Intelegentny_Pszczelarz/.venv/Lib/site-packages/pygame/docs/generated/_sources/ref/display.rst.txt

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.. include:: common.txt
:mod:`pygame.display`
=====================
.. module:: pygame.display
:synopsis: pygame module to control the display window and screen
| :sl:`pygame module to control the display window and screen`
This module offers control over the pygame display. Pygame has a single display
Surface that is either contained in a window or runs full screen. Once you
create the display you treat it as a regular Surface. Changes are not
immediately visible onscreen; you must choose one of the two flipping functions
to update the actual display.
The origin of the display, where x = 0 and y = 0, is the top left of the
screen. Both axes increase positively towards the bottom right of the screen.
The pygame display can actually be initialized in one of several modes. By
default, the display is a basic software driven framebuffer. You can request
special modules like automatic scaling or OpenGL support. These are
controlled by flags passed to ``pygame.display.set_mode()``.
Pygame can only have a single display active at any time. Creating a new one
with ``pygame.display.set_mode()`` will close the previous display. To detect
the number and size of attached screens, you can use
``pygame.display.get_desktop_sizes`` and then select appropriate window size
and display index to pass to ``pygame.display.set_mode()``.
For backward compatibility ``pygame.display`` allows precise control over
the pixel format or display resolutions. This used to be necessary with old
graphics cards and CRT screens, but is usually not needed any more. Use the
functions ``pygame.display.mode_ok()``, ``pygame.display.list_modes()``, and
``pygame.display.Info()`` to query detailed information about the display.
Once the display Surface is created, the functions from this module affect the
single existing display. The Surface becomes invalid if the module is
uninitialized. If a new display mode is set, the existing Surface will
automatically switch to operate on the new display.
When the display mode is set, several events are placed on the pygame event
queue. ``pygame.QUIT`` is sent when the user has requested the program to
shut down. The window will receive ``pygame.ACTIVEEVENT`` events as the display
gains and loses input focus. If the display is set with the
``pygame.RESIZABLE`` flag, ``pygame.VIDEORESIZE`` events will be sent when the
user adjusts the window dimensions. Hardware displays that draw direct to the
screen will get ``pygame.VIDEOEXPOSE`` events when portions of the window must
be redrawn.
A new windowevent API was introduced in pygame 2.0.1. Check event module docs
for more information on that
Some display environments have an option for automatically stretching all
windows. When this option is enabled, this automatic stretching distorts the
appearance of the pygame window. In the pygame examples directory, there is
example code (prevent_display_stretching.py) which shows how to disable this
automatic stretching of the pygame display on Microsoft Windows (Vista or newer
required).
.. function:: init
| :sl:`Initialize the display module`
| :sg:`init() -> None`
Initializes the pygame display module. The display module cannot do anything
until it is initialized. This is usually handled for you automatically when
you call the higher level ``pygame.init()``.
Pygame will select from one of several internal display backends when it is
initialized. The display mode will be chosen depending on the platform and
permissions of current user. Before the display module is initialized the
environment variable ``SDL_VIDEODRIVER`` can be set to control which backend
is used. The systems with multiple choices are listed here.
::
Windows : windib, directx
Unix : x11, dga, fbcon, directfb, ggi, vgl, svgalib, aalib
On some platforms it is possible to embed the pygame display into an already
existing window. To do this, the environment variable ``SDL_WINDOWID`` must
be set to a string containing the window id or handle. The environment
variable is checked when the pygame display is initialized. Be aware that
there can be many strange side effects when running in an embedded display.
It is harmless to call this more than once, repeated calls have no effect.
.. ## pygame.display.init ##
.. function:: quit
| :sl:`Uninitialize the display module`
| :sg:`quit() -> None`
This will shut down the entire display module. This means any active
displays will be closed. This will also be handled automatically when the
program exits.
It is harmless to call this more than once, repeated calls have no effect.
.. ## pygame.display.quit ##
.. function:: get_init
| :sl:`Returns True if the display module has been initialized`
| :sg:`get_init() -> bool`
Returns True if the :mod:`pygame.display` module is currently initialized.
.. ## pygame.display.get_init ##
.. function:: set_mode
| :sl:`Initialize a window or screen for display`
| :sg:`set_mode(size=(0, 0), flags=0, depth=0, display=0, vsync=0) -> Surface`
This function will create a display Surface. The arguments passed in are
requests for a display type. The actual created display will be the best
possible match supported by the system.
Note that calling this function implicitly initializes ``pygame.display``, if
it was not initialized before.
The size argument is a pair of numbers representing the width and
height. The flags argument is a collection of additional options. The depth
argument represents the number of bits to use for color.
The Surface that gets returned can be drawn to like a regular Surface but
changes will eventually be seen on the monitor.
If no size is passed or is set to ``(0, 0)`` and pygame uses ``SDL``
version 1.2.10 or above, the created Surface will have the same size as the
current screen resolution. If only the width or height are set to ``0``, the
Surface will have the same width or height as the screen resolution. Using a
``SDL`` version prior to 1.2.10 will raise an exception.
It is usually best to not pass the depth argument. It will default to the
best and fastest color depth for the system. If your game requires a
specific color format you can control the depth with this argument. Pygame
will emulate an unavailable color depth which can be slow.
When requesting fullscreen display modes, sometimes an exact match for the
requested size cannot be made. In these situations pygame will select
the closest compatible match. The returned surface will still always match
the requested size.
On high resolution displays(4k, 1080p) and tiny graphics games (640x480)
show up very small so that they are unplayable. SCALED scales up the window
for you. The game thinks it's a 640x480 window, but really it can be bigger.
Mouse events are scaled for you, so your game doesn't need to do it. Note
that SCALED is considered an experimental API and may change in future
releases.
The flags argument controls which type of display you want. There are
several to choose from, and you can even combine multiple types using the
bitwise or operator, (the pipe "|" character). Here are the display
flags you will want to choose from:
::
pygame.FULLSCREEN create a fullscreen display
pygame.DOUBLEBUF only applicable with OPENGL
pygame.HWSURFACE (obsolete in pygame 2) hardware accelerated, only in FULLSCREEN
pygame.OPENGL create an OpenGL-renderable display
pygame.RESIZABLE display window should be sizeable
pygame.NOFRAME display window will have no border or controls
pygame.SCALED resolution depends on desktop size and scale graphics
pygame.SHOWN window is opened in visible mode (default)
pygame.HIDDEN window is opened in hidden mode
.. versionadded:: 2.0.0 ``SCALED``, ``SHOWN`` and ``HIDDEN``
By setting the ``vsync`` parameter to ``1``, it is possible to get a display
with vertical sync, but you are not guaranteed to get one. The request only
works at all for calls to ``set_mode()`` with the ``pygame.OPENGL`` or
``pygame.SCALED`` flags set, and is still not guaranteed even with one of
those set. What you get depends on the hardware and driver configuration
of the system pygame is running on. Here is an example usage of a call
to ``set_mode()`` that may give you a display with vsync:
::
flags = pygame.OPENGL | pygame.FULLSCREEN
window_surface = pygame.display.set_mode((1920, 1080), flags, vsync=1)
Vsync behaviour is considered experimental, and may change in future releases.
.. versionadded:: 2.0.0 ``vsync``
Basic example:
::
# Open a window on the screen
screen_width=700
screen_height=400
screen=pygame.display.set_mode([screen_width, screen_height])
The display index ``0`` means the default display is used. If no display
index argument is provided, the default display can be overridden with an
environment variable.
.. versionchanged:: 1.9.5 ``display`` argument added
.. versionchanged:: 2.1.3
pygame now ensures that subsequent calls to this function clears the
window to black. On older versions, this was an implementation detail
on the major platforms this function was tested with.
.. ## pygame.display.set_mode ##
.. function:: get_surface
| :sl:`Get a reference to the currently set display surface`
| :sg:`get_surface() -> Surface`
Return a reference to the currently set display Surface. If no display mode
has been set this will return None.
.. ## pygame.display.get_surface ##
.. function:: flip
| :sl:`Update the full display Surface to the screen`
| :sg:`flip() -> None`
This will update the contents of the entire display. If your display mode is
using the flags ``pygame.HWSURFACE`` and ``pygame.DOUBLEBUF`` on pygame 1,
this will wait for a vertical retrace and swap the surfaces.
When using an ``pygame.OPENGL`` display mode this will perform a gl buffer
swap.
.. ## pygame.display.flip ##
.. function:: update
| :sl:`Update portions of the screen for software displays`
| :sg:`update(rectangle=None) -> None`
| :sg:`update(rectangle_list) -> None`
This function is like an optimized version of ``pygame.display.flip()`` for
software displays. It allows only a portion of the screen to be updated,
instead of the entire area. If no argument is passed it updates the entire
Surface area like ``pygame.display.flip()``.
Note that calling ``display.update(None)`` means no part of the window is
updated. Whereas ``display.update()`` means the whole window is updated.
You can pass the function a single rectangle, or a sequence of rectangles.
It is more efficient to pass many rectangles at once than to call update
multiple times with single or a partial list of rectangles. If passing a
sequence of rectangles it is safe to include None values in the list, which
will be skipped.
This call cannot be used on ``pygame.OPENGL`` displays and will generate an
exception.
.. ## pygame.display.update ##
.. function:: get_driver
| :sl:`Get the name of the pygame display backend`
| :sg:`get_driver() -> name`
Pygame chooses one of many available display backends when it is
initialized. This returns the internal name used for the display backend.
This can be used to provide limited information about what display
capabilities might be accelerated. See the ``SDL_VIDEODRIVER`` flags in
``pygame.display.set_mode()`` to see some of the common options.
.. ## pygame.display.get_driver ##
.. function:: Info
| :sl:`Create a video display information object`
| :sg:`Info() -> VideoInfo`
Creates a simple object containing several attributes to describe the
current graphics environment. If this is called before
``pygame.display.set_mode()`` some platforms can provide information about
the default display mode. This can also be called after setting the display
mode to verify specific display options were satisfied. The VidInfo object
has several attributes:
::
hw: 1 if the display is hardware accelerated
wm: 1 if windowed display modes can be used
video_mem: The megabytes of video memory on the display. This is 0 if
unknown
bitsize: Number of bits used to store each pixel
bytesize: Number of bytes used to store each pixel
masks: Four values used to pack RGBA values into pixels
shifts: Four values used to pack RGBA values into pixels
losses: Four values used to pack RGBA values into pixels
blit_hw: 1 if hardware Surface blitting is accelerated
blit_hw_CC: 1 if hardware Surface colorkey blitting is accelerated
blit_hw_A: 1 if hardware Surface pixel alpha blitting is accelerated
blit_sw: 1 if software Surface blitting is accelerated
blit_sw_CC: 1 if software Surface colorkey blitting is accelerated
blit_sw_A: 1 if software Surface pixel alpha blitting is accelerated
current_h, current_w: Height and width of the current video mode, or
of the desktop mode if called before the display.set_mode
is called. (current_h, current_w are available since
SDL 1.2.10, and pygame 1.8.0). They are -1 on error, or if
an old SDL is being used.
.. ## pygame.display.Info ##
.. function:: get_wm_info
| :sl:`Get information about the current windowing system`
| :sg:`get_wm_info() -> dict`
Creates a dictionary filled with string keys. The strings and values are
arbitrarily created by the system. Some systems may have no information and
an empty dictionary will be returned. Most platforms will return a "window"
key with the value set to the system id for the current display.
.. versionadded:: 1.7.1
.. ## pygame.display.get_wm_info ##
.. function:: get_desktop_sizes
| :sl:`Get sizes of active desktops`
| :sg:`get_desktop_sizes() -> list`
This function returns the sizes of the currently configured
virtual desktops as a list of (x, y) tuples of integers.
The length of the list is not the same as the number of attached monitors,
as a desktop can be mirrored across multiple monitors. The desktop sizes
do not indicate the maximum monitor resolutions supported by the hardware,
but the desktop size configured in the operating system.
In order to fit windows into the desktop as it is currently configured, and
to respect the resolution configured by the operating system in fullscreen
mode, this function *should* be used to replace many use cases of
``pygame.display.list_modes()`` whenever applicable.
.. versionadded:: 2.0.0
.. function:: list_modes
| :sl:`Get list of available fullscreen modes`
| :sg:`list_modes(depth=0, flags=pygame.FULLSCREEN, display=0) -> list`
This function returns a list of possible sizes for a specified color
depth. The return value will be an empty list if no display modes are
available with the given arguments. A return value of ``-1`` means that
any requested size should work (this is likely the case for windowed
modes). Mode sizes are sorted from biggest to smallest.
If depth is ``0``, the current/best color depth for the display is used.
The flags defaults to ``pygame.FULLSCREEN``, but you may need to add
additional flags for specific fullscreen modes.
The display index ``0`` means the default display is used.
Since pygame 2.0, ``pygame.display.get_desktop_sizes()`` has taken over
some use cases from ``pygame.display.list_modes()``:
To find a suitable size for non-fullscreen windows, it is preferable to
use ``pygame.display.get_desktop_sizes()`` to get the size of the *current*
desktop, and to then choose a smaller window size. This way, the window is
guaranteed to fit, even when the monitor is configured to a lower resolution
than the maximum supported by the hardware.
To avoid changing the physical monitor resolution, it is also preferable to
use ``pygame.display.get_desktop_sizes()`` to determine the fullscreen
resolution. Developers are strongly advised to default to the current
physical monitor resolution unless the user explicitly requests a different
one (e.g. in an options menu or configuration file).
.. versionchanged:: 1.9.5 ``display`` argument added
.. ## pygame.display.list_modes ##
.. function:: mode_ok
| :sl:`Pick the best color depth for a display mode`
| :sg:`mode_ok(size, flags=0, depth=0, display=0) -> depth`
This function uses the same arguments as ``pygame.display.set_mode()``. It
is used to determine if a requested display mode is available. It will
return ``0`` if the display mode cannot be set. Otherwise it will return a
pixel depth that best matches the display asked for.
Usually the depth argument is not passed, but some platforms can support
multiple display depths. If passed it will hint to which depth is a better
match.
The function will return ``0`` if the passed display flags cannot be set.
The display index ``0`` means the default display is used.
.. versionchanged:: 1.9.5 ``display`` argument added
.. ## pygame.display.mode_ok ##
.. function:: gl_get_attribute
| :sl:`Get the value for an OpenGL flag for the current display`
| :sg:`gl_get_attribute(flag) -> value`
After calling ``pygame.display.set_mode()`` with the ``pygame.OPENGL`` flag,
it is a good idea to check the value of any requested OpenGL attributes. See
``pygame.display.gl_set_attribute()`` for a list of valid flags.
.. ## pygame.display.gl_get_attribute ##
.. function:: gl_set_attribute
| :sl:`Request an OpenGL display attribute for the display mode`
| :sg:`gl_set_attribute(flag, value) -> None`
When calling ``pygame.display.set_mode()`` with the ``pygame.OPENGL`` flag,
Pygame automatically handles setting the OpenGL attributes like color and
double-buffering. OpenGL offers several other attributes you may want control
over. Pass one of these attributes as the flag, and its appropriate value.
This must be called before ``pygame.display.set_mode()``.
Many settings are the requested minimum. Creating a window with an OpenGL context
will fail if OpenGL cannot provide the requested attribute, but it may for example
give you a stencil buffer even if you request none, or it may give you a larger
one than requested.
The ``OPENGL`` flags are:
::
GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE,
GL_ACCUM_GREEN_SIZE, GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE,
GL_MULTISAMPLEBUFFERS, GL_MULTISAMPLESAMPLES, GL_STEREO
:const:`GL_MULTISAMPLEBUFFERS`
Whether to enable multisampling anti-aliasing.
Defaults to 0 (disabled).
Set ``GL_MULTISAMPLESAMPLES`` to a value
above 0 to control the amount of anti-aliasing.
A typical value is 2 or 3.
:const:`GL_STENCIL_SIZE`
Minimum bit size of the stencil buffer. Defaults to 0.
:const:`GL_DEPTH_SIZE`
Minimum bit size of the depth buffer. Defaults to 16.
:const:`GL_STEREO`
1 enables stereo 3D. Defaults to 0.
:const:`GL_BUFFER_SIZE`
Minimum bit size of the frame buffer. Defaults to 0.
.. versionadded:: 2.0.0 Additional attributes:
::
GL_ACCELERATED_VISUAL,
GL_CONTEXT_MAJOR_VERSION, GL_CONTEXT_MINOR_VERSION,
GL_CONTEXT_FLAGS, GL_CONTEXT_PROFILE_MASK,
GL_SHARE_WITH_CURRENT_CONTEXT,
GL_CONTEXT_RELEASE_BEHAVIOR,
GL_FRAMEBUFFER_SRGB_CAPABLE
:const:`GL_CONTEXT_PROFILE_MASK`
Sets the OpenGL profile to one of these values:
::
GL_CONTEXT_PROFILE_CORE disable deprecated features
GL_CONTEXT_PROFILE_COMPATIBILITY allow deprecated features
GL_CONTEXT_PROFILE_ES allow only the ES feature
subset of OpenGL
:const:`GL_ACCELERATED_VISUAL`
Set to 1 to require hardware acceleration, or 0 to force software render.
By default, both are allowed.
.. ## pygame.display.gl_set_attribute ##
.. function:: get_active
| :sl:`Returns True when the display is active on the screen`
| :sg:`get_active() -> bool`
Returns True when the display Surface is considered actively
renderable on the screen and may be visible to the user. This is
the default state immediately after ``pygame.display.set_mode()``.
This method may return True even if the application is fully hidden
behind another application window.
This will return False if the display Surface has been iconified or
minimized (either via ``pygame.display.iconify()`` or via an OS
specific method such as the minimize-icon available on most
desktops).
The method can also return False for other reasons without the
application being explicitly iconified or minimized by the user. A
notable example being if the user has multiple virtual desktops and
the display Surface is not on the active virtual desktop.
.. note:: This function returning True is unrelated to whether the
application has input focus. Please see
``pygame.key.get_focused()`` and ``pygame.mouse.get_focused()``
for APIs related to input focus.
.. ## pygame.display.get_active ##
.. function:: iconify
| :sl:`Iconify the display surface`
| :sg:`iconify() -> bool`
Request the window for the display surface be iconified or hidden. Not all
systems and displays support an iconified display. The function will return
True if successful.
When the display is iconified ``pygame.display.get_active()`` will return
``False``. The event queue should receive an ``ACTIVEEVENT`` event when the
window has been iconified. Additionally, the event queue also receives a
``WINDOWEVENT_MINIMIZED`` event when the window has been iconified on pygame 2.
.. ## pygame.display.iconify ##
.. function:: toggle_fullscreen
| :sl:`Switch between fullscreen and windowed displays`
| :sg:`toggle_fullscreen() -> int`
Switches the display window between windowed and fullscreen modes.
Display driver support is not great when using pygame 1, but with
pygame 2 it is the most reliable method to switch to and from fullscreen.
Supported display drivers in pygame 1:
* x11 (Linux/Unix)
* wayland (Linux/Unix)
Supported display drivers in pygame 2:
* windows (Windows)
* x11 (Linux/Unix)
* wayland (Linux/Unix)
* cocoa (OSX/Mac)
.. Note:: :func:`toggle_fullscreen` doesn't work on Windows
unless the window size is in :func:`pygame.display.list_modes()` or
the window is created with the flag ``pygame.SCALED``.
See `issue #2380 <https://github.com/pygame/pygame/issues/2380>`_.
.. ## pygame.display.toggle_fullscreen ##
.. function:: set_gamma
| :sl:`Change the hardware gamma ramps`
| :sg:`set_gamma(red, green=None, blue=None) -> bool`
DEPRECATED: This functionality will go away in SDL3.
Set the red, green, and blue gamma values on the display hardware. If the
green and blue arguments are not passed, they will both be the same as red.
Not all systems and hardware support gamma ramps, if the function succeeds
it will return ``True``.
A gamma value of ``1.0`` creates a linear color table. Lower values will
darken the display and higher values will brighten.
.. deprecated:: 2.2.0
.. ## pygame.display.set_gamma ##
.. function:: set_gamma_ramp
| :sl:`Change the hardware gamma ramps with a custom lookup`
| :sg:`set_gamma_ramp(red, green, blue) -> bool`
DEPRECATED: This functionality will go away in SDL3.
Set the red, green, and blue gamma ramps with an explicit lookup table. Each
argument should be sequence of 256 integers. The integers should range
between ``0`` and ``0xffff``. Not all systems and hardware support gamma
ramps, if the function succeeds it will return ``True``.
.. deprecated:: 2.2.0
.. ## pygame.display.set_gamma_ramp ##
.. function:: set_icon
| :sl:`Change the system image for the display window`
| :sg:`set_icon(Surface) -> None`
Sets the runtime icon the system will use to represent the display window.
All windows default to a simple pygame logo for the window icon.
Note that calling this function implicitly initializes ``pygame.display``, if
it was not initialized before.
You can pass any surface, but most systems want a smaller image around
32x32. The image can have colorkey transparency which will be passed to the
system.
Some systems do not allow the window icon to change after it has been shown.
This function can be called before ``pygame.display.set_mode()`` to create
the icon before the display mode is set.
.. ## pygame.display.set_icon ##
.. function:: set_caption
| :sl:`Set the current window caption`
| :sg:`set_caption(title, icontitle=None) -> None`
If the display has a window title, this function will change the name on the
window. In pygame 1.x, some systems supported an alternate shorter title to
be used for minimized displays, but in pygame 2 ``icontitle`` does nothing.
.. ## pygame.display.set_caption ##
.. function:: get_caption
| :sl:`Get the current window caption`
| :sg:`get_caption() -> (title, icontitle)`
Returns the title and icontitle for the display window. In pygame 2.x
these will always be the same value.
.. ## pygame.display.get_caption ##
.. function:: set_palette
| :sl:`Set the display color palette for indexed displays`
| :sg:`set_palette(palette=None) -> None`
This will change the video display color palette for 8-bit displays. This
does not change the palette for the actual display Surface, only the palette
that is used to display the Surface. If no palette argument is passed, the
system default palette will be restored. The palette is a sequence of
``RGB`` triplets.
.. ## pygame.display.set_palette ##
.. function:: get_num_displays
| :sl:`Return the number of displays`
| :sg:`get_num_displays() -> int`
Returns the number of available displays. This is always 1 if
:func:`pygame.get_sdl_version()` returns a major version number below 2.
.. versionadded:: 1.9.5
.. ## pygame.display.get_num_displays ##
.. function:: get_window_size
| :sl:`Return the size of the window or screen`
| :sg:`get_window_size() -> tuple`
Returns the size of the window initialized with :func:`pygame.display.set_mode()`.
This may differ from the size of the display surface if ``SCALED`` is used.
.. versionadded:: 2.0.0
.. ## pygame.display.get_window_size ##
.. function:: get_allow_screensaver
| :sl:`Return whether the screensaver is allowed to run.`
| :sg:`get_allow_screensaver() -> bool`
Return whether screensaver is allowed to run whilst the app is running.
Default is ``False``.
By default pygame does not allow the screensaver during game play.
.. note:: Some platforms do not have a screensaver or support
disabling the screensaver. Please see
:func:`pygame.display.set_allow_screensaver()` for
caveats with screensaver support.
.. versionadded:: 2.0.0
.. ## pygame.display.get_allow_screensaver ##
.. function:: set_allow_screensaver
| :sl:`Set whether the screensaver may run`
| :sg:`set_allow_screensaver(bool) -> None`
Change whether screensavers should be allowed whilst the app is running.
The default value of the argument to the function is True.
By default pygame does not allow the screensaver during game play.
If the screensaver has been disallowed due to this function, it will automatically
be allowed to run when :func:`pygame.quit()` is called.
It is possible to influence the default value via the environment variable
``SDL_HINT_VIDEO_ALLOW_SCREENSAVER``, which can be set to either ``0`` (disable)
or ``1`` (enable).
.. note:: Disabling screensaver is subject to platform support.
When platform support is absent, this function will
silently appear to work even though the screensaver state
is unchanged. The lack of feedback is due to SDL not
providing any supported method for determining whether
it supports changing the screensaver state.
``SDL_HINT_VIDEO_ALLOW_SCREENSAVER`` is available in SDL 2.0.2 or later.
SDL1.2 does not implement this.
.. versionadded:: 2.0.0
.. ## pygame.display.set_allow_screensaver ##
.. ## pygame.display ##