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illume committed d49cf73

Doc fixes for code example blocks, so it does not fill up entire width.

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Files changed (4)

docs/reST/themes/classic/static/pygame.css_t

 }
 
 pre {
-    font-family: monospace;
-    padding: 5px;
-    padding-left: 15px;
-    margin-bottom: 1em;
-    background-color: {{ theme_codebgcolor }};
-    color: {{ theme_codetextcolor }};
-    line-height: 120%;
+    background-color: #eeffcc;
     border: 1px solid #ac9;
     border-left: none;
     border-right: none;
+    color: #333333;
+    display: inline-block;
+    font-family: monospace;
+    line-height: 120%;
+    margin-bottom: 1em;
+    padding: 5px;
+    padding-left: 15px;
 }
 
 .warning tt {

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 "init() -> None\ninitialize the display module"
+#define DOC_PYGAMEDISPLAYINIT "init() -> None\nInitialize the display module"
 
-#define DOC_PYGAMEDISPLAYQUIT "quit() -> None\nuninitialize the display module"
+#define DOC_PYGAMEDISPLAYQUIT "quit() -> None\nUninitialize the display module"
 
-#define DOC_PYGAMEDISPLAYGETINIT "get_init() -> bool\ntrue if the display module is initialized"
+#define DOC_PYGAMEDISPLAYGETINIT "get_init() -> bool\nReturns True if the display module has been initialized"
 
-#define DOC_PYGAMEDISPLAYSETMODE "set_mode(resolution=(0,0), flags=0, depth=0) -> Surface\ninitialize a window or screen for display"
+#define DOC_PYGAMEDISPLAYSETMODE "set_mode(resolution=(0,0), flags=0, depth=0) -> Surface\nInitialize a window or screen for display"
 
-#define DOC_PYGAMEDISPLAYGETSURFACE "get_surface() -> Surface\nget a reference to the currently set display surface"
+#define DOC_PYGAMEDISPLAYGETSURFACE "get_surface() -> Surface\nGet a reference to the currently set display surface"
 
-#define DOC_PYGAMEDISPLAYFLIP "flip() -> None\nupdate the full display Surface to the screen"
+#define DOC_PYGAMEDISPLAYFLIP "flip() -> None\nUpdate the full display Surface to the screen"
 
-#define DOC_PYGAMEDISPLAYUPDATE "update(rectangle=None) -> None\nupdate(rectangle_list) -> None\nupdate portions of the screen for software displays"
+#define DOC_PYGAMEDISPLAYUPDATE "update(rectangle=None) -> None\nupdate(rectangle_list) -> None\nUpdate portions of the screen for software displays"
 
-#define DOC_PYGAMEDISPLAYGETDRIVER "get_driver() -> name\nget the name of the pygame display backend"
+#define DOC_PYGAMEDISPLAYGETDRIVER "get_driver() -> name\nGet the name of the pygame display backend"
 
 #define DOC_PYGAMEDISPLAYINFO "Info() -> VideoInfo\nCreate a video display information object"
 
 #define DOC_PYGAMEDISPLAYGETWMINFO "get_wm_info() -> dict\nGet information about the current windowing system"
 
-#define DOC_PYGAMEDISPLAYLISTMODES "list_modes(depth=0, flags=pygame.FULLSCREEN) -> list\nget list of available fullscreen modes"
+#define DOC_PYGAMEDISPLAYLISTMODES "list_modes(depth=0, flags=pygame.FULLSCREEN) -> list\nGet list of available fullscreen modes"
 
-#define DOC_PYGAMEDISPLAYMODEOK "mode_ok(size, flags=0, depth=0) -> depth\npick the best color depth for a display mode"
+#define DOC_PYGAMEDISPLAYMODEOK "mode_ok(size, flags=0, depth=0) -> depth\nPick the best color depth for a display mode"
 
-#define DOC_PYGAMEDISPLAYGLGETATTRIBUTE "gl_get_attribute(flag) -> value\nget the value for an opengl flag for the current display"
+#define DOC_PYGAMEDISPLAYGLGETATTRIBUTE "gl_get_attribute(flag) -> value\nGet the value for an OpenGL flag for the current display"
 
-#define DOC_PYGAMEDISPLAYGLSETATTRIBUTE "gl_set_attribute(flag, value) -> None\nrequest an opengl display attribute for the display mode"
+#define DOC_PYGAMEDISPLAYGLSETATTRIBUTE "gl_set_attribute(flag, value) -> None\nRequest an OpenGL display attribute for the display mode"
 
-#define DOC_PYGAMEDISPLAYGETACTIVE "get_active() -> bool\ntrue when the display is active on the display"
+#define DOC_PYGAMEDISPLAYGETACTIVE "get_active() -> bool\nReturns True when the display is active on the display"
 
-#define DOC_PYGAMEDISPLAYICONIFY "iconify() -> bool\niconify the display surface"
+#define DOC_PYGAMEDISPLAYICONIFY "iconify() -> bool\nIconify the display surface"
 
-#define DOC_PYGAMEDISPLAYTOGGLEFULLSCREEN "toggle_fullscreen() -> bool\nswitch between fullscreen and windowed displays"
+#define DOC_PYGAMEDISPLAYTOGGLEFULLSCREEN "toggle_fullscreen() -> bool\nSwitch between fullscreen and windowed displays"
 
-#define DOC_PYGAMEDISPLAYSETGAMMA "set_gamma(red, green=None, blue=None) -> bool\nchange the hardware gamma ramps"
+#define DOC_PYGAMEDISPLAYSETGAMMA "set_gamma(red, green=None, blue=None) -> bool\nChange the hardware gamma ramps"
 
-#define DOC_PYGAMEDISPLAYSETGAMMARAMP "set_gamma_ramp(red, green, blue) -> bool\nchange the hardware gamma ramps with a custom lookup"
+#define DOC_PYGAMEDISPLAYSETGAMMARAMP "set_gamma_ramp(red, green, blue) -> bool\nChange the hardware gamma ramps with a custom lookup"
 
-#define DOC_PYGAMEDISPLAYSETICON "set_icon(Surface) -> None\nchange the system image for the display window"
+#define DOC_PYGAMEDISPLAYSETICON "set_icon(Surface) -> None\nChange the system image for the display window"
 
-#define DOC_PYGAMEDISPLAYSETCAPTION "set_caption(title, icontitle=None) -> None\nset the current window caption"
+#define DOC_PYGAMEDISPLAYSETCAPTION "set_caption(title, icontitle=None) -> None\nSet the current window caption"
 
-#define DOC_PYGAMEDISPLAYGETCAPTION "get_caption() -> (title, icontitle)\nget the current window caption"
+#define DOC_PYGAMEDISPLAYGETCAPTION "get_caption() -> (title, icontitle)\nGet the current window caption"
 
-#define DOC_PYGAMEDISPLAYSETPALETTE "set_palette(palette=None) -> None\nset the display color palette for indexed displays"
+#define DOC_PYGAMEDISPLAYSETPALETTE "set_palette(palette=None) -> None\nSet the display color palette for indexed displays"
 
 
 
 
 pygame.display.init
  init() -> None
-initialize the display module
+Initialize the display module
 
 pygame.display.quit
  quit() -> None
-uninitialize the display module
+Uninitialize the display module
 
 pygame.display.get_init
  get_init() -> bool
-true if the display module is initialized
+Returns True if the display module has been initialized
 
 pygame.display.set_mode
  set_mode(resolution=(0,0), flags=0, depth=0) -> Surface
-initialize a window or screen for display
+Initialize a window or screen for display
 
 pygame.display.get_surface
  get_surface() -> Surface
-get a reference to the currently set display surface
+Get a reference to the currently set display surface
 
 pygame.display.flip
  flip() -> None
-update the full display Surface to the screen
+Update the full display Surface to the screen
 
 pygame.display.update
  update(rectangle=None) -> None
  update(rectangle_list) -> None
-update portions of the screen for software displays
+Update portions of the screen for software displays
 
 pygame.display.get_driver
  get_driver() -> name
-get the name of the pygame display backend
+Get the name of the pygame display backend
 
 pygame.display.Info
  Info() -> VideoInfo
 
 pygame.display.list_modes
  list_modes(depth=0, flags=pygame.FULLSCREEN) -> list
-get list of available fullscreen modes
+Get list of available fullscreen modes
 
 pygame.display.mode_ok
  mode_ok(size, flags=0, depth=0) -> depth
-pick the best color depth for a display mode
+Pick the best color depth for a display mode
 
 pygame.display.gl_get_attribute
  gl_get_attribute(flag) -> value
-get the value for an opengl flag for the current display
+Get the value for an OpenGL flag for the current display
 
 pygame.display.gl_set_attribute
  gl_set_attribute(flag, value) -> None
-request an opengl display attribute for the display mode
+Request an OpenGL display attribute for the display mode
 
 pygame.display.get_active
  get_active() -> bool
-true when the display is active on the display
+Returns True when the display is active on the display
 
 pygame.display.iconify
  iconify() -> bool
-iconify the display surface
+Iconify the display surface
 
 pygame.display.toggle_fullscreen
  toggle_fullscreen() -> bool
-switch between fullscreen and windowed displays
+Switch between fullscreen and windowed displays
 
 pygame.display.set_gamma
  set_gamma(red, green=None, blue=None) -> bool
-change the hardware gamma ramps
+Change the hardware gamma ramps
 
 pygame.display.set_gamma_ramp
  set_gamma_ramp(red, green, blue) -> bool
-change the hardware gamma ramps with a custom lookup
+Change the hardware gamma ramps with a custom lookup
 
 pygame.display.set_icon
  set_icon(Surface) -> None
-change the system image for the display window
+Change the system image for the display window
 
 pygame.display.set_caption
  set_caption(title, icontitle=None) -> None
-set the current window caption
+Set the current window caption
 
 pygame.display.get_caption
  get_caption() -> (title, icontitle)
-get the current window caption
+Get the current window caption
 
 pygame.display.set_palette
  set_palette(palette=None) -> None
-set the display color palette for indexed displays
+Set the display color palette for indexed displays
 
 */

src/doc/joystick_doc.h

 /* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
-#define DOC_PYGAMEJOYSTICK "pygame module for interacting with joystick devices"
+#define DOC_PYGAMEJOYSTICK "Pygame module for interacting with joysticks, gamepads, and trackballs."
 
-#define DOC_PYGAMEJOYSTICKINIT "init() -> None\ninitialize the joystick module"
+#define DOC_PYGAMEJOYSTICKINIT "init() -> None\nInitialize the joystick module."
 
-#define DOC_PYGAMEJOYSTICKQUIT "quit() -> None\nuninitialize the joystick module"
+#define DOC_PYGAMEJOYSTICKQUIT "quit() -> None\nUninitialize the joystick module."
 
-#define DOC_PYGAMEJOYSTICKGETINIT "get_init() -> bool\ntrue if the joystick module is initialized"
+#define DOC_PYGAMEJOYSTICKGETINIT "get_init() -> bool\nReturns True if the joystick module is initialized."
 
-#define DOC_PYGAMEJOYSTICKGETCOUNT "get_count() -> count\nnumber of joysticks on the system"
+#define DOC_PYGAMEJOYSTICKGETCOUNT "get_count() -> count\nReturns the number of joysticks."
 
-#define DOC_PYGAMEJOYSTICKJOYSTICK "Joystick(id) -> Joystick\ncreate a new Joystick object"
+#define DOC_PYGAMEJOYSTICKJOYSTICK "Joystick(id) -> Joystick\nCreate a new Joystick object."
 
 #define DOC_JOYSTICKINIT "init() -> None\ninitialize the Joystick"
 
 /*
 
 pygame.joystick
-pygame module for interacting with joystick devices
+Pygame module for interacting with joysticks, gamepads, and trackballs.
 
 pygame.joystick.init
  init() -> None
-initialize the joystick module
+Initialize the joystick module.
 
 pygame.joystick.quit
  quit() -> None
-uninitialize the joystick module
+Uninitialize the joystick module.
 
 pygame.joystick.get_init
  get_init() -> bool
-true if the joystick module is initialized
+Returns True if the joystick module is initialized.
 
 pygame.joystick.get_count
  get_count() -> count
-number of joysticks on the system
+Returns the number of joysticks.
 
 pygame.joystick.Joystick
  Joystick(id) -> Joystick
-create a new Joystick object
+Create a new Joystick object.
 
 pygame.joystick.Joystick.init
  init() -> None

src/doc/sprite_doc.h

 /* Auto generated file: with makeref.py .  Docs go in src/ *.doc . */
 #define DOC_PYGAMESPRITE "pygame module with basic game object classes"
 
-#define DOC_PYGAMESPRITESPRITE "Sprite(*groups) -> Sprite\nsimple base class for visible game objects"
+#define DOC_PYGAMESPRITESPRITE "Sprite(*groups) -> Sprite\nSimple base class for visible game objects."
 
 #define DOC_SPRITEUPDATE "update(*args) -> None\nmethod to control sprite behavior"
 
 
 #define DOC_SPRITEGROUPS "groups() -> group_list\nlist of Groups that contain this Sprite"
 
-#define DOC_PYGAMESPRITEDIRTYSPRITE "DirtySprite(*groups) -> DirtySprite\na more featureful subclass of Sprite with more attributes"
+#define DOC_PYGAMESPRITEDIRTYSPRITE "DirtySprite(*groups) -> DirtySprite\nA subclass of Sprite with more attributes and features."
 
-#define DOC_PYGAMESPRITEGROUP "Group(*sprites) -> Group\ncontainer class for many Sprites"
+#define DOC_PYGAMESPRITEGROUP "Group(*sprites) -> Group\nA container class to hold and manage multiple Sprite objects."
 
 #define DOC_GROUPSPRITES "sprites() -> sprite_list\nlist of the Sprites this Group contains"
 
 
 #define DOC_GROUPEMPTY "empty() -> None\nremove all Sprites"
 
-#define DOC_PYGAMESPRITERENDERPLAIN ""
+#define DOC_PYGAMESPRITERENDERPLAIN "Same as pygame.sprite.Group"
 
-#define DOC_PYGAMESPRITERENDERCLEAR ""
+#define DOC_PYGAMESPRITERENDERCLEAR "Same as pygame.sprite.Group"
 
-#define DOC_PYGAMESPRITERENDERUPDATES "RenderUpdates(*sprites) -> RenderUpdates\nGroup class that tracks dirty updates"
+#define DOC_PYGAMESPRITERENDERUPDATES "RenderUpdates(*sprites) -> RenderUpdates\nGroup sub-class that tracks dirty updates."
 
 #define DOC_RENDERUPDATESDRAW "draw(surface) -> Rect_list\nblit the Sprite images and track changed areas"
 
-#define DOC_PYGAMESPRITEORDEREDUPDATES "OrderedUpdates(*spites) -> OrderedUpdates\nRenderUpdates class that draws Sprites in order of addition"
+#define DOC_PYGAMESPRITEORDEREDUPDATES "OrderedUpdates(*spites) -> OrderedUpdates\nRenderUpdates sub-class that draws Sprites in order of addition."
 
-#define DOC_PYGAMESPRITELAYEREDUPDATES "LayeredUpdates(*spites, **kwargs) -> LayeredUpdates\nLayeredUpdates Group handles layers, that draws like OrderedUpdates."
+#define DOC_PYGAMESPRITELAYEREDUPDATES "LayeredUpdates(*spites, **kwargs) -> LayeredUpdates\nLayeredUpdates is a sprite group that handles layers and draws like OrderedUpdates."
 
 #define DOC_LAYEREDUPDATESADD "add(*sprites, **kwargs) -> None\nadd a sprite or sequence of sprites to a group"
 
 
 #define DOC_LAYEREDUPDATESSWITCHLAYER "switch_layer(layer1_nr, layer2_nr) -> None\nswitches the sprites from layer1 to layer2"
 
-#define DOC_PYGAMESPRITELAYEREDDIRTY "LayeredDirty(*spites, **kwargs) -> LayeredDirty\nLayeredDirty Group is for DirtySprites.  Subclasses LayeredUpdates."
+#define DOC_PYGAMESPRITELAYEREDDIRTY "LayeredDirty(*spites, **kwargs) -> LayeredDirty\nLayeredDirty group is for DirtySprite objects.  Subclasses LayeredUpdates."
 
 #define DOC_LAYEREDDIRTYDRAW "draw(surface, bgd=None) -> Rect_list\ndraw all sprites in the right order onto the passed surface."
 
 
 #define DOC_LAYEREDDIRTYSETTIMINGTRESHOLD "set_timing_treshold(time_ms) -> None\nsets the treshold in milliseconds"
 
-#define DOC_PYGAMESPRITEGROUPSINGLE "GroupSingle(sprite=None) -> GroupSingle\nGroup container that holds a single Sprite"
+#define DOC_PYGAMESPRITEGROUPSINGLE "GroupSingle(sprite=None) -> GroupSingle\nGroup container that holds a single sprite."
 
-#define DOC_PYGAMESPRITESPRITECOLLIDE "spritecollide(sprite, group, dokill, collided = None) -> Sprite_list\nfind Sprites in a Group that intersect another Sprite"
+#define DOC_PYGAMESPRITESPRITECOLLIDE "spritecollide(sprite, group, dokill, collided = None) -> Sprite_list\nFind sprites in a group that intersect another sprite."
 
-#define DOC_PYGAMESPRITECOLLIDERECT "collide_rect(left, right) -> bool\ncollision detection between two sprites, using rects."
+#define DOC_PYGAMESPRITECOLLIDERECT "collide_rect(left, right) -> bool\nCollision detection between two sprites, using rects."
 
-#define DOC_PYGAMESPRITECOLLIDERECTRATIO "collide_rect_ratio(ratio) -> collided_callable\ncollision detection between two sprites, using rects scaled to a ratio."
+#define DOC_PYGAMESPRITECOLLIDERECTRATIO "collide_rect_ratio(ratio) -> collided_callable\nCollision detection between two sprites, using rects scaled to a ratio."
 
-#define DOC_PYGAMESPRITECOLLIDECIRCLE "collide_circle(left, right) -> bool\ncollision detection between two sprites, using circles."
+#define DOC_PYGAMESPRITECOLLIDECIRCLE "collide_circle(left, right) -> bool\nCollision detection between two sprites, using circles."
 
-#define DOC_PYGAMESPRITECOLLIDECIRCLERATIO "collide_circle_ratio(ratio) -> collided_callable\ncollision detection between two sprites, using circles scaled to a ratio."
+#define DOC_PYGAMESPRITECOLLIDECIRCLERATIO "collide_circle_ratio(ratio) -> collided_callable\nCollision detection between two sprites, using circles scaled to a ratio."
 
-#define DOC_PYGAMESPRITECOLLIDEMASK "collide_mask(SpriteLeft, SpriteRight) -> point\ncollision detection between two sprites, using masks."
+#define DOC_PYGAMESPRITECOLLIDEMASK "collide_mask(SpriteLeft, SpriteRight) -> point\nCollision detection between two sprites, using masks."
 
-#define DOC_PYGAMESPRITEGROUPCOLLIDE "groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict\nfind all Sprites that collide between two Groups"
+#define DOC_PYGAMESPRITEGROUPCOLLIDE "groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict\nFind all sprites that collide between two groups."
 
-#define DOC_PYGAMESPRITESPRITECOLLIDEANY "spritecollideany(sprite, group, collided = None) -> Sprite\nspritecollideany(sprite, group, collided = None) -> None\nsimple test if a Sprite intersects anything in a Group"
+#define DOC_PYGAMESPRITESPRITECOLLIDEANY "spritecollideany(sprite, group, collided = None) -> Sprite\nspritecollideany(sprite, group, collided = None) -> None\nSimple test if a sprite intersects anything in a group."
 
 
 
 
 pygame.sprite.Sprite
  Sprite(*groups) -> Sprite
-simple base class for visible game objects
+Simple base class for visible game objects.
 
 pygame.sprite.Sprite.update
  update(*args) -> None
 
 pygame.sprite.DirtySprite
  DirtySprite(*groups) -> DirtySprite
-a more featureful subclass of Sprite with more attributes
+A subclass of Sprite with more attributes and features.
 
 pygame.sprite.Group
  Group(*sprites) -> Group
-container class for many Sprites
+A container class to hold and manage multiple Sprite objects.
 
 pygame.sprite.Group.sprites
  sprites() -> sprite_list
 remove all Sprites
 
 pygame.sprite.RenderPlain
-
+Same as pygame.sprite.Group
 
 pygame.sprite.RenderClear
-
+Same as pygame.sprite.Group
 
 pygame.sprite.RenderUpdates
  RenderUpdates(*sprites) -> RenderUpdates
-Group class that tracks dirty updates
+Group sub-class that tracks dirty updates.
 
 pygame.sprite.RenderUpdates.draw
  draw(surface) -> Rect_list
 
 pygame.sprite.OrderedUpdates
  OrderedUpdates(*spites) -> OrderedUpdates
-RenderUpdates class that draws Sprites in order of addition
+RenderUpdates sub-class that draws Sprites in order of addition.
 
 pygame.sprite.LayeredUpdates
  LayeredUpdates(*spites, **kwargs) -> LayeredUpdates
-LayeredUpdates Group handles layers, that draws like OrderedUpdates.
+LayeredUpdates is a sprite group that handles layers and draws like OrderedUpdates.
 
 pygame.sprite.LayeredUpdates.add
  add(*sprites, **kwargs) -> None
 
 pygame.sprite.LayeredDirty
  LayeredDirty(*spites, **kwargs) -> LayeredDirty
-LayeredDirty Group is for DirtySprites.  Subclasses LayeredUpdates.
+LayeredDirty group is for DirtySprite objects.  Subclasses LayeredUpdates.
 
 pygame.sprite.LayeredDirty.draw
  draw(surface, bgd=None) -> Rect_list
 
 pygame.sprite.GroupSingle
  GroupSingle(sprite=None) -> GroupSingle
-Group container that holds a single Sprite
+Group container that holds a single sprite.
 
 pygame.sprite.spritecollide
  spritecollide(sprite, group, dokill, collided = None) -> Sprite_list
-find Sprites in a Group that intersect another Sprite
+Find sprites in a group that intersect another sprite.
 
 pygame.sprite.collide_rect
  collide_rect(left, right) -> bool
-collision detection between two sprites, using rects.
+Collision detection between two sprites, using rects.
 
 pygame.sprite.collide_rect_ratio
  collide_rect_ratio(ratio) -> collided_callable
-collision detection between two sprites, using rects scaled to a ratio.
+Collision detection between two sprites, using rects scaled to a ratio.
 
 pygame.sprite.collide_circle
  collide_circle(left, right) -> bool
-collision detection between two sprites, using circles.
+Collision detection between two sprites, using circles.
 
 pygame.sprite.collide_circle_ratio
  collide_circle_ratio(ratio) -> collided_callable
-collision detection between two sprites, using circles scaled to a ratio.
+Collision detection between two sprites, using circles scaled to a ratio.
 
 pygame.sprite.collide_mask
  collide_mask(SpriteLeft, SpriteRight) -> point
-collision detection between two sprites, using masks.
+Collision detection between two sprites, using masks.
 
 pygame.sprite.groupcollide
  groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict
-find all Sprites that collide between two Groups
+Find all sprites that collide between two groups.
 
 pygame.sprite.spritecollideany
  spritecollideany(sprite, group, collided = None) -> Sprite
  spritecollideany(sprite, group, collided = None) -> None
-simple test if a Sprite intersects anything in a Group
+Simple test if a sprite intersects anything in a group.
 
 */
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