'''Pygame core routines
Contains the core routines that are used by the rest of the
pygame modules. Its routines are merged directly into the pygame
namespace. This mainly includes the auto-initialization `init` and
There is a small module named `locals` that also gets merged into
this namespace. This contains all the constants needed by pygame.
Object constructors also get placed into this namespace, you can
call functions like `Rect` and `Surface` to create objects of
that type. As a convenience, you can import the members of
pygame.locals directly into your module's namespace with::
from pygame.locals import *
Most of the pygame examples do this if you'd like to take a look.
__docformat__ = 'restructuredtext'
__version__ = '$Id$'
_quitfunctions = 
'''Autoinitialize all imported pygame modules.
Initialize all imported pygame modules. Includes pygame modules
that are not part of the base modules (like font and image).
It does not raise exceptions, but instead silently counts which
modules have failed to init. The return argument contains a count
of the number of modules initialized, and the number of modules
that failed to initialize.
You can always initialize the modules you want by hand. The
modules that need it have an `init` and `quit` routine built in,
which you can call directly. They also have a `get_init` routine
which you can use to doublecheck the initialization. Note that
the manual `init` routines will raise an exception on error. Be
aware that most platforms require the display module to be
initialized before others. This `init` will handle that for you,
but if you initialize by hand, be aware of this constraint.
As with the manual `init` routines. It is safe to call this
`init` as often as you like.
:rtype: int, int
:return: (count_passed, count_failed)
success = 0
fail = 0
SDL.SDL_Init(SDL.SDL_INIT_EVENTTHREAD | \
SDL.SDL_INIT_TIMER | \
success += 1
fail += 1
for mod in sys.modules.values():
if hasattr(mod, '__PYGAMEinit__') and callable(mod.__PYGAMEinit__):
success += 1
fail += 1
return success, fail
'''Routine to call when pygame quits.
The given callback routine will be called when pygame is
quitting. Quit callbacks are served on a 'last in, first out'
if not SDL.SDL_WasInit(SDL.SDL_INIT_VIDEO):
func = _quitfunctions.pop()
'''Get the version of the linked SDL runtime.
:rtype: int, int, int
:return: major, minor, patch
v = SDL.SDL_Linked_Version()
return v.major, v.minor, v.patch
'''Uninitialize all pygame modules.
Uninitialize all pygame modules that have been initialized. Even
if you initialized the module by hand, this `quit` will
uninitialize it for you.
All the pygame modules are uninitialized automatically when your
program exits, so you will usually not need this routine. If you
program plans to keep running after it is done with pygame, then
would be a good time to make this call.
'''Get current error message.
SDL maintains an internal current error message. This message is
usually given to you when an SDL related exception occurs, but
sometimes you may want to call this directly yourself.
if not type(obj) in (tuple, list):
if len(obj) == 1:
elif len(obj) == 3:
return (int(obj), int(obj), int(obj), 255)
elif len(obj) == 4: