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Anonymous committed fff9e5a

Updated documentation system to use split headers.
Updated FreeType documentation.

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  • Parent commits efc2fe4
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docs/ref/font.html

   <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="font.html#Font.render">Font.render</a> - <font size=-1>draw text on a new Surface</font></td><td>draw text on a new Surface</td></tr>
+  <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>
 <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="font.html#Font.render">Font.render</a> - <font size=-1>draw text on a new Surface</font></tt> to create an image (Surface) of the text, then blit this image onto another Surface. </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> - <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. 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>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>

docs/ref/freetype.html

   <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.FreeTypeFont">pygame.freetype.FreeTypeFont</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.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>
 </table></small></ul>
 <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. </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>pygame.freetype.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 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> 
 <br></ul>
 
 
-<a name="pygame.freetype.FreeTypeFont">
-<big><b>pygame.freetype.FreeTypeFont</big></b><br><ul>
+<a name="pygame.freetype.Font">
+<big><b>pygame.freetype.Font</big></b><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#FreeTypeFont.name">FreeTypeFont.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#FreeTypeFont.get_size">FreeTypeFont.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#FreeTypeFont.get_metrics">FreeTypeFont.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#FreeTypeFont.height">FreeTypeFont.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#FreeTypeFont.render">FreeTypeFont.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#FreeTypeFont.style">FreeTypeFont.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#FreeTypeFont.underline">FreeTypeFont.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#FreeTypeFont.bold">FreeTypeFont.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#FreeTypeFont.italic">FreeTypeFont.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#FreeTypeFont.fixed_width">FreeTypeFont.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#FreeTypeFont.antialiased">FreeTypeFont.antialiased</a> - <font size=-1>Font antialiasing mode</font></td><td>Font antialiasing mode</td></tr>
-  <tr><td><a href="freetype.html#FreeTypeFont.vertical">FreeTypeFont.vertical</a> - <font size=-1>Font vertical mode</font></td><td>Font vertical mode</td></tr>
+  <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.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>
 </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="font.html#Font.render">Font.render</a> - <font size=-1>draw text on a new Surface</font></tt> call. </p>
-<!--COMMENTS:pygame.freetype.FreeTypeFont--> &nbsp;<br> 
+<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>
+<!--COMMENTS:pygame.freetype.Font--> &nbsp;<br> 
 
 
-<a name="FreeTypeFont.name">
-<big><b>FreeTypeFont.name</big></b><br><ul>
+<a name="Font.name">
+<big><b>Font.name</big></b><br><ul>
   <i>Gets the name of the font face.</i><br>
   <tt>Font.name: return string</tt><br>
 <p>Read only. Returns the real (long) name of the font type face, as specified on the font file. </p>
-<!--COMMENTS:FreeTypeFont.name--> &nbsp;<br> 
+<!--COMMENTS:Font.name--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.get_size">
-<big><b>FreeTypeFont.get_size</big></b><br><ul>
+<a name="Font.get_size">
+<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): 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>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>
-<!--COMMENTS:FreeTypeFont.get_size--> &nbsp;<br> 
+<!--COMMENTS:Font.get_size--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.get_metrics">
-<big><b>FreeTypeFont.get_metrics</big></b><br><ul>
+<a name="Font.get_metrics">
+<big><b>Font.get_metrics</big></b><br><ul>
   <i>Gets glyph metrics for the font's characters</i><br>
   <tt>Font.get_metrics(text, bbmode=BBOX_PIXEL_GRIDFIT, ptsize=default): return [(...), ...]</tt><br>
 <p>Returns the glyph metrics for each character in 'text'. </p>
     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>
-<!--COMMENTS:FreeTypeFont.get_metrics--> &nbsp;<br> 
+<!--COMMENTS:Font.get_metrics--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.height">
-<big><b>FreeTypeFont.height</big></b><br><ul>
+<a name="Font.height">
+<big><b>Font.height</big></b><br><ul>
   <i>Gets the height of the Font</i><br>
   <tt>Font.height: return int</tt><br>
 <p>Read only. Gets the height of the Font. This is the average value of all glyphs in the font. </p>
-<!--COMMENTS:FreeTypeFont.height--> &nbsp;<br> 
+<!--COMMENTS:Font.height--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.render">
-<big><b>FreeTypeFont.render</big></b><br><ul>
+<a name="Font.render">
+<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): return (Surface, int, int)</tt><br>
 <p>Renders the string 'text' to a <tt>pygame.Surface</tt>, using the color 'fgcolor'. </p>
 <p>If such tuple 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. The width and height of the rendered text will be returned in a tuple. </p>
 <p>If 'None' is passed instead of the destination tuple, 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. The width and height of the rendered text, together with the new <tt>:class:`pygame2.sdl.video.Surface`</tt>, will be returned in a tuple. </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>
-<!--COMMENTS:FreeTypeFont.render--> &nbsp;<br> 
+<!--COMMENTS:Font.render--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.style">
-<big><b>FreeTypeFont.style</big></b><br><ul>
+<a name="Font.style">
+<big><b>Font.style</big></b><br><ul>
   <i>Gets or sets the font's style</i><br>
   <tt>Font.style: return int</tt><br>
 <p>Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overriden specifically in the `render()` or `get_size()` calls. The style value may be a bitwise <tt>OR</tt> of one or more of the following constants: </p>
     STYLE_ITALIC
     STYLE_BOLD
 </pre><p>These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, italic, bold). </p>
-<!--COMMENTS:FreeTypeFont.style--> &nbsp;<br> 
+<!--COMMENTS:Font.style--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.underline">
-<big><b>FreeTypeFont.underline</big></b><br><ul>
+<a name="Font.underline">
+<big><b>Font.underline</big></b><br><ul>
   <i>Gets or sets the font's underline style</i><br>
   <tt>Font.underline: return bool</tt><br>
 <p>Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overriden specifically in the `render()` or `get_size()` calls, via the 'style' parameter. </p>
-<!--COMMENTS:FreeTypeFont.underline--> &nbsp;<br> 
+<!--COMMENTS:Font.underline--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.bold">
-<big><b>FreeTypeFont.bold</big></b><br><ul>
+<a name="Font.bold">
+<big><b>Font.bold</big></b><br><ul>
   <i>Gets or sets the font's bold style</i><br>
   <tt>Font.bold: return bool</tt><br>
 <p>Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overriden specifically in the `render()` or `get_size()` calls, via the 'style' parameter. </p>
-<!--COMMENTS:FreeTypeFont.bold--> &nbsp;<br> 
+<!--COMMENTS:Font.bold--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.italic">
-<big><b>FreeTypeFont.italic</big></b><br><ul>
+<a name="Font.italic">
+<big><b>Font.italic</big></b><br><ul>
   <i>Gets or sets the font's italic style</i><br>
   <tt>Font.italic: return bool</tt><br>
 <p>Gets or sets whether the font will be in italics when drawing text. This default style value will be used for all text rendering and size calculations unless overriden specifically in the `render()` or `get_size()` calls, via the 'style' parameter. </p>
-<!--COMMENTS:FreeTypeFont.italic--> &nbsp;<br> 
+<!--COMMENTS:Font.italic--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.fixed_width">
-<big><b>FreeTypeFont.fixed_width</big></b><br><ul>
+<a name="Font.fixed_width">
+<big><b>Font.fixed_width</big></b><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>
-<!--COMMENTS:FreeTypeFont.fixed_width--> &nbsp;<br> 
+<!--COMMENTS:Font.fixed_width--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.antialiased">
-<big><b>FreeTypeFont.antialiased</big></b><br><ul>
+<a name="Font.antialiased">
+<big><b>Font.antialiased</big></b><br><ul>
   <i>Font antialiasing mode</i><br>
   <tt>Font.antialiased: return bool</tt><br>
 <p>Gets or sets the font's antialiasing mode. This defaults to True on all fonts, which will be rendered by default antialiased. </p>
 <p>Setting this to true will change all rendering methods to use glyph bitmaps without antialiasing, which supposes a small speed gain and a significant memory gain because of the way glyphs are cached. </p>
-<!--COMMENTS:FreeTypeFont.antialiased--> &nbsp;<br> 
+<!--COMMENTS:Font.antialiased--> &nbsp;<br> 
 <br></ul>
 
 
-<a name="FreeTypeFont.vertical">
-<big><b>FreeTypeFont.vertical</big></b><br><ul>
+<a name="Font.vertical">
+<big><b>Font.vertical</big></b><br><ul>
   <i>Font vertical mode</i><br>
   <tt>Font.vertical: return bool</tt><br>
 <p>Gets or sets whether the font is a vertical font such as fonts representing Kanji glyphs or other styles of vertical writing. </p>
 <p>Changing this attribute will cause the font to be rendering vertically, and affects all other methods which manage glyphs or text layouts to use vertical metrics accordingly. </p>
 <p>Note that the FreeType library doesn't automatically detect whether a font contains glyphs which are always supposed to be drawn vertically, so this attribute must be set manually by the user. </p>
 <p>Also note that several font formats (specially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results. </p>
-<!--COMMENTS:FreeTypeFont.vertical--> &nbsp;<br> 
+<!--COMMENTS:Font.vertical--> &nbsp;<br> 
 <br></ul>
 
 

docs/ref/index.html

 <li><a href="font.html#Font.get_linesize">Font.get_linesize</a> - <font size=-1>get the line space of the font text</font></li>
 <li><a href="font.html#Font.get_underline">Font.get_underline</a> - <font size=-1>check if text will be rendered with an underline</font></li>
 <li><a href="font.html#Font.metrics">Font.metrics</a> - <font size=-1>Gets the metrics for each character in the pased string.</font></li>
-<li><a href="font.html#Font.render">Font.render</a> - <font size=-1>draw text on a new Surface</font></li>
+<li><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></li>
 <li><a href="font.html#Font.set_bold">Font.set_bold</a> - <font size=-1>enable fake rendering of bold text</font></li>
 <li><a href="font.html#Font.set_italic">Font.set_italic</a> - <font size=-1>enable fake rendering of italic text</font></li>
 <li><a href="font.html#Font.set_underline">Font.set_underline</a> - <font size=-1>control if text is rendered with an underline</font></li>
 </ul>
 <li><a href="freetype.html#pygame.freetype">pygame.freetype</a> - <font size=-1>Enhanced Pygame module for loading and rendering fonts</font></li>
 <ul>
-<li><a href="freetype.html#pygame.freetype.FreeTypeFont">pygame.freetype.FreeTypeFont</a> - <font size=-1>Creates a new Font from a supported font file.</font></li>
+<li><a href="freetype.html#pygame.freetype.Font">pygame.freetype.Font</a> - <font size=-1>Creates a new Font from a supported font file.</font></li>
 <ul>
 <li></li>
-<li><a href="freetype.html#FreeTypeFont.antialiased">FreeTypeFont.antialiased</a> - <font size=-1>Font antialiasing mode</font></li>
-<li><a href="freetype.html#FreeTypeFont.bold">FreeTypeFont.bold</a> - <font size=-1>Gets or sets the font's bold style</font></li>
-<li><a href="freetype.html#FreeTypeFont.fixed_width">FreeTypeFont.fixed_width</a> - <font size=-1>Gets whether the font is fixed-width</font></li>
-<li><a href="freetype.html#FreeTypeFont.get_metrics">FreeTypeFont.get_metrics</a> - <font size=-1>Gets glyph metrics for the font's characters</font></li>
-<li><a href="freetype.html#FreeTypeFont.get_size">FreeTypeFont.get_size</a> - <font size=-1>Gets the size of rendered text</font></li>
-<li><a href="freetype.html#FreeTypeFont.height">FreeTypeFont.height</a> - <font size=-1>Gets the height of the Font</font></li>
-<li><a href="freetype.html#FreeTypeFont.italic">FreeTypeFont.italic</a> - <font size=-1>Gets or sets the font's italic style</font></li>
-<li><a href="freetype.html#FreeTypeFont.name">FreeTypeFont.name</a> - <font size=-1>Gets the name of the font face.</font></li>
-<li><a href="freetype.html#FreeTypeFont.render">FreeTypeFont.render</a> - <font size=-1>Renders text on a surface</font></li>
-<li><a href="freetype.html#FreeTypeFont.style">FreeTypeFont.style</a> - <font size=-1>Gets or sets the font's style</font></li>
-<li><a href="freetype.html#FreeTypeFont.underline">FreeTypeFont.underline</a> - <font size=-1>Gets or sets the font's underline style</font></li>
-<li><a href="freetype.html#FreeTypeFont.vertical">FreeTypeFont.vertical</a> - <font size=-1>Font vertical mode</font></li>
+<li><a href="freetype.html#Font.antialiased">Font.antialiased</a> - <font size=-1>Font antialiasing mode</font></li>
+<li><a href="freetype.html#Font.bold">Font.bold</a> - <font size=-1>Gets or sets the font's bold style</font></li>
+<li><a href="freetype.html#Font.fixed_width">Font.fixed_width</a> - <font size=-1>Gets whether the font is fixed-width</font></li>
+<li><a href="freetype.html#Font.get_metrics">Font.get_metrics</a> - <font size=-1>Gets glyph metrics for the font's characters</font></li>
+<li><a href="freetype.html#Font.get_size">Font.get_size</a> - <font size=-1>Gets the size of rendered text</font></li>
+<li><a href="freetype.html#Font.height">Font.height</a> - <font size=-1>Gets the height of the Font</font></li>
+<li><a href="freetype.html#Font.italic">Font.italic</a> - <font size=-1>Gets or sets the font's italic style</font></li>
+<li><a href="freetype.html#Font.name">Font.name</a> - <font size=-1>Gets the name of the font face.</font></li>
+<li><a href="freetype.html#Font.render">Font.render</a> - <font size=-1>Renders text on a surface</font></li>
+<li><a href="freetype.html#Font.style">Font.style</a> - <font size=-1>Gets or sets the font's style</font></li>
+<li><a href="freetype.html#Font.underline">Font.underline</a> - <font size=-1>Gets or sets the font's underline style</font></li>
+<li><a href="freetype.html#Font.vertical">Font.vertical</a> - <font size=-1>Font vertical mode</font></li>
 </ul>
 <li><a href="freetype.html#pygame.freetype.get_error">pygame.freetype.get_error</a> - <font size=-1>Get the latest error</font></li>
 <li><a href="freetype.html#pygame.freetype.get_version">pygame.freetype.get_version</a> - <font size=-1>Get the FreeType version</font></li>
         HtmlOut(doc, index, outFile)
         outFile.write(HTMLFinish)
         outFile.close()
- 
-    outFile = open(os.path.join("src", "pygamedocs.h"), "w")
-    outFile.write("/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */\n")
-    for doc in justDocs:
+
+    for name, doc in docs:
+        outFile = open(os.path.join("src", "doc", "%s_doc.h") % name, "w")
+        outFile.write("/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */\n")
         WriteDocHeader(outFile, doc, options.have_code_docs)
-
-
-    outFile.write("\n\n/* Docs in a comments... slightly easier to read. */\n\n\n/*")
-    # add the docs as comments to the header file.
-    for doc in justDocs:
+        outFile.write("\n\n/* Docs in a comments... slightly easier to read. */\n\n\n/*")
         WriteDocHeaderComments(outFile, doc)
-
-    outFile.write("\n\n*/\n\n")
-
+        outFile.write("\n\n*/\n\n")
 
     topDoc = LayoutDocs(justDocs)
 
     f.write('\n\n<a name="%s">\n' % doc.fullname)
     f.write("<big><b>%s</big></b><br><ul>\n" % doc.fullname)
     if doc.descr:
-        f.write("  <i>%s</i><br>\n" % doc.descr) 
+        f.write("  <i>%s</i><br>\n" % doc.descr)
     if doc.protos:
         for p in doc.protos:
             f.write("  <tt>%s</tt><br>\n" % p)

src/_arraysurfarray.c

 #include <stddef.h>
 #include "pygame.h"
 #include "pgcompat.h"
-#include "pygamedocs.h"
+#include "doc/surfarray_doc.h"
 #include "pgarrinter.h"
 #include <SDL_byteorder.h>
 

src/_numericsndarray.c

 */
 
 #include "pygame.h"
-#include "pygamedocs.h"
+#include "doc/sndarray_doc.h"
 #include "mixer.h"
 #include "numeric_arrayobject.h"
 #include <SDL_byteorder.h>

src/_numericsurfarray.c

 */
 
 #include "pygame.h"
-#include "pygamedocs.h"
+#include "doc/surfarray_doc.h"
 #include "numeric_arrayobject.h"
 #include <SDL_byteorder.h>
 
 #define PYGAMEAPI_BASE_INTERNAL
 #include "pygame.h"
 #include "pgcompat.h"
-#include "pygamedocs.h"
+#include "doc/pygame_doc.h"
 #include <signal.h>
 
 

src/bufferproxy.c

 
 #include "pygame.h"
 #include "pgcompat.h"
-#include "pygamedocs.h"
 
 static PyObject* _bufferproxy_new (PyTypeObject *type, PyObject *args,
                                    PyObject *kwds);
 */
 
 #include "pygame.h"
-#include "pygamedocs.h"
+#include "doc/camera_doc.h"
 
 #if defined(__unix__)
     #include <structmember.h>
 #define PYGAMEAPI_CDROM_INTERNAL
 #include "pygame.h"
 #include "pgcompat.h"
-#include "pygamedocs.h"
+#include "doc/cdrom_doc.h"
 
 #define CDROM_MAXDRIVES 32
 static SDL_CD* cdrom_drivedata[CDROM_MAXDRIVES] = {NULL};
 */
 #define PYGAMEAPI_COLOR_INTERNAL
 
-#include "pygamedocs.h"
+#include "doc/color_doc.h"
 #include "pygame.h"
 #include "pgcompat.h"
 #include <ctype.h>
 #define PYGAMEAPI_DISPLAY_INTERNAL
 #include "pygame.h"
 #include "pgcompat.h"
-#include "pygamedocs.h"
+#include "doc/display_doc.h"
 #include <SDL_syswm.h>
 
 

src/doc/camera_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMECAMERA "pygame module for camera use"
+
+#define DOC_PYGAMECAMERACOLORSPACE "pygame.camera.colorspace(Surface, format, DestSurface = None): return Surface\nSurface colorspace conversion"
+
+#define DOC_PYGAMECAMERALISTCAMERAS "pygame.camera.list_cameras(): return [cameras]\nreturns a list of available cameras"
+
+#define DOC_PYGAMECAMERACAMERA "pygame.camera.Camera(device, (width, height), format): return Camera\nload a camera"
+
+#define DOC_CAMERASTART "Camera.start(): return None\nopens, initializes, and starts capturing"
+
+#define DOC_CAMERASTOP "Camera.stop(): return None\nstops, uninitializes, and closes the camera"
+
+#define DOC_CAMERAGETCONTROLS "Camera.get_controls(): return (hflip = bool, vflip = bool, brightness)\ngets current values of user controls"
+
+#define DOC_CAMERASETCONTROLS "Camera.set_controls(hflip = bool, vflip = bool, brightness): return (hflip = bool, vflip = bool, brightness)\nchanges camera settings if supported by the camera"
+
+#define DOC_CAMERAGETSIZE "Camera.get_size(): return (width, height)\nreturns the dimensions of the images being recorded"
+
+#define DOC_CAMERAQUERYIMAGE "Camera.query_image(): return bool\nchecks if a frame is ready"
+
+#define DOC_CAMERAGETIMAGE "Camera.get_image(Surface = None): return Surface\ncaptures an image as a Surface"
+
+#define DOC_CAMERAGETRAW "Camera.get_raw(): return string\nreturns an unmodified image as a string"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.camera
+ pygame module for camera use
+
+
+
+pygame.camera.colorspace
+ pygame.camera.colorspace(Surface, format, DestSurface = None): return Surface
+Surface colorspace conversion
+
+
+
+pygame.camera.list_cameras
+ pygame.camera.list_cameras(): return [cameras]
+returns a list of available cameras
+
+
+
+pygame.camera.Camera
+ pygame.camera.Camera(device, (width, height), format): return Camera
+load a camera
+
+
+
+Camera.start
+ Camera.start(): return None
+opens, initializes, and starts capturing
+
+
+
+Camera.stop
+ Camera.stop(): return None
+stops, uninitializes, and closes the camera
+
+
+
+Camera.get_controls
+ Camera.get_controls(): return (hflip = bool, vflip = bool, brightness)
+gets current values of user controls
+
+
+
+Camera.set_controls
+ Camera.set_controls(hflip = bool, vflip = bool, brightness): return (hflip = bool, vflip = bool, brightness)
+changes camera settings if supported by the camera
+
+
+
+Camera.get_size
+ Camera.get_size(): return (width, height)
+returns the dimensions of the images being recorded
+
+
+
+Camera.query_image
+ Camera.query_image(): return bool
+checks if a frame is ready
+
+
+
+Camera.get_image
+ Camera.get_image(Surface = None): return Surface
+captures an image as a Surface
+
+
+
+Camera.get_raw
+ Camera.get_raw(): return string
+returns an unmodified image as a string
+
+
+
+*/
+

src/doc/cdrom_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMECDROM "pygame module for audio cdrom control"
+
+#define DOC_PYGAMECDROMINIT "pygame.cdrom.init(): return None\ninitialize the cdrom module"
+
+#define DOC_PYGAMECDROMQUIT "pygame.cdrom.quit(): return None\nuninitialize the cdrom module"
+
+#define DOC_PYGAMECDROMGETINIT "pygame.cdrom.get_init(): return bool\ntrue if the cdrom module is initialized"
+
+#define DOC_PYGAMECDROMGETCOUNT "pygame.cdrom.get_count(): return count\nnumber of cd drives on the system"
+
+#define DOC_PYGAMECDROMCD "pygame.cdrom.CD(id): return CD\nclass to manage a cdrom drive"
+
+#define DOC_CDINIT "CD.init(): return None\ninitialize a cdrom drive for use"
+
+#define DOC_CDQUIT "CD.quit(): return None\nuninitialize a cdrom drive for use"
+
+#define DOC_CDGETINIT "CD.get_init(): return bool\ntrue if this cd device initialized"
+
+#define DOC_CDPLAY "CD.play(track, start=None, end=None): return None\nstart playing audio"
+
+#define DOC_CDSTOP "CD.stop(): return None\nstop audio playback"
+
+#define DOC_CDPAUSE "CD.pause(): return None\ntemporarily stop audio playback"
+
+#define DOC_CDRESUME "CD.resume(): return None\nunpause audio playback"
+
+#define DOC_CDEJECT "CD.eject(): return None\neject or open the cdrom drive"
+
+#define DOC_CDGETID "CD.get_id(): return id\nthe index of the cdrom drive"
+
+#define DOC_CDGETNAME "CD.get_name(): return name\nthe system name of the cdrom drive"
+
+#define DOC_CDGETBUSY "CD.get_busy(): return bool\ntrue if the drive is playing audio"
+
+#define DOC_CDGETPAUSED "CD.get_paused(): return bool\ntrue if the drive is paused"
+
+#define DOC_CDGETCURRENT "CD.get_current(): return track, seconds\nthe current audio playback position"
+
+#define DOC_CDGETEMPTY "CD.get_empty(): return bool\nFalse if a cdrom is in the drive"
+
+#define DOC_CDGETNUMTRACKS "CD.get_numtracks(): return count\nthe number of tracks on the cdrom"
+
+#define DOC_CDGETTRACKAUDIO "CD.get_track_audio(track): return bool\ntrue if the cdrom track has audio data"
+
+#define DOC_CDGETALL "CD.get_all(): return [(audio, start, end, lenth), ...]\nget all track information"
+
+#define DOC_CDGETTRACKSTART "CD.get_track_start(track): return seconds\nstart time of a cdrom track"
+
+#define DOC_CDGETTRACKLENGTH "CD.get_track_length(track): return seconds\nlength of a cdrom track"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.cdrom
+ pygame module for audio cdrom control
+
+
+
+pygame.cdrom.init
+ pygame.cdrom.init(): return None
+initialize the cdrom module
+
+
+
+pygame.cdrom.quit
+ pygame.cdrom.quit(): return None
+uninitialize the cdrom module
+
+
+
+pygame.cdrom.get_init
+ pygame.cdrom.get_init(): return bool
+true if the cdrom module is initialized
+
+
+
+pygame.cdrom.get_count
+ pygame.cdrom.get_count(): return count
+number of cd drives on the system
+
+
+
+pygame.cdrom.CD
+ pygame.cdrom.CD(id): return CD
+class to manage a cdrom drive
+
+
+
+CD.init
+ CD.init(): return None
+initialize a cdrom drive for use
+
+
+
+CD.quit
+ CD.quit(): return None
+uninitialize a cdrom drive for use
+
+
+
+CD.get_init
+ CD.get_init(): return bool
+true if this cd device initialized
+
+
+
+CD.play
+ CD.play(track, start=None, end=None): return None
+start playing audio
+
+
+
+CD.stop
+ CD.stop(): return None
+stop audio playback
+
+
+
+CD.pause
+ CD.pause(): return None
+temporarily stop audio playback
+
+
+
+CD.resume
+ CD.resume(): return None
+unpause audio playback
+
+
+
+CD.eject
+ CD.eject(): return None
+eject or open the cdrom drive
+
+
+
+CD.get_id
+ CD.get_id(): return id
+the index of the cdrom drive
+
+
+
+CD.get_name
+ CD.get_name(): return name
+the system name of the cdrom drive
+
+
+
+CD.get_busy
+ CD.get_busy(): return bool
+true if the drive is playing audio
+
+
+
+CD.get_paused
+ CD.get_paused(): return bool
+true if the drive is paused
+
+
+
+CD.get_current
+ CD.get_current(): return track, seconds
+the current audio playback position
+
+
+
+CD.get_empty
+ CD.get_empty(): return bool
+False if a cdrom is in the drive
+
+
+
+CD.get_numtracks
+ CD.get_numtracks(): return count
+the number of tracks on the cdrom
+
+
+
+CD.get_track_audio
+ CD.get_track_audio(track): return bool
+true if the cdrom track has audio data
+
+
+
+CD.get_all
+ CD.get_all(): return [(audio, start, end, lenth), ...]
+get all track information
+
+
+
+CD.get_track_start
+ CD.get_track_start(track): return seconds
+start time of a cdrom track
+
+
+
+CD.get_track_length
+ CD.get_track_length(track): return seconds
+length of a cdrom track
+
+
+
+*/
+

src/doc/color_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMECOLOR "pygame.Color(name): Return Color\npygame.Color(r, g, b, a): Return Color\npygame.Color(rgbvalue): Return Color\npygame object for color representations"
+
+#define DOC_COLORR "Color.r: Return int\nGets or sets the red value of the Color."
+
+#define DOC_COLORG "Color.g: Return int\nGets or sets the green value of the Color."
+
+#define DOC_COLORB "Color.b: Return int\nGets or sets the blue value of the Color."
+
+#define DOC_COLORA "Color.a: Return int\nGets or sets the alpha value of the Color."
+
+#define DOC_COLORCMY "Color.cmy: Return tuple\nGets or sets the CMY representation of the Color."
+
+#define DOC_COLORHSVA "Color.hsva: Return tuple\nGets or sets the HSVA representation of the Color."
+
+#define DOC_COLORHSLA "Color.hsla: Return tuple\nGets or sets the HSLA representation of the Color."
+
+#define DOC_COLORI1I2I3 "Color.i1i2i3: Return tuple\nGets or sets the I1I2I3 representation of the Color."
+
+#define DOC_COLORNORMALIZE "Color.normalize(): Return tuple\nReturns the normalized RGBA values of the Color."
+
+#define DOC_COLORCORRECTGAMMA "Color.correct_gamma (gamma): Return Color\nApplies a certain gamma value to the Color."
+
+#define DOC_COLORSETLENGTH "Color.set_length(len)\nSet the number of elements in the Color to 1,2,3, or 4."
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.Color
+ pygame.Color(name): Return Color
+pygame.Color(r, g, b, a): Return Color
+pygame.Color(rgbvalue): Return Color
+pygame object for color representations
+
+
+
+Color.r
+ Color.r: Return int
+Gets or sets the red value of the Color.
+
+
+
+Color.g
+ Color.g: Return int
+Gets or sets the green value of the Color.
+
+
+
+Color.b
+ Color.b: Return int
+Gets or sets the blue value of the Color.
+
+
+
+Color.a
+ Color.a: Return int
+Gets or sets the alpha value of the Color.
+
+
+
+Color.cmy
+ Color.cmy: Return tuple
+Gets or sets the CMY representation of the Color.
+
+
+
+Color.hsva
+ Color.hsva: Return tuple
+Gets or sets the HSVA representation of the Color.
+
+
+
+Color.hsla
+ Color.hsla: Return tuple
+Gets or sets the HSLA representation of the Color.
+
+
+
+Color.i1i2i3
+ Color.i1i2i3: Return tuple
+Gets or sets the I1I2I3 representation of the Color.
+
+
+
+Color.normalize
+ Color.normalize(): Return tuple
+Returns the normalized RGBA values of the Color.
+
+
+
+Color.correct_gamma
+ Color.correct_gamma (gamma): Return Color
+Applies a certain gamma value to the Color.
+
+
+
+Color.set_length
+ Color.set_length(len)
+Set the number of elements in the Color to 1,2,3, or 4.
+
+
+
+*/
+

src/doc/cursors_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMECURSORS "pygame module for cursor resources"
+
+#define DOC_PYGAMECURSORSCOMPILE "pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask\ncreate binary cursor data from simple strings"
+
+#define DOC_PYGAMECURSORSLOADXBM "pygame.cursors.load_xbm(cursorfile): return cursor_args\npygame.cursors.load_xbm(cursorfile, maskfile): return cursor_args\nload cursor data from an xbm file"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.cursors
+ pygame module for cursor resources
+
+
+
+pygame.cursors.compile
+ pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask
+create binary cursor data from simple strings
+
+
+
+pygame.cursors.load_xbm
+ pygame.cursors.load_xbm(cursorfile): return cursor_args
+pygame.cursors.load_xbm(cursorfile, maskfile): return cursor_args
+load cursor data from an xbm file
+
+
+
+*/
+

src/doc/display_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEDISPLAY "pygame module to control the display window and screen"
+
+#define DOC_PYGAMEDISPLAYINIT "pygame.display.init(): return None\ninitialize the display module"
+
+#define DOC_PYGAMEDISPLAYQUIT "pygame.display.quit(): return None\nuninitialize the display module"
+
+#define DOC_PYGAMEDISPLAYGETINIT "pygame.display.get_init(): return bool\ntrue if the display module is initialized"
+
+#define DOC_PYGAMEDISPLAYSETMODE "pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface\ninitialize a window or screen for display"
+
+#define DOC_PYGAMEDISPLAYGETSURFACE "pygame.display.get_surface(): return Surface\nget a reference to the currently set display surface"
+
+#define DOC_PYGAMEDISPLAYFLIP "pygame.display.flip(): return None\nupdate the full display Surface to the screen"
+
+#define DOC_PYGAMEDISPLAYUPDATE "pygame.display.update(rectangle=None): return None\npygame.display.update(rectangle_list): return None\nupdate portions of the screen for software displays"
+
+#define DOC_PYGAMEDISPLAYGETDRIVER "pygame.display.get_driver(): return name\nget the name of the pygame display backend"
+
+#define DOC_PYGAMEDISPLAYINFO "pygame.display.Info(): return VideoInfo\nCreate a video display information object"
+
+#define DOC_PYGAMEDISPLAYGETWMINFO "pygame.display.get_wm_info(): return dict\nGet information about the current windowing system"
+
+#define DOC_PYGAMEDISPLAYLISTMODES "pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list\nget list of available fullscreen modes"
+
+#define DOC_PYGAMEDISPLAYMODEOK "pygame.display.mode_ok(size, flags=0, depth=0): return depth\npick the best color depth for a display mode"
+
+#define DOC_PYGAMEDISPLAYGLGETATTRIBUTE "pygame.display.gl_get_attribute(flag): return value\nget the value for an opengl flag for the current display"
+
+#define DOC_PYGAMEDISPLAYGLSETATTRIBUTE "pygame.display.gl_set_attribute(flag, value): return None\nrequest an opengl display attribute for the display mode"
+
+#define DOC_PYGAMEDISPLAYGETACTIVE "pygame.display.get_active(): return bool\ntrue when the display is active on the display"
+
+#define DOC_PYGAMEDISPLAYICONIFY "pygame.display.iconify(): return bool\niconify the display surface"
+
+#define DOC_PYGAMEDISPLAYTOGGLEFULLSCREEN "pygame.display.toggle_fullscreen(): return bool\nswitch between fullscreen and windowed displays"
+
+#define DOC_PYGAMEDISPLAYSETGAMMA "pygame.display.set_gamma(red, green=None, blue=None): return bool\nchange the hardware gamma ramps"
+
+#define DOC_PYGAMEDISPLAYSETGAMMARAMP "change the hardware gamma ramps with a custom lookup\npygame.display.set_gamma_ramp(red, green, blue): return bool\nset_gamma_ramp(red, green, blue): return bool"
+
+#define DOC_PYGAMEDISPLAYSETICON "pygame.display.set_icon(Surface): return None\nchange the system image for the display window"
+
+#define DOC_PYGAMEDISPLAYSETCAPTION "pygame.display.set_caption(title, icontitle=None): return None\nset the current window caption"
+
+#define DOC_PYGAMEDISPLAYGETCAPTION "pygame.display.get_caption(): return (title, icontitle)\nget the current window caption"
+
+#define DOC_PYGAMEDISPLAYSETPALETTE "pygame.display.set_palette(palette=None): return None\nset the display color palette for indexed displays"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.display
+ pygame module to control the display window and screen
+
+
+
+pygame.display.init
+ pygame.display.init(): return None
+initialize the display module
+
+
+
+pygame.display.quit
+ pygame.display.quit(): return None
+uninitialize the display module
+
+
+
+pygame.display.get_init
+ pygame.display.get_init(): return bool
+true if the display module is initialized
+
+
+
+pygame.display.set_mode
+ pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
+initialize a window or screen for display
+
+
+
+pygame.display.get_surface
+ pygame.display.get_surface(): return Surface
+get a reference to the currently set display surface
+
+
+
+pygame.display.flip
+ pygame.display.flip(): return None
+update the full display Surface to the screen
+
+
+
+pygame.display.update
+ pygame.display.update(rectangle=None): return None
+pygame.display.update(rectangle_list): return None
+update portions of the screen for software displays
+
+
+
+pygame.display.get_driver
+ pygame.display.get_driver(): return name
+get the name of the pygame display backend
+
+
+
+pygame.display.Info
+ pygame.display.Info(): return VideoInfo
+Create a video display information object
+
+
+
+pygame.display.get_wm_info
+ pygame.display.get_wm_info(): return dict
+Get information about the current windowing system
+
+
+
+pygame.display.list_modes
+ pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list
+get list of available fullscreen modes
+
+
+
+pygame.display.mode_ok
+ pygame.display.mode_ok(size, flags=0, depth=0): return depth
+pick the best color depth for a display mode
+
+
+
+pygame.display.gl_get_attribute
+ pygame.display.gl_get_attribute(flag): return value
+get the value for an opengl flag for the current display
+
+
+
+pygame.display.gl_set_attribute
+ pygame.display.gl_set_attribute(flag, value): return None
+request an opengl display attribute for the display mode
+
+
+
+pygame.display.get_active
+ pygame.display.get_active(): return bool
+true when the display is active on the display
+
+
+
+pygame.display.iconify
+ pygame.display.iconify(): return bool
+iconify the display surface
+
+
+
+pygame.display.toggle_fullscreen
+ pygame.display.toggle_fullscreen(): return bool
+switch between fullscreen and windowed displays
+
+
+
+pygame.display.set_gamma
+ pygame.display.set_gamma(red, green=None, blue=None): return bool
+change the hardware gamma ramps
+
+
+
+pygame.display.set_gamma_ramp
+ change the hardware gamma ramps with a custom lookup
+pygame.display.set_gamma_ramp(red, green, blue): return bool
+set_gamma_ramp(red, green, blue): return bool
+
+
+
+pygame.display.set_icon
+ pygame.display.set_icon(Surface): return None
+change the system image for the display window
+
+
+
+pygame.display.set_caption
+ pygame.display.set_caption(title, icontitle=None): return None
+set the current window caption
+
+
+
+pygame.display.get_caption
+ pygame.display.get_caption(): return (title, icontitle)
+get the current window caption
+
+
+
+pygame.display.set_palette
+ pygame.display.set_palette(palette=None): return None
+set the display color palette for indexed displays
+
+
+
+*/
+

src/doc/draw_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEDRAW "pygame module for drawing shapes"
+
+#define DOC_PYGAMEDRAWRECT "pygame.draw.rect(Surface, color, Rect, width=0): return Rect\ndraw a rectangle shape"
+
+#define DOC_PYGAMEDRAWPOLYGON "pygame.draw.polygon(Surface, color, pointlist, width=0): return Rect\ndraw a shape with any number of sides"
+
+#define DOC_PYGAMEDRAWCIRCLE "pygame.draw.circle(Surface, color, pos, radius, width=0): return Rect\ndraw a circle around a point"
+
+#define DOC_PYGAMEDRAWELLIPSE "pygame.draw.ellipse(Surface, color, Rect, width=0): return Rect\ndraw a round shape inside a rectangle"
+
+#define DOC_PYGAMEDRAWARC "pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1): return Rect\ndraw a partial section of an ellipse"
+
+#define DOC_PYGAMEDRAWLINE "pygame.draw.line(Surface, color, start_pos, end_pos, width=1): return Rect\ndraw a straight line segment"
+
+#define DOC_PYGAMEDRAWLINES "pygame.draw.lines(Surface, color, closed, pointlist, width=1): return Rect\ndraw multiple contiguous line segments"
+
+#define DOC_PYGAMEDRAWAALINE "pygame.draw.aaline(Surface, color, startpos, endpos, blend=1): return Rect\ndraw fine antialiased lines"
+
+#define DOC_PYGAMEDRAWAALINES "pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.draw
+ pygame module for drawing shapes
+
+
+
+pygame.draw.rect
+ pygame.draw.rect(Surface, color, Rect, width=0): return Rect
+draw a rectangle shape
+
+
+
+pygame.draw.polygon
+ pygame.draw.polygon(Surface, color, pointlist, width=0): return Rect
+draw a shape with any number of sides
+
+
+
+pygame.draw.circle
+ pygame.draw.circle(Surface, color, pos, radius, width=0): return Rect
+draw a circle around a point
+
+
+
+pygame.draw.ellipse
+ pygame.draw.ellipse(Surface, color, Rect, width=0): return Rect
+draw a round shape inside a rectangle
+
+
+
+pygame.draw.arc
+ pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1): return Rect
+draw a partial section of an ellipse
+
+
+
+pygame.draw.line
+ pygame.draw.line(Surface, color, start_pos, end_pos, width=1): return Rect
+draw a straight line segment
+
+
+
+pygame.draw.lines
+ pygame.draw.lines(Surface, color, closed, pointlist, width=1): return Rect
+draw multiple contiguous line segments
+
+
+
+pygame.draw.aaline
+ pygame.draw.aaline(Surface, color, startpos, endpos, blend=1): return Rect
+draw fine antialiased lines
+
+
+
+pygame.draw.aalines
+ pygame.draw.aalines(Surface, color, closed, pointlist, blend=1): return Rect
+
+
+
+*/
+

src/doc/event_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEEVENT "pygame module for interacting with events and queues"
+
+#define DOC_PYGAMEEVENTPUMP "pygame.event.pump(): return None\ninternally process pygame event handlers"
+
+#define DOC_PYGAMEEVENTGET "pygame.event.get(): return Eventlist\npygame.event.get(type): return Eventlist\npygame.event.get(typelist): return Eventlist\nget events from the queue"
+
+#define DOC_PYGAMEEVENTPOLL "pygame.event.poll(): return Event\nget a single event from the queue"
+
+#define DOC_PYGAMEEVENTWAIT "pygame.event.wait(): return Event\nwait for a single event from the queue"
+
+#define DOC_PYGAMEEVENTPEEK "pygame.event.peek(type): return bool\npygame.event.peek(typelist): return bool\ntest if event types are waiting on the queue"
+
+#define DOC_PYGAMEEVENTCLEAR "pygame.event.clear(): return None\npygame.event.clear(type): return None\npygame.event.clear(typelist): return None\nremove all events from the queue"
+
+#define DOC_PYGAMEEVENTEVENTNAME "pygame.event.event_name(type): return string\nget the string name from and event id"
+
+#define DOC_PYGAMEEVENTSETBLOCKED "pygame.event.set_blocked(type): return None\npygame.event.set_blocked(typelist): return None\npygame.event.set_blocked(None): return None\ncontrol which events are allowed on the queue"
+
+#define DOC_PYGAMEEVENTSETALLOWED "pygame.event.set_allowed(type): return None\npygame.event.set_allowed(typelist): return None\npygame.event.set_allowed(None): return None\ncontrol which events are allowed on the queue"
+
+#define DOC_PYGAMEEVENTGETBLOCKED "pygame.event.get_blocked(type): return bool\ntest if a type of event is blocked from the queue"
+
+#define DOC_PYGAMEEVENTSETGRAB "pygame.event.set_grab(bool): return None\ncontrol the sharing of input devices with other applications"
+
+#define DOC_PYGAMEEVENTGETGRAB "pygame.event.get_grab(): return bool\ntest if the program is sharing input devices"
+
+#define DOC_PYGAMEEVENTPOST "pygame.event.post(Event): return None\nplace a new event on the queue"
+
+#define DOC_PYGAMEEVENTEVENT "pygame.event.Event(type, dict): return Event\npygame.event.Event(type, **attributes): return Event\ncreate a new event object"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.event
+ pygame module for interacting with events and queues
+
+
+
+pygame.event.pump
+ pygame.event.pump(): return None
+internally process pygame event handlers
+
+
+
+pygame.event.get
+ pygame.event.get(): return Eventlist
+pygame.event.get(type): return Eventlist
+pygame.event.get(typelist): return Eventlist
+get events from the queue
+
+
+
+pygame.event.poll
+ pygame.event.poll(): return Event
+get a single event from the queue
+
+
+
+pygame.event.wait
+ pygame.event.wait(): return Event
+wait for a single event from the queue
+
+
+
+pygame.event.peek
+ pygame.event.peek(type): return bool
+pygame.event.peek(typelist): return bool
+test if event types are waiting on the queue
+
+
+
+pygame.event.clear
+ pygame.event.clear(): return None
+pygame.event.clear(type): return None
+pygame.event.clear(typelist): return None
+remove all events from the queue
+
+
+
+pygame.event.event_name
+ pygame.event.event_name(type): return string
+get the string name from and event id
+
+
+
+pygame.event.set_blocked
+ pygame.event.set_blocked(type): return None
+pygame.event.set_blocked(typelist): return None
+pygame.event.set_blocked(None): return None
+control which events are allowed on the queue
+
+
+
+pygame.event.set_allowed
+ pygame.event.set_allowed(type): return None
+pygame.event.set_allowed(typelist): return None
+pygame.event.set_allowed(None): return None
+control which events are allowed on the queue
+
+
+
+pygame.event.get_blocked
+ pygame.event.get_blocked(type): return bool
+test if a type of event is blocked from the queue
+
+
+
+pygame.event.set_grab
+ pygame.event.set_grab(bool): return None
+control the sharing of input devices with other applications
+
+
+
+pygame.event.get_grab
+ pygame.event.get_grab(): return bool
+test if the program is sharing input devices
+
+
+
+pygame.event.post
+ pygame.event.post(Event): return None
+place a new event on the queue
+
+
+
+pygame.event.Event
+ pygame.event.Event(type, dict): return Event
+pygame.event.Event(type, **attributes): return Event
+create a new event object
+
+
+
+*/
+

src/doc/examples_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEEXAMPLES "module of example programs"
+
+#define DOC_PYGAMEEXAMPLESALIENSMAIN "pygame.aliens.main(): return None\nplay the full aliens example"
+
+#define DOC_PYGAMEEXAMPLESOLDALIENMAIN "pygame.examples.oldalien.main(): return None\nplay the original aliens example"
+
+#define DOC_PYGAMEEXAMPLESSTARSMAIN "pygame.examples.stars.main(): return None\nrun a simple starfield example"
+
+#define DOC_PYGAMEEXAMPLESCHIMPMAIN "pygame.examples.chimp.main(): return None\nhit the moving chimp"
+
+#define DOC_PYGAMEEXAMPLESMOVEITMAIN "pygame.examples.moveit.main(): return None\ndisplay animated objects on the screen"
+
+#define DOC_PYGAMEEXAMPLESFONTYMAIN "pygame.examples.fonty.main(): return None\nrun a font rendering example"
+
+#define DOC_PYGAMEEXAMPLESVGRADEMAIN "pygame.examples.vgrade.main(): return None\ndisplay a vertical gradient"
+
+#define DOC_PYGAMEEXAMPLESEVENTLISTMAIN "pygame.examples.eventlist.main(): return None\ndisplay pygame events"
+
+#define DOC_PYGAMEEXAMPLESARRAYDEMOMAIN "pygame.examples.arraydemo.main(arraytype=None): return None\nshow various surfarray effects"
+
+#define DOC_PYGAMEEXAMPLESSOUNDMAIN "pygame.examples.sound.main(file_path=None): return None\nload and play a sound"
+
+#define DOC_PYGAMEEXAMPLESSOUNDARRAYDEMOSMAIN "pygame.examples.sound_array_demos.main(arraytype=None): return None\nplay various sndarray effects"
+
+#define DOC_PYGAMEEXAMPLESLIQUIDMAIN "pygame.examples.liquid.main(): return None\ndisplay an animated liquid effect"
+
+#define DOC_PYGAMEEXAMPLESGLCUBEMAIN "pygame.examples.glcube.main(): return None\ndisplay an animated 3D cube using OpenGL"
+
+#define DOC_PYGAMEEXAMPLESSCRAPCLIPBOARDMAIN "pygame.examples.scrap_clipboard.main(): return None\naccess the clipboard"
+
+#define DOC_PYGAMEEXAMPLESMASKMAIN "pygame.examples.mask.main(*args): return None\ndisplay multiple images bounce off each other using collision detection"
+
+#define DOC_PYGAMEEXAMPLESTESTSPRITEMAIN "pygame.examples.testsprite.main(update_rects = True, use_static = False, use_FastRenderGroup = False, screen_dims = [640, 480], use_alpha = False, flags = 0): return None\nshow lots of sprites moving around"
+
+#define DOC_PYGAMEEXAMPLESHEADLESSNOWINDOWSNEEDEDMAIN "pygame.examples.headless_no_windows_needed.main(fin, fout, w, h): return None\nwrite an image file that is smoothscaled copy of an input file"
+
+#define DOC_PYGAMEEXAMPLESFASTEVENTSMAIN "pygame.examples.fastevents.main(): return None\nstress test the fastevents module"
+
+#define DOC_PYGAMEEXAMPLESOVERLAYMAIN "pygame.examples.overlay.main(fname): return None\nplay a .pgm video using overlays"
+
+#define DOC_PYGAMEEXAMPLESBLENDFILLMAIN "pygame.examples.blend_fill.main(): return None\ndemonstrate the various surface.fill method blend options"
+
+#define DOC_PYGAMEEXAMPLESCURSORSMAIN "pygame.examples.cursors.main(): return None\ndisplay two different custom cursors"
+
+#define DOC_PYGAMEEXAMPLESPIXELARRAYMAIN "pygame.examples.pixelarray.main(): return None\ndisplay various pixelarray generated effects"
+
+#define DOC_PYGAMEEXAMPLESSCALETESTMAIN "pygame.examples.scaletest.main(imagefile, convert_alpha=False, run_speed_test=True): return None\ninteractively scale an image using smoothscale"
+
+#define DOC_PYGAMEEXAMPLESMIDIMAIN "pygame.examples.midi.main(mode='output', device_id=None): return None\nrun a midi example"
+
+#define DOC_PYGAMEEXAMPLESSCROLLMAIN "pygame.examples.scroll.main(image_file=None): return None\nrun a Surface.scroll example that shows a magnified image"
+
+#define DOC_PYGAMEEXAMPLESMOVIEPLAYERMAIN "pygame.examples.moveplayer.main(filepath): return None\nplay an MPEG movie"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.examples
+ module of example programs
+
+
+
+pygame.examples.aliens.main
+ pygame.aliens.main(): return None
+play the full aliens example
+
+
+
+pygame.examples.oldalien.main
+ pygame.examples.oldalien.main(): return None
+play the original aliens example
+
+
+
+pygame.examples.stars.main
+ pygame.examples.stars.main(): return None
+run a simple starfield example
+
+
+
+pygame.examples.chimp.main
+ pygame.examples.chimp.main(): return None
+hit the moving chimp
+
+
+
+pygame.examples.moveit.main
+ pygame.examples.moveit.main(): return None
+display animated objects on the screen
+
+
+
+pygame.examples.fonty.main
+ pygame.examples.fonty.main(): return None
+run a font rendering example
+
+
+
+pygame.examples.vgrade.main
+ pygame.examples.vgrade.main(): return None
+display a vertical gradient
+
+
+
+pygame.examples.eventlist.main
+ pygame.examples.eventlist.main(): return None
+display pygame events
+
+
+
+pygame.examples.arraydemo.main
+ pygame.examples.arraydemo.main(arraytype=None): return None
+show various surfarray effects
+
+
+
+pygame.examples.sound.main
+ pygame.examples.sound.main(file_path=None): return None
+load and play a sound
+
+
+
+pygame.examples.sound_array_demos.main
+ pygame.examples.sound_array_demos.main(arraytype=None): return None
+play various sndarray effects
+
+
+
+pygame.examples.liquid.main
+ pygame.examples.liquid.main(): return None
+display an animated liquid effect
+
+
+
+pygame.examples.glcube.main
+ pygame.examples.glcube.main(): return None
+display an animated 3D cube using OpenGL
+
+
+
+pygame.examples.scrap_clipboard.main
+ pygame.examples.scrap_clipboard.main(): return None
+access the clipboard
+
+
+
+pygame.examples.mask.main
+ pygame.examples.mask.main(*args): return None
+display multiple images bounce off each other using collision detection
+
+
+
+pygame.examples.testsprite.main
+ pygame.examples.testsprite.main(update_rects = True, use_static = False, use_FastRenderGroup = False, screen_dims = [640, 480], use_alpha = False, flags = 0): return None
+show lots of sprites moving around
+
+
+
+pygame.examples.headless_no_windows_needed.main
+ pygame.examples.headless_no_windows_needed.main(fin, fout, w, h): return None
+write an image file that is smoothscaled copy of an input file
+
+
+
+pygame.examples.fastevents.main
+ pygame.examples.fastevents.main(): return None
+stress test the fastevents module
+
+
+
+pygame.examples.overlay.main
+ pygame.examples.overlay.main(fname): return None
+play a .pgm video using overlays
+
+
+
+pygame.examples.blend_fill.main
+ pygame.examples.blend_fill.main(): return None
+demonstrate the various surface.fill method blend options
+
+
+
+pygame.examples.cursors.main
+ pygame.examples.cursors.main(): return None
+display two different custom cursors
+
+
+
+pygame.examples.pixelarray.main
+ pygame.examples.pixelarray.main(): return None
+display various pixelarray generated effects
+
+
+
+pygame.examples.scaletest.main
+ pygame.examples.scaletest.main(imagefile, convert_alpha=False, run_speed_test=True): return None
+interactively scale an image using smoothscale
+
+
+
+pygame.examples.midi.main
+ pygame.examples.midi.main(mode='output', device_id=None): return None
+run a midi example
+
+
+
+pygame.examples.scroll.main
+ pygame.examples.scroll.main(image_file=None): return None
+run a Surface.scroll example that shows a magnified image
+
+
+
+pygame.examples.movieplayer.main
+ pygame.examples.moveplayer.main(filepath): return None
+play an MPEG movie
+
+
+
+*/
+

src/doc/font_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEFONT "pygame module for loading and rendering fonts"
+
+#define DOC_PYGAMEFONTINIT "pygame.font.init(): return None\ninitialize the font module"
+
+#define DOC_PYGAMEFONTQUIT "pygame.font.quit(): return None\nuninitialize the font module"
+
+#define DOC_PYGAMEFONTGETINIT "pygame.font.get_init(): return bool\ntrue if the font module is initialized"
+
+#define DOC_PYGAMEFONTGETDEFAULTFONT "pygame.font.get_default_font(): return string\nget the filename of the default font"
+
+#define DOC_PYGAMEFONTGETFONTS "pygame.font.get_fonts(): return list of strings\nget all available fonts"
+
+#define DOC_PYGAMEFONTMATCHFONT "pygame.font.match_font(name, bold=False, italic=False): return path\nfind a specific font on the system"
+
+#define DOC_PYGAMEFONTSYSFONT "pygame.font.SysFont(name, size, bold=False, italic=False): return Font\ncreate a Font object from the system fonts"
+
+#define DOC_PYGAMEFONTFONT "pygame.font.Font(filename, size): return Font\npygame.font.Font(object, size): return Font\ncreate a new Font object from a file"
+
+#define DOC_FONTRENDER "Font.render(text, antialias, color, background=None): return Surface\ndraw text on a new Surface"
+
+#define DOC_FONTSIZE "Font.size(text): return (width, height)\ndetermine the amount of space needed to render text"
+
+#define DOC_FONTSETUNDERLINE "Font.set_underline(bool): return None\ncontrol if text is rendered with an underline"
+
+#define DOC_FONTGETUNDERLINE "Font.get_underline(): return bool\ncheck if text will be rendered with an underline"
+
+#define DOC_FONTSETBOLD "Font.set_bold(bool): return None\nenable fake rendering of bold text"
+
+#define DOC_FONTGETBOLD "Font.get_bold(): return bool\ncheck if text will be rendered bold"
+
+#define DOC_FONTSETITALIC "Font.set_bold(bool): return None\nenable fake rendering of italic text"
+
+#define DOC_FONTMETRICS "Font.metrics(text): return list\nGets the metrics for each character in the pased string."
+
+#define DOC_FONTGETITALIC "Font.get_italic(): return bool\ncheck if the text will be rendered italic"
+
+#define DOC_FONTGETLINESIZE "Font.get_linesize(): return int\nget the line space of the font text"
+
+#define DOC_FONTGETHEIGHT "Font.get_height(): return int\nget the height of the font"
+
+#define DOC_FONTGETASCENT "Font.get_ascent(): return int\nget the ascent of the font"
+
+#define DOC_FONTGETDESCENT "Font.get_descent(): return int\nget the descent of the font"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.font
+ pygame module for loading and rendering fonts
+
+
+
+pygame.font.init
+ pygame.font.init(): return None
+initialize the font module
+
+
+
+pygame.font.quit
+ pygame.font.quit(): return None
+uninitialize the font module
+
+
+
+pygame.font.get_init
+ pygame.font.get_init(): return bool
+true if the font module is initialized
+
+
+
+pygame.font.get_default_font
+ pygame.font.get_default_font(): return string
+get the filename of the default font
+
+
+
+pygame.font.get_fonts
+ pygame.font.get_fonts(): return list of strings
+get all available fonts
+
+
+
+pygame.font.match_font
+ pygame.font.match_font(name, bold=False, italic=False): return path
+find a specific font on the system
+
+
+
+pygame.font.SysFont
+ pygame.font.SysFont(name, size, bold=False, italic=False): return Font
+create a Font object from the system fonts
+
+
+
+pygame.font.Font
+ pygame.font.Font(filename, size): return Font
+pygame.font.Font(object, size): return Font
+create a new Font object from a file
+
+
+
+Font.render
+ Font.render(text, antialias, color, background=None): return Surface
+draw text on a new Surface
+
+
+
+Font.size
+ Font.size(text): return (width, height)
+determine the amount of space needed to render text
+
+
+
+Font.set_underline
+ Font.set_underline(bool): return None
+control if text is rendered with an underline
+
+
+
+Font.get_underline
+ Font.get_underline(): return bool
+check if text will be rendered with an underline
+
+
+
+Font.set_bold
+ Font.set_bold(bool): return None
+enable fake rendering of bold text
+
+
+
+Font.get_bold
+ Font.get_bold(): return bool
+check if text will be rendered bold
+
+
+
+Font.set_italic
+ Font.set_bold(bool): return None
+enable fake rendering of italic text
+
+
+
+Font.metrics
+ Font.metrics(text): return list
+Gets the metrics for each character in the pased string.
+
+
+
+Font.get_italic
+ Font.get_italic(): return bool
+check if the text will be rendered italic
+
+
+
+Font.get_linesize
+ Font.get_linesize(): return int
+get the line space of the font text
+
+
+
+Font.get_height
+ Font.get_height(): return int
+get the height of the font
+
+
+
+Font.get_ascent
+ Font.get_ascent(): return int
+get the ascent of the font
+
+
+
+Font.get_descent
+ Font.get_descent(): return int
+get the descent of the font
+
+
+
+*/
+

src/doc/freetype_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEFREETYPE "Enhanced Pygame module for loading and rendering fonts"
+
+#define DOC_PYGAMEFREETYPEGETERROR "pygame.freetype.get_error(): return str\nGet the latest error"
+
+#define DOC_PYGAMEFREETYPEGETVERSION "pygame.freetype.get_version(): return (int, int, int)\nGet the FreeType version"
+
+#define DOC_PYGAMEFREETYPEINIT "pygame.freetype.init(default_cache_size=64): return None\nInitialize the underlying FreeType 2 library."
+
+#define DOC_PYGAMEFREETYPEQUIT "pygame.freetype.quit(): return None\nShuts down the underlying FreeType 2 library."
+
+#define DOC_PYGAMEFREETYPEWASINIT "pygame.freetype.quit(): return bool\nReturns whether the the FreeType 2 library is initialized."
+
+#define DOC_PYGAMEFREETYPEFONT "pygame.freetype.Font(file, style=STYLE_NONE, ptsize=-1, face_index=0): return Font\nCreates a new Font from a supported font file."
+
+#define DOC_FONTNAME "Font.name: return string\nGets the name of the font face."
+
+#define DOC_FONTGETSIZE "Font.get_size(text, style=STYLE_DEFAULT, rotation=0, ptsize=default): return (int, int)\nGets the size of rendered text"
+
+#define DOC_FONTGETMETRICS "Font.get_metrics(text, bbmode=BBOX_PIXEL_GRIDFIT, ptsize=default): return [(...), ...]\nGets glyph metrics for the font's characters"
+
+#define DOC_FONTHEIGHT "Font.height: return int\nGets the height of the Font"
+
+#define DOC_FONTRENDER "Font.render(dest, text, fgcolor, bgcolor=None, style=STYLE_DEFAULT, rotation=0, ptsize=default): return (Surface, int, int)\nRenders text on a surface"
+
+#define DOC_FONTSTYLE "Font.style: return int\nGets or sets the font's style"
+
+#define DOC_FONTUNDERLINE "Font.underline: return bool\nGets or sets the font's underline style"
+
+#define DOC_FONTBOLD "Font.bold: return bool\nGets or sets the font's bold style"
+
+#define DOC_FONTITALIC "Font.italic: return bool\nGets or sets the font's italic style"
+
+#define DOC_FONTFIXEDWIDTH "Font.fixed_width: return bool\nGets whether the font is fixed-width"
+
+#define DOC_FONTANTIALIASED "Font.antialiased: return bool\nFont antialiasing mode"
+
+#define DOC_FONTVERTICAL "Font.vertical: return bool\nFont vertical mode"
+
+#define DOC_ ""
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.freetype
+ Enhanced Pygame module for loading and rendering fonts
+
+
+
+pygame.freetype.get_error
+ pygame.freetype.get_error(): return str
+Get the latest error
+
+
+
+pygame.freetype.get_version
+ pygame.freetype.get_version(): return (int, int, int)
+Get the FreeType version
+
+
+
+pygame.freetype.init
+ pygame.freetype.init(default_cache_size=64): return None
+Initialize the underlying FreeType 2 library.
+
+
+
+pygame.freetype.quit
+ pygame.freetype.quit(): return None
+Shuts down the underlying FreeType 2 library.
+
+
+
+pygame.freetype.was_init
+ pygame.freetype.quit(): return bool
+Returns whether the the FreeType 2 library is initialized.
+
+
+
+pygame.freetype.Font
+ pygame.freetype.Font(file, style=STYLE_NONE, ptsize=-1, face_index=0): return Font
+Creates a new Font from a supported font file.
+
+
+
+Font.name
+ Font.name: return string
+Gets the name of the font face.
+
+
+
+Font.get_size
+ Font.get_size(text, style=STYLE_DEFAULT, rotation=0, ptsize=default): return (int, int)
+Gets the size of rendered text
+
+
+
+Font.get_metrics
+ Font.get_metrics(text, bbmode=BBOX_PIXEL_GRIDFIT, ptsize=default): return [(...), ...]
+Gets glyph metrics for the font's characters
+
+
+
+Font.height
+ Font.height: return int
+Gets the height of the Font
+
+
+
+Font.render
+ Font.render(dest, text, fgcolor, bgcolor=None, style=STYLE_DEFAULT, rotation=0, ptsize=default): return (Surface, int, int)
+Renders text on a surface
+
+
+
+Font.style
+ Font.style: return int
+Gets or sets the font's style
+
+
+
+Font.underline
+ Font.underline: return bool
+Gets or sets the font's underline style
+
+
+
+Font.bold
+ Font.bold: return bool
+Gets or sets the font's bold style
+
+
+
+Font.italic
+ Font.italic: return bool
+Gets or sets the font's italic style
+
+
+
+Font.fixed_width
+ Font.fixed_width: return bool
+Gets whether the font is fixed-width
+
+
+
+Font.antialiased
+ Font.antialiased: return bool
+Font antialiasing mode
+
+
+
+Font.vertical
+ Font.vertical: return bool
+Font vertical mode
+
+
+
+
+ 
+
+
+
+*/
+

src/doc/gfxdraw_doc.h

+/* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
+#define DOC_PYGAMEGFXDRAW "pygame module for drawing shapes"
+
+#define DOC_PYGAMEGFXDRAWPIXEL "pygame.gfxdraw.pixel(surface, x, y, color): return None\nplace a pixel"
+
+#define DOC_PYGAMEGFXDRAWHLINE "pygame.gfxdraw.hline(surface, x1, x2, y, color): return None\ndraw a horizontal line"
+
+#define DOC_PYGAMEGFXDRAWVLINE "pgyame.gfxdraw.vline(surface, x, y1, y2, color): return None\ndraw a vertical line"
+
+#define DOC_PYGAMEGFXDRAWRECTANGLE "pgyame.gfxdraw.rectangle(surface, rect, color): return None\ndraw a rectangle"
+
+#define DOC_PYGAMEGFXDRAWBOX "pgyame.gfxdraw.box(surface, rect, color): return None\ndraw a box"
+
+#define DOC_PYGAMEGFXDRAWLINE "pgyame.gfxdraw.line(surface, x1, y1, x2, y2, color): return None\ndraw a line"
+
+#define DOC_PYGAMEGFXDRAWCIRCLE "pgyame.gfxdraw.circle(surface, x, y, r, color): return None\ndraw a circle"
+
+#define DOC_PYGAMEGFXDRAWARC "pgyame.gfxdraw.arc(surface, x, y, r, start, end, color): return None\ndraw an arc"
+
+#define DOC_PYGAMEGFXDRAWAACIRCLE "pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None\ndraw an anti-aliased circle"
+
+#define DOC_PYGAMEGFXDRAWFILLEDCIRCLE "pgyame.gfxdraw.filled_circle(surface, x, y, r, color): return None\ndraw a filled circle"
+
+#define DOC_PYGAMEGFXDRAWELLIPSE "pgyame.gfxdraw.ellipse(surface, x, y, rx, ry, color): return None\ndraw an ellipse"
+
+#define DOC_PYGAMEGFXDRAWAAELLIPSE "pgyame.gfxdraw.aaellipse(surface, x, y, rx, ry, color): return None\ndraw an anti-aliased ellipse"
+
+#define DOC_PYGAMEGFXDRAWFILLEDELLIPSE "pgyame.gfxdraw.filled_ellipse(surface, x, y, rx, ry, color): return None\ndraw a filled ellipse"
+
+#define DOC_PYGAMEGFXDRAWPIE "pgyame.gfxdraw.pie(surface, x, y, r, start, end, color): return None\ndraw a pie"
+
+#define DOC_PYGAMEGFXDRAWTRIGON "pgyame.gfxdraw.trigon(surface, x1, y1, x2, y2, x3, y3, color): return None\ndraw a triangle"
+
+#define DOC_PYGAMEGFXDRAWAATRIGON "pgyame.gfxdraw.aatrigon(surface, x1, y1, x2, y2, x3, y3, color): return None\ndraw an anti-aliased triangle"
+
+#define DOC_PYGAMEGFXDRAWFILLEDTRIGON "pgyame.gfxdraw.filled_trigon(surface, x1, y1, x3, y2, x3, y3, color): return None\ndraw a filled trigon"
+
+#define DOC_PYGAMEGFXDRAWPOLYGON "pgyame.gfxdraw.polygon(surface, points, color): return None\ndraw a polygon"
+
+#define DOC_PYGAMEGFXDRAWAAPOLYGON "pgyame.gfxdraw.aapolygon(surface, points, color): return None\ndraw an anti-aliased polygon"
+
+#define DOC_PYGAMEGFXDRAWFILLEDPOLYGON "pgyame.gfxdraw.filled_polygon(surface, points, color): return None\ndraw a filled polygon"
+
+#define DOC_PYGAMEGFXDRAWTEXTUREDPOLYGON "pgyame.gfxdraw.textured_polygon(surface, points, texture, tx, ty): return None\ndraw a textured polygon"
+
+#define DOC_PYGAMEGFXDRAWBEZIER "pgyame.gfxdraw.bezier(surface, points, steps, color): return None\ndraw a bezier curve"
+
+
+
+/* Docs in a comments... slightly easier to read. */
+
+
+/*
+
+pygame.gfxdraw
+ pygame module for drawing shapes
+
+
+
+pygame.gfxdraw.pixel
+ pygame.gfxdraw.pixel(surface, x, y, color): return None
+place a pixel
+
+
+
+pygame.gfxdraw.hline
+ pygame.gfxdraw.hline(surface, x1, x2, y, color): return None
+draw a horizontal line
+
+
+
+pygame.gfxdraw.vline
+ pgyame.gfxdraw.vline(surface, x, y1, y2, color): return None
+draw a vertical line
+
+
+
+pygame.gfxdraw.rectangle
+ pgyame.gfxdraw.rectangle(surface, rect, color): return None
+draw a rectangle
+
+
+
+pygame.gfxdraw.box
+ pgyame.gfxdraw.box(surface, rect, color): return None
+draw a box
+
+
+
+pygame.gfxdraw.line
+ pgyame.gfxdraw.line(surface, x1, y1, x2, y2, color): return None