.. include:: common.txt :mod:`pygame.scrap` =================== .. module:: pygame.scrap :synopsis: pygame module for clipboard support. | :sl:`pygame module for clipboard support.` **EXPERIMENTAL!**: This API may change or disappear in later pygame releases. If you use this, your code may break with the next pygame release. The scrap module is for transferring data to/from the clipboard. This allows for cutting and pasting data between pygame and other applications. Some basic data (MIME) types are defined and registered: :: pygame string constant value description -------------------------------------------------- SCRAP_TEXT "text/plain" plain text SCRAP_BMP "image/bmp" BMP encoded image data SCRAP_PBM "image/pbm" PBM encoded image data SCRAP_PPM "image/ppm" PPM encoded image data ``pygame.SCRAP_PPM``, ``pygame.SCRAP_PBM`` and ``pygame.SCRAP_BMP`` are suitable for surface buffers to be shared with other applications. ``pygame.SCRAP_TEXT`` is an alias for the plain text clipboard type. Depending on the platform, additional types are automatically registered when data is placed into the clipboard to guarantee a consistent sharing behaviour with other applications. The following listed types can be used as strings to be passed to the respective :mod:`pygame.scrap` module functions. For **Windows** platforms, these additional types are supported automatically and resolve to their internal definitions: :: "text/plain;charset=utf-8" UTF-8 encoded text "audio/wav" WAV encoded audio "image/tiff" TIFF encoded image data For **X11** platforms, these additional types are supported automatically and resolve to their internal definitions: :: "text/plain;charset=utf-8" UTF-8 encoded text "UTF8_STRING" UTF-8 encoded text "COMPOUND_TEXT" COMPOUND text User defined types can be used, but the data might not be accessible by other applications unless they know what data type to look for. Example: Data placed into the clipboard by ``pygame.scrap.put("my_data_type", byte_data)`` can only be accessed by applications which query the clipboard for the ``"my_data_type"`` data type. For an example of how the scrap module works refer to the examples page (:func:`pygame.examples.scrap_clipboard.main`) or the code directly in GitHub (`pygame/examples/scrap_clipboard.py `_). .. versionadded:: 1.8 .. note:: The scrap module is currently only supported for Windows, X11 and Mac OS X. On Mac OS X only text works at the moment - other types may be supported in future releases. .. function:: init | :sl:`Initializes the scrap module.` | :sg:`init() -> None` Initialize the scrap module. :raises pygame.error: if unable to initialize scrap module .. note:: The scrap module requires :func:`pygame.display.set_mode()` be called before being initialized. .. ## pygame.scrap.init ## .. function:: get_init | :sl:`Returns True if the scrap module is currently initialized.` | :sg:`get_init() -> bool` Gets the scrap module's initialization state. :returns: ``True`` if the :mod:`pygame.scrap` module is currently initialized, ``False`` otherwise :rtype: bool .. versionadded:: 1.9.5 .. ## pygame.scrap.get_init ## .. function:: get | :sl:`Gets the data for the specified type from the clipboard.` | :sg:`get(type) -> bytes | None` Retrieves the data for the specified type from the clipboard. The data is returned as a byte string and might need further processing (such as decoding to Unicode). :param string type: data type to retrieve from the clipboard :returns: data (bytes object) for the given type identifier or ``None`` if no data for the given type is available :rtype: bytes | None :: text = pygame.scrap.get(pygame.SCRAP_TEXT) if text: print("There is text in the clipboard.") else: print("There does not seem to be text in the clipboard.") .. ## pygame.scrap.get ## .. function:: get_types | :sl:`Gets a list of the available clipboard types.` | :sg:`get_types() -> list` Gets a list of data type string identifiers for the data currently available on the clipboard. Each identifier can be used in the :func:`pygame.scrap.get()` method to get the clipboard content of the specific type. :returns: list of strings of the available clipboard data types, if there is no data in the clipboard an empty list is returned :rtype: list :: for t in pygame.scrap.get_types(): if "text" in t: # There is some content with the word "text" in its type string. print(pygame.scrap.get(t)) .. ## pygame.scrap.get_types ## .. function:: put | :sl:`Places data into the clipboard.` | :sg:`put(type, data) -> None` Places data for a given clipboard type into the clipboard. The data must be a string buffer. The type is a string identifying the type of data to be placed into the clipboard. This can be one of the predefined ``pygame.SCRAP_PBM``, ``pygame.SCRAP_PPM``, ``pygame.SCRAP_BMP`` or ``pygame.SCRAP_TEXT`` values or a user defined string identifier. :param string type: type identifier of the data to be placed into the clipboard :param data: data to be place into the clipboard, a bytes object :type data: bytes :raises pygame.error: if unable to put the data into the clipboard :: with open("example.bmp", "rb") as fp: pygame.scrap.put(pygame.SCRAP_BMP, fp.read()) # The image data is now on the clipboard for other applications to access # it. pygame.scrap.put(pygame.SCRAP_TEXT, b"A text to copy") pygame.scrap.put("Plain text", b"Data for user defined type 'Plain text'") .. ## pygame.scrap.put ## .. function:: contains | :sl:`Checks whether data for a given type is available in the clipboard.` | :sg:`contains(type) -> bool` Checks whether data for the given type is currently available in the clipboard. :param string type: data type to check availability of :returns: ``True`` if data for the passed type is available in the clipboard, ``False`` otherwise :rtype: bool :: if pygame.scrap.contains(pygame.SCRAP_TEXT): print("There is text in the clipboard.") if pygame.scrap.contains("own_data_type"): print("There is stuff in the clipboard.") .. ## pygame.scrap.contains ## .. function:: lost | :sl:`Indicates if the clipboard ownership has been lost by the pygame application.` | :sg:`lost() -> bool` Indicates if the clipboard ownership has been lost by the pygame application. :returns: ``True``, if the clipboard ownership has been lost by the pygame application, ``False`` if the pygame application still owns the clipboard :rtype: bool :: if pygame.scrap.lost(): print("The clipboard is in use by another application.") .. ## pygame.scrap.lost ## .. function:: set_mode | :sl:`Sets the clipboard access mode.` | :sg:`set_mode(mode) -> None` Sets the access mode for the clipboard. This is only of interest for X11 environments where clipboard modes ``pygame.SCRAP_SELECTION`` (for mouse selections) and ``pygame.SCRAP_CLIPBOARD`` (for the clipboard) are available. Setting the mode to ``pygame.SCRAP_SELECTION`` in other environments will not change the mode from ``pygame.SCRAP_CLIPBOARD``. :param mode: access mode, supported values are ``pygame.SCRAP_CLIPBOARD`` and ``pygame.SCRAP_SELECTION`` (``pygame.SCRAP_SELECTION`` only has an effect when used on X11 platforms) :raises ValueError: if the ``mode`` parameter is not ``pygame.SCRAP_CLIPBOARD`` or ``pygame.SCRAP_SELECTION`` .. ## pygame.scrap.set_mode ## .. ## pygame.scrap ##