None): return Surface</tt><br>
-<p>Allows for conversion from <tt>"RGB"</tt> to a destination colorspace of <tt>"HSV"</tt> or <tt>"YUV"</tt>. The source and destination surfaces must be the same size and pixel depth. This is useful for computer vision on devices with limited processing power. Capture as small of an image as possible, <tt>transform.scale()</tt> it even smaller, and then convert the colorspace to <tt>YUV</tt> or <tt>HSV</tt> before doing any processing on it. </p>
+<p>Allows for conversion from "RGB" to a destination colorspace of "HSV" or "YUV". The source and destination surfaces must be the same size and pixel depth. This is useful for computer vision on devices with limited processing power. Capture as small of an image as possible, <tt>transform.scale()</tt> it even smaller, and then convert the colorspace to <tt>YUV</tt> or <tt>HSV</tt> before doing any processing on it. </p>
 <!--COMMENTS:pygame.camera.colorspace--> &nbsp;<br> 
 <br></ul>
 
   <i>load a camera</i><br>
   <tt>pygame.camera.Camera(device, (width, height), format): return Camera</tt><br>
 <ul><small><table>
-  <tr><td><a href="camera.html#Camera.start">Camera.start</a> - <font size=-1>opens, initializes, and starts capturing</font></td><td>opens, initializes, and starts capturing</td></tr>
-  <tr><td><a href="camera.html#Camera.stop">Camera.stop</a> - <font size=-1>stops, uninitializes, and closes the camera</font></td><td>stops, uninitializes, and closes the camera</td></tr>
-  <tr><td><a href="camera.html#Camera.get_controls">Camera.get_controls</a> - <font size=-1>gets current values of user controls</font></td><td>gets current values of user controls</td></tr>
-  <tr><td><a href="camera.html#Camera.set_controls">Camera.set_controls</a> - <font size=-1>changes camera settings if supported by the camera</font></td><td>changes camera settings if supported by the camera</td></tr>
-  <tr><td><a href="camera.html#Camera.get_size">Camera.get_size</a> - <font size=-1>returns the dimensions of the images being recorded</font></td><td>returns the dimensions of the images being recorded</td></tr>
-  <tr><td><a href="camera.html#Camera.query_image">Camera.query_image</a> - <font size=-1>checks if a frame is ready</font></td><td>checks if a frame is ready</td></tr>
-  <tr><td><a href="camera.html#Camera.get_image">Camera.get_image</a> - <font size=-1>captures an image as a Surface</font></td><td>captures an image as a Surface</td></tr>
-  <tr><td><a href="camera.html#Camera.get_raw">Camera.get_raw</a> - <font size=-1>returns an unmodified image as a string</font></td><td>returns an unmodified image as a string</td></tr>
+  <tr><td><a href="camera.html#Camera.start">Camera.start</a></td><td> &mdash; opens, initializes, and starts capturing</td></tr>
+  <tr><td><a href="camera.html#Camera.stop">Camera.stop</a></td><td> &mdash; stops, uninitializes, and closes the camera</td></tr>
+  <tr><td><a href="camera.html#Camera.get_controls">Camera.get_controls</a></td><td> &mdash; gets current values of user controls</td></tr>
+  <tr><td><a href="camera.html#Camera.set_controls">Camera.set_controls</a></td><td> &mdash; changes camera settings if supported by the camera</td></tr>
+  <tr><td><a href="camera.html#Camera.get_size">Camera.get_size</a></td><td> &mdash; returns the dimensions of the images being recorded</td></tr>
+  <tr><td><a href="camera.html#Camera.query_image">Camera.query_image</a></td><td> &mdash; checks if a frame is ready</td></tr>
+  <tr><td><a href="camera.html#Camera.get_image">Camera.get_image</a></td><td> &mdash; captures an image as a Surface</td></tr>
+  <tr><td><a href="camera.html#Camera.get_raw">Camera.get_raw</a></td><td> &mdash; returns an unmodified image as a string</td></tr>
 </table></small></ul>
 <p>Loads a v4l2 camera. The device is typically something like "/dev/video0". Default width and height are 640 by 480. Format is the desired colorspace of the output. This is useful for computer vision purposes. The default is <tt>RGB</tt>. The following are supported: </p>
 <ul>
 <big><b>Camera.query_image</big></b><br><ul>
   <i>checks if a frame is ready</i><br>
   <tt>Camera.query_image(): return bool</tt><br>
-<p>If an image is ready to get, it returns true. Otherwise it returns false. Note that some webcams will always return False and will only queue a frame when called with a blocking function like get_image(). This is useful to separate the framerate of the game from that of the camera without having to use threading. </p>
+<p>If an image is ready to get, it returns true. Otherwise it returns false. Note that some webcams will always return False and will only queue a frame when called with a blocking function like <tt>get_image()</tt>. This is useful to separate the framerate of the game from that of the camera without having to use threading. </p>
 <!--COMMENTS:Camera.query_image--> &nbsp;<br> 
 <br></ul>
 

docs/ref/cdrom.html

 <big><b>pygame.cdrom</big></b><br><ul>
   <i>pygame module for audio cdrom control</i><br>
 <ul><small><table>
-  <tr><td><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a> - <font size=-1>initialize the cdrom module</font></td><td>initialize the cdrom module</td></tr>
-  <tr><td><a href="cdrom.html#pygame.cdrom.quit">pygame.cdrom.quit</a> - <font size=-1>uninitialize the cdrom module</font></td><td>uninitialize the cdrom module</td></tr>
-  <tr><td><a href="cdrom.html#pygame.cdrom.get_init">pygame.cdrom.get_init</a> - <font size=-1>true if the cdrom module is initialized</font></td><td>true if the cdrom module is initialized</td></tr>
-  <tr><td><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a> - <font size=-1>number of cd drives on the system</font></td><td>number of cd drives on the system</td></tr>
-  <tr><td><a href="cdrom.html#pygame.cdrom.CD">pygame.cdrom.CD</a> - <font size=-1>class to manage a cdrom drive</font></td><td>class to manage a cdrom drive</td></tr>
+  <tr><td><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a></td><td> &mdash; initialize the cdrom module</td></tr>
+  <tr><td><a href="cdrom.html#pygame.cdrom.quit">pygame.cdrom.quit</a></td><td> &mdash; uninitialize the cdrom module</td></tr>
+  <tr><td><a href="cdrom.html#pygame.cdrom.get_init">pygame.cdrom.get_init</a></td><td> &mdash; true if the cdrom module is initialized</td></tr>
+  <tr><td><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a></td><td> &mdash; number of cd drives on the system</td></tr>
+  <tr><td><a href="cdrom.html#pygame.cdrom.CD">pygame.cdrom.CD</a></td><td> &mdash; class to manage a cdrom drive</td></tr>
 </table></small></ul>
 <p>The cdrom module manages the <tt>CD</tt> and <tt>DVD</tt> drives on a computer. It can also control the playback of audio cd's. This module needs to be initialized before it can do anything. Each <tt>CD</tt> object you create represents a cdrom drive and must also be initialized individually before it can do most things. </p>
 <!--COMMENTS:pygame.cdrom--> &nbsp;<br> 
 <big><b>pygame.cdrom.init</big></b><br><ul>
   <i>initialize the cdrom module</i><br>
   <tt>pygame.cdrom.init(): return None</tt><br>
-<p>Initialize the cdrom module. This will scan the system for all <tt>CD</tt> devices. The module must be initialized before any other functions will work. This automatically happens when you call <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt>. </p>
+<p>Initialize the cdrom module. This will scan the system for all <tt>CD</tt> devices. The module must be initialized before any other functions will work. This automatically happens when you call <tt><a href="pygame.html#pygame.init">pygame.init</a></tt>&nbsp;&ndash;<font size=-1>initialize all imported pygame modules</font>. </p>
 <p>It is safe to call this function more than once. </p>
 <!--COMMENTS:pygame.cdrom.init--> &nbsp;<br> 
 <br></ul>
 <big><b>pygame.cdrom.get_init</big></b><br><ul>
   <i>true if the cdrom module is initialized</i><br>
   <tt>pygame.cdrom.get_init(): return bool</tt><br>
-<p>Test if the cdrom module is initialized or not. This is different than the <tt><a href="cdrom.html#CD.init">CD.init</a> - <font size=-1>initialize a cdrom drive for use</font></tt> since each drive must also be initialized individually. </p>
+<p>Test if the cdrom module is initialized or not. This is different than the <tt><a href="cdrom.html#CD.init">CD.init</a></tt>&nbsp;&ndash;<font size=-1>initialize a cdrom drive for use</font>&ndash; since each drive must also be initialized individually. </p>
 <!--COMMENTS:pygame.cdrom.get_init--> &nbsp;<br> 
 <br></ul>
 
   <i>class to manage a cdrom drive</i><br>
   <tt>pygame.cdrom.CD(id): return CD</tt><br>
 <ul><small><table>
-  <tr><td><a href="cdrom.html#CD.init">CD.init</a> - <font size=-1>initialize a cdrom drive for use</font></td><td>initialize a cdrom drive for use</td></tr>
-  <tr><td><a href="cdrom.html#CD.quit">CD.quit</a> - <font size=-1>uninitialize a cdrom drive for use</font></td><td>uninitialize a cdrom drive for use</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_init">CD.get_init</a> - <font size=-1>true if this cd device initialized</font></td><td>true if this cd device initialized</td></tr>
-  <tr><td><a href="cdrom.html#CD.play">CD.play</a> - <font size=-1>start playing audio</font></td><td>start playing audio</td></tr>
-  <tr><td><a href="cdrom.html#CD.stop">CD.stop</a> - <font size=-1>stop audio playback</font></td><td>stop audio playback</td></tr>
-  <tr><td><a href="cdrom.html#CD.pause">CD.pause</a> - <font size=-1>temporarily stop audio playback</font></td><td>temporarily stop audio playback</td></tr>
-  <tr><td><a href="cdrom.html#CD.resume">CD.resume</a> - <font size=-1>unpause audio playback</font></td><td>unpause audio playback</td></tr>
-  <tr><td><a href="cdrom.html#CD.eject">CD.eject</a> - <font size=-1>eject or open the cdrom drive</font></td><td>eject or open the cdrom drive</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_id">CD.get_id</a> - <font size=-1>the index of the cdrom drive</font></td><td>the index of the cdrom drive</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_name">CD.get_name</a> - <font size=-1>the system name of the cdrom drive</font></td><td>the system name of the cdrom drive</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_busy">CD.get_busy</a> - <font size=-1>true if the drive is playing audio</font></td><td>true if the drive is playing audio</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_paused">CD.get_paused</a> - <font size=-1>true if the drive is paused</font></td><td>true if the drive is paused</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_current">CD.get_current</a> - <font size=-1>the current audio playback position</font></td><td>the current audio playback position</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>False if a cdrom is in the drive</font></td><td>False if a cdrom is in the drive</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> - <font size=-1>the number of tracks on the cdrom</font></td><td>the number of tracks on the cdrom</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> - <font size=-1>true if the cdrom track has audio data</font></td><td>true if the cdrom track has audio data</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></td><td>get all track information</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_track_start">CD.get_track_start</a> - <font size=-1>start time of a cdrom track</font></td><td>start time of a cdrom track</td></tr>
-  <tr><td><a href="cdrom.html#CD.get_track_length">CD.get_track_length</a> - <font size=-1>length of a cdrom track</font></td><td>length of a cdrom track</td></tr>
+  <tr><td><a href="cdrom.html#CD.init">CD.init</a></td><td> &mdash; initialize a cdrom drive for use</td></tr>
+  <tr><td><a href="cdrom.html#CD.quit">CD.quit</a></td><td> &mdash; uninitialize a cdrom drive for use</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_init">CD.get_init</a></td><td> &mdash; true if this cd device initialized</td></tr>
+  <tr><td><a href="cdrom.html#CD.play">CD.play</a></td><td> &mdash; start playing audio</td></tr>
+  <tr><td><a href="cdrom.html#CD.stop">CD.stop</a></td><td> &mdash; stop audio playback</td></tr>
+  <tr><td><a href="cdrom.html#CD.pause">CD.pause</a></td><td> &mdash; temporarily stop audio playback</td></tr>
+  <tr><td><a href="cdrom.html#CD.resume">CD.resume</a></td><td> &mdash; unpause audio playback</td></tr>
+  <tr><td><a href="cdrom.html#CD.eject">CD.eject</a></td><td> &mdash; eject or open the cdrom drive</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_id">CD.get_id</a></td><td> &mdash; the index of the cdrom drive</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_name">CD.get_name</a></td><td> &mdash; the system name of the cdrom drive</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_busy">CD.get_busy</a></td><td> &mdash; true if the drive is playing audio</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_paused">CD.get_paused</a></td><td> &mdash; true if the drive is paused</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_current">CD.get_current</a></td><td> &mdash; the current audio playback position</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_empty">CD.get_empty</a></td><td> &mdash; False if a cdrom is in the drive</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a></td><td> &mdash; the number of tracks on the cdrom</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a></td><td> &mdash; true if the cdrom track has audio data</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_all">CD.get_all</a></td><td> &mdash; get all track information</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_track_start">CD.get_track_start</a></td><td> &mdash; start time of a cdrom track</td></tr>
+  <tr><td><a href="cdrom.html#CD.get_track_length">CD.get_track_length</a></td><td> &mdash; length of a cdrom track</td></tr>
 </table></small></ul>
-<p>You can create a <tt>CD</tt> object for each cdrom on the system. Use <tt><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a> - <font size=-1>number of cd drives on the system</font></tt> to determine how many drives actually exist. The id argument is an integer of the drive, starting at zero. </p>
-<p>The <tt>CD</tt> object is not initialized, you can only call <tt><a href="cdrom.html#CD.get_id">CD.get_id</a> - <font size=-1>the index of the cdrom drive</font></tt> and <tt><a href="cdrom.html#CD.get_name">CD.get_name</a> - <font size=-1>the system name of the cdrom drive</font></tt> on an uninitialized drive. </p>
+<p>You can create a <tt>CD</tt> object for each cdrom on the system. Use <tt><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a></tt>&nbsp;&ndash;<font size=-1>number of cd drives on the system</font>&ndash; to determine how many drives actually exist. The id argument is an integer of the drive, starting at zero. </p>
+<p>The <tt>CD</tt> object is not initialized, you can only call <tt><a href="cdrom.html#CD.get_id">CD.get_id</a></tt>&nbsp;&ndash;<font size=-1>the index of the cdrom drive</font>&ndash; and <tt><a href="cdrom.html#CD.get_name">CD.get_name</a></tt>&nbsp;&ndash;<font size=-1>the system name of the cdrom drive</font>&ndash; on an uninitialized drive. </p>
 <p>It is safe to create multiple <tt>CD</tt> objects for the same drive, they will all cooperate normally. </p>
 <!--COMMENTS:pygame.cdrom.CD--> &nbsp;<br> 
 
   <i>initialize a cdrom drive for use</i><br>
   <tt>CD.init(): return None</tt><br>
 <p>Initialize the cdrom drive for use. The drive must be initialized for most <tt>CD</tt> methods to work. Even if the rest of pygame has been initialized. </p>
-<p>There may be a brief pause while the drive is initialized. Avoid <tt><a href="cdrom.html#CD.init">CD.init</a> - <font size=-1>initialize a cdrom drive for use</font></tt> if the program should not stop for a second or two. </p>
+<p>There may be a brief pause while the drive is initialized. Avoid <tt><a href="cdrom.html#CD.init">CD.init</a></tt>&nbsp;&ndash;<font size=-1>initialize a cdrom drive for use</font>&ndash; if the program should not stop for a second or two. </p>
 <!--COMMENTS:CD.init--> &nbsp;<br> 
 <br></ul>
 
 <big><b>CD.get_init</big></b><br><ul>
   <i>true if this cd device initialized</i><br>
   <tt>CD.get_init(): return bool</tt><br>
-<p>Test if this <tt>CDROM</tt> device is initialized. This is different than the <tt><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a> - <font size=-1>initialize the cdrom module</font></tt> since each drive must also be initialized individually. </p>
+<p>Test if this <tt>CDROM</tt> device is initialized. This is different than the <tt><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a></tt>&nbsp;&ndash;<font size=-1>initialize the cdrom module</font>&ndash; since each drive must also be initialized individually. </p>
 <!--COMMENTS:CD.get_init--> &nbsp;<br> 
 <br></ul>
 
   <tt>CD.play(track, start=None, end=None): return None</tt><br>
 <p>Playback audio from an audio cdrom in the drive. Besides the track number argument, you can also pass a starting and ending time for playback. The start and end time are in seconds, and can limit the section of an audio track played. </p>
 <p>If you pass a start time but no end, the audio will play to the end of the track. If you pass a start time and 'None' for the end time, the audio will play to the end of the entire disc. </p>
-<p>See the <tt><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> - <font size=-1>the number of tracks on the cdrom</font></tt> and <tt><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> - <font size=-1>true if the cdrom track has audio data</font></tt> to find tracks to playback. </p>
+<p>See the <tt><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a></tt>&nbsp;&ndash;<font size=-1>the number of tracks on the cdrom</font>&ndash; and <tt><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a></tt>&nbsp;&ndash;<font size=-1>true if the cdrom track has audio data</font>&ndash; to find tracks to playback. </p>
 <p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.play--> &nbsp;<br> 
 <br></ul>
 <big><b>CD.pause</big></b><br><ul>
   <i>temporarily stop audio playback</i><br>
   <tt>CD.pause(): return None</tt><br>
-<p>Temporarily stop audio playback on the <tt>CD</tt>. The playback can be resumed at the same point with the <tt><a href="cdrom.html#CD.resume">CD.resume</a> - <font size=-1>unpause audio playback</font></tt> method. If the <tt>CD</tt> is not playing this method does nothing. </p>
+<p>Temporarily stop audio playback on the <tt>CD</tt>. The playback can be resumed at the same point with the <tt><a href="cdrom.html#CD.resume">CD.resume</a></tt>&nbsp;&ndash;<font size=-1>unpause audio playback</font>&ndash; method. If the <tt>CD</tt> is not playing this method does nothing. </p>
 <p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.pause--> &nbsp;<br> 
 <br></ul>
 <big><b>CD.get_track_audio</big></b><br><ul>
   <i>true if the cdrom track has audio data</i><br>
   <tt>CD.get_track_audio(track): return bool</tt><br>
-<p>Determine if a track on a cdrom contains audio data. You can also call <tt>CD.num_tracks()</tt> and <tt><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></tt> to determine more information about the cdrom. </p>
+<p>Determine if a track on a cdrom contains audio data. You can also call <tt>CD.num_tracks()</tt> and <tt><a href="cdrom.html#CD.get_all">CD.get_all</a></tt>&nbsp;&ndash;<font size=-1>get all track information</font>&ndash; to determine more information about the cdrom. </p>
 <p>Note, track 0 is the first track on the <tt>CD</tt>. Track numbers start at zero. </p>
 <!--COMMENTS:CD.get_track_audio--> &nbsp;<br> 
 <br></ul>

docs/ref/color.html

   <tt>pygame.Color(r, g, b, a): Return Color</tt><br>
   <tt>pygame.Color(rgbvalue): Return Color</tt><br>
 <ul><small><table>
-  <tr><td><a href="color.html#Color.r">Color.r</a> - <font size=-1>Gets or sets the red value of the Color.</font></td><td>Gets or sets the red value of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.g">Color.g</a> - <font size=-1>Gets or sets the green value of the Color.</font></td><td>Gets or sets the green value of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.b">Color.b</a> - <font size=-1>Gets or sets the blue value of the Color.</font></td><td>Gets or sets the blue value of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.a">Color.a</a> - <font size=-1>Gets or sets the alpha value of the Color.</font></td><td>Gets or sets the alpha value of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.cmy">Color.cmy</a> - <font size=-1>Gets or sets the CMY representation of the Color.</font></td><td>Gets or sets the CMY representation of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.hsva">Color.hsva</a> - <font size=-1>Gets or sets the HSVA representation of the Color.</font></td><td>Gets or sets the HSVA representation of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.hsla">Color.hsla</a> - <font size=-1>Gets or sets the HSLA representation of the Color.</font></td><td>Gets or sets the HSLA representation of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.i1i2i3">Color.i1i2i3</a> - <font size=-1>Gets or sets the I1I2I3 representation of the Color.</font></td><td>Gets or sets the I1I2I3 representation of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.normalize">Color.normalize</a> - <font size=-1>Returns the normalized RGBA values of the Color.</font></td><td>Returns the normalized RGBA values of the Color.</td></tr>
-  <tr><td><a href="color.html#Color.correct_gamma">Color.correct_gamma</a> - <font size=-1>Applies a certain gamma value to the Color.</font></td><td>Applies a certain gamma value to the Color.</td></tr>
-  <tr><td><a href="color.html#Color.set_length">Color.set_length</a> - <font size=-1>Set the number of elements in the Color to 1,2,3, or 4.</font></td><td>Set the number of elements in the Color to 1,2,3, or 4.</td></tr>
+  <tr><td><a href="color.html#Color.r">Color.r</a></td><td> &mdash; Gets or sets the red value of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.g">Color.g</a></td><td> &mdash; Gets or sets the green value of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.b">Color.b</a></td><td> &mdash; Gets or sets the blue value of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.a">Color.a</a></td><td> &mdash; Gets or sets the alpha value of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.cmy">Color.cmy</a></td><td> &mdash; Gets or sets the CMY representation of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.hsva">Color.hsva</a></td><td> &mdash; Gets or sets the HSVA representation of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.hsla">Color.hsla</a></td><td> &mdash; Gets or sets the HSLA representation of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.i1i2i3">Color.i1i2i3</a></td><td> &mdash; Gets or sets the I1I2I3 representation of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.normalize">Color.normalize</a></td><td> &mdash; Returns the normalized RGBA values of the Color.</td></tr>
+  <tr><td><a href="color.html#Color.correct_gamma">Color.correct_gamma</a></td><td> &mdash; Applies a certain gamma value to the Color.</td></tr>
+  <tr><td><a href="color.html#Color.set_length">Color.set_length</a></td><td> &mdash; Set the number of elements in the Color to 1,2,3, or 4.</td></tr>
 </table></small></ul>
 <p>The Color class represents <tt>RGBA</tt> color values using a value range of 0-255. It allows basic arithmetic operations to create new colors, supports conversions to other color spaces such as <tt>HSV</tt> or <tt>HSL</tt> and lets you adjust single color channels. Alpha defaults to 255 when not given. </p>
-<p>'rgbvalue' can be either a color name, an <tt>HTML</tt> color format string, a hex number string, or an integer pixel value. The <tt>HTML</tt> format is '#rrggbbaa', where rr, gg, bb, and aa are 2 digit hex numbers. The alpha aa is optional. <tt>A</tt> hex number string has the form '0xrrggbbaa', where aa is optional. </p>
-<p>Color objects support equality comparison with other color objects and 3 or 4 element tuples of integers (New in <tt>1.9.0)</tt>. There was a bug in pygame <tt>1.8.1</tt> where the default alpha was 0, not 255 like previously. </p>
-<p>New implementation of Color was done in pygame <tt>1.8.1</tt>. </p>
+<p>'rgbvalue' can be either a color name, an <tt>HTML</tt> color format string, a hex number string, or an integer pixel value. The <tt>HTML</tt> format is '#rrggbbaa', where rr, gg, bb, and aa are 2 digit hex numbers. The alpha aa is optional. A hex number string has the form '0xrrggbbaa', where aa is optional. </p>
+<p>Color objects support equality comparison with other color objects and 3 or 4 element tuples of integers (New in 1.9.0). There was a bug in pygame 1.8.1 where the default alpha was 0, not 255 like previously. </p>
+<p>New implementation of Color was done in pygame 1.8.1. </p>
 <!--COMMENTS:pygame.Color--> &nbsp;<br> 
 
 
 <big><b>Color.hsva</big></b><br><ul>
   <i>Gets or sets the HSVA representation of the Color.</i><br>
   <tt>Color.hsva: Return tuple</tt><br>
-<p>The <tt>HSVA</tt> representation of the Color. The <tt>HSVA</tt> components are in the ranges <tt>H</tt> = [0, 360], <tt>S</tt> = [0, 100], <tt>V</tt> = [0, 100], <tt>A</tt> = [0, 100]. Note that this will not return the absolutely exact <tt>HSV</tt> values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the <tt>HSV</tt> mapping from 0-100 and 0-360 rounding errors may cause the <tt>HSV</tt> values to differ slightly from what you might expect. </p>
+<p>The <tt>HSVA</tt> representation of the Color. The <tt>HSVA</tt> components are in the ranges <tt>H</tt> = [0, 360], <tt>S</tt> = [0, 100], <tt>V</tt> = [0, 100], A = [0, 100]. Note that this will not return the absolutely exact <tt>HSV</tt> values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the <tt>HSV</tt> mapping from 0-100 and 0-360 rounding errors may cause the <tt>HSV</tt> values to differ slightly from what you might expect. </p>
 <!--COMMENTS:Color.hsva--> &nbsp;<br> 
 <br></ul>
 
 <big><b>Color.hsla</big></b><br><ul>
   <i>Gets or sets the HSLA representation of the Color.</i><br>
   <tt>Color.hsla: Return tuple</tt><br>
-<p>The <tt>HSLA</tt> representation of the Color. The <tt>HSLA</tt> components are in the ranges <tt>H</tt> = [0, 360], <tt>S</tt> = [0, 100], <tt>V</tt> = [0, 100], <tt>A</tt> = [0, 100]. Note that this will not return the absolutely exact <tt>HSL</tt> values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the <tt>HSL</tt> mapping from 0-100 and 0-360 rounding errors may cause the <tt>HSL</tt> values to differ slightly from what you might expect. </p>
+<p>The <tt>HSLA</tt> representation of the Color. The <tt>HSLA</tt> components are in the ranges <tt>H</tt> = [0, 360], <tt>S</tt> = [0, 100], <tt>V</tt> = [0, 100], A = [0, 100]. Note that this will not return the absolutely exact <tt>HSL</tt> values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the <tt>HSL</tt> mapping from 0-100 and 0-360 rounding errors may cause the <tt>HSL</tt> values to differ slightly from what you might expect. </p>
 <!--COMMENTS:Color.hsla--> &nbsp;<br> 
 <br></ul>
 
 <big><b>Color.i1i2i3</big></b><br><ul>
   <i>Gets or sets the I1I2I3 representation of the Color.</i><br>
   <tt>Color.i1i2i3: Return tuple</tt><br>
-<p>The <tt>I1I2I3</tt> representation of the Color. The <tt>I1I2I3</tt> components are in the ranges <tt>I1</tt> = [0, 1], <tt>I2</tt> = <tt>[-0.5</tt>, <tt>0.5]</tt>, <tt>I3</tt> = <tt>[-0.5</tt>, <tt>0.5]</tt>. Note that this will not return the absolutely exact <tt>I1I2I3</tt> values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the <tt>I1I2I3</tt> mapping from 0-1 rounding errors may cause the <tt>I1I2I3</tt> values to differ slightly from what you might expect. </p>
+<p>The I1I2I3 representation of the Color. The I1I2I3 components are in the ranges I1 = [0, 1], I2 = [-0.5, 0.5], I3 = [-0.5, 0.5]. Note that this will not return the absolutely exact I1I2I3 values for the set <tt>RGB</tt> values in all cases. Due to the <tt>RGB</tt> mapping from 0-255 and the I1I2I3 mapping from 0-1 rounding errors may cause the I1I2I3 values to differ slightly from what you might expect. </p>
 <!--COMMENTS:Color.i1i2i3--> &nbsp;<br> 
 <br></ul>
 
 <big><b>Color.set_length</big></b><br><ul>
   <i>Set the number of elements in the Color to 1,2,3, or 4.</i><br>
   <tt>Color.set_length(len)</tt><br>
-<p>The default Color length is 4. Colors can have lengths 1,2,3 or 4. This is useful if you want to unpack to r,g,b and not r,g,b,a. If you want to get the length of a Color do len(acolor). </p>
-<p>New in pygame <tt>1.9.0</tt>. </p>
+<p>The default Color length is 4. Colors can have lengths 1,2,3 or 4. This is useful if you want to unpack to r,g,b and not r,g,b,a. If you want to get the length of a Color do <tt>len(acolor)</tt>. </p>
+<p>New in pygame 1.9.0. </p>
 <!--COMMENTS:Color.set_length--> &nbsp;<br> 
 <br></ul>
 <br></ul>

docs/ref/cursors.html

 <big><b>pygame.cursors</big></b><br><ul>
   <i>pygame module for cursor resources</i><br>
 <ul><small><table>
-  <tr><td><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a> - <font size=-1>create binary cursor data from simple strings</font></td><td>create binary cursor data from simple strings</td></tr>
-  <tr><td><a href="cursors.html#pygame.cursors.load_xbm">pygame.cursors.load_xbm</a> - <font size=-1>load cursor data from an xbm file</font></td><td>load cursor data from an xbm file</td></tr>
+  <tr><td><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a></td><td> &mdash; create binary cursor data from simple strings</td></tr>
+  <tr><td><a href="cursors.html#pygame.cursors.load_xbm">pygame.cursors.load_xbm</a></td><td> &mdash; load cursor data from an xbm file</td></tr>
 </table></small></ul>
 <p>Pygame offers control over the system hardware cursor. Pygame only supports black and white cursors for the system. You control the cursor with functions inside <tt>pygame.mouse</tt>. </p>
 <p>This cursors module contains functions for loading and unencoding various cursor formats. These allow you to easily store your cursors in external files or directly as encoded python strings. </p>
-<p>The module includes several standard cursors. The <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a> - <font size=-1>set the image for the system mouse cursor</font></tt> function takes several arguments. All those arguments have been stored in a single tuple you can call like this: </p>
+<p>The module includes several standard cursors. The <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a></tt>&nbsp;&ndash;<font size=-1>set the image for the system mouse cursor</font>&ndash; function takes several arguments. All those arguments have been stored in a single tuple you can call like this: </p>
 <pre>   >>> pygame.mouse.set_cursor(*pygame.cursors.arrow)
-</pre><p>This module also contains a few cursors as formatted strings. You'll need to pass these to <tt><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a> - <font size=-1>create binary cursor data from simple strings</font></tt> function before you can use them. The example call would look like this: </p>
+</pre><p>This module also contains a few cursors as formatted strings. You'll need to pass these to <tt><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a></tt>&nbsp;&ndash;<font size=-1>create binary cursor data from simple strings</font>&ndash; function before you can use them. The example call would look like this: </p>
 <pre>   >>> cursor = pygame.cursors.compile(pygame.cursors.textmarker_strings)
    >>> pygame.mouse.set_cursor(*cursor)
 </pre><p>The following variables are cursor bitmaps that can be used as cursor: </p>
  <li><tt>        pygame.cursors.tri_left </tt></li>
  <li><tt>        pygame.cursors.tri_right </tt></li>
 </ul>
-<p>The following strings can be converted into cursor bitmaps with <tt><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a> - <font size=-1>create binary cursor data from simple strings</font></tt> : </p>
+<p>The following strings can be converted into cursor bitmaps with <tt><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a></tt>&nbsp;&ndash;<font size=-1>create binary cursor data from simple strings</font>&ndash; : </p>
 <ul>
  <li><tt>        pygame.cursors.thickarrow_strings </tt></li>
  <li><tt>        pygame.cursors.sizer_x_strings </tt></li>
 <big><b>pygame.cursors.compile</big></b><br><ul>
   <i>create binary cursor data from simple strings</i><br>
   <tt>pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask</tt><br>
-<p><tt>A</tt> sequence of strings can be used to create binary cursor data for the system cursor. The return values are the same format needed by <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a> - <font size=-1>set the image for the system mouse cursor</font></tt>. </p>
+<p>A sequence of strings can be used to create binary cursor data for the system cursor. The return values are the same format needed by <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a></tt>&nbsp;&ndash;<font size=-1>set the image for the system mouse cursor</font>. </p>
 <p>If you are creating your own cursor strings, you can use any value represent the black and white pixels. Some system allow you to set a special toggle color for the system color, this is also called the xor color. If the system does not support xor cursors, that color will simply be black. </p>
 <p>The width of the strings must all be equal and be divisible by 8. An example set of cursor strings looks like this </p>
 <pre>    thickarrow_strings = (               #sized 24x24
 <p>This loads cursors for a simple subset of <tt>XBM</tt> files. <tt>XBM</tt> files are traditionally used to store cursors on unix systems, they are an ascii format used to represent simple images. </p>
 <p>Sometimes the black and white color values will be split into two separate <tt>XBM</tt> files. You can pass a second maskfile argument to load the two images into a single cursor. </p>
 <p>The cursorfile and maskfile arguments can either be filenames or filelike object with the readlines method. </p>
-<p>The return value cursor_args can be passed directly to the <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a> - <font size=-1>set the image for the system mouse cursor</font></tt> function. </p>
+<p>The return value cursor_args can be passed directly to the <tt><a href="mouse.html#pygame.mouse.set_cursor">pygame.mouse.set_cursor</a></tt>&nbsp;&ndash;<font size=-1>set the image for the system mouse cursor</font>&ndash; function. </p>
 <!--COMMENTS:pygame.cursors.load_xbm--> &nbsp;<br> 
 <br></ul>
 <br></ul>

docs/ref/display.html

 <big><b>pygame.display</big></b><br><ul>
   <i>pygame module to control the display window and screen</i><br>
 <ul><small><table>
-  <tr><td><a href="display.html#pygame.display.init">pygame.display.init</a> - <font size=-1>initialize the display module</font></td><td>initialize the display module</td></tr>
-  <tr><td><a href="display.html#pygame.display.quit">pygame.display.quit</a> - <font size=-1>uninitialize the display module</font></td><td>uninitialize the display module</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_init">pygame.display.get_init</a> - <font size=-1>true if the display module is initialized</font></td><td>true if the display module is initialized</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></td><td>initialize a window or screen for display</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_surface">pygame.display.get_surface</a> - <font size=-1>get a reference to the currently set display surface</font></td><td>get a reference to the currently set display surface</td></tr>
-  <tr><td><a href="display.html#pygame.display.flip">pygame.display.flip</a> - <font size=-1>update the full display Surface to the screen</font></td><td>update the full display Surface to the screen</td></tr>
-  <tr><td><a href="display.html#pygame.display.update">pygame.display.update</a> - <font size=-1>update portions of the screen for software displays</font></td><td>update portions of the screen for software displays</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_driver">pygame.display.get_driver</a> - <font size=-1>get the name of the pygame display backend</font></td><td>get the name of the pygame display backend</td></tr>
-  <tr><td><a href="display.html#pygame.display.Info">pygame.display.Info</a> - <font size=-1>Create a video display information object</font></td><td>Create a video display information object</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_wm_info">pygame.display.get_wm_info</a> - <font size=-1>Get information about the current windowing system</font></td><td>Get information about the current windowing system</td></tr>
-  <tr><td><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a> - <font size=-1>get list of available fullscreen modes</font></td><td>get list of available fullscreen modes</td></tr>
-  <tr><td><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a> - <font size=-1>pick the best color depth for a display mode</font></td><td>pick the best color depth for a display mode</td></tr>
-  <tr><td><a href="display.html#pygame.display.gl_get_attribute">pygame.display.gl_get_attribute</a> - <font size=-1>get the value for an opengl flag for the current display</font></td><td>get the value for an opengl flag for the current display</td></tr>
-  <tr><td><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a> - <font size=-1>request an opengl display attribute for the display mode</font></td><td>request an opengl display attribute for the display mode</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_active">pygame.display.get_active</a> - <font size=-1>true when the display is active on the display</font></td><td>true when the display is active on the display</td></tr>
-  <tr><td><a href="display.html#pygame.display.iconify">pygame.display.iconify</a> - <font size=-1>iconify the display surface</font></td><td>iconify the display surface</td></tr>
-  <tr><td><a href="display.html#pygame.display.toggle_fullscreen">pygame.display.toggle_fullscreen</a> - <font size=-1>switch between fullscreen and windowed displays</font></td><td>switch between fullscreen and windowed displays</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_gamma">pygame.display.set_gamma</a> - <font size=-1>change the hardware gamma ramps</font></td><td>change the hardware gamma ramps</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_gamma_ramp">pygame.display.set_gamma_ramp</a> - <font size=-1>set_gamma_ramp(red, green, blue): return bool</font></td><td>set_gamma_ramp(red, green, blue): return bool</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_icon">pygame.display.set_icon</a> - <font size=-1>change the system image for the display window</font></td><td>change the system image for the display window</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_caption">pygame.display.set_caption</a> - <font size=-1>set the current window caption</font></td><td>set the current window caption</td></tr>
-  <tr><td><a href="display.html#pygame.display.get_caption">pygame.display.get_caption</a> - <font size=-1>get the current window caption</font></td><td>get the current window caption</td></tr>
-  <tr><td><a href="display.html#pygame.display.set_palette">pygame.display.set_palette</a> - <font size=-1>set the display color palette for indexed displays</font></td><td>set the display color palette for indexed displays</td></tr>
+  <tr><td><a href="display.html#pygame.display.init">pygame.display.init</a></td><td> &mdash; initialize the display module</td></tr>
+  <tr><td><a href="display.html#pygame.display.quit">pygame.display.quit</a></td><td> &mdash; uninitialize the display module</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_init">pygame.display.get_init</a></td><td> &mdash; true if the display module is initialized</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></td><td> &mdash; initialize a window or screen for display</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_surface">pygame.display.get_surface</a></td><td> &mdash; get a reference to the currently set display surface</td></tr>
+  <tr><td><a href="display.html#pygame.display.flip">pygame.display.flip</a></td><td> &mdash; update the full display Surface to the screen</td></tr>
+  <tr><td><a href="display.html#pygame.display.update">pygame.display.update</a></td><td> &mdash; update portions of the screen for software displays</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_driver">pygame.display.get_driver</a></td><td> &mdash; get the name of the pygame display backend</td></tr>
+  <tr><td><a href="display.html#pygame.display.Info">pygame.display.Info</a></td><td> &mdash; Create a video display information object</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_wm_info">pygame.display.get_wm_info</a></td><td> &mdash; Get information about the current windowing system</td></tr>
+  <tr><td><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a></td><td> &mdash; get list of available fullscreen modes</td></tr>
+  <tr><td><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a></td><td> &mdash; pick the best color depth for a display mode</td></tr>
+  <tr><td><a href="display.html#pygame.display.gl_get_attribute">pygame.display.gl_get_attribute</a></td><td> &mdash; get the value for an opengl flag for the current display</td></tr>
+  <tr><td><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a></td><td> &mdash; request an opengl display attribute for the display mode</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_active">pygame.display.get_active</a></td><td> &mdash; true when the display is active on the display</td></tr>
+  <tr><td><a href="display.html#pygame.display.iconify">pygame.display.iconify</a></td><td> &mdash; iconify the display surface</td></tr>
+  <tr><td><a href="display.html#pygame.display.toggle_fullscreen">pygame.display.toggle_fullscreen</a></td><td> &mdash; switch between fullscreen and windowed displays</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_gamma">pygame.display.set_gamma</a></td><td> &mdash; change the hardware gamma ramps</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_gamma_ramp">pygame.display.set_gamma_ramp</a></td><td> &mdash; set_gamma_ramp(red, green, blue): return bool</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_icon">pygame.display.set_icon</a></td><td> &mdash; change the system image for the display window</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_caption">pygame.display.set_caption</a></td><td> &mdash; set the current window caption</td></tr>
+  <tr><td><a href="display.html#pygame.display.get_caption">pygame.display.get_caption</a></td><td> &mdash; get the current window caption</td></tr>
+  <tr><td><a href="display.html#pygame.display.set_palette">pygame.display.set_palette</a></td><td> &mdash; set the display color palette for indexed displays</td></tr>
 </table></small></ul>
 <p>This module offers control over the pygame display. Pygame has a single display Surface that is either contained in a window or runs full screen. Once you create the display you treat it as a regular Surface. Changes are not immediately visible onscreen, you must choose one of the two flipping functions to update the actual display. </p>
 <p>The origin of the display, where x = 0, and y = 0 is the top left of the screen. Both axis increase positively towards the botom right of the screen. </p>
-<p>The pygame display can actually be initialized in one of several modes. By default the display is a basic software driven framebuffer. You can request special modules like hardware acceleration and OpenGL support. These are controlled by flags passed to <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt>. </p>
-<p>Pygame can only have a single display active at any time. Creating a new one with <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> will close the previous display. If precise control is needed over the pixel format or display resolutions, use the functions <tt><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a> - <font size=-1>pick the best color depth for a display mode</font></tt>, <tt><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a> - <font size=-1>get list of available fullscreen modes</font></tt>, and <tt><a href="display.html#pygame.display.Info">pygame.display.Info</a> - <font size=-1>Create a video display information object</font></tt> to query information about the display. </p>
+<p>The pygame display can actually be initialized in one of several modes. By default the display is a basic software driven framebuffer. You can request special modules like hardware acceleration and OpenGL support. These are controlled by flags passed to <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>. </p>
+<p>Pygame can only have a single display active at any time. Creating a new one with <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; will close the previous display. If precise control is needed over the pixel format or display resolutions, use the functions <tt><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a></tt>&nbsp;&ndash;<font size=-1>pick the best color depth for a display mode</font>, <tt><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a></tt>&nbsp;&ndash;<font size=-1>get list of available fullscreen modes</font>, and <tt><a href="display.html#pygame.display.Info">pygame.display.Info</a></tt>&nbsp;&ndash;<font size=-1>Create a video display information object</font>&ndash; to query information about the display. </p>
 <p>Once the display Surface is created, the functions from this module effect the single existing display. The Surface becomes invalid if the module is uninitialized. If a new display mode is set, the existing Surface will automatically switch to operate on the new display. </p>
 <p>Then the display mode is set, several events are placed on the pygame event queue. <tt>pygame.QUIT</tt> is sent when the user has requested the program to shutdown. The window will receive <tt>pygame.ACTIVEEVENT</tt> events as the display gains and loses input focus. If the display is set with the <tt>pygame.RESIZABLE</tt> flag, <tt>pygame.VIDEORESIZE</tt> events will be sent when the user adjusts the window dimensions. Hardware displays that draw direct to the screen will get <tt>pygame.VIDEOEXPOSE</tt> events when portions of the window must be redrawn. </p>
 <!--COMMENTS:pygame.display--> &nbsp;<br> 
 <big><b>pygame.display.init</big></b><br><ul>
   <i>initialize the display module</i><br>
   <tt>pygame.display.init(): return None</tt><br>
-<p>Initializes the pygame display module. The display module cannot do anything until it is initialized. This is usually handled for you automatically when you call the higher level <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt>. </p>
+<p>Initializes the pygame display module. The display module cannot do anything until it is initialized. This is usually handled for you automatically when you call the higher level <tt><a href="pygame.html#pygame.init">pygame.init</a></tt>&nbsp;&ndash;<font size=-1>initialize all imported pygame modules</font>. </p>
 <p>Pygame will select from one of several internal display backends when it is initialized. The display mode will be chosen depending on the platform and permissions of current user. Before the display module is initialized the environment variable <tt>SDL_VIDEODRIVER</tt> can be set to control which backend is used. The systems with multiple choices are listed here. </p>
 <pre>   Windows : windib, directx
    Unix    : x11, dga, fbcon, directfb, ggi, vgl, svgalib, aalib
 <p>This function will create a display Surface. The arguments passed in are requests for a display type. The actual created display will be the best possible match supported by the system. </p>
 <p>The resolution argument is a pair of numbers representing the width and height. The flags argument is a collection of additional options. The depth argument represents the number of bits to use for color. </p>
 <p>The Surface that gets returned can be drawn to like a regular Surface but changes will eventually be seen on the monitor. </p>
-<p>If no resolution is passed or is set to (0, 0) and pygame uses <tt>SDL</tt> version <tt>1.2.10</tt> or above, the created Surface will have the same size as the current screen resolution. If only the width or height are set to 0, the Surface will have the same width or height as the screen resolution. Using a <tt>SDL</tt> version prior to <tt>1.2.10</tt> will raise an exception. </p>
+<p>If no resolution is passed or is set to (0, 0) and pygame uses <tt>SDL</tt> version 1.2.10 or above, the created Surface will have the same size as the current screen resolution. If only the width or height are set to 0, the Surface will have the same width or height as the screen resolution. Using a <tt>SDL</tt> version prior to 1.2.10 will raise an exception. </p>
 <p>It is usually best to not pass the depth argument. It will default to the best and fastest color depth for the system. If your game requires a specific color format you can control the depth with this argument. Pygame will emulate an unavailable color depth which can be slow. </p>
 <p>When requesting fullscreen display modes, sometimes an exact match for the requested resolution cannot be made. In these situations pygame will select the closest compatable match. The returned surface will still always match the requested resolution. </p>
 <p>The flags argument controls which type of display you want. There are several to choose from, and you can even combine multiple types using the bitwise or operator, (the pipe "|" character). If you pass 0 or no flags argument it will default to a software driven window. Here are the display flags you will want to choose from: </p>
 <big><b>pygame.display.flip</big></b><br><ul>
   <i>update the full display Surface to the screen</i><br>
   <tt>pygame.display.flip(): return None</tt><br>
-<p>This will update the contents of the entire display. If your display mode is using the flags <tt>pygame.HWSURFACE</tt> and <tt>pygame.DOUBLEBUF</tt>, this will wait for a vertical retrace and swap the surfaces. If you are using a different type of display mode, it will simply update the entire contents of the surface. </p>
+<p>This will update the contents of the entire display. If your display mode is using the flags <tt>pygame.HWSURFACE</tt> and pygame.DOUBLEBUF, this will wait for a vertical retrace and swap the surfaces. If you are using a different type of display mode, it will simply update the entire contents of the surface. </p>
 <p>When using an <tt>pygame.OPENGL</tt> display mode this will perform a gl buffer swap. </p>
 <!--COMMENTS:pygame.display.flip--> &nbsp;<br> 
 <br></ul>
   <i>update portions of the screen for software displays</i><br>
   <tt>pygame.display.update(rectangle=None): return None</tt><br>
   <tt>pygame.display.update(rectangle_list): return None</tt><br>
-<p>This function is like an optimized version of <tt><a href="display.html#pygame.display.flip">pygame.display.flip</a> - <font size=-1>update the full display Surface to the screen</font></tt> for software displays. It allows only a portion of the screen to updated, instead of the entire area. If no argument is passed it updates the entire Surface area like <tt><a href="display.html#pygame.display.flip">pygame.display.flip</a> - <font size=-1>update the full display Surface to the screen</font></tt>. </p>
+<p>This function is like an optimized version of <tt><a href="display.html#pygame.display.flip">pygame.display.flip</a></tt>&nbsp;&ndash;<font size=-1>update the full display Surface to the screen</font>&ndash; for software displays. It allows only a portion of the screen to updated, instead of the entire area. If no argument is passed it updates the entire Surface area like <tt><a href="display.html#pygame.display.flip">pygame.display.flip</a></tt>&nbsp;&ndash;<font size=-1>update the full display Surface to the screen</font>. </p>
 <p>You can pass the function a single rectangle, or a sequence of rectangles. It is more efficient to pass many rectangles at once than to call update multiple times with single or a partial list of rectangles. If passing a sequence of rectangles it is safe to include None values in the list, which will be skipped. </p>
 <p>This call cannot be used on <tt>pygame.OPENGL</tt> displays and will generate an exception. </p>
 <!--COMMENTS:pygame.display.update--> &nbsp;<br> 
 <big><b>pygame.display.get_driver</big></b><br><ul>
   <i>get the name of the pygame display backend</i><br>
   <tt>pygame.display.get_driver(): return name</tt><br>
-<p>Pygame chooses one of many available display backends when it is initialized. This returns the internal name used for the display backend. This can be used to provide limited information about what display capabilities might be accelerated. See the <tt>SDL_VIDEODRIVER</tt> flags in <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> to see some of the common options. </p>
+<p>Pygame chooses one of many available display backends when it is initialized. This returns the internal name used for the display backend. This can be used to provide limited information about what display capabilities might be accelerated. See the <tt>SDL_VIDEODRIVER</tt> flags in <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; to see some of the common options. </p>
 <!--COMMENTS:pygame.display.get_driver--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.Info</big></b><br><ul>
   <i>Create a video display information object</i><br>
   <tt>pygame.display.Info(): return VideoInfo</tt><br>
-<p>Creates a simple object containing several attributes to describe the current graphics environment. If this is called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> some platforms can provide information about the default display mode. This can also be called after setting the display mode to verify specific display options were satisfied. The VidInfo object has several attributes: </p>
+<p>Creates a simple object containing several attributes to describe the current graphics environment. If this is called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; some platforms can provide information about the default display mode. This can also be called after setting the display mode to verify specific display options were satisfied. The VidInfo object has several attributes: </p>
 <pre>  hw:         True if the display is hardware accelerated
   wm:         True if windowed display modes can be used
   video_mem:  The megabytes of video memory on the display. This is 0 if unknown
   <i>Get information about the current windowing system</i><br>
   <tt>pygame.display.get_wm_info(): return dict</tt><br>
 <p>Creates a dictionary filled with string keys. The strings and values are arbitrarily created by the system. Some systems may have no information and an empty dictionary will be returned. Most platforms will return a "window" key with the value set to the system id for the current display. </p>
-<p>New with pygame <tt>1.7.1</tt> </p>
+<p>New with pygame 1.7.1 </p>
 <!--COMMENTS:pygame.display.get_wm_info--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.list_modes</big></b><br><ul>
   <i>get list of available fullscreen modes</i><br>
   <tt>pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list</tt><br>
-<p>This function returns a list of possible dimensions for a specified color depth. The return value will be an empty list if no display modes are available with the given arguments. <tt>A</tt> return value of -1 means that any requested resolution should work (this is likely the case for windowed modes). Mode sizes are sorted from biggest to smallest. </p>
-<p>If depth is 0, <tt>SDL</tt> will choose the current/best color depth for the display. The flags defaults to <tt>pygame.FULLSCREEN</tt>, but you may need to add additional flags for specific fullscreen modes. </p>
+<p>This function returns a list of possible dimensions for a specified color depth. The return value will be an empty list if no display modes are available with the given arguments. A return value of -1 means that any requested resolution should work (this is likely the case for windowed modes). Mode sizes are sorted from biggest to smallest. </p>
+<p>If depth is 0, <tt>SDL</tt> will choose the current/best color depth for the display. The flags defaults to pygame.FULLSCREEN, but you may need to add additional flags for specific fullscreen modes. </p>
 <!--COMMENTS:pygame.display.list_modes--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.mode_ok</big></b><br><ul>
   <i>pick the best color depth for a display mode</i><br>
   <tt>pygame.display.mode_ok(size, flags=0, depth=0): return depth</tt><br>
-<p>This function uses the same arguments as <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt>. It is used to depermine if a requested display mode is available. It will return 0 if the display mode cannot be set. Otherwise it will return a pixel depth that best matches the display asked for. </p>
+<p>This function uses the same arguments as <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>. It is used to depermine if a requested display mode is available. It will return 0 if the display mode cannot be set. Otherwise it will return a pixel depth that best matches the display asked for. </p>
 <p>Usually the depth argument is not passed, but some platforms can support multiple display depths. If passed it will hint to which depth is a better match. </p>
-<p>The most useful flags to pass will be <tt>pygame.HWSURFACE</tt>, <tt>pygame.DOUBLEBUF</tt>, and maybe <tt>pygame.FULLSCREEN</tt>. The function will return 0 if these display flags cannot be set. </p>
+<p>The most useful flags to pass will be pygame.HWSURFACE, pygame.DOUBLEBUF, and maybe <tt>pygame.FULLSCREEN</tt>. The function will return 0 if these display flags cannot be set. </p>
 <!--COMMENTS:pygame.display.mode_ok--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.gl_get_attribute</big></b><br><ul>
   <i>get the value for an opengl flag for the current display</i><br>
   <tt>pygame.display.gl_get_attribute(flag): return value</tt><br>
-<p>After calling <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> with the <tt>pygame.OPENGL</tt> flag, it is a good idea to check the value of any requested OpenGL attributes. See <tt><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a> - <font size=-1>request an opengl display attribute for the display mode</font></tt> for a list of valid flags. </p>
+<p>After calling <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; with the <tt>pygame.OPENGL</tt> flag, it is a good idea to check the value of any requested OpenGL attributes. See <tt><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a></tt>&nbsp;&ndash;<font size=-1>request an opengl display attribute for the display mode</font>&ndash; for a list of valid flags. </p>
 <!--COMMENTS:pygame.display.gl_get_attribute--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.gl_set_attribute</big></b><br><ul>
   <i>request an opengl display attribute for the display mode</i><br>
   <tt>pygame.display.gl_set_attribute(flag, value): return None</tt><br>
-<p>When calling <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> with the <tt>pygame.OPENGL</tt> flag, Pygame automatically handles setting the OpenGL attributes like color and doublebuffering. OpenGL offers several other attributes you may want control over. Pass one of these attributes as the flag, and its appropriate value. This must be called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> </p>
+<p>When calling <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; with the <tt>pygame.OPENGL</tt> flag, Pygame automatically handles setting the OpenGL attributes like color and doublebuffering. OpenGL offers several other attributes you may want control over. Pass one of these attributes as the flag, and its appropriate value. This must be called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; </p>
 <p>The <tt>OPENGL</tt> flags are; </p>
 <pre>  GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE,
   GL_ACCUM_GREEN_SIZE,  GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE,
 <big><b>pygame.display.get_active</big></b><br><ul>
   <i>true when the display is active on the display</i><br>
   <tt>pygame.display.get_active(): return bool</tt><br>
-<p>After <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> is called the display Surface will be visible on the screen. Most windowed displays can be hidden by the user. If the display Surface is hidden or iconified this will return False. </p>
+<p>After <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; is called the display Surface will be visible on the screen. Most windowed displays can be hidden by the user. If the display Surface is hidden or iconified this will return False. </p>
 <!--COMMENTS:pygame.display.get_active--> &nbsp;<br> 
 <br></ul>
 
   <i>iconify the display surface</i><br>
   <tt>pygame.display.iconify(): return bool</tt><br>
 <p>Request the window for the display surface be iconified or hidden. Not all systems and displays support an iconified display. The function will return True if successfull. </p>
-<p>When the display is iconified <tt><a href="display.html#pygame.display.get_active">pygame.display.get_active</a> - <font size=-1>true when the display is active on the display</font></tt> will return False. The event queue should receive a <tt>ACTIVEEVENT</tt> event when the window has been iconified. </p>
+<p>When the display is iconified <tt><a href="display.html#pygame.display.get_active">pygame.display.get_active</a></tt>&nbsp;&ndash;<font size=-1>true when the display is active on the display</font>&ndash; will return False. The event queue should receive a <tt>ACTIVEEVENT</tt> event when the window has been iconified. </p>
 <!--COMMENTS:pygame.display.iconify--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.display.toggle_fullscreen</big></b><br><ul>
   <i>switch between fullscreen and windowed displays</i><br>
   <tt>pygame.display.toggle_fullscreen(): return bool</tt><br>
-<p>Switches the display window between windowed and fullscreen modes. This function only works under the unix x11 video driver. For most situations it is better to call <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> with new display flags. </p>
+<p>Switches the display window between windowed and fullscreen modes. This function only works under the unix x11 video driver. For most situations it is better to call <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; with new display flags. </p>
 <!--COMMENTS:pygame.display.toggle_fullscreen--> &nbsp;<br> 
 <br></ul>
 
   <i>change the hardware gamma ramps</i><br>
   <tt>pygame.display.set_gamma(red, green=None, blue=None): return bool</tt><br>
 <p>Set the red, green, and blue gamma values on the display hardware. If the green and blue arguments are not passed, they will both be the same as red. Not all systems and hardware support gamma ramps, if the function succeeds it will return True. </p>
-<p><tt>A</tt> gamma value of <tt>1.0</tt> creates a linear color table. Lower values will darken the display and higher values will brighten. </p>
+<p>A gamma value of 1.0 creates a linear color table. Lower values will darken the display and higher values will brighten. </p>
 <!--COMMENTS:pygame.display.set_gamma--> &nbsp;<br> 
 <br></ul>
 
   <tt>pygame.display.set_icon(Surface): return None</tt><br>
 <p>Sets the runtime icon the system will use to represent the display window. All windows default to a simple pygame logo for the window icon. </p>
 <p>You can pass any surface, but most systems want a smaller image around 32x32. The image can have colorkey transparency which will be passed to the system. </p>
-<p>Some systems do not allow the window icon to change after it has been shown. This function can be called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></tt> to create the icon before the display mode is set. </p>
+<p>Some systems do not allow the window icon to change after it has been shown. This function can be called before <tt><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a></tt>&nbsp;&ndash;<font size=-1>initialize a window or screen for display</font>&ndash; to create the icon before the display mode is set. </p>
 <!--COMMENTS:pygame.display.set_icon--> &nbsp;<br> 
 <br></ul>
 

docs/ref/draw.html

 <big><b>pygame.draw</big></b><br><ul>
   <i>pygame module for drawing shapes</i><br>
 <ul><small><table>
-  <tr><td><a href="draw.html#pygame.draw.rect">pygame.draw.rect</a> - <font size=-1>draw a rectangle shape</font></td><td>draw a rectangle shape</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.polygon">pygame.draw.polygon</a> - <font size=-1>draw a shape with any number of sides</font></td><td>draw a shape with any number of sides</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.circle">pygame.draw.circle</a> - <font size=-1>draw a circle around a point</font></td><td>draw a circle around a point</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.ellipse">pygame.draw.ellipse</a> - <font size=-1>draw a round shape inside a rectangle</font></td><td>draw a round shape inside a rectangle</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.arc">pygame.draw.arc</a> - <font size=-1>draw a partial section of an ellipse</font></td><td>draw a partial section of an ellipse</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.line">pygame.draw.line</a> - <font size=-1>draw a straight line segment</font></td><td>draw a straight line segment</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.lines">pygame.draw.lines</a> - <font size=-1>draw multiple contiguous line segments</font></td><td>draw multiple contiguous line segments</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.aaline">pygame.draw.aaline</a> - <font size=-1>draw fine antialiased lines</font></td><td>draw fine antialiased lines</td></tr>
-  <tr><td><a href="draw.html#pygame.draw.aalines">pygame.draw.aalines</a> - <font size=-1>pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect</font></td><td>pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.rect">pygame.draw.rect</a></td><td> &mdash; draw a rectangle shape</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.polygon">pygame.draw.polygon</a></td><td> &mdash; draw a shape with any number of sides</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.circle">pygame.draw.circle</a></td><td> &mdash; draw a circle around a point</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.ellipse">pygame.draw.ellipse</a></td><td> &mdash; draw a round shape inside a rectangle</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.arc">pygame.draw.arc</a></td><td> &mdash; draw a partial section of an ellipse</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.line">pygame.draw.line</a></td><td> &mdash; draw a straight line segment</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.lines">pygame.draw.lines</a></td><td> &mdash; draw multiple contiguous line segments</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.aaline">pygame.draw.aaline</a></td><td> &mdash; draw fine antialiased lines</td></tr>
+  <tr><td><a href="draw.html#pygame.draw.aalines">pygame.draw.aalines</a></td><td> &mdash; pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect</td></tr>
 </table></small></ul>
 <p>Draw several simple shapes to a Surface. These functions will work for rendering to any format of Surface. Rendering to hardware Surfaces will be slower than regular software Surfaces. </p>
 <p>Most of the functions take a width argument to represent the size of stroke around the edge of the shape. If a width of 0 is passed the function will actually solid fill the entire shape. </p>
   <i>draw a rectangle shape</i><br>
   <tt>pygame.draw.rect(Surface, color, Rect, width=0): return Rect</tt><br>
 <p>Draws a rectangular shape on the Surface. The given Rect is the area of the rectangle. The width argument is the thickness to draw the outer edge. If width is zero then the rectangle will be filled. </p>
-<p>Keep in mind the <tt><a href="surface.html#Surface.fill">Surface.fill</a> - <font size=-1>fill Surface with a solid color</font></tt> method works just as well for drawing filled rectangles. In fact the <tt><a href="surface.html#Surface.fill">Surface.fill</a> - <font size=-1>fill Surface with a solid color</font></tt> can be hardware accelerated on some platforms with both software and hardware display modes. </p>
+<p>Keep in mind the <tt><a href="surface.html#Surface.fill">Surface.fill</a></tt>&nbsp;&ndash;<font size=-1>fill Surface with a solid color</font>&ndash; method works just as well for drawing filled rectangles. In fact the <tt><a href="surface.html#Surface.fill">Surface.fill</a></tt>&nbsp;&ndash;<font size=-1>fill Surface with a solid color</font>&ndash; can be hardware accelerated on some platforms with both software and hardware display modes. </p>
 <!--COMMENTS:pygame.draw.rect--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.draw.aaline</big></b><br><ul>
   <i>draw fine antialiased lines</i><br>
   <tt>pygame.draw.aaline(Surface, color, startpos, endpos, blend=1): return Rect</tt><br>
-<p>Draws an anti-aliased line on a surface. This will respect the clipping rectangle. <tt>A</tt> bounding box of the affected area is returned returned as a rectangle. If blend is true, the shades will be be blended with existing pixel shades instead of overwriting them. This function accepts floating point values for the end points. </p>
+<p>Draws an anti-aliased line on a surface. This will respect the clipping rectangle. A bounding box of the affected area is returned returned as a rectangle. If blend is true, the shades will be be blended with existing pixel shades instead of overwriting them. This function accepts floating point values for the end points. </p>
 <!--COMMENTS:pygame.draw.aaline--> &nbsp;<br> 
 <br></ul>
 

docs/ref/event.html

 <big><b>pygame.event</big></b><br><ul>
   <i>pygame module for interacting with events and queues</i><br>
 <ul><small><table>
-  <tr><td><a href="event.html#pygame.event.pump">pygame.event.pump</a> - <font size=-1>internally process pygame event handlers</font></td><td>internally process pygame event handlers</td></tr>
-  <tr><td><a href="event.html#pygame.event.get">pygame.event.get</a> - <font size=-1>get events from the queue</font></td><td>get events from the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.poll">pygame.event.poll</a> - <font size=-1>get a single event from the queue</font></td><td>get a single event from the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.wait">pygame.event.wait</a> - <font size=-1>wait for a single event from the queue</font></td><td>wait for a single event from the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.peek">pygame.event.peek</a> - <font size=-1>test if event types are waiting on the queue</font></td><td>test if event types are waiting on the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.clear">pygame.event.clear</a> - <font size=-1>remove all events from the queue</font></td><td>remove all events from the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.event_name">pygame.event.event_name</a> - <font size=-1>get the string name from and event id</font></td><td>get the string name from and event id</td></tr>
-  <tr><td><a href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a> - <font size=-1>control which events are allowed on the queue</font></td><td>control which events are allowed on the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a> - <font size=-1>control which events are allowed on the queue</font></td><td>control which events are allowed on the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.get_blocked">pygame.event.get_blocked</a> - <font size=-1>test if a type of event is blocked from the queue</font></td><td>test if a type of event is blocked from the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.set_grab">pygame.event.set_grab</a> - <font size=-1>control the sharing of input devices with other applications</font></td><td>control the sharing of input devices with other applications</td></tr>
-  <tr><td><a href="event.html#pygame.event.get_grab">pygame.event.get_grab</a> - <font size=-1>test if the program is sharing input devices</font></td><td>test if the program is sharing input devices</td></tr>
-  <tr><td><a href="event.html#pygame.event.post">pygame.event.post</a> - <font size=-1>place a new event on the queue</font></td><td>place a new event on the queue</td></tr>
-  <tr><td><a href="event.html#pygame.event.Event">pygame.event.Event</a> - <font size=-1>create a new event object</font></td><td>create a new event object</td></tr>
+  <tr><td><a href="event.html#pygame.event.pump">pygame.event.pump</a></td><td> &mdash; internally process pygame event handlers</td></tr>
+  <tr><td><a href="event.html#pygame.event.get">pygame.event.get</a></td><td> &mdash; get events from the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.poll">pygame.event.poll</a></td><td> &mdash; get a single event from the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.wait">pygame.event.wait</a></td><td> &mdash; wait for a single event from the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.peek">pygame.event.peek</a></td><td> &mdash; test if event types are waiting on the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.clear">pygame.event.clear</a></td><td> &mdash; remove all events from the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.event_name">pygame.event.event_name</a></td><td> &mdash; get the string name from and event id</td></tr>
+  <tr><td><a href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a></td><td> &mdash; control which events are allowed on the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a></td><td> &mdash; control which events are allowed on the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.get_blocked">pygame.event.get_blocked</a></td><td> &mdash; test if a type of event is blocked from the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.set_grab">pygame.event.set_grab</a></td><td> &mdash; control the sharing of input devices with other applications</td></tr>
+  <tr><td><a href="event.html#pygame.event.get_grab">pygame.event.get_grab</a></td><td> &mdash; test if the program is sharing input devices</td></tr>
+  <tr><td><a href="event.html#pygame.event.post">pygame.event.post</a></td><td> &mdash; place a new event on the queue</td></tr>
+  <tr><td><a href="event.html#pygame.event.Event">pygame.event.Event</a></td><td> &mdash; create a new event object</td></tr>
 </table></small></ul>
 <p>Pygame handles all it's event messaging through an event queue. The routines in this module help you manage that event queue. The input queue is heavily dependent on the pygame display module. If the display has not been initialized and a video mode not set, the event queue will not really work. </p>
 <p>The queue is a regular queue of Event objects, there are a variety of ways to access the events it contains. From simply checking for the existance of events, to grabbing them directly off the stack. </p>
 <p>All events have a type identifier. This event type is in between the values of <tt>NOEVENT</tt> and <tt>NUMEVENTS</tt>. All user defined events can have the value of <tt>USEREVENT</tt> or higher. It is recommended make sure your event id's follow this system. </p>
-<p>To get the state of various input devices, you can forego the event queue and access the input devices directly with their appropriate modules; mouse, key, and joystick. If you use this method, remember that pygame requires some form of communication with the system window manager and other parts of the platform. To keep pygame in synch with the system, you will need to call <tt><a href="event.html#pygame.event.pump">pygame.event.pump</a> - <font size=-1>internally process pygame event handlers</font></tt> to keep everything current. You'll want to call this function usually once per game loop. </p>
-<p>The event queue offers some simple filtering. This can help performance slightly by blocking certain event types from the queue, use the <tt><a href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a> - <font size=-1>control which events are allowed on the queue</font></tt> and <tt><a href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a> - <font size=-1>control which events are allowed on the queue</font></tt> to work with this filtering. All events default to allowed. </p>
+<p>To get the state of various input devices, you can forego the event queue and access the input devices directly with their appropriate modules; mouse, key, and joystick. If you use this method, remember that pygame requires some form of communication with the system window manager and other parts of the platform. To keep pygame in synch with the system, you will need to call <tt><a href="event.html#pygame.event.pump">pygame.event.pump</a></tt>&nbsp;&ndash;<font size=-1>internally process pygame event handlers</font>&ndash; to keep everything current. You'll want to call this function usually once per game loop. </p>
+<p>The event queue offers some simple filtering. This can help performance slightly by blocking certain event types from the queue, use the <tt><a href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a></tt>&nbsp;&ndash;<font size=-1>control which events are allowed on the queue</font>&ndash; and <tt><a href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a></tt>&nbsp;&ndash;<font size=-1>control which events are allowed on the queue</font>&ndash; to work with this filtering. All events default to allowed. </p>
 <p>Joysticks will not send any events until the device has been initialized. </p>
-<p>An Event object contains an event type and a readonly set of member data. The Event object contains no method functions, just member data. Event objects are retrieved from the pygame event queue. You can create your own new events with the <tt><a href="event.html#pygame.event.Event">pygame.event.Event</a> - <font size=-1>create a new event object</font></tt> function. </p>
+<p>An Event object contains an event type and a readonly set of member data. The Event object contains no method functions, just member data. Event objects are retrieved from the pygame event queue. You can create your own new events with the <tt><a href="event.html#pygame.event.Event">pygame.event.Event</a></tt>&nbsp;&ndash;<font size=-1>create a new event object</font>&ndash; function. </p>
 <p>Your program must take steps to keep the event queue from overflowing. If the program is not clearing or getting all events off the queue at regular intervals, it can overflow. When the queue overflows an exception is thrown. </p>
 <p>All Event objects contain an event type identifier in the <tt>Event.type</tt> member. You may also get full access to the Event's member data through the <tt>Event.dict</tt> method. All other member lookups will be passed through to the Event's dictionary values. </p>
 <p>While debugging and experimenting, you can print the Event objects for a quick display of its type and members. Events that come from the system will have a guaranteed set of member items based on the type. Here is a list of the Event members that are defined with each type. </p>
 <big><b>pygame.event.pump</big></b><br><ul>
   <i>internally process pygame event handlers</i><br>
   <tt>pygame.event.pump(): return None</tt><br>
-<p>For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system. If you are not using other event functions in your game, you should call <tt><a href="event.html#pygame.event.pump">pygame.event.pump</a> - <font size=-1>internally process pygame event handlers</font></tt> to allow pygame to handle internal actions. </p>
+<p>For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system. If you are not using other event functions in your game, you should call <tt><a href="event.html#pygame.event.pump">pygame.event.pump</a></tt>&nbsp;&ndash;<font size=-1>internally process pygame event handlers</font>&ndash; to allow pygame to handle internal actions. </p>
 <p>This function is not necessary if your program is consistently processing events on the queue through the other <tt>pygame.event</tt> functions. </p>
 <p>There are important things that must be dealt with internally in the event queue. The main window may need to be repainted or respond to the system. If you fail to make a call to the event queue for too long, the system may decide your program has locked up. </p>
 <!--COMMENTS:pygame.event.pump--> &nbsp;<br> 
   <tt>pygame.event.clear(): return None</tt><br>
   <tt>pygame.event.clear(type): return None</tt><br>
   <tt>pygame.event.clear(typelist): return None</tt><br>
-<p>Remove all events or events of a specific type from the queue. This has the same effect as <tt><a href="event.html#pygame.event.get">pygame.event.get</a> - <font size=-1>get events from the queue</font></tt> except nothing is returned. This can be slightly more effecient when clearing a full event queue. </p>
+<p>Remove all events or events of a specific type from the queue. This has the same effect as <tt><a href="event.html#pygame.event.get">pygame.event.get</a></tt>&nbsp;&ndash;<font size=-1>get events from the queue</font>&ndash; except nothing is returned. This can be slightly more effecient when clearing a full event queue. </p>
 <!--COMMENTS:pygame.event.clear--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.event.get_grab</big></b><br><ul>
   <i>test if the program is sharing input devices</i><br>
   <tt>pygame.event.get_grab(): return bool</tt><br>
-<p>Returns true when the input events are grabbed for this application. Use <tt><a href="event.html#pygame.event.set_grab">pygame.event.set_grab</a> - <font size=-1>control the sharing of input devices with other applications</font></tt> to control this state. </p>
+<p>Returns true when the input events are grabbed for this application. Use <tt><a href="event.html#pygame.event.set_grab">pygame.event.set_grab</a></tt>&nbsp;&ndash;<font size=-1>control the sharing of input devices with other applications</font>&ndash; to control this state. </p>
 <!--COMMENTS:pygame.event.get_grab--> &nbsp;<br> 
 <br></ul>
 

docs/ref/examples.html

 <big><b>pygame.examples</big></b><br><ul>
   <i>module of example programs</i><br>
 <ul><small><table>
-  <tr><td><a href="examples.html#pygame.examples.aliens.main">pygame.examples.aliens.main</a> - <font size=-1>play the full aliens example</font></td><td>play the full aliens example</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.oldalien.main">pygame.examples.oldalien.main</a> - <font size=-1>play the original aliens example</font></td><td>play the original aliens example</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.stars.main">pygame.examples.stars.main</a> - <font size=-1>run a simple starfield example</font></td><td>run a simple starfield example</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.chimp.main">pygame.examples.chimp.main</a> - <font size=-1>hit the moving chimp</font></td><td>hit the moving chimp</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.moveit.main">pygame.examples.moveit.main</a> - <font size=-1>display animated objects on the screen</font></td><td>display animated objects on the screen</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.fonty.main">pygame.examples.fonty.main</a> - <font size=-1>run a font rendering example</font></td><td>run a font rendering example</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.vgrade.main">pygame.examples.vgrade.main</a> - <font size=-1>display a vertical gradient</font></td><td>display a vertical gradient</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.eventlist.main">pygame.examples.eventlist.main</a> - <font size=-1>display pygame events</font></td><td>display pygame events</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.arraydemo.main">pygame.examples.arraydemo.main</a> - <font size=-1>show various surfarray effects</font></td><td>show various surfarray effects</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.sound.main">pygame.examples.sound.main</a> - <font size=-1>load and play a sound</font></td><td>load and play a sound</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.sound_array_demos.main">pygame.examples.sound_array_demos.main</a> - <font size=-1>play various sndarray effects</font></td><td>play various sndarray effects</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.liquid.main">pygame.examples.liquid.main</a> - <font size=-1>display an animated liquid effect</font></td><td>display an animated liquid effect</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.glcube.main">pygame.examples.glcube.main</a> - <font size=-1>display an animated 3D cube using OpenGL</font></td><td>display an animated 3D cube using OpenGL</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.scrap_clipboard.main">pygame.examples.scrap_clipboard.main</a> - <font size=-1>access the clipboard</font></td><td>access the clipboard</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.mask.main">pygame.examples.mask.main</a> - <font size=-1>display multiple images bounce off each other using collision detection</font></td><td>display multiple images bounce off each other using collision detection</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.testsprite.main">pygame.examples.testsprite.main</a> - <font size=-1>show lots of sprites moving around</font></td><td>show lots of sprites moving around</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.headless_no_windows_needed.main">pygame.examples.headless_no_windows_needed.main</a> - <font size=-1>write an image file that is smoothscaled copy of an input file</font></td><td>write an image file that is smoothscaled copy of an input file</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.fastevents.main">pygame.examples.fastevents.main</a> - <font size=-1>stress test the fastevents module</font></td><td>stress test the fastevents module</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.overlay.main">pygame.examples.overlay.main</a> - <font size=-1>play a .pgm video using overlays</font></td><td>play a .pgm video using overlays</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.blend_fill.main">pygame.examples.blend_fill.main</a> - <font size=-1>demonstrate the various surface.fill method blend options</font></td><td>demonstrate the various surface.fill method blend options</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.blit_blends.main">pygame.examples.blit_blends.main</a> - <font size=-1>uses alternative additive fill to that of surface.fill</font></td><td>uses alternative additive fill to that of surface.fill</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.cursors.main">pygame.examples.cursors.main</a> - <font size=-1>display two different custom cursors</font></td><td>display two different custom cursors</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.pixelarray.main">pygame.examples.pixelarray.main</a> - <font size=-1>display various pixelarray generated effects</font></td><td>display various pixelarray generated effects</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.scaletest.main">pygame.examples.scaletest.main</a> - <font size=-1>interactively scale an image using smoothscale</font></td><td>interactively scale an image using smoothscale</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.midi.main">pygame.examples.midi.main</a> - <font size=-1>run a midi example</font></td><td>run a midi example</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.scroll.main">pygame.examples.scroll.main</a> - <font size=-1>run a Surface.scroll example that shows a magnified image</font></td><td>run a Surface.scroll example that shows a magnified image</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.movieplayer.main">pygame.examples.movieplayer.main</a> - <font size=-1>play an MPEG movie</font></td><td>play an MPEG movie</td></tr>
-  <tr><td><a href="examples.html#pygame.examples.camera.main">pygame.examples.camera.main</a> - <font size=-1>display video captured live from an attached camera</font></td><td>display video captured live from an attached camera</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.aliens.main">pygame.examples.aliens.main</a></td><td> &mdash; play the full aliens example</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.oldalien.main">pygame.examples.oldalien.main</a></td><td> &mdash; play the original aliens example</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.stars.main">pygame.examples.stars.main</a></td><td> &mdash; run a simple starfield example</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.chimp.main">pygame.examples.chimp.main</a></td><td> &mdash; hit the moving chimp</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.moveit.main">pygame.examples.moveit.main</a></td><td> &mdash; display animated objects on the screen</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.fonty.main">pygame.examples.fonty.main</a></td><td> &mdash; run a font rendering example</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.vgrade.main">pygame.examples.vgrade.main</a></td><td> &mdash; display a vertical gradient</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.eventlist.main">pygame.examples.eventlist.main</a></td><td> &mdash; display pygame events</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.arraydemo.main">pygame.examples.arraydemo.main</a></td><td> &mdash; show various surfarray effects</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.sound.main">pygame.examples.sound.main</a></td><td> &mdash; load and play a sound</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.sound_array_demos.main">pygame.examples.sound_array_demos.main</a></td><td> &mdash; play various sndarray effects</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.liquid.main">pygame.examples.liquid.main</a></td><td> &mdash; display an animated liquid effect</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.glcube.main">pygame.examples.glcube.main</a></td><td> &mdash; display an animated 3D cube using OpenGL</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.scrap_clipboard.main">pygame.examples.scrap_clipboard.main</a></td><td> &mdash; access the clipboard</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.mask.main">pygame.examples.mask.main</a></td><td> &mdash; display multiple images bounce off each other using collision detection</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.testsprite.main">pygame.examples.testsprite.main</a></td><td> &mdash; show lots of sprites moving around</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.headless_no_windows_needed.main">pygame.examples.headless_no_windows_needed.main</a></td><td> &mdash; write an image file that is smoothscaled copy of an input file</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.fastevents.main">pygame.examples.fastevents.main</a></td><td> &mdash; stress test the fastevents module</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.overlay.main">pygame.examples.overlay.main</a></td><td> &mdash; play a .pgm video using overlays</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.blend_fill.main">pygame.examples.blend_fill.main</a></td><td> &mdash; demonstrate the various surface.fill method blend options</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.blit_blends.main">pygame.examples.blit_blends.main</a></td><td> &mdash; uses alternative additive fill to that of surface.fill</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.cursors.main">pygame.examples.cursors.main</a></td><td> &mdash; display two different custom cursors</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.pixelarray.main">pygame.examples.pixelarray.main</a></td><td> &mdash; display various pixelarray generated effects</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.scaletest.main">pygame.examples.scaletest.main</a></td><td> &mdash; interactively scale an image using smoothscale</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.midi.main">pygame.examples.midi.main</a></td><td> &mdash; run a midi example</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.scroll.main">pygame.examples.scroll.main</a></td><td> &mdash; run a Surface.scroll example that shows a magnified image</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.movieplayer.main">pygame.examples.movieplayer.main</a></td><td> &mdash; play an MPEG movie</td></tr>
+  <tr><td><a href="examples.html#pygame.examples.camera.main">pygame.examples.camera.main</a></td><td> &mdash; display video captured live from an attached camera</td></tr>
 </table></small></ul>
 <p>These examples should help get you started with pygame. Here is a brief rundown of what you get. The source code for these examples is in the public domain. Feel free to use for your own projects. </p>
-<p>There are several ways to run the examples. First they can be run as stand-alone programs. Second they can be imported and their main() methods called (see below). Finally, the easiest way is to use the python -m option: </p>
+<p>There are several ways to run the examples. First they can be run as stand-alone programs. Second they can be imported and their <tt>main()</tt> methods called (see below). Finally, the easiest way is to use the python -m option: </p>
 <pre>   python -m pygame.examples.&lt;example name&gt; &lt;example arguments&gt;
 </pre><p>eg: </p>
 <pre>   python -m pygame.examples.scaletest someimage.png
 <pre>  pySDL    : <a href="http://pysdl.sourceforge.net">http://pysdl.sourceforge.net<a/>
   SDL      : <a href="http://www.libsdl.org">http://www.libsdl.org<a/>
   aliens.c : <a href="http://www.libsdl.org/projects/aliens">http://www.libsdl.org/projects/aliens<a/>
-</pre><p>examples as a package is new to pygame <tt>1.9.0</tt>. </p>
+</pre><p>examples as a package is new to pygame 1.9.0. </p>
 <!--COMMENTS:pygame.examples--> &nbsp;<br> 
 
 
 <big><b>pygame.examples.aliens.main</big></b><br><ul>
   <i>play the full aliens example</i><br>
   <tt>pygame.aliens.main(): return None</tt><br>
-<p>This started off as a port of the <tt>SDL</tt> demonstration, Aliens. Now it has evolved into something sort of resembling fun. This demonstrates a lot of different uses of sprites and optimized blitting. Also transparency, colorkeys, fonts, sound, music, joystick, and more. <tt>(PS</tt>, my high score is 117! goodluck) </p>
+<p>This started off as a port of the <tt>SDL</tt> demonstration, Aliens. Now it has evolved into something sort of resembling fun. This demonstrates a lot of different uses of sprites and optimized blitting. Also transparency, colorkeys, fonts, sound, music, joystick, and more. (PS, my high score is 117! goodluck) </p>
 <!--COMMENTS:pygame.examples.aliens.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.stars.main</big></b><br><ul>
   <i>run a simple starfield example</i><br>
   <tt>pygame.examples.stars.main(): return None</tt><br>
-<p><tt>A</tt> simple starfield example. You can change the center of perspective by leftclicking the mouse on the screen. </p>
+<p>A simple starfield example. You can change the center of perspective by leftclicking the mouse on the screen. </p>
 <!--COMMENTS:pygame.examples.stars.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.moveit.main</big></b><br><ul>
   <i>display animated objects on the screen</i><br>
   <tt>pygame.examples.moveit.main(): return None</tt><br>
-<p>This is the full and final example from the Pygame Tutorial, "How Do <tt>I</tt> Make It Move". It creates 10 objects and animates them on the screen. </p>
+<p>This is the full and final example from the Pygame Tutorial, "How Do I Make It Move". It creates 10 objects and animates them on the screen. </p>
 <p>Note it's a bit scant on error checking, but it's easy to read. :] Fortunately, this is python, and we needn't wrestle with a pile of error codes. </p>
 <!--COMMENTS:pygame.examples.moveit.main--> &nbsp;<br> 
 <br></ul>
   <i>show various surfarray effects</i><br>
   <tt>pygame.examples.arraydemo.main(arraytype=None): return None</tt><br>
 <p>Another example filled with various surfarray effects. It requires the surfarray and image modules to be installed. This little demo can also make a good starting point for any of your own tests with surfarray </p>
-<p>If arraytype is provided then use that array package. Valid values are 'numeric' or 'numpy'. Otherwise default to NumPy, or fall back on Numeric if NumPy is not installed. As a program <tt>surfarray.py</tt> accepts an optional --numeric or --numpy flag. (New pygame <tt>1.9.0)</tt> </p>
+<p>If arraytype is provided then use that array package. Valid values are 'numeric' or 'numpy'. Otherwise default to NumPy, or fall back on Numeric if NumPy is not installed. As a program <tt>surfarray.py</tt> accepts an optional --numeric or --numpy flag. (New pygame 1.9.0) </p>
 <!--COMMENTS:pygame.examples.arraydemo.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.glcube.main</big></b><br><ul>
   <i>display an animated 3D cube using OpenGL</i><br>
   <tt>pygame.examples.glcube.main(): return None</tt><br>
-<p>Using PyOpenGL and pygame, this creates a spinning <tt>3D</tt> multicolored cube. </p>
+<p>Using PyOpenGL and pygame, this creates a spinning 3D multicolored cube. </p>
 <!--COMMENTS:pygame.examples.glcube.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.scrap_clipboard.main</big></b><br><ul>
   <i>access the clipboard</i><br>
   <tt>pygame.examples.scrap_clipboard.main(): return None</tt><br>
-<p><tt>A</tt> simple demonstration example for the clipboard support. </p>
+<p>A simple demonstration example for the clipboard support. </p>
 <!--COMMENTS:pygame.examples.scrap_clipboard.main--> &nbsp;<br> 
 <br></ul>
 
     w, h - size of the rescaled image, as integer width and height
 </pre><p>How to use pygame with no windowing system, like on headless servers. </p>
 <p>Thumbnail generation with scaling is an example of what you can do with pygame. </p>
-<p><tt>NOTE:</tt> the pygame scale function uses mmx/sse if available, and can be run in multiple threads. </p>
+<p>NOTE: the pygame scale function uses mmx/sse if available, and can be run in multiple threads. </p>
 <p>If <tt>headless_no_windows_needed.py</tt> is run as a program it takes the following command line arguments: </p>
 <pre>    -scale inputimage outputimage new_width new_height
     eg. -scale in.png outpng 50 50
 </ul>
 <p>So far it looks like normal <tt>pygame.event</tt> is faster by up to two times. So maybe fastevent isn't fast at all. </p>
 <p>Tested on windowsXP sp2 athlon, and freebsd. </p>
-<p><tt>However..</tt>. on my debian duron 850 machine fastevents is faster. </p>
+<p>However... on my debian duron 850 machine fastevents is faster. </p>
 <!--COMMENTS:pygame.examples.fastevents.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.blend_fill.main</big></b><br><ul>
   <i>demonstrate the various surface.fill method blend options</i><br>
   <tt>pygame.examples.blend_fill.main(): return None</tt><br>
-<p><tt>A</tt> interactive demo that lets one choose which BLEND_xxx option to apply to a surface. </p>
+<p>A interactive demo that lets one choose which BLEND_xxx option to apply to a surface. </p>
 <!--COMMENTS:pygame.examples.blend_fill.main--> &nbsp;<br> 
 <br></ul>
 
 <pre>    imagefile - file name of source image (required)
     convert_alpha - use convert_alpha() on the surf (default False)
     run_speed_test - (default False)
-</pre><p><tt>A</tt> smoothscale example that resized an image on the screen. Vertical and horizontal arrow keys are used to change the width and height of the displayed image. If the convert_alpha option is True then the source image is forced to have source alpha, whether or not the original images does. If run_speed_test is True then a background timing test is performed instead of the interactive scaler. </p>
+</pre><p>A smoothscale example that resized an image on the screen. Vertical and horizontal arrow keys are used to change the width and height of the displayed image. If the convert_alpha option is True then the source image is forced to have source alpha, whether or not the original images does. If run_speed_test is True then a background timing test is performed instead of the interactive scaler. </p>
 <p>If <tt>scaletest.py</tt> is run as a program then the command line options are: </p>
 <pre>    ImageFile [-t] [-convert_alpha]
     [-t] = Run Speed Test
 </pre><p>The output example shows how to translate mouse clicks or computer keyboard events into midi notes. It implements a rudimentary button widget and state machine. </p>
 <p>The input example shows how to translate midi input to pygame events. </p>
 <p>With the use of a virtual midi patch cord the output and input examples can be run as separate processes and connected so the keyboard output is displayed on a console. </p>
-<p>new to pygame <tt>1.9.0</tt> </p>
+<p>new to pygame 1.9.0 </p>
 <!--COMMENTS:pygame.examples.midi.main--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.examples.scroll.main</big></b><br><ul>
   <i>run a Surface.scroll example that shows a magnified image</i><br>
   <tt>pygame.examples.scroll.main(image_file=None): return None</tt><br>
-<p>This example shows a scrollable image that has a zoom factor of eight. It uses the <tt>Surface.scroll</tt> function to shift the image on the display surface. <tt>A</tt> clip rectangle protects a margin area. If called as a function, the example accepts an optional image file path. If run as a program it takes an optional file path command line argument. If no file is provided a default image file is used. </p>
+<p>This example shows a scrollable image that has a zoom factor of eight. It uses the <tt>Surface.scroll</tt> function to shift the image on the display surface. A clip rectangle protects a margin area. If called as a function, the example accepts an optional image file path. If run as a program it takes an optional file path command line argument. If no file is provided a default image file is used. </p>
 <p>When running click on a black triangle to move one pixel in the direction the triangle points. Or use the arrow keys. Close the window or press <tt>ESC</tt> to quit. </p>
 <!--COMMENTS:pygame.examples.scroll.main--> &nbsp;<br> 
 <br></ul>
 <big><b>pygame.examples.movieplayer.main</big></b><br><ul>
   <i>play an MPEG movie</i><br>
   <tt>pygame.examples.moveplayer.main(filepath): return None</tt><br>
-<p><tt>A</tt> simple movie player that plays an <tt>MPEG</tt> movie in a Pygame window. It showcases the <tt>pygame.movie</tt> module. The window adjusts to the size of the movie image. It is given a boarder to demonstrate that a movie can play autonomously in a sub- window. Also, the file is copied to a file like object to show that not just Python files can be used as a movie source. </p>
+<p>A simple movie player that plays an <tt>MPEG</tt> movie in a Pygame window. It showcases the <tt>pygame.movie</tt> module. The window adjusts to the size of the movie image. It is given a boarder to demonstrate that a movie can play autonomously in a sub- window. Also, the file is copied to a file like object to show that not just Python files can be used as a movie source. </p>
 <p>The <tt>pygame.movie</tt> module is problematic and may not work on all systems. It is intended to replace it with an ffmpeg based version. </p>
 <!--COMMENTS:pygame.examples.movieplayer.main--> &nbsp;<br> 
 <br></ul>
 <big><b>pygame.examples.camera.main</big></b><br><ul>
   <i>display video captured live from an attached camera</i><br>
   <tt>pygame.examples.camera.main(): return None</tt><br>
-<p><tt>A</tt> simple live video player, it uses the first available camera it finds on the system. </p>
+<p>A simple live video player, it uses the first available camera it finds on the system. </p>
 <!--COMMENTS:pygame.examples.camera.main--> &nbsp;<br> 
 <br></ul>
 <br></ul>

docs/ref/font.html

 <big><b>pygame.font</big></b><br><ul>
   <i>pygame module for loading and rendering fonts</i><br>
 <ul><small><table>
-  <tr><td><a href="font.html#pygame.font.init">pygame.font.init</a> - <font size=-1>initialize the font module</font></td><td>initialize the font module</td></tr>
-  <tr><td><a href="font.html#pygame.font.quit">pygame.font.quit</a> - <font size=-1>uninitialize the font module</font></td><td>uninitialize the font module</td></tr>
-  <tr><td><a href="font.html#pygame.font.get_init">pygame.font.get_init</a> - <font size=-1>true if the font module is initialized</font></td><td>true if the font module is initialized</td></tr>
-  <tr><td><a href="font.html#pygame.font.get_default_font">pygame.font.get_default_font</a> - <font size=-1>get the filename of the default font</font></td><td>get the filename of the default font</td></tr>
-  <tr><td><a href="font.html#pygame.font.get_fonts">pygame.font.get_fonts</a> - <font size=-1>get all available fonts</font></td><td>get all available fonts</td></tr>
-  <tr><td><a href="font.html#pygame.font.match_font">pygame.font.match_font</a> - <font size=-1>find a specific font on the system</font></td><td>find a specific font on the system</td></tr>
-  <tr><td><a href="font.html#pygame.font.SysFont">pygame.font.SysFont</a> - <font size=-1>create a Font object from the system fonts</font></td><td>create a Font object from the system fonts</td></tr>
-  <tr><td><a href="font.html#pygame.font.Font">pygame.font.Font</a> - <font size=-1>create a new Font object from a file</font></td><td>create a new Font object from a file</td></tr>
+  <tr><td><a href="font.html#pygame.font.init">pygame.font.init</a></td><td> &mdash; initialize the font module</td></tr>
+  <tr><td><a href="font.html#pygame.font.quit">pygame.font.quit</a></td><td> &mdash; uninitialize the font module</td></tr>
+  <tr><td><a href="font.html#pygame.font.get_init">pygame.font.get_init</a></td><td> &mdash; true if the font module is initialized</td></tr>
+  <tr><td><a href="font.html#pygame.font.get_default_font">pygame.font.get_default_font</a></td><td> &mdash; get the filename of the default font</td></tr>
+  <tr><td><a href="font.html#pygame.font.get_fonts">pygame.font.get_fonts</a></td><td> &mdash; get all available fonts</td></tr>
+  <tr><td><a href="font.html#pygame.font.match_font">pygame.font.match_font</a></td><td> &mdash; find a specific font on the system</td></tr>
+  <tr><td><a href="font.html#pygame.font.SysFont">pygame.font.SysFont</a></td><td> &mdash; create a Font object from the system fonts</td></tr>
+  <tr><td><a href="font.html#pygame.font.Font">pygame.font.Font</a></td><td> &mdash; create a new Font object from a file</td></tr>
 </table></small></ul>
-<p>The font module allows for rendering TrueType fonts into a new Surface object. It accepts any <tt>UCS-2</tt> character ('\u0001' to '\uFFFF'). This module is optional and requires SDL_ttf as a dependency. You should test that <tt>pygame.font</tt> is available and initialized before attempting to use the module. </p>
-<p>Most of the work done with fonts are done by using the actual Font objects. The module by itself only has routines to initialize the module and create Font objects with <tt><a href="font.html#pygame.font.Font">pygame.font.Font</a> - <font size=-1>create a new Font object from a file</font></tt>. </p>
-<p>You can load fonts from the system by using the <tt><a href="font.html#pygame.font.SysFont">pygame.font.SysFont</a> - <font size=-1>create a Font object from the system fonts</font></tt> function. There are a few other functions to help lookup the system fonts. </p>
+<p>The font module allows for rendering TrueType fonts into a new Surface object. It accepts any UCS-2 character ('\u0001' to '\uFFFF'). This module is optional and requires SDL_ttf as a dependency. You should test that <tt>pygame.font</tt> is available and initialized before attempting to use the module. </p>
+<p>Most of the work done with fonts are done by using the actual Font objects. The module by itself only has routines to initialize the module and create Font objects with <tt><a href="font.html#pygame.font.Font">pygame.font.Font</a></tt>&nbsp;&ndash;<font size=-1>create a new Font object from a file</font>. </p>
+<p>You can load fonts from the system by using the <tt><a href="font.html#pygame.font.SysFont">pygame.font.SysFont</a></tt>&nbsp;&ndash;<font size=-1>create a Font object from the system fonts</font>&ndash; function. There are a few other functions to help lookup the system fonts. </p>
 <p>Pygame comes with a builtin default font. This can always be accessed by passing None as the font name. </p>
 <!--COMMENTS:pygame.font--> &nbsp;<br> 
 
 <big><b>pygame.font.init</big></b><br><ul>
   <i>initialize the font module</i><br>
   <tt>pygame.font.init(): return None</tt><br>
-<p>This method is called automatically by <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt>. It initializes the font module. The module must be initialized before any other functions will work. </p>
+<p>This method is called automatically by <tt><a href="pygame.html#pygame.init">pygame.init</a></tt>&nbsp;&ndash;<font size=-1>initialize all imported pygame modules</font>. It initializes the font module. The module must be initialized before any other functions will work. </p>
 <p>It is safe to call this function more than once. </p>
 <!--COMMENTS:pygame.font.init--> &nbsp;<br> 
 <br></ul>
 <big><b>pygame.font.quit</big></b><br><ul>
   <i>uninitialize the font module</i><br>
   <tt>pygame.font.quit(): return None</tt><br>
-<p>Manually uninitialize SDL_ttf's font system. This is called automatically by <tt><a href="pygame.html#pygame.quit">pygame.quit</a> - <font size=-1>uninitialize all pygame modules</font></tt>. </p>
+<p>Manually uninitialize SDL_ttf's font system. This is called automatically by <tt><a href="pygame.html#pygame.quit">pygame.quit</a></tt>&nbsp;&ndash;<font size=-1>uninitialize all pygame modules</font>. </p>
 <p>It is safe to call this function even if font is currently not initialized. </p>
 <!--COMMENTS:pygame.font.quit--> &nbsp;<br> 
 <br></ul>
   <tt>pygame.font.Font(filename, size): return Font</tt><br>
   <tt>pygame.font.Font(object, size): return Font</tt><br>
 <ul><small><table>
-  <tr><td><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></td><td>draw text on a new Surface</td></tr>
-  <tr><td><a href="font.html#Font.size">Font.size</a> - <font size=-1>determine the amount of space needed to render text</font></td><td>determine the amount of space needed to render text</td></tr>
-  <tr><td><a href="font.html#Font.set_underline">Font.set_underline</a> - <font size=-1>control if text is rendered with an underline</font></td><td>control if text is rendered with an underline</td></tr>
-  <tr><td><a href="font.html#Font.get_underline">Font.get_underline</a> - <font size=-1>check if text will be rendered with an underline</font></td><td>check if text will be rendered with an underline</td></tr>
-  <tr><td><a href="font.html#Font.set_bold">Font.set_bold</a> - <font size=-1>enable fake rendering of bold text</font></td><td>enable fake rendering of bold text</td></tr>
-  <tr><td><a href="font.html#Font.get_bold">Font.get_bold</a> - <font size=-1>check if text will be rendered bold</font></td><td>check if text will be rendered bold</td></tr>
-  <tr><td><a href="font.html#Font.set_italic">Font.set_italic</a> - <font size=-1>enable fake rendering of italic text</font></td><td>enable fake rendering of italic text</td></tr>
-  <tr><td><a href="font.html#Font.metrics">Font.metrics</a> - <font size=-1>Gets the metrics for each character in the pased string.</font></td><td>Gets the metrics for each character in the pased string.</td></tr>
-  <tr><td><a href="font.html#Font.get_italic">Font.get_italic</a> - <font size=-1>check if the text will be rendered italic</font></td><td>check if the text will be rendered italic</td></tr>
-  <tr><td><a href="font.html#Font.get_linesize">Font.get_linesize</a> - <font size=-1>get the line space of the font text</font></td><td>get the line space of the font text</td></tr>
-  <tr><td><a href="font.html#Font.get_height">Font.get_height</a> - <font size=-1>get the height of the font</font></td><td>get the height of the font</td></tr>
-  <tr><td><a href="font.html#Font.get_ascent">Font.get_ascent</a> - <font size=-1>get the ascent of the font</font></td><td>get the ascent of the font</td></tr>
-  <tr><td><a href="font.html#Font.get_descent">Font.get_descent</a> - <font size=-1>get the descent of the font</font></td><td>get the descent of the font</td></tr>
+  <tr><td><a href="freetype.html#Font.render">Font.render</a></td><td> &mdash; draw text on a new Surface</td></tr>
+  <tr><td><a href="font.html#Font.size">Font.size</a></td><td> &mdash; determine the amount of space needed to render text</td></tr>
+  <tr><td><a href="font.html#Font.set_underline">Font.set_underline</a></td><td> &mdash; control if text is rendered with an underline</td></tr>
+  <tr><td><a href="font.html#Font.get_underline">Font.get_underline</a></td><td> &mdash; check if text will be rendered with an underline</td></tr>
+  <tr><td><a href="font.html#Font.set_bold">Font.set_bold</a></td><td> &mdash; enable fake rendering of bold text</td></tr>
+  <tr><td><a href="font.html#Font.get_bold">Font.get_bold</a></td><td> &mdash; check if text will be rendered bold</td></tr>
+  <tr><td><a href="font.html#Font.set_italic">Font.set_italic</a></td><td> &mdash; enable fake rendering of italic text</td></tr>
+  <tr><td><a href="font.html#Font.metrics">Font.metrics</a></td><td> &mdash; Gets the metrics for each character in the pased string.</td></tr>
+  <tr><td><a href="font.html#Font.get_italic">Font.get_italic</a></td><td> &mdash; check if the text will be rendered italic</td></tr>
+  <tr><td><a href="font.html#Font.get_linesize">Font.get_linesize</a></td><td> &mdash; get the line space of the font text</td></tr>
+  <tr><td><a href="font.html#Font.get_height">Font.get_height</a></td><td> &mdash; get the height of the font</td></tr>
+  <tr><td><a href="font.html#Font.get_ascent">Font.get_ascent</a></td><td> &mdash; get the ascent of the font</td></tr>
+  <tr><td><a href="font.html#Font.get_descent">Font.get_descent</a></td><td> &mdash; get the descent of the font</td></tr>
 </table></small></ul>
 <p>Load a new font from a given filename or a python file object. The size is the height of the font in pixels. If the filename is None the Pygame default font will be loaded. If a font cannot be loaded from the arguments given an exception will be raised. Once the font is created the size cannot be changed. </p>
 <p>Font objects are mainly used to render text into new Surface objects. The render can emulate bold or italic features, but it is better to load from a font with actual italic or bold glyphs. The rendered text can be regular strings or unicode. </p>
 <big><b>Font.render</big></b><br><ul>
   <i>draw text on a new Surface</i><br>
   <tt>Font.render(text, antialias, color, background=None): return Surface</tt><br>
-<p>This creates a new Surface with the specified text rendered on it. Pygame provides no way to directly draw text on an existing Surface: instead you must use <tt><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></tt> to create an image (Surface) of the text, then blit this image onto another Surface. </p>
-<p>The text can only be a single line: newline characters are not rendered. Null characters ('\x00') raise a TypeError. Both Unicode and char (byte) strings are accepted. For Unicode strings only <tt>UCS-2</tt> characters ('\u0001' to '\uFFFF') are recognized. Anything greater raises a UnicodeError. For char strings a <tt>LATIN1</tt> encoding is assumed. The antialias argument is a boolean: if true the characters will have smooth edges. The color argument is the color of the text <tt>[e.g.:</tt> (0,0,255) for blue]. The optional background argument is a color to use for the text background. If no background is passed the area outside the text will be transparent. </p>
-<p>The Surface returned will be of the dimensions required to hold the text. (the same as those returned by <tt>Font.size())</tt>. If an empty string is passed for the text, a blank surface will be returned that is one pixel wide and the height of the font. </p>
+<p>This creates a new Surface with the specified text rendered on it. Pygame provides no way to directly draw text on an existing Surface: instead you must use <tt><a href="freetype.html#Font.render">Font.render</a></tt>&nbsp;&ndash;<font size=-1>Renders text on a surface</font>&ndash; to create an image (Surface) of the text, then blit this image onto another Surface. </p>
+<p>The text can only be a single line: newline characters are not rendered. Null characters ('\x00') raise a TypeError. Both Unicode and char (byte) strings are accepted. For Unicode strings only UCS-2 characters ('\u0001' to '\uFFFF') are recognized. Anything greater raises a UnicodeError. For char strings a LATIN1 encoding is assumed. The antialias argument is a boolean: if true the characters will have smooth edges. The color argument is the color of the text [e.g.: (0,0,255) for blue]. The optional background argument is a color to use for the text background. If no background is passed the area outside the text will be transparent. </p>
+<p>The Surface returned will be of the dimensions required to hold the text. (the same as those returned by Font.size()). If an empty string is passed for the text, a blank surface will be returned that is one pixel wide and the height of the font. </p>
 <p>Depending on the type of background and antialiasing used, this returns different types of Surfaces. For performance reasons, it is good to know what type of image will be used. If antialiasing is not used, the return image will always be an 8bit image with a two color palette. If the background is transparent a colorkey will be set. Antialiased images are rendered to 24-bit <tt>RGB</tt> images. If the background is transparent a pixel alpha will be included. </p>
 <p>Optimization: if you know that the final destination for the text (on the screen) will always have a solid background, and the text is antialiased, you can improve performance by specifying the background color. This will cause the resulting image to maintain transparency information by colorkey rather than (much less efficient) alpha values. </p>
 <p>If you render '\n' a unknown char will be rendered. Usually a rectangle. Instead you need to handle new lines yourself. </p>
 <big><b>Font.metrics</big></b><br><ul>
   <i>Gets the metrics for each character in the pased string.</i><br>
   <tt>Font.metrics(text): return list</tt><br>
-<p>The list contains tuples for each character, which contain the minimum <tt>X</tt> offset, the maximum <tt>X</tt> offset, the minimum <tt>Y</tt> offset, the maximum <tt>Y</tt> offset and the advance offset (bearing plus width) of the character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny, maxy, advance), <tt>...]</tt>. None is entered in the list for each unrecognized character. </p>
+<p>The list contains tuples for each character, which contain the minimum <tt>X</tt> offset, the maximum <tt>X</tt> offset, the minimum <tt>Y</tt> offset, the maximum <tt>Y</tt> offset and the advance offset (bearing plus width) of the character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny, maxy, advance), ...]. None is entered in the list for each unrecognized character. </p>
 <!--COMMENTS:Font.metrics--> &nbsp;<br> 
 <br></ul>
 

docs/ref/freetype.html

 <big><b>pygame.freetype</big></b><br><ul>
   <i>Enhanced Pygame module for loading and rendering fonts</i><br>
 <ul><small><table>
-  <tr><td><a href="freetype.html#pygame.freetype.get_error">pygame.freetype.get_error</a> - <font size=-1>Get the latest error</font></td><td>Get the latest error</td></tr>
-  <tr><td><a href="freetype.html#pygame.freetype.get_version">pygame.freetype.get_version</a> - <font size=-1>Get the FreeType version</font></td><td>Get the FreeType version</td></tr>
-  <tr><td><a href="freetype.html#pygame.freetype.init">pygame.freetype.init</a> - <font size=-1>Initialize the underlying FreeType 2 library.</font></td><td>Initialize the underlying FreeType 2 library.</td></tr>
-  <tr><td><a href="freetype.html#pygame.freetype.quit">pygame.freetype.quit</a> - <font size=-1>Shuts down the underlying FreeType 2 library.</font></td><td>Shuts down the underlying FreeType 2 library.</td></tr>
-  <tr><td><a href="freetype.html#pygame.freetype.was_init">pygame.freetype.was_init</a> - <font size=-1>Returns whether the the FreeType 2 library is initialized.</font></td><td>Returns whether the the FreeType 2 library is initialized.</td></tr>
-  <tr><td><a href="freetype.html#pygame.freetype.Font">pygame.freetype.Font</a> - <font size=-1>Creates a new Font from a supported font file.</font></td><td>Creates a new Font from a supported font file.</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.get_error">pygame.freetype.get_error</a></td><td> &mdash; Get the latest error</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.get_version">pygame.freetype.get_version</a></td><td> &mdash; Get the FreeType version</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.init">pygame.freetype.init</a></td><td> &mdash; Initialize the underlying FreeType 2 library.</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.quit">pygame.freetype.quit</a></td><td> &mdash; Shuts down the underlying FreeType 2 library.</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.was_init">pygame.freetype.was_init</a></td><td> &mdash; Returns whether the the FreeType 2 library is initialized.</td></tr>
+  <tr><td><a href="freetype.html#pygame.freetype.Font">pygame.freetype.Font</a></td><td> &mdash; Creates a new Font from a supported font file.</td></tr>
 </table></small></ul>
 <p>--- Note that some features may change before a formal release </p>
-<p>This module allows for rendering all font formats supported by FreeType, namely <tt>TTF</tt>, Type1, <tt>CFF</tt>, OpenType, <tt>SFNT</tt>, <tt>PCF</tt>, <tt>FNT</tt>, <tt>BDF</tt>, <tt>PFR</tt> and Type42 fonts. It can render any <tt>UTF-32</tt> character in a font file. </p>
+<p>This module allows for rendering all font formats supported by FreeType, namely TTF, Type1, CFF, OpenType, SFNT, PCF, FNT, BDF, <tt>PFR</tt> and Type42 fonts. It can render any UTF-32 character in a font file. </p>
 <p>This module is optional, and replaces all of the functionality of the original 'font' module, whilst expanding it. This module depends in no way on the SDL_ttf library. </p>
-<p>You should test that <tt>pygame.freetype</tt> is initialized before attempting to use the module; if the module is available and loaded, it will be automatically initialized by <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt> </p>
-<p>Most of the work done with fonts is done by using the actual Font objects. The module by itself only has routines to initialize itself and create Font objects with <tt><a href="freetype.html#pygame.freetype.Font">pygame.freetype.Font</a> - <font size=-1>Creates a new Font from a supported font file.</font></tt>. </p>
+<p>You should test that <tt>pygame.freetype</tt> is initialized before attempting to use the module; if the module is available and loaded, it will be automatically initialized by <tt><a href="pygame.html#pygame.init">pygame.init</a></tt>&nbsp;&ndash;<font size=-1>initialize all imported pygame modules</font>&ndash; </p>
+<p>Most of the work done with fonts is done by using the actual Font objects. The module by itself only has routines to initialize itself and create Font objects with <tt><a href="freetype.html#pygame.freetype.Font">pygame.freetype.Font</a></tt>&nbsp;&ndash;<font size=-1>Creates a new Font from a supported font file.</font>. </p>
 <p>You can load fonts from the system by using the <tt>pygame.freetype.SysFont()</tt> function. There are a few other functions to help lookup the system fonts. </p>
 <p>Pygame comes with a builtin default font. This can always be accessed by passing None as the font name to the Font constructor. </p>
 <!--COMMENTS:pygame.freetype--> &nbsp;<br> 
   <i>Get the FreeType version</i><br>
   <tt>pygame.freetype.get_version(): return (int, int, int)</tt><br>
 <p>Gets the version of the FreeType2 library which was used to build the 'freetype' module. </p>
-<p>Note that the FreeType module depends on the FreeType 2 library, and will not compile with the original FreeType <tt>1.0</tt>, hence the first element of the tuple will always be 2. </p>
+<p>Note that the FreeType module depends on the FreeType 2 library, and will not compile with the original FreeType 1.0, hence the first element of the tuple will always be 2. </p>
 <!--COMMENTS:pygame.freetype.get_version--> &nbsp;<br> 
 <br></ul>
 
   <i>Initialize the underlying FreeType 2 library.</i><br>
   <tt>pygame.freetype.init(default_cache_size=64): return None</tt><br>
 <p>This function initializes the underlying FreeType 2 library and must be called before trying to use any of the functionality of the 'freetype' module. </p>
-<p>However, if the module is available, this function will be automatically called by <tt><a href="pygame.html#pygame.init">pygame.init</a> - <font size=-1>initialize all imported pygame modules</font></tt>. It is safe to call this function more than once. </p>
+<p>However, if the module is available, this function will be automatically called by <tt><a href="pygame.html#pygame.init">pygame.init</a></tt>&nbsp;&ndash;<font size=-1>initialize all imported pygame modules</font>. It is safe to call this function more than once. </p>
 <p>Optionally, you may specify a default size for the Glyph cache: this is the maximum amount of glyphs that will be cached at any given time by the module. Exceedingly small values will be automatically tuned for performance. </p>
 <!--COMMENTS:pygame.freetype.init--> &nbsp;<br> 
 <br></ul>
   <i>Creates a new Font from a supported font file.</i><br>
   <tt>pygame.freetype.Font(file, style=STYLE_NONE, ptsize=-1, face_index=0): return Font</tt><br>
 <ul><small><table>
-  <tr><td><a href="freetype.html#Font.name">Font.name</a> - <font size=-1>Gets the name of the font face.</font></td><td>Gets the name of the font face.</td></tr>
-  <tr><td><a href="freetype.html#Font.get_size">Font.get_size</a> - <font size=-1>Gets the size of rendered text</font></td><td>Gets the size of rendered text</td></tr>
-  <tr><td><a href="freetype.html#Font.get_metrics">Font.get_metrics</a> - <font size=-1>Gets glyph metrics for the font's characters</font></td><td>Gets glyph metrics for the font's characters</td></tr>
-  <tr><td><a href="freetype.html#Font.height">Font.height</a> - <font size=-1>Gets the height of the Font</font></td><td>Gets the height of the Font</td></tr>
-  <tr><td><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></td><td>Renders text on a surface</td></tr>
-  <tr><td><a href="freetype.html#Font.render_raw">Font.render_raw</a> - <font size=-1>Renders text as a string of bytes</font></td><td>Renders text as a string of bytes</td></tr>
-  <tr><td><a href="freetype.html#Font.style">Font.style</a> - <font size=-1>Gets or sets the font's style</font></td><td>Gets or sets the font's style</td></tr>
-  <tr><td><a href="freetype.html#Font.underline">Font.underline</a> - <font size=-1>Gets or sets the font's underline style</font></td><td>Gets or sets the font's underline style</td></tr>
-  <tr><td><a href="freetype.html#Font.bold">Font.bold</a> - <font size=-1>Gets or sets the font's bold style</font></td><td>Gets or sets the font's bold style</td></tr>
-  <tr><td><a href="freetype.html#Font.italic">Font.italic</a> - <font size=-1>Gets or sets the font's italic style</font></td><td>Gets or sets the font's italic style</td></tr>
-  <tr><td><a href="freetype.html#Font.fixed_width">Font.fixed_width</a> - <font size=-1>Gets whether the font is fixed-width</font></td><td>Gets whether the font is fixed-width</td></tr>
-  <tr><td><a href="freetype.html#Font.antialiased">Font.antialiased</a> - <font size=-1>Font antialiasing mode</font></td><td>Font antialiasing mode</td></tr>
-  <tr><td><a href="freetype.html#Font.vertical">Font.vertical</a> - <font size=-1>Font vertical mode</font></td><td>Font vertical mode</td></tr>
-  <tr><td>None</td><td></td></tr>
+  <tr><td><a href="freetype.html#Font.name">Font.name</a></td><td> &mdash; Gets the name of the font face.</td></tr>
+  <tr><td><a href="freetype.html#Font.get_size">Font.get_size</a></td><td> &mdash; Gets the size of rendered text</td></tr>
+  <tr><td><a href="freetype.html#Font.get_metrics">Font.get_metrics</a></td><td> &mdash; Gets glyph metrics for the font's characters</td></tr>
+  <tr><td><a href="freetype.html#Font.height">Font.height</a></td><td> &mdash; Gets the height of the Font</td></tr>
+  <tr><td><a href="freetype.html#Font.render">Font.render</a></td><td> &mdash; Renders text on a surface</td></tr>
+  <tr><td><a href="freetype.html#Font.render_raw">Font.render_raw</a></td><td> &mdash; Renders text as a string of bytes</td></tr>
+  <tr><td><a href="freetype.html#Font.style">Font.style</a></td><td> &mdash; Gets or sets the font's style</td></tr>
+  <tr><td><a href="freetype.html#Font.underline">Font.underline</a></td><td> &mdash; Gets or sets the font's underline style</td></tr>
+  <tr><td><a href="freetype.html#Font.bold">Font.bold</a></td><td> &mdash; Gets or sets the font's bold style</td></tr>
+  <tr><td><a href="freetype.html#Font.italic">Font.italic</a></td><td> &mdash; Gets or sets the font's italic style</td></tr>
+  <tr><td><a href="freetype.html#Font.fixed_width">Font.fixed_width</a></td><td> &mdash; Gets whether the font is fixed-width</td></tr>
+  <tr><td><a href="freetype.html#Font.antialiased">Font.antialiased</a></td><td> &mdash; Font antialiasing mode</td></tr>
+  <tr><td><a href="freetype.html#Font.vertical">Font.vertical</a></td><td> &mdash; Font vertical mode</td></tr>
+  <tr><td>None</td><td> &mdash; </td></tr>
 </table></small></ul>
 <p>'file' can be either a string representing the font's filename, a file-like object containing the font, or None; in this last case the default, built-in font will be used. </p>
 <p>Optionally, a *ptsize* argument may be specified to set the default size in points which will be used to render the font. Such size can also be specified manually on each method call. Because of the way the caching system works, specifying a default size on the constructor doesn't imply a performance gain over manually passing the size on each function call. </p>
 <p>If the font file has more than one face, the *index* argument may be specified to specify which face index to load. Defaults to 0; font loading will fail if the given index is not contained in the font. </p>
-<p>The 'style' argument will set the default style (italic, underline, bold) used to draw this font. This style may be overriden on any <tt><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></tt> call. </p>
+<p>The 'style' argument will set the default style (italic, underline, bold) used to draw this font. This style may be overriden on any <tt><a href="freetype.html#Font.render">Font.render</a></tt>&nbsp;&ndash;<font size=-1>Renders text on a surface</font>&ndash; call. </p>
 <!--COMMENTS:pygame.freetype.Font--> &nbsp;<br> 
 
 
 <big><b>Font.get_size</big></b><br><ul>
   <i>Gets the size of rendered text</i><br>
   <tt>Font.get_size(text, style=STYLE_DEFAULT, rotation=0, ptsize=default, surrogates=True): return (int, int)</tt><br>
-<p>Gets the size in pixels which 'text' will occupy when rendered using this Font. The calculations will take into account the font's default style <tt>(e.g</tt>. underlined fonts take extra height for the underline), or the style may be overridden by the 'style' parameter. </p>
+<p>Gets the size in pixels which 'text' will occupy when rendered using this Font. The calculations will take into account the font's default style (e.g. underlined fonts take extra height for the underline), or the style may be overridden by the 'style' parameter. </p>
 <p>Returns a tuple containing the width and height of the text's bounding box. </p>
 <p>The calculations are done using the font's default size in points, without any rotation, and taking into account fonts which are set to be drawn vertically via the <tt>Font.vertical</tt> attribute. Optionally you may specify another point size to use via the 'ptsize' argument, or a text rotation via the 'rotation' argument. </p>
-<p>The surrogates arguement controls Unicode text decoding. By default, the freetype module performs <tt>UTF-16</tt> surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('\Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding <tt>UTF-32</tt> code points on Python interpreters built with a <tt>UCS-2</tt> unicode type (on Windows, for instance). It also means character values within the <tt>UTF-16</tt> surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. <tt>A</tt> malformed surrogate pair will raise an UnicodeEncodeError. Setting surrogates False turns surrogate pair decoding off, letting interpreters with a <tt>UCS-4</tt> unicode type access the full <tt>UCS-4</tt> character range. </p>
-<p>If text is a char (byte) string, then its encoding is assumed to be <tt>LATIN1</tt>. </p>
+<p>The surrogates arguement controls Unicode text decoding. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('\Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise an UnicodeEncodeError. Setting surrogates False turns surrogate pair decoding off, letting interpreters with a UCS-4 unicode type access the full UCS-4 character range. </p>
+<p>If text is a char (byte) string, then its encoding is assumed to be LATIN1. </p>
 <!--COMMENTS:Font.get_size--> &nbsp;<br> 
 <br></ul>
 
     BBOX_PIXEL: Return pixel coordinates (ints).
     BBOX_PIXEL_GRIDFIT (default): Return grid-aligned pixel coordinates.
 </pre><p>The calculations are done using the font's default size in points. Optionally you may specify another point size to use. </p>
-<p>Setting surrogates False turns off surrogate pair decoding (see <tt>Font.get_size)</tt>. </p>
-<p>If text is a char (byte) string, then its encoding is assumed to be <tt>LATIN1</tt>. </p>
+<p>Setting surrogates False turns off surrogate pair decoding (see Font.get_size). </p>
+<p>If text is a char (byte) string, then its encoding is assumed to be LATIN1. </p>
 <!--COMMENTS:Font.get_metrics--> &nbsp;<br> 
 <br></ul>
 
 <big><b>Font.render</big></b><br><ul>
   <i>Renders text on a surface</i><br>
   <tt>Font.render(dest, text, fgcolor, bgcolor=None, style=STYLE_DEFAULT, rotation=0, ptsize=default, surrogates=True): return (Surface, Rect)</tt><br>
-<p>Renders the string 'text' to a <tt>pygame.Surface</tt>, using the color 'fgcolor'. </p>
-<p>The 'dest' parameter is supposed to be a sequence containing the surface and the coordinates at which the text will be rendered, in that order. The sequence may be either (surf, posn) or (surf, x, y), where x and y are numbers. posn can be any sequence, including Rect, for which the first two elements are positions x and y. If x and y are not integers they will be cast to int: int(x), int(y). </p>
+<p>Renders the string 'text' to a pygame.Surface, using the color 'fgcolor'. </p>
+<p>The 'dest' parameter is supposed to be a sequence containing the surface and the coordinates at which the text will be rendered, in that order. The sequence may be either (surf, posn) or (surf, x, y), where x and y are numbers. posn can be any sequence, including Rect, for which the first two elements are positions x and y. If x and y are not integers they will be cast to int: int(x), <tt>int(y)</tt>. </p>
 <p>If such a sequence exists, and the destination surface is a valid <tt>pygame.Surface</tt> (independently of its bit depth), the text will be rendered directly on top of it at the passed coordinates, using the given 'fgcolor', and painting the background of the text with the given 'bgcolor', if available. The alpha values for both colors are always taken into account. </p>
 <p>If 'None' is passed instead of a destination sequence, a new 32 bit <tt>pygame.Surface</tt> will be created with the required size to contain the drawn text, and using *bgcolor* as its background color. If a background color is not available, the surface will be filled with zero alpha opacity. </p>
 <p>The return value is a tuple: the target surface and the bounding rectangle giving the size and position of the rendered text within the surface. </p>
 <p>If an empty string is passed for text then the returned Rect is zero width and the height of the font. If dest is None the returned surface is the same dimensions as the boundary rect. The rect will test False. </p>
 <p>The rendering is done using the font's default size in points and its default style, without any rotation, and taking into account fonts which are set to be drawn vertically via the <tt>Font.vertical</tt> attribute. Optionally you may specify another point size to use via the 'ptsize' argument, a text rotation via the 'rotation' argument, or a new text style via the 'style' argument. </p>
-<p>Setting surrogates False turns off surrogate pair decoding (see <tt>Font.get_size)</tt>. </p>
-<p>If text is a char (byte) string, then its encoding is assumed to be <tt>LATIN1</tt>. </p>
+<p>Setting surrogates False turns off surrogate pair decoding (see Font.get_size). </p>
+<p>If text is a char (byte) string, then its encoding is assumed to be LATIN1. </p>
 <!--COMMENTS:Font.render--> &nbsp;<br> 
 <br></ul>
 
 <big><b>Font.render_raw</big></b><br><ul>
   <i>Renders text as a string of bytes</i><br>
   <tt>Font.render_raw(text, ptsize=default, surrogates=True): return (bytes, (int, int))</tt><br>
-<p>Like <tt>Font.render(None</tt>, <tt>...)</tt> but the tuple returned is an 8 bit monochrome string of bytes and its size. The forground color is 255, the background 0, useful as an alpha mask for a foreground pattern. </p>
+<p>Like <tt>Font.render(None, ...)</tt> but the tuple returned is an 8 bit monochrome string of bytes and its size. The forground color is 255, the background 0, useful as an alpha mask for a foreground pattern. </p>
 <!--COMMENTS:Font.render_raw--> &nbsp;<br> 
 <br></ul>
 
   <i>Gets whether the font is fixed-width</i><br>
   <tt>Font.fixed_width: return bool</tt><br>
 <p>Read only. Returns whether this Font is a fixed-width (bitmap) font. </p>
-<p>Note that scalable fonts whose glyphs are all the same width <tt>(i.e</tt>. monospace <tt>TTF</tt> fonts used for programming) are not considered fixed width. </p>
+<p>Note that scalable fonts whose glyphs are all the same width (i.e. monospace <tt>TTF</tt> fonts used for programming) are not considered fixed width. </p>
 <!--COMMENTS:Font.fixed_width--> &nbsp;<br> 
 <br></ul>
 

docs/ref/gfxdraw.html

 <big><b>pygame.gfxdraw</big></b><br><ul>
   <i>pygame module for drawing shapes</i><br>
 <ul><small><table>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.pixel">pygame.gfxdraw.pixel</a> - <font size=-1>place a pixel</font></td><td>place a pixel</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.hline">pygame.gfxdraw.hline</a> - <font size=-1>draw a horizontal line</font></td><td>draw a horizontal line</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.vline">pygame.gfxdraw.vline</a> - <font size=-1>draw a vertical line</font></td><td>draw a vertical line</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.rectangle">pygame.gfxdraw.rectangle</a> - <font size=-1>draw a rectangle</font></td><td>draw a rectangle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.box">pygame.gfxdraw.box</a> - <font size=-1>draw a box</font></td><td>draw a box</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.line">pygame.gfxdraw.line</a> - <font size=-1>draw a line</font></td><td>draw a line</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.circle">pygame.gfxdraw.circle</a> - <font size=-1>draw a circle</font></td><td>draw a circle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.arc">pygame.gfxdraw.arc</a> - <font size=-1>draw an arc</font></td><td>draw an arc</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aacircle">pygame.gfxdraw.aacircle</a> - <font size=-1>draw an anti-aliased circle</font></td><td>draw an anti-aliased circle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_circle">pygame.gfxdraw.filled_circle</a> - <font size=-1>draw a filled circle</font></td><td>draw a filled circle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.ellipse">pygame.gfxdraw.ellipse</a> - <font size=-1>draw an ellipse</font></td><td>draw an ellipse</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aaellipse">pygame.gfxdraw.aaellipse</a> - <font size=-1>draw an anti-aliased ellipse</font></td><td>draw an anti-aliased ellipse</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_ellipse">pygame.gfxdraw.filled_ellipse</a> - <font size=-1>draw a filled ellipse</font></td><td>draw a filled ellipse</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.pie">pygame.gfxdraw.pie</a> - <font size=-1>draw a pie</font></td><td>draw a pie</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.trigon">pygame.gfxdraw.trigon</a> - <font size=-1>draw a triangle</font></td><td>draw a triangle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aatrigon">pygame.gfxdraw.aatrigon</a> - <font size=-1>draw an anti-aliased triangle</font></td><td>draw an anti-aliased triangle</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_trigon">pygame.gfxdraw.filled_trigon</a> - <font size=-1>draw a filled trigon</font></td><td>draw a filled trigon</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.polygon">pygame.gfxdraw.polygon</a> - <font size=-1>draw a polygon</font></td><td>draw a polygon</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aapolygon">pygame.gfxdraw.aapolygon</a> - <font size=-1>draw an anti-aliased polygon</font></td><td>draw an anti-aliased polygon</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_polygon">pygame.gfxdraw.filled_polygon</a> - <font size=-1>draw a filled polygon</font></td><td>draw a filled polygon</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.textured_polygon">pygame.gfxdraw.textured_polygon</a> - <font size=-1>draw a textured polygon</font></td><td>draw a textured polygon</td></tr>
-  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.bezier">pygame.gfxdraw.bezier</a> - <font size=-1>draw a bezier curve</font></td><td>draw a bezier curve</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.pixel">pygame.gfxdraw.pixel</a></td><td> &mdash; place a pixel</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.hline">pygame.gfxdraw.hline</a></td><td> &mdash; draw a horizontal line</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.vline">pygame.gfxdraw.vline</a></td><td> &mdash; draw a vertical line</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.rectangle">pygame.gfxdraw.rectangle</a></td><td> &mdash; draw a rectangle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.box">pygame.gfxdraw.box</a></td><td> &mdash; draw a box</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.line">pygame.gfxdraw.line</a></td><td> &mdash; draw a line</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.circle">pygame.gfxdraw.circle</a></td><td> &mdash; draw a circle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.arc">pygame.gfxdraw.arc</a></td><td> &mdash; draw an arc</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aacircle">pygame.gfxdraw.aacircle</a></td><td> &mdash; draw an anti-aliased circle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_circle">pygame.gfxdraw.filled_circle</a></td><td> &mdash; draw a filled circle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.ellipse">pygame.gfxdraw.ellipse</a></td><td> &mdash; draw an ellipse</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aaellipse">pygame.gfxdraw.aaellipse</a></td><td> &mdash; draw an anti-aliased ellipse</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_ellipse">pygame.gfxdraw.filled_ellipse</a></td><td> &mdash; draw a filled ellipse</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.pie">pygame.gfxdraw.pie</a></td><td> &mdash; draw a pie</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.trigon">pygame.gfxdraw.trigon</a></td><td> &mdash; draw a triangle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aatrigon">pygame.gfxdraw.aatrigon</a></td><td> &mdash; draw an anti-aliased triangle</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_trigon">pygame.gfxdraw.filled_trigon</a></td><td> &mdash; draw a filled trigon</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.polygon">pygame.gfxdraw.polygon</a></td><td> &mdash; draw a polygon</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.aapolygon">pygame.gfxdraw.aapolygon</a></td><td> &mdash; draw an anti-aliased polygon</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.filled_polygon">pygame.gfxdraw.filled_polygon</a></td><td> &mdash; draw a filled polygon</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.textured_polygon">pygame.gfxdraw.textured_polygon</a></td><td> &mdash; draw a textured polygon</td></tr>
+  <tr><td><a href="gfxdraw.html#pygame.gfxdraw.bezier">pygame.gfxdraw.bezier</a></td><td> &mdash; draw a bezier curve</td></tr>
 </table></small></ul>
 <p>Wraps SDL_gfx primatives. </p>
-<p><tt>EXPERIMENTAL!:</tt> meaning this api may change, or dissapear in later pygame releases. If you use this, your code will break with the next pygame release. </p>
+<p>EXPERIMENTAL!: meaning this api may change, or dissapear in later pygame releases. If you use this, your code will break with the next pygame release. </p>
 <p>Most of the functions accept a color argument that is an <tt>RGB</tt> triplet. These can also accept an <tt>RGBA</tt> quadruplet. The color argument can also be an integer pixel value that is already mapped to the Surface's pixel format. </p>
 <p>For all functions the arguments are strictly positional. Only integers are accepted for coordinates and radii. </p>
 <p>For functions like rectangle that accept a rect argument any (x, y, w, h) sequence is accepted, though <tt>pygame.Rect</tt> instances are prefered. Note that for a <tt>pygame.Rect</tt> the drawing will not include <tt>Rect.bottomright</tt>. The right and bottom attributes of a Rect lie one pixel outside of the Rect's boarder. </p>
-<p>New in pygame <tt>1.9.0</tt>. </p>
+<p>New in pygame 1.9.0. </p>
 <!--COMMENTS:pygame.gfxdraw--> &nbsp;<br> 
 
 
 <big><b>pygame.gfxdraw.textured_polygon</big></b><br><ul>
   <i>draw a textured polygon</i><br>
   <tt>pgyame.gfxdraw.textured_polygon(surface, points, texture, tx, ty): return None</tt><br>
-<p><tt>A</tt> per-pixel alpha texture blit to a per-pixel alpha surface will differ from a <tt><a href="surface.html#Surface.blit">Surface.blit</a> - <font size=-1>draw one image onto another</font></tt> blit. Also, a per-pixel alpha texture cannot be used with an 8-bit per pixel destination. </p>
+<p>A per-pixel alpha texture blit to a per-pixel alpha surface will differ from a <tt><a href="surface.html#Surface.blit">Surface.blit</a></tt>&nbsp;&ndash;<font size=-1>draw one image onto another</font>&ndash; blit. Also, a per-pixel alpha texture cannot be used with an 8-bit per pixel destination. </p>
 <!--COMMENTS:pygame.gfxdraw.textured_polygon--> &nbsp;<br> 
 <br></ul>
 

docs/ref/image.html

 <big><b>pygame.image</big></b><br><ul>
   <i>pygame module for image transfer</i><br>
 <ul><small><table>
-  <tr><td><a href="image.html#pygame.image.load">pygame.image.load</a> - <font size=-1>load new image from a file</font></td><td>load new image from a file</td></tr>
-  <tr><td><a href="image.html#pygame.image.save">pygame.image.save</a> - <font size=-1>save an image to disk</font></td><td>save an image to disk</td></tr>
-  <tr><td><a href="image.html#pygame.image.get_extended">pygame.image.get_extended</a> - <font size=-1>test if extended image formats can be loaded</font></td><td>test if extended image formats can be loaded</td></tr>
-  <tr><td><a href="image.html#pygame.image.tostring">pygame.image.tostring</a> - <font size=-1>transfer image to string buffer</font></td><td>transfer image to string buffer</td></tr>
-  <tr><td><a href="image.html#pygame.image.fromstring">pygame.image.fromstring</a> - <font size=-1>create new Surface from a string buffer</font></td><td>create new Surface from a string buffer</td></tr>
-  <tr><td><a href="image.html#pygame.image.frombuffer">pygame.image.frombuffer</a> - <font size=-1>create a new Surface that shares data inside a string buffer</font></td><td>create a new Surface that shares data inside a string buffer</td></tr>
+  <tr><td><a href="image.html#pygame.image.load">pygame.image.load</a></td><td> &mdash; load new image from a file</td></tr>
+  <tr><td><a href="image.html#pygame.image.save">pygame.image.save</a></td><td> &mdash; save an image to disk</td></tr>
+  <tr><td><a href="image.html#pygame.image.get_extended">pygame.image.get_extended</a></td><td> &mdash; test if extended image formats can be loaded</td></tr>
+  <tr><td><a href="image.html#pygame.image.tostring">pygame.image.tostring</a></td><td> &mdash; transfer image to string buffer</td></tr>
+  <tr><td><a href="image.html#pygame.image.fromstring">pygame.image.fromstring</a></td><td> &mdash; create new Surface from a string buffer</td></tr>
+  <tr><td><a href="image.html#pygame.image.frombuffer">pygame.image.frombuffer</a></td><td> &mdash; create a new Surface that shares data inside a string buffer</td></tr>
 </table></small></ul>
 <p>The image module contains functions for loading and saving pictures, as well as transferring Surfaces to formats usable by other packages. </p>
-<p>Note that there is no Image class; an image is loaded as a Surface object. The Surface class allows manipulation (drawing lines, setting pixels, capturing regions, <tt>etc.)</tt>. </p>
-<p>The image module is a required dependency of Pygame, but it only optionally supports any extended file formats. By default it can only load uncompressed <tt>BMP</tt> images. When built with full image support, the <tt><a href="image.html#pygame.image.load">pygame.image.load</a> - <font size=-1>load new image from a file</font></tt> function can support the following formats. </p>
+<p>Note that there is no Image class; an image is loaded as a Surface object. The Surface class allows manipulation (drawing lines, setting pixels, capturing regions, etc.). </p>
+<p>The image module is a required dependency of Pygame, but it only optionally supports any extended file formats. By default it can only load uncompressed <tt>BMP</tt> images. When built with full image support, the <tt><a href="image.html#pygame.image.load">pygame.image.load</a></tt>&nbsp;&ndash;<font size=-1>load new image from a file</font>&ndash; function can support the following formats. </p>
 <ul>
  <li><tt> JPG </tt></li>
  <li><tt> PNG </tt></li>
  <li><tt> PNG </tt></li>
  <li><tt> JPEG </tt></li>
 </ul>
-<p><tt>PNG</tt>, <tt>JPEG</tt> saving new in pygame <tt>1.8</tt>. </p>
+<p>PNG, <tt>JPEG</tt> saving new in pygame 1.8. </p>
 <!--COMMENTS:pygame.image--> &nbsp;<br> 
 
 
   <tt>pygame.image.load(filename): return Surface</tt><br>
   <tt>pygame.image.load(fileobj, namehint=""): return Surface</tt><br>
 <p>Load an image from a file source. You can pass either a filename or a Python file-like object. </p>
-<p>Pygame will automatically determine the image type <tt>(e.g.</tt>, <tt>GIF</tt> or bitmap) and create a new Surface object from the data. In some cases it will need to know the file extension <tt>(e.g.</tt>, <tt>GIF</tt> images should end in <tt>".gif")</tt>. If you pass a raw file-like object, you may also want to pass the original filename as the namehint argument. </p>
-<p>The returned Surface will contain the same color format, colorkey and alpha transparency as the file it came from. You will often want to call <tt><a href="surface.html#Surface.convert">Surface.convert</a> - <font size=-1>change the pixel format of an image</font></tt> with no arguments, to create a copy that will draw more quickly on the screen. </p>
-<p>For alpha transparency, like in .png images use the convert_alpha() method after loading so that the image has per pixel transparency. </p>
-<p>Pygame may not always be built to support all image formats. At minimum it will support uncompressed <tt>BMP</tt>. If <tt><a href="image.html#pygame.image.get_extended">pygame.image.get_extended</a> - <font size=-1>test if extended image formats can be loaded</font></tt> returns 'True', you should be able to load most images( including png, jpg and gif ). </p>
+<p>Pygame will automatically determine the image type (e.g., <tt>GIF</tt> or bitmap) and create a new Surface object from the data. In some cases it will need to know the file extension (e.g., <tt>GIF</tt> images should end in ".gif"). If you pass a raw file-like object, you may also want to pass the original filename as the namehint argument. </p>
+<p>The returned Surface will contain the same color format, colorkey and alpha transparency as the file it came from. You will often want to call <tt><a href="surface.html#Surface.convert">Surface.convert</a></tt>&nbsp;&ndash;<font size=-1>change the pixel format of an image</font>&ndash; with no arguments, to create a copy that will draw more quickly on the screen. </p>
+<p>For alpha transparency, like in .png images use the <tt>convert_alpha()</tt> method after loading so that the image has per pixel transparency. </p>
+<p>Pygame may not always be built to support all image formats. At minimum it will support uncompressed <tt>BMP</tt>. If <tt><a href="image.html#pygame.image.get_extended">pygame.image.get_extended</a></tt>&nbsp;&ndash;<font size=-1>test if extended image formats can be loaded</font>&ndash; returns 'True', you should be able to load most <tt>images( including png, jpg and gif )</tt>. </p>
 <p>You should use <tt>os.path.join()</tt> for compatibility. </p>
 <pre>  eg. asurf = pygame.image.load(os.path.join('data', 'bla.png'))
 </pre>
 <big><b>pygame.image.save</big></b><br><ul>
   <i>save an image to disk</i><br>
   <tt>pygame.image.save(Surface, filename): return None</tt><br>
-<p>This will save your Surface as either a <tt>BMP</tt>, <tt>TGA</tt>, <tt>PNG</tt>, or <tt>JPEG</tt> image. If the filename extension is unrecognized it will default to <tt>TGA</tt>. Both <tt>TGA</tt>, and <tt>BMP</tt> file formats create uncompressed files. </p>
-<p><tt>PNG</tt>, <tt>JPEG</tt> saving new in pygame <tt>1.8</tt>. </p>
+<p>This will save your Surface as either a BMP, TGA, PNG, or <tt>JPEG</tt> image. If the filename extension is unrecognized it will default to <tt>TGA</tt>. Both TGA, and <tt>BMP</tt> file formats create uncompressed files. </p>
+<p>PNG, <tt>JPEG</tt> saving new in pygame 1.8. </p>
 <!--COMMENTS:pygame.image.save--> &nbsp;<br> 
 <br></ul>
 
   <i>transfer image to string buffer</i><br>
   <tt>pygame.image.tostring(Surface, format, flipped=False): return string</tt><br>
 <p>Creates a string that can be transferred with the 'fromstring' method in other Python imaging packages. Some Python image packages prefer their images in bottom-to-top format (PyOpenGL for example). If you pass True for the flipped argument, the string buffer will be vertically flipped. </p>
-<p>The format argument is a string of one of the following values. Note that only 8bit Surfaces can use the <tt>"P"</tt> format. The other formats will work for any Surface. Also note that other Python image packages support more formats than Pygame. </p>
+<p>The format argument is a string of one of the following values. Note that only 8bit Surfaces can use the "P" format. The other formats will work for any Surface. Also note that other Python image packages support more formats than Pygame. </p>
 <ul>
  <li> P, 8bit palettized Surfaces </li>
  <li> RGB, 24bit image </li>
 <big><b>pygame.image.fromstring</big></b><br><ul>
   <i>create new Surface from a string buffer</i><br>
   <tt>pygame.image.fromstring(string, size, format, flipped=False): return Surface</tt><br>
-<p>This function takes arguments similar to <tt><a href="image.html#pygame.image.tostring">pygame.image.tostring</a> - <font size=-1>transfer image to string buffer</font></tt>. The size argument is a pair of numbers representing the width and height. Once the new Surface is created you can destroy the string buffer. </p>
+<p>This function takes arguments similar to <tt><a href="image.html#pygame.image.tostring">pygame.image.tostring</a></tt>&nbsp;&ndash;<font size=-1>transfer image to string buffer</font>. The size argument is a pair of numbers representing the width and height. Once the new Surface is created you can destroy the string buffer. </p>
 <p>The size and format image must compute the exact same size as the passed string buffer. Otherwise an exception will be raised. </p>
-<p>See the <tt><a href="image.html#pygame.image.frombuffer">pygame.image.frombuffer</a> - <font size=-1>create a new Surface that shares data inside a string buffer</font></tt> method for a potentially faster way to transfer images into Pygame. </p>
+<p>See the <tt><a href="image.html#pygame.image.frombuffer">pygame.image.frombuffer</a></tt>&nbsp;&ndash;<font size=-1>create a new Surface that shares data inside a string buffer</font>&ndash; method for a potentially faster way to transfer images into Pygame. </p>
 <!--COMMENTS:pygame.image.fromstring--> &nbsp;<br> 
 <br></ul>
 
 <big><b>pygame.image.frombuffer</big></b><br><ul>
   <i>create a new Surface that shares data inside a string buffer</i><br>
   <tt>pygame.image.frombuffer(string, size, format): return Surface</tt><br>
-<p>Create a new Surface that shares pixel data directly from the string buffer. This method takes the same arguments as <tt><a href="image.html#pygame.image.fromstring">pygame.image.fromstring</a> - <font size=-1>create new Surface from a string buffer</font></tt>, but is unable to vertically flip the source data. </p>
-<p>This will run much faster than <tt>pygame.image.fromstring</tt>, since no pixel data must be allocated and copied. </p>
+<p>Create a new Surface that shares pixel data directly from the string buffer. This method takes the same arguments as <tt><a href="image.html#pygame.image.fromstring">pygame.image.fromstring</a></tt>&nbsp;&ndash;<font size=-1>create new Surface from a string buffer</font>, but is unable to vertically flip the source data. </p>
+<p>This will run much faster than pygame.image.fromstring, since no pixel data must be allocated and copied. </p>
 <!--COMMENTS:pygame.image.frombuffer--> &nbsp;<br> 
 <br></ul>
 <br></ul>

docs/ref/index.html

 <br>
 <ul>
 
-<li><a href="pygame.html#pygame">pygame</a> - <font size=-1>the top level pygame package</font></li>
+<li><a href="pygame.html#pygame">pygame</a> &mdash; <font size=-1>the top level pygame package</font></li>
 <ul>
-<li><a href="color.html#pygame.Color">pygame.Color</a> - <font size=-1>pygame object for color representations</font></li>
+<li><a href="color.html#pygame.Color">pygame.Color</a> &mdash; <font size=-1>pygame object for color representations</font></li>
 <ul>
-<li><a href="color.html#Color.a">Color.a</a> - <font size=-1>Gets or sets the alpha value of the Color.</font></li>
-<li><a href="color.html#Color.b">Color.b</a> - <font size=-1>Gets or sets the blue value of the Color.</font></li>
-<li><a href="color.html#Color.cmy">Color.cmy</a> - <font size=-1>Gets or sets the CMY representation of the Color.</font></li>
-<li><a href="color.html#Color.correct_gamma">Color.correct_gamma</a> - <font size=-1>Applies a certain gamma value to the Color.</font></li>
-<li><a href="color.html#Color.g">Color.g</a> - <font size=-1>Gets or sets the green value of the Color.</font></li>
-<li><a href="color.html#Color.hsla">Color.hsla</a> - <font size=-1>Gets or sets the HSLA representation of the Color.</font></li>
-<li><a href="color.html#Color.hsva">Color.hsva</a> - <font size=-1>Gets or sets the HSVA representation of the Color.</font></li>
-<li><a href="color.html#Color.i1i2i3">Color.i1i2i3</a> - <font size=-1>Gets or sets the I1I2I3 representation of the Color.</font></li>
-<li><a href="color.html#Color.normalize">Color.normalize</a> - <font size=-1>Returns the normalized RGBA values of the Color.</font></li>
-<li><a href="color.html#Color.r">Color.r</a> - <font size=-1>Gets or sets the red value of the Color.</font></li>
-<li><a href="color.html#Color.set_length">Color.set_length</a> - <font size=-1>Set the number of elements in the Color to 1,2,3, or 4.</font></li>
+<li><a href="color.html#Color.a">Color.a</a> &mdash; <font size=-1>Gets or sets the alpha value of the Color.</font></li>
+<li><a href="color.html#Color.b">Color.b</a> &mdash; <font size=-1>Gets or sets the blue value of the Color.</font></li>
+<li><a href="color.html#Color.cmy">Color.cmy</a> &mdash; <font size=-1>Gets or sets the CMY representation of the Color.</font></li>
+<li><a href="color.html#Color.correct_gamma">Color.correct_gamma</a> &mdash; <font size=-1>Applies a certain gamma value to the Color.</font></li>
+<li><a href="color.html#Color.g">Color.g</a> &mdash; <font size=-1>Gets or sets the green value of the Color.</font></li>
+<li><a href="color.html#Color.hsla">Color.hsla</a> &mdash; <font size=-1>Gets or sets the HSLA representation of the Color.</font></li>
+<li><a href="color.html#Color.hsva">Color.hsva</a> &mdash; <font size=-1>Gets or sets the HSVA representation of the Color.</font></li>
+<li><a href="color.html#Color.i1i2i3">Color.i1i2i3</a> &mdash; <font size=-1>Gets or sets the I1I2I3 representation of the Color.</font></li>
+<li><a href="color.html#Color.normalize">Color.normalize</a> &mdash; <font size=-1>Returns the normalized RGBA values of the Color.</font></li>
+<li><a href="color.html#Color.r">Color.r</a> &mdash; <font size=-1>Gets or sets the red value of the Color.</font></li>
+<li><a href="color.html#Color.set_length">Color.set_length</a> &mdash; <font size=-1>Set the number of elements in the Color to 1,2,3, or 4.</font></li>
 </ul>
-<li><a href="overlay.html#pygame.Overlay">pygame.Overlay</a> - <font size=-1>pygame object for video overlay graphics</font></li>
+<li><a href="overlay.html#pygame.Overlay">pygame.Overlay</a> &mdash; <font size=-1>pygame object for video overlay graphics</font></li>
 <ul>
-<li><a href="overlay.html#Overlay.display">Overlay.display</a> - <font size=-1>set the overlay pixel data</font></li>
-<li><a href="overlay.html#Overlay.get_hardware">Overlay.get_hardware</a> - <font size=-1>test if the Overlay is hardware accelerated</font></li>
-<li><a href="overlay.html#Overlay.set_location">Overlay.set_location</a> - <font size=-1>control where the overlay is displayed</font></li>
+<li><a href="overlay.html#Overlay.display">Overlay.display</a> &mdash; <font size=-1>set the overlay pixel data</font></li>
+<li><a href="overlay.html#Overlay.get_hardware">Overlay.get_hardware</a> &mdash; <font size=-1>test if the Overlay is hardware accelerated</font></li>
+<li><a href="overlay.html#Overlay.set_location">Overlay.set_location</a> &mdash; <font size=-1>control where the overlay is displayed</font></li>
 </ul>
-<li><a href="pixelarray.html#pygame.PixelArray">pygame.PixelArray</a> - <font size=-1>pygame object for direct pixel access of surfaces</font></li>
+<li><a href="pixelarray.html#pygame.PixelArray">pygame.PixelArray</a> &mdash; <font size=-1>pygame object for direct pixel access of surfaces</font></li>
 <ul>
-<li><a href="pixelarray.html#PixelArray.compare">PixelArray.compare</a> - <font size=-1>Compares the PixelArray with another one.</font></li>
-<li><a href="pixelarray.html#PixelArray.extract">PixelArray.extract</a> - <font size=-1>Extracts the passed color from the PixelArray.</font></li>
-<li><a href="pixelarray.html#PixelArray.make_surface">PixelArray.make_surface</a> - <font size=-1>Creates a new Surface from the current PixelArray.</font></li>
-<li><a href="pixelarray.html#PixelArray.replace">PixelArray.replace</a> - <font size=-1>Replaces the passed color in the PixelArray with another one.</font></li>
-<li><a href="pixelarray.html#PixelArray.surface">PixelArray.surface</a> - <font size=-1>Gets the Surface the PixelArray uses.</font></li>
+<li><a href="pixelarray.html#PixelArray.compare">PixelArray.compare</a> &mdash; <font size=-1>Compares the PixelArray with another one.</font></li>
+<li><a href="pixelarray.html#PixelArray.extract">PixelArray.extract</a> &mdash; <font size=-1>Extracts the passed color from the PixelArray.</font></li>
+<li><a href="pixelarray.html#PixelArray.make_surface">PixelArray.make_surface</a> &mdash; <font size=-1>Creates a new Surface from the current PixelArray.</font></li>
+<li><a href="pixelarray.html#PixelArray.replace">PixelArray.replace</a> &mdash; <font size=-1>Replaces the passed color in the PixelArray with another one.</font></li>
+<li><a href="pixelarray.html#PixelArray.surface">PixelArray.surface</a> &mdash; <font size=-1>Gets the Surface the PixelArray uses.</font></li>
 </ul>
-<li><a href="rect.html#pygame.Rect">pygame.Rect</a> - <font size=-1>pygame object for storing rectangular coordinates</font></li>
+<li><a href="rect.html#pygame.Rect">pygame.Rect</a> &mdash; <font size=-1>pygame object for storing rectangular coordinates</font></li>
 <ul>
-<li><a href="rect.html#Rect.clamp">Rect.clamp</a> - <font size=-1>moves the rectangle inside another</font></li>
-<li><a href="rect.html#Rect.clamp_ip">Rect.clamp_ip</a> - <font size=-1>moves the rectangle inside another, in place</font></li>
-<li><a href="rect.html#Rect.clip">Rect.clip</a> - <font size=-1>crops a rectangle inside another</font></li>
-<li><a href="rect.html#Rect.collidedict">Rect.collidedict</a> - <font size=-1>test if one rectangle in a dictionary intersects</font></li>
-<li><a href="rect.html#Rect.collidedictall">Rect.collidedictall</a> - <font size=-1>test if all rectangles in a dictionary intersect</font></li>
-<li><a href="rect.html#Rect.collidelist">Rect.collidelist</a> - <font size=-1>test if one rectangle in a list intersects</font></li>
-<li><a href="rect.html#Rect.collidelistall">Rect.collidelistall</a> - <font size=-1>test if all rectangles in a list intersect</font></li>
-<li><a href="rect.html#Rect.collidepoint">Rect.collidepoint</a> - <font size=-1>test if a point is inside a rectangle</font></li>
-<li><a href="rect.html#Rect.colliderect">Rect.colliderect</a> - <font size=-1>test if two rectangles overlap</font></li>
-<li><a href="rect.html#Rect.contains">Rect.contains</a> - <font size=-1>test if one rectangle is inside another</font></li>
-<li><a href="rect.html#Rect.copy">Rect.copy</a> - <font size=-1>copy the rectangle</font></li>
-<li><a href="rect.html#Rect.fit">Rect.fit</a> - <font size=-1>resize and move a rectangle with aspect ratio</font></li>
-<li><a href="rect.html#Rect.inflate">Rect.inflate</a> - <font size=-1>grow or shrink the rectangle size</font></li>
-<li><a href="rect.html#Rect.inflate_ip">Rect.inflate_ip</a> - <font size=-1>grow or shrink the rectangle size, in place</font></li>
-<li><a href="rect.html#Rect.move">Rect.move</a> - <font size=-1>moves the rectangle</font></li>
-<li><a href="rect.html#Rect.move_ip">Rect.move_ip</a> - <font size=-1>moves the rectangle, in place</font></li>
-<li><a href="rect.html#Rect.normalize">Rect.normalize</a> - <font size=-1>correct negative sizes</font></li>
-<li><a href="rect.html#Rect.union">Rect.union</a> - <font size=-1>joins two rectangles into one</font></li>
-<li><a href="rect.html#Rect.union_ip">Rect.union_ip</a> - <font size=-1>joins two rectangles into one, in place</font></li>
-<li><a href="rect.html#Rect.unionall">Rect.unionall</a> - <font size=-1>the union of many rectangles</font></li>
-<li><a href="rect.html#Rect.unionall_ip">Rect.unionall_ip</a> - <font size=-1>the union of many rectangles, in place</font></li>
+<li><a href="rect.html#Rect.clamp">Rect.clamp</a> &mdash; <font size=-1>moves the rectangle inside another</font></li>
+<li><a href="rect.html#Rect.clamp_ip">Rect.clamp_ip</a> &mdash; <font size=-1>moves the rectangle inside another, in place</font></li>
+<li><a href="rect.html#Rect.clip">Rect.clip</a> &mdash; <font size=-1>crops a rectangle inside another</font></li>
+<li><a href="rect.html#Rect.collidedict">Rect.collidedict</a> &mdash; <font size=-1>test if one rectangle in a dictionary intersects</font></li>
+<li><a href="rect.html#Rect.collidedictall">Rect.collidedictall</a> &mdash; <font size=-1>test if all rectangles in a dictionary intersect</font></li>
+<li><a href="rect.html#Rect.collidelist">Rect.collidelist</a> &mdash; <font size=-1>test if one rectangle in a list intersects</font></li>
+<li><a href="rect.html#Rect.collidelistall">Rect.collidelistall</a> &mdash; <font size=-1>test if all rectangles in a list intersect</font></li>
+<li><a href="rect.html#Rect.collidepoint">Rect.collidepoint</a> &mdash; <font size=-1>test if a point is inside a rectangle</font></li>
+<li><a href="rect.html#Rect.colliderect">Rect.colliderect</a> &mdash; <font size=-1>test if two rectangles overlap</font></li>
+<li><a href="rect.html#Rect.contains">Rect.contains</a> &mdash; <font size=-1>test if one rectangle is inside another</font></li>
+<li><a href="rect.html#Rect.copy">Rect.copy</a> &mdash; <font size=-1>copy the rectangle</font></li>
+<li><a href="rect.html#Rect.fit">Rect.fit</a> &mdash; <font size=-1>resize and move a rectangle with aspect ratio</font></li>
+<li><a href="rect.html#Rect.inflate">Rect.inflate</a> &mdash; <font size=-1>grow or shrink the rectangle size</font></li>
+<li><a href="rect.html#Rect.inflate_ip">Rect.inflate_ip</a> &mdash; <font size=-1>grow or shrink the rectangle size, in place</font></li>
+<li><a href="rect.html#Rect.move">Rect.move</a> &mdash; <font size=-1>moves the rectangle</font></li>
+<li><a href="rect.html#Rect.move_ip">Rect.move_ip</a> &mdash; <font size=-1>moves the rectangle, in place</font></li>
+<li><a href="rect.html#Rect.normalize">Rect.normalize</a> &mdash; <font size=-1>correct negative sizes</font></li>
+<li><a href="rect.html#Rect.union">Rect.union</a> &mdash; <font size=-1>joins two rectangles into one</font></li>
+<li><a href="rect.html#Rect.union_ip">Rect.union_ip</a> &mdash; <font size=-1>joins two rectangles into one, in place</font></li>
+<li><a href="rect.html#Rect.unionall">Rect.unionall</a> &mdash; <font size=-1>the union of many rectangles</font></li>
+<li><a href="rect.html#Rect.unionall_ip">Rect.unionall_ip</a> &mdash; <font size=-1>the union of many rectangles, in place</font></li>
 </ul>
-<li><a href="surface.html#pygame.Surface">pygame.Surface</a> - <font size=-1>pygame object for representing images</font></li>
+<li><a href="surface.html#pygame.Surface">pygame.Surface</a> &mdash; <font size=-1>pygame object for representing images</font></li>
 <ul>
-<li><a href="surface.html#Surface.blit">Surface.blit</a> - <font size=-1>draw one image onto another</font></li>
-<li><a href="surface.html#Surface.convert">Surface.convert</a> - <font size=-1>change the pixel format of an image</font></li>
-<li><a href="surface.html#Surface.convert_alpha">Surface.convert_alpha</a> - <font size=-1>change the pixel format of an image including per pixel alphas</font></li>
-<li><a href="surface.html#Surface.copy">Surface.copy</a> - <font size=-1>create a new copy of a Surface</font></li>
-<li><a href="surface.html#Surface.fill">Surface.fill</a> - <font size=-1>fill Surface with a solid color</font></li>
-<li><a href="surface.html#Surface.get_abs_offset">Surface.get_abs_offset</a> - <font size=-1>find the absolute position of a child subsurface inside its top level parent</font></li>
-<li><a href="surface.html#Surface.get_abs_parent">Surface.get_abs_parent</a> - <font size=-1>find the top level parent of a subsurface</font></li>
-<li><a href="surface.html#Surface.get_alpha">Surface.get_alpha</a> - <font size=-1>get the current Surface transparency value</font></li>
-<li><a href="surface.html#Surface.get_at">Surface.get_at</a> - <font size=-1>get the color value at a single pixel</font></li>
-<li><a href="surface.html#Surface.get_at_mapped">Surface.get_at_mapped</a> - <font size=-1>get the mapped color value at a single pixel</font></li>
-<li><a href="surface.html#Surface.get_bitsize">Surface.get_bitsize</a> - <font size=-1>get the bit depth of the Surface pixel format</font></li>
-<li><a href="surface.html#Surface.get_bounding_rect">Surface.get_bounding_rect</a> - <font size=-1>find the smallest rect containing data</font></li>
-<li><a href="surface.html#Surface.get_buffer">Surface.get_buffer</a> - <font size=-1>acquires a buffer object for the pixels of the Surface.</font></li>
-<li><a href="surface.html#Surface.get_bytesize">Surface.get_bytesize</a> - <font size=-1>get the bytes used per Surface pixel</font></li>
-<li><a href="surface.html#Surface.get_clip">Surface.get_clip</a> - <font size=-1>get the current clipping area of the Surface</font></li>
-<li><a href="surface.html#Surface.get_colorkey">Surface.get_colorkey</a> - <font size=-1>Get the current transparent colorkey</font></li>
-<li><a href="surface.html#Surface.get_flags">Surface.get_flags</a> - <font size=-1>get the additional flags used for the Surface</font></li>
-<li><a href="surface.html#Surface.get_height">Surface.get_height</a> - <font size=-1>get the height of the Surface</font></li>
-<li><a href="surface.html#Surface.get_locked">Surface.get_locked</a> - <font size=-1>test if the Surface is current locked</font></li>
-<li><a href="surface.html#Surface.get_locks">Surface.get_locks</a> - <font size=-1>Gets the locks for the Surface</font></li>
-<li><a href="surface.html#Surface.get_losses">Surface.get_losses</a> - <font size=-1>the significant bits used to convert between a color and a mapped integer</font></li>
-<li><a href="surface.html#Surface.get_masks">Surface.get_masks</a> - <font size=-1>the bitmasks needed to convert between a color and a mapped integer</font></li>
-<li><a href="surface.html#Surface.get_offset">Surface.get_offset</a> - <font size=-1>find the position of a child subsurface inside a parent</font></li>
-<li><a href="surface.html#Surface.get_palette">Surface.get_palette</a> - <font size=-1>get the color index palette for an 8bit Surface</font></li>
-<li><a href="surface.html#Surface.get_palette_at">Surface.get_palette_at</a> - <font size=-1>get the color for a single entry in a palette</font></li>
-<li><a href="surface.html#Surface.get_parent">Surface.get_parent</a> - <font size=-1>find the parent of a subsurface</font></li>
-<li><a href="surface.html#Surface.get_pitch">Surface.get_pitch</a> - <font size=-1>get the number of bytes used per Surface row</font></li>
-<li><a href="surface.html#Surface.get_rect">Surface.get_rect</a> - <font size=-1>get the rectangular area of the Surface</font></li>
-<li><a href="surface.html#Surface.get_shifts">Surface.get_shifts</a> - <font size=-1>the bit shifts needed to convert between a color and a mapped integer</font></li>
-<li><a href="surface.html#Surface.get_size">Surface.get_size</a> - <font size=-1>get the dimensions of the Surface</font></li>
-<li><a href="surface.html#Surface.get_view">Surface.get_view</a> - <font size=-1>return a view of a surface's pixel data.</font></li>
-<li><a href="surface.html#Surface.get_width">Surface.get_width</a> - <font size=-1>get the width of the Surface</font></li>
-<li><a href="surface.html#Surface.lock">Surface.lock</a> - <font size=-1>lock the Surface memory for pixel access</font></li>
-<li><a href="surface.html#Surface.map_rgb">Surface.map_rgb</a> - <font size=-1>convert a color into a mapped color value</font></li>
-<li><a href="surface.html#Surface.mustlock">Surface.mustlock</a> - <font size=-1>test if the Surface requires locking</font></li>
-<li><a href="surface.html#Surface.scroll">Surface.scroll</a> - <font size=-1>Shift the surface image in place</font></li>
-<li><a href="surface.html#Surface.set_alpha">Surface.set_alpha</a> - <font size=-1>set the alpha value for the full Surface image</font></li>
-<li><a href="surface.html#Surface.set_at">Surface.set_at</a> - <font size=-1>set the color value for a single pixel</font></li>
-<li><a href="surface.html#Surface.set_clip">Surface.set_clip</a> - <font size=-1>set the current clipping area of the Surface</font></li>
-<li><a href="surface.html#Surface.set_colorkey">Surface.set_colorkey</a> - <font size=-1>Set the transparent colorkey</font></li>
-<li><a href="surface.html#Surface.set_masks">Surface.set_masks</a> - <font size=-1>set the bitmasks needed to convert between a color and a mapped integer</font></li>
-<li><a href="surface.html#Surface.set_palette">Surface.set_palette</a> - <font size=-1>set the color palette for an 8bit Surface</font></li>
-<li><a href="surface.html#Surface.set_palette_at">Surface.set_palette_at</a> - <font size=-1>set the color for a single index in an 8bit Surface palette</font></li>
-<li><a href="surface.html#Surface.set_shifts">Surface.set_shifts</a> - <font size=-1>sets the bit shifts needed to convert between a color and a mapped integer</font></li>
-<li><a href="surface.html#Surface.subsurface">Surface.subsurface</a> - <font size=-1>create a new surface that references its parent</font></li>
-<li><a href="surface.html#Surface.unlock">Surface.unlock</a> - <font size=-1>unlock the Surface memory from pixel access</font></li>
-<li><a href="surface.html#Surface.unmap_rgb">Surface.unmap_rgb</a> - <font size=-1>convert a mapped integer color value into a Color</font></li>
+<li><a href="surface.html#Surface.blit">Surface.blit</a> &mdash; <font size=-1>draw one image onto another</font></li>
+<li><a href="surface.html#Surface.convert">Surface.convert</a> &mdash; <font size=-1>change the pixel format of an image</font></li>
+<li><a href="surface.html#Surface.convert_alpha">Surface.convert_alpha</a> &mdash; <font size=-1>change the pixel format of an image including per pixel alphas</font></li>
+<li><a href="surface.html#Surface.copy">Surface.copy</a> &mdash; <font size=-1>create a new copy of a Surface</font></li>
+<li><a href="surface.html#Surface.fill">Surface.fill</a> &mdash; <font size=-1>fill Surface with a solid color</font></li>
+<li><a href="surface.html#Surface.get_abs_offset">Surface.get_abs_offset</a> &mdash; <font size=-1>find the absolute position of a child subsurface inside its top level parent</font></li>
+<li><a href="surface.html#Surface.get_abs_parent">Surface.get_abs_parent</a> &mdash; <font size=-1>find the top level parent of a subsurface</font></li>
+<li><a href="surface.html#Surface.get_alpha">Surface.get_alpha</a> &mdash; <font size=-1>get the current Surface transparency value</font></li>
+<li><a href="surface.html#Surface.get_at">Surface.get_at</a> &mdash; <font size=-1>get the color value at a single pixel</font></li>
+<li><a href="surface.html#Surface.get_at_mapped">Surface.get_at_mapped</a> &mdash; <font size=-1>get the mapped color value at a single pixel</font></li>
+<li><a href="surface.html#Surface.get_bitsize">Surface.get_bitsize</a> &mdash; <font size=-1>get the bit depth of the Surface pixel format</font></li>
+<li><a href="surface.html#Surface.get_bounding_rect">Surface.get_bounding_rect</a> &mdash; <font size=-1>find the smallest rect containing data</font></li>
+<li><a href="surface.html#Surface.get_buffer">Surface.get_buffer</a> &mdash; <font size=-1>acquires a buffer object for the pixels of the Surface.</font></li>
+<li><a href="surface.html#Surface.get_bytesize">Surface.get_bytesize</a> &mdash; <font size=-1>get the bytes used per Surface pixel</font></li>
+<li><a href="surface.html#Surface.get_clip">Surface.get_clip</a> &mdash; <font size=-1>get the current clipping area of the Surface</font></li>
+<li><a href="surface.html#Surface.get_colorkey">Surface.get_colorkey</a> &mdash; <font size=-1>Get the current transparent colorkey</font></li>
+<li><a href="surface.html#Surface.get_flags">Surface.get_flags</a> &mdash; <font size=-1>get the additional flags used for the Surface</font></li>
+<li><a href="surface.html#Surface.get_height">Surface.get_height</a> &mdash; <font size=-1>get the height of the Surface</font></li>
+<li><a href="surface.html#Surface.get_locked">Surface.get_locked</a> &mdash; <font size=-1>test if the Surface is current locked</font></li>
+<li><a href="surface.html#Surface.get_locks">Surface.get_locks</a> &mdash; <font size=-1>Gets the locks for the Surface</font></li>
+<li><a href="surface.html#Surface.get_losses">Surface.get_losses</a> &mdash; <font size=-1>the significant bits used to convert between a color and a mapped integer</font></li>
+<li><a href="surface.html#Surface.get_masks">Surface.get_masks</a> &mdash; <font size=-1>the bitmasks needed to convert between a color and a mapped integer</font></li>
+<li><a href="surface.html#Surface.get_offset">Surface.get_offset</a> &mdash; <font size=-1>find the position of a child subsurface inside a parent</font></li>
+<li><a href="surface.html#Surface.get_palette">Surface.get_palette</a> &mdash; <font size=-1>get the color index palette for an 8bit Surface</font></li>
+<li><a href="surface.html#Surface.get_palette_at">Surface.get_palette_at</a> &mdash; <font size=-1>get the color for a single entry in a palette</font></li>
+<li><a href="surface.html#Surface.get_parent">Surface.get_parent</a> &mdash; <font size=-1>find the parent of a subsurface</font></li>
+<li><a href="surface.html#Surface.get_pitch">Surface.get_pitch</a> &mdash; <font size=-1>get the number of bytes used per Surface row</font></li>
+<li><a href="surface.html#Surface.get_rect">Surface.get_rect</a> &mdash; <font size=-1>get the rectangular area of the Surface</font></li>
+<li><a href="surface.html#Surface.get_shifts">Surface.get_shifts</a> &mdash; <font size=-1>the bit shifts needed to convert between a color and a mapped integer</font></li>
+<li><a href="surface.html#Surface.get_size">Surface.get_size</a> &mdash; <font size=-1>get the dimensions of the Surface</font></li>
+<li><a href="surface.html#Surface.get_view">Surface.get_view</a> &mdash; <font size=-1>return a view of a surface's pixel data.</font></li>
+<li><a href="surface.html#Surface.get_width">Surface.get_width</a> &mdash; <font size=-1>get the width of the Surface</font></li>
+<li><a href="surface.html#Surface.lock">Surface.lock</a> &mdash; <font size=-1>lock the Surface memory for pixel access</font></li>
+<li><a href="surface.html#Surface.map_rgb">Surface.map_rgb</a> &mdash; <font size=-1>convert a color into a mapped color value</font></li>
+<li><a href="surface.html#Surface.mustlock">Surface.mustlock</a> &mdash; <font size=-1>test if the Surface requires locking</font></li>
+<li><a href="surface.html#Surface.scroll">Surface.scroll</a> &mdash; <font size=-1>Shift the surface image in place</font></li>
+<li><a href="surface.html#Surface.set_alpha">Surface.set_alpha</a> &mdash; <font size=-1>set the alpha value for the full Surface image</font></li>
+<li><a href="surface.html#Surface.set_at">Surface.set_at</a> &mdash; <font size=-1>set the color value for a single pixel</font></li>
+<li><a href="surface.html#Surface.set_clip">Surface.set_clip</a> &mdash; <font size=-1>set the current clipping area of the Surface</font></li>
+<li><a href="surface.html#Surface.set_colorkey">Surface.set_colorkey</a> &mdash; <font size=-1>Set the transparent colorkey</font></li>
+<li><a href="surface.html#Surface.set_masks">Surface.set_masks</a> &mdash; <font size=-1>set the bitmasks needed to convert between a color and a mapped integer</font></li>
+<li><a href="surface.html#Surface.set_palette">Surface.set_palette</a> &mdash; <font size=-1>set the color palette for an 8bit Surface</font></li>
+<li><a href="surface.html#Surface.set_palette_at">Surface.set_palette_at</a> &mdash; <font size=-1>set the color for a single index in an 8bit Surface palette</font></li>
+<li><a href="surface.html#Surface.set_shifts">Surface.set_shifts</a> &mdash; <font size=-1>sets the bit shifts needed to convert between a color and a mapped integer</font></li>
+<li><a href="surface.html#Surface.subsurface">Surface.subsurface</a> &mdash; <font size=-1>create a new surface that references its parent</font></li>
+<li><a href="surface.html#Surface.unlock">Surface.unlock</a> &mdash; <font size=-1>unlock the Surface memory from pixel access</font></li>
+<li><a href="surface.html#Surface.unmap_rgb">Surface.unmap_rgb</a> &mdash; <font size=-1>convert a mapped integer color value into a Color</font></li>
 </ul>
-<li><a href="camera.html#pygame.camera">pygame.camera</a> - <font size=-1>pygame module for camera use</font></li>
+<li><a href="camera.html#pygame.camera">pygame.camera</a> &mdash; <font size=-1>pygame module for camera use</font></li>
 <ul>
-<li><a href="camera.html#pygame.camera.Camera">pygame.camera.Camera</a> - <font size=-1>load a camera</font></li>
+<li><a href="camera.html#pygame.camera.Camera">pygame.camera.Camera</a> &mdash; <font size=-1>load a camera</font></li>
 <ul>
-<li><a href="camera.html#Camera.get_controls">Camera.get_controls</a> - <font size=-1>gets current values of user controls</font></li>
-<li><a href="camera.html#Camera.get_image">Camera.get_image</a> - <font size=-1>captures an image as a Surface</font></li>
-<li><a href="camera.html#Camera.get_raw">Camera.get_raw</a> - <font size=-1>returns an unmodified image as a string</font></li>
-<li><a href="camera.html#Camera.get_size">Camera.get_size</a> - <font size=-1>returns the dimensions of the images being recorded</font></li>
-<li><a href="camera.html#Camera.query_image">Camera.query_image</a> - <font size=-1>checks if a frame is ready</font></li>
-<li><a href="camera.html#Camera.set_controls">Camera.set_controls</a> - <font size=-1>changes camera settings if supported by the camera</font></li>
-<li><a href="camera.html#Camera.start">Camera.start</a> - <font size=-1>opens, initializes, and starts capturing</font></li>
-<li><a href="camera.html#Camera.stop">Camera.stop</a> - <font size=-1>stops, uninitializes, and closes the camera</font></li>
+<li><a href="camera.html#Camera.get_controls">Camera.get_controls</a> &mdash; <font size=-1>gets current values of user controls</font></li>
+<li><a href="camera.html#Camera.get_image">Camera.get_image</a> &mdash; <font size=-1>captures an image as a Surface</font></li>
+<li><a href="camera.html#Camera.get_raw">Camera.get_raw</a> &mdash; <font size=-1>returns an unmodified image as a string</font></li>
+<li><a href="camera.html#Camera.get_size">Camera.get_size</a> &mdash; <font size=-1>returns the dimensions of the images being recorded</font></li>
+<li><a href="camera.html#Camera.query_image">Camera.query_image</a> &mdash; <font size=-1>checks if a frame is ready</font></li>
+<li><a href="camera.html#Camera.set_controls">Camera.set_controls</a> &mdash; <font size=-1>changes camera settings if supported by the camera</font></li>
+<li><a href="camera.html#Camera.start">Camera.start</a> &mdash; <font size=-1>opens, initializes, and starts capturing</font></li>
+<li><a href="camera.html#Camera.stop">Camera.stop</a> &mdash; <font size=-1>stops, uninitializes, and closes the camera</font></li>
 </ul>
-<li><a href="camera.html#pygame.camera.colorspace">pygame.camera.colorspace</a> - <font size=-1>Surface colorspace conversion</font></li>
-<li><a href="camera.html#pygame.camera.list_cameras">pygame.camera.list_cameras</a> - <font size=-1>returns a list of available cameras</font></li>
+<li><a href="camera.html#pygame.camera.colorspace">pygame.camera.colorspace</a> &mdash; <font size=-1>Surface colorspace conversion</font></li>
+<li><a href="camera.html#pygame.camera.list_cameras">pygame.camera.list_cameras</a> &mdash; <font size=-1>returns a list of available cameras</font></li>
 </ul>
-<li><a href="cdrom.html#pygame.cdrom">pygame.cdrom</a> - <font size=-1>pygame module for audio cdrom control</font></li>
+<li><a href="cdrom.html#pygame.cdrom">pygame.cdrom</a> &mdash; <font size=-1>pygame module for audio cdrom control</font></li>
 <ul>
-<li><a href="cdrom.html#pygame.cdrom.CD">pygame.cdrom.CD</a> - <font size=-1>class to manage a cdrom drive</font></li>
+<li><a href="cdrom.html#pygame.cdrom.CD">pygame.cdrom.CD</a> &mdash; <font size=-1>class to manage a cdrom drive</font></li>
 <ul>
-<li><a href="cdrom.html#CD.eject">CD.eject</a> - <font size=-1>eject or open the cdrom drive</font></li>
-<li><a href="cdrom.html#CD.get_all">CD.get_all</a> - <font size=-1>get all track information</font></li>
-<li><a href="cdrom.html#CD.get_busy">CD.get_busy</a> - <font size=-1>true if the drive is playing audio</font></li>
-<li><a href="cdrom.html#CD.get_current">CD.get_current</a> - <font size=-1>the current audio playback position</font></li>
-<li><a href="cdrom.html#CD.get_empty">CD.get_empty</a> - <font size=-1>False if a cdrom is in the drive</font></li>
-<li><a href="cdrom.html#CD.get_id">CD.get_id</a> - <font size=-1>the index of the cdrom drive</font></li>
-<li><a href="cdrom.html#CD.get_init">CD.get_init</a> - <font size=-1>true if this cd device initialized</font></li>
-<li><a href="cdrom.html#CD.get_name">CD.get_name</a> - <font size=-1>the system name of the cdrom drive</font></li>
-<li><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> - <font size=-1>the number of tracks on the cdrom</font></li>
-<li><a href="cdrom.html#CD.get_paused">CD.get_paused</a> - <font size=-1>true if the drive is paused</font></li>
-<li><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> - <font size=-1>true if the cdrom track has audio data</font></li>
-<li><a href="cdrom.html#CD.get_track_length">CD.get_track_length</a> - <font size=-1>length of a cdrom track</font></li>
-<li><a href="cdrom.html#CD.get_track_start">CD.get_track_start</a> - <font size=-1>start time of a cdrom track</font></li>
-<li><a href="cdrom.html#CD.init">CD.init</a> - <font size=-1>initialize a cdrom drive for use</font></li>
-<li><a href="cdrom.html#CD.pause">CD.pause</a> - <font size=-1>temporarily stop audio playback</font></li>
-<li><a href="cdrom.html#CD.play">CD.play</a> - <font size=-1>start playing audio</font></li>
-<li><a href="cdrom.html#CD.quit">CD.quit</a> - <font size=-1>uninitialize a cdrom drive for use</font></li>
-<li><a href="cdrom.html#CD.resume">CD.resume</a> - <font size=-1>unpause audio playback</font></li>
-<li><a href="cdrom.html#CD.stop">CD.stop</a> - <font size=-1>stop audio playback</font></li>
+<li><a href="cdrom.html#CD.eject">CD.eject</a> &mdash; <font size=-1>eject or open the cdrom drive</font></li>
+<li><a href="cdrom.html#CD.get_all">CD.get_all</a> &mdash; <font size=-1>get all track information</font></li>
+<li><a href="cdrom.html#CD.get_busy">CD.get_busy</a> &mdash; <font size=-1>true if the drive is playing audio</font></li>
+<li><a href="cdrom.html#CD.get_current">CD.get_current</a> &mdash; <font size=-1>the current audio playback position</font></li>
+<li><a href="cdrom.html#CD.get_empty">CD.get_empty</a> &mdash; <font size=-1>False if a cdrom is in the drive</font></li>
+<li><a href="cdrom.html#CD.get_id">CD.get_id</a> &mdash; <font size=-1>the index of the cdrom drive</font></li>
+<li><a href="cdrom.html#CD.get_init">CD.get_init</a> &mdash; <font size=-1>true if this cd device initialized</font></li>
+<li><a href="cdrom.html#CD.get_name">CD.get_name</a> &mdash; <font size=-1>the system name of the cdrom drive</font></li>
+<li><a href="cdrom.html#CD.get_numtracks">CD.get_numtracks</a> &mdash; <font size=-1>the number of tracks on the cdrom</font></li>
+<li><a href="cdrom.html#CD.get_paused">CD.get_paused</a> &mdash; <font size=-1>true if the drive is paused</font></li>
+<li><a href="cdrom.html#CD.get_track_audio">CD.get_track_audio</a> &mdash; <font size=-1>true if the cdrom track has audio data</font></li>
+<li><a href="cdrom.html#CD.get_track_length">CD.get_track_length</a> &mdash; <font size=-1>length of a cdrom track</font></li>
+<li><a href="cdrom.html#CD.get_track_start">CD.get_track_start</a> &mdash; <font size=-1>start time of a cdrom track</font></li>
+<li><a href="cdrom.html#CD.init">CD.init</a> &mdash; <font size=-1>initialize a cdrom drive for use</font></li>
+<li><a href="cdrom.html#CD.pause">CD.pause</a> &mdash; <font size=-1>temporarily stop audio playback</font></li>
+<li><a href="cdrom.html#CD.play">CD.play</a> &mdash; <font size=-1>start playing audio</font></li>
+<li><a href="cdrom.html#CD.quit">CD.quit</a> &mdash; <font size=-1>uninitialize a cdrom drive for use</font></li>
+<li><a href="cdrom.html#CD.resume">CD.resume</a> &mdash; <font size=-1>unpause audio playback</font></li>
+<li><a href="cdrom.html#CD.stop">CD.stop</a> &mdash; <font size=-1>stop audio playback</font></li>
 </ul>
-<li><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a> - <font size=-1>number of cd drives on the system</font></li>
-<li><a href="cdrom.html#pygame.cdrom.get_init">pygame.cdrom.get_init</a> - <font size=-1>true if the cdrom module is initialized</font></li>
-<li><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a> - <font size=-1>initialize the cdrom module</font></li>
-<li><a href="cdrom.html#pygame.cdrom.quit">pygame.cdrom.quit</a> - <font size=-1>uninitialize the cdrom module</font></li>
+<li><a href="cdrom.html#pygame.cdrom.get_count">pygame.cdrom.get_count</a> &mdash; <font size=-1>number of cd drives on the system</font></li>
+<li><a href="cdrom.html#pygame.cdrom.get_init">pygame.cdrom.get_init</a> &mdash; <font size=-1>true if the cdrom module is initialized</font></li>
+<li><a href="cdrom.html#pygame.cdrom.init">pygame.cdrom.init</a> &mdash; <font size=-1>initialize the cdrom module</font></li>
+<li><a href="cdrom.html#pygame.cdrom.quit">pygame.cdrom.quit</a> &mdash; <font size=-1>uninitialize the cdrom module</font></li>
 </ul>
-<li><a href="cursors.html#pygame.cursors">pygame.cursors</a> - <font size=-1>pygame module for cursor resources</font></li>
+<li><a href="cursors.html#pygame.cursors">pygame.cursors</a> &mdash; <font size=-1>pygame module for cursor resources</font></li>
 <ul>
-<li><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a> - <font size=-1>create binary cursor data from simple strings</font></li>
-<li><a href="cursors.html#pygame.cursors.load_xbm">pygame.cursors.load_xbm</a> - <font size=-1>load cursor data from an xbm file</font></li>
+<li><a href="cursors.html#pygame.cursors.compile">pygame.cursors.compile</a> &mdash; <font size=-1>create binary cursor data from simple strings</font></li>
+<li><a href="cursors.html#pygame.cursors.load_xbm">pygame.cursors.load_xbm</a> &mdash; <font size=-1>load cursor data from an xbm file</font></li>
 </ul>
-<li><a href="display.html#pygame.display">pygame.display</a> - <font size=-1>pygame module to control the display window and screen</font></li>
+<li><a href="display.html#pygame.display">pygame.display</a> &mdash; <font size=-1>pygame module to control the display window and screen</font></li>
 <ul>
-<li><a href="display.html#pygame.display.Info">pygame.display.Info</a> - <font size=-1>Create a video display information object</font></li>
-<li><a href="display.html#pygame.display.flip">pygame.display.flip</a> - <font size=-1>update the full display Surface to the screen</font></li>
-<li><a href="display.html#pygame.display.get_active">pygame.display.get_active</a> - <font size=-1>true when the display is active on the display</font></li>
-<li><a href="display.html#pygame.display.get_caption">pygame.display.get_caption</a> - <font size=-1>get the current window caption</font></li>
-<li><a href="display.html#pygame.display.get_driver">pygame.display.get_driver</a> - <font size=-1>get the name of the pygame display backend</font></li>
-<li><a href="display.html#pygame.display.get_init">pygame.display.get_init</a> - <font size=-1>true if the display module is initialized</font></li>
-<li><a href="display.html#pygame.display.get_surface">pygame.display.get_surface</a> - <font size=-1>get a reference to the currently set display surface</font></li>
-<li><a href="display.html#pygame.display.get_wm_info">pygame.display.get_wm_info</a> - <font size=-1>Get information about the current windowing system</font></li>
-<li><a href="display.html#pygame.display.gl_get_attribute">pygame.display.gl_get_attribute</a> - <font size=-1>get the value for an opengl flag for the current display</font></li>
-<li><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a> - <font size=-1>request an opengl display attribute for the display mode</font></li>
-<li><a href="display.html#pygame.display.iconify">pygame.display.iconify</a> - <font size=-1>iconify the display surface</font></li>
-<li><a href="display.html#pygame.display.init">pygame.display.init</a> - <font size=-1>initialize the display module</font></li>
-<li><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a> - <font size=-1>get list of available fullscreen modes</font></li>
-<li><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a> - <font size=-1>pick the best color depth for a display mode</font></li>
-<li><a href="display.html#pygame.display.quit">pygame.display.quit</a> - <font size=-1>uninitialize the display module</font></li>
-<li><a href="display.html#pygame.display.set_caption">pygame.display.set_caption</a> - <font size=-1>set the current window caption</font></li>
-<li><a href="display.html#pygame.display.set_gamma">pygame.display.set_gamma</a> - <font size=-1>change the hardware gamma ramps</font></li>
-<li><a href="display.html#pygame.display.set_gamma_ramp">pygame.display.set_gamma_ramp</a> - <font size=-1>set_gamma_ramp(red, green, blue): return bool</font></li>
-<li><a href="display.html#pygame.display.set_icon">pygame.display.set_icon</a> - <font size=-1>change the system image for the display window</font></li>
-<li><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> - <font size=-1>initialize a window or screen for display</font></li>
-<li><a href="display.html#pygame.display.set_palette">pygame.display.set_palette</a> - <font size=-1>set the display color palette for indexed displays</font></li>
-<li><a href="display.html#pygame.display.toggle_fullscreen">pygame.display.toggle_fullscreen</a> - <font size=-1>switch between fullscreen and windowed displays</font></li>
-<li><a href="display.html#pygame.display.update">pygame.display.update</a> - <font size=-1>update portions of the screen for software displays</font></li>
+<li><a href="display.html#pygame.display.Info">pygame.display.Info</a> &mdash; <font size=-1>Create a video display information object</font></li>
+<li><a href="display.html#pygame.display.flip">pygame.display.flip</a> &mdash; <font size=-1>update the full display Surface to the screen</font></li>
+<li><a href="display.html#pygame.display.get_active">pygame.display.get_active</a> &mdash; <font size=-1>true when the display is active on the display</font></li>
+<li><a href="display.html#pygame.display.get_caption">pygame.display.get_caption</a> &mdash; <font size=-1>get the current window caption</font></li>
+<li><a href="display.html#pygame.display.get_driver">pygame.display.get_driver</a> &mdash; <font size=-1>get the name of the pygame display backend</font></li>
+<li><a href="display.html#pygame.display.get_init">pygame.display.get_init</a> &mdash; <font size=-1>true if the display module is initialized</font></li>
+<li><a href="display.html#pygame.display.get_surface">pygame.display.get_surface</a> &mdash; <font size=-1>get a reference to the currently set display surface</font></li>
+<li><a href="display.html#pygame.display.get_wm_info">pygame.display.get_wm_info</a> &mdash; <font size=-1>Get information about the current windowing system</font></li>
+<li><a href="display.html#pygame.display.gl_get_attribute">pygame.display.gl_get_attribute</a> &mdash; <font size=-1>get the value for an opengl flag for the current display</font></li>
+<li><a href="display.html#pygame.display.gl_set_attribute">pygame.display.gl_set_attribute</a> &mdash; <font size=-1>request an opengl display attribute for the display mode</font></li>
+<li><a href="display.html#pygame.display.iconify">pygame.display.iconify</a> &mdash; <font size=-1>iconify the display surface</font></li>
+<li><a href="display.html#pygame.display.init">pygame.display.init</a> &mdash; <font size=-1>initialize the display module</font></li>
+<li><a href="display.html#pygame.display.list_modes">pygame.display.list_modes</a> &mdash; <font size=-1>get list of available fullscreen modes</font></li>
+<li><a href="display.html#pygame.display.mode_ok">pygame.display.mode_ok</a> &mdash; <font size=-1>pick the best color depth for a display mode</font></li>
+<li><a href="display.html#pygame.display.quit">pygame.display.quit</a> &mdash; <font size=-1>uninitialize the display module</font></li>
+<li><a href="display.html#pygame.display.set_caption">pygame.display.set_caption</a> &mdash; <font size=-1>set the current window caption</font></li>
+<li><a href="display.html#pygame.display.set_gamma">pygame.display.set_gamma</a> &mdash; <font size=-1>change the hardware gamma ramps</font></li>
+<li><a href="display.html#pygame.display.set_gamma_ramp">pygame.display.set_gamma_ramp</a> &mdash; <font size=-1>set_gamma_ramp(red, green, blue): return bool</font></li>
+<li><a href="display.html#pygame.display.set_icon">pygame.display.set_icon</a> &mdash; <font size=-1>change the system image for the display window</font></li>
+<li><a href="display.html#pygame.display.set_mode">pygame.display.set_mode</a> &mdash; <font size=-1>initialize a window or screen for display</font></li>
+<li><a href="display.html#pygame.display.set_palette">pygame.display.set_palette</a> &mdash; <font size=-1>set the display color palette for indexed displays</font></li>
+<li><a href="display.html#pygame.display.toggle_fullscreen">pygame.display.toggle_fullscreen</a> &mdash; <font size=-1>switch between fullscreen and windowed displays</font></li>
+<li><a href="display.html#pygame.display.update">pygame.display.update</a> &mdash; <font size=-1>update portions of the screen for software displays</font></li>
 </ul>
-<li><a href="draw.html#pygame.draw">pygame.draw</a> - <font size=-1>pygame module for drawing shapes</font></li>
+<li><a href="draw.html#pygame.draw">pygame.draw</a> &mdash; <font size=-1>pygame module for drawing shapes</font></li>
 <ul>
-<li><a href="draw.html#pygame.draw.aaline">pygame.draw.aaline</a> - <font size=-1>draw fine antialiased lines</font></li>
-<li><a href="draw.html#pygame.draw.aalines">pygame.draw.aalines</a> - <font size=-1>pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect</font></li>
-<li><a href="draw.html#pygame.draw.arc">pygame.draw.arc</a> - <font size=-1>draw a partial section of an ellipse</font></li>
-<li><a href="draw.html#pygame.draw.circle">pygame.draw.circle</a> - <font size=-1>draw a circle around a point</font></li>
-<li><a href="draw.html#pygame.draw.ellipse">pygame.draw.ellipse</a> - <font size=-1>draw a round shape inside a rectangle</font></li>
-<li><a href="draw.html#pygame.draw.line">pygame.draw.line</a> - <font size=-1>draw a straight line segment</font></li>
-<li><a href="draw.html#pygame.draw.lines">pygame.draw.lines</a> - <font size=-1>draw multiple contiguous line segments</font></li>
-<li><a href="draw.html#pygame.draw.polygon">pygame.draw.polygon</a> - <font size=-1>draw a shape with any number of sides</font></li>
-<li><a href="draw.html#pygame.draw.rect">pygame.draw.rect</a> - <font size=-1>draw a rectangle shape</font></li>
+<li><a href="draw.html#pygame.draw.aaline">pygame.draw.aaline</a> &mdash; <font size=-1>draw fine antialiased lines</font></li>
+<li><a href="draw.html#pygame.draw.aalines">pygame.draw.aalines</a> &mdash; <font size=-1>pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect</font></li>
+<li><a href="draw.html#pygame.draw.arc">pygame.draw.arc</a> &mdash; <font size=-1>draw a partial section of an ellipse</font></li>
+<li><a href="draw.html#pygame.draw.circle">pygame.draw.circle</a> &mdash; <font size=-1>draw a circle around a point</font></li>
+<li><a href="draw.html#pygame.draw.ellipse">pygame.draw.ellipse</a> &mdash; <font size=-1>draw a round shape inside a rectangle</font></li>
+<li><a href="draw.html#pygame.draw.line">pygame.draw.line</a> &mdash; <font size=-1>draw a straight line segment</font></li>
+<li><a href="draw.html#pygame.draw.lines">pygame.draw.lines</a> &mdash; <font size=-1>draw multiple contiguous line segments</font></li>
+<li><a href="draw.html#pygame.draw.polygon">pygame.draw.polygon</a> &mdash; <font size=-1>draw a shape with any number of sides</font></li>
+<li><a href="draw.html#pygame.draw.rect">pygame.draw.rect</a> &mdash; <font size=-1>draw a rectangle shape</font></li>
 </ul>
-<li><a href="pygame.html#pygame.encode_file_path">pygame.encode_file_path</a> - <font size=-1>Encode a unicode or bytes object as a file system path</font></li>
-<li><a href="pygame.html#pygame.encode_string">pygame.encode_string</a> - <font size=-1>Encode a unicode or bytes object</font></li>
-<li><a href="pygame.html#pygame.error">pygame.error</a> - <font size=-1>standard pygame exception</font></li>
-<li><a href="event.html#pygame.event">pygame.event</a> - <font size=-1>pygame module for interacting with events and queues</font></li>
+<li><a href="pygame.html#pygame.encode_file_path">pygame.encode_file_path</a> &mdash; <font size=-1>Encode a unicode or bytes object as a file system path</font></li>
+<li><a href="pygame.html#pygame.encode_string">pygame.encode_string</a> &mdash; <font size=-1>Encode a unicode or bytes object</font></li>
+<li><a href="pygame.html#pygame.error">pygame.error</a> &mdash; <font size=-1>standard pygame exception</font></li>
+<li><a href="event.html#pygame.event">pygame.event</a> &mdash; <font size=-1>pygame module for interacting with events and queues</font></li>
 <ul>
-<li><a href="event.html#pygame.event.Event">pygame.event.Event</a> - <font size=-1>create a new event object</font></li>
-<li><a href="event.html#pygame.event.clear">pygame.event.clear</a> - <font size=-1>remove all events from the queue</font></li>
-<li><a href="event.html#pygame.event.event_name">pygame.event.event_name</a> - <font size=-1>get the string name from and event id</font></li>
-<li><a href="event.html#pygame.event.get">pygame.event.get</a> - <font size=-1>get events from the queue</font></li>
-<li><a href="event.html#pygame.event.get_blocked">pygame.event.get_blocked</a> - <font size=-1>test if a type of event is blocked from the queue</font></li>
-<li><a href="event.html#pygame.event.get_grab">pygame.event.get_grab</a> - <font size=-1>test if the program is sharing input devices</font></li>
-<li><a href="event.html#pygame.event.peek">pygame.event.peek</a> - <font size=-1>test if event types are waiting on the queue</font></li>
-<li><a href="event.html#pygame.event.poll">pygame.event.poll</a> - <font size=-1>get a single event from the queue</font></li>
-<li><a href="event.html#pygame.event.post">pygame.event.post</a> - <font size=-1>place a new event on the queue</font></li>
-<li><a href="event.html#pygame.event.pump">pygame.event.pump</a> - <font size=-1>internally process pygame event handlers</font></li>
-<li><a href="event.html#pygame.event.set_allowed">pygame.event.set_allowed</a> - <font size=-1>control which events are allowed on the queue</font></li>
-<li><a href="event.html#pygame.event.set_blocked">pygame.event.set_blocked</a> - <font size=-1>control which events are allowed on the queue</font></li>
-<li><a href="event.html#pygame.event.set_grab">pygame.event.set_grab</a> - <font size=-1>control the sharing of input devices with other applications</font></li>