init
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.venv/lib/python3.8/site-packages/pygame/display.pyi
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.venv/lib/python3.8/site-packages/pygame/display.pyi
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from typing import Union, Tuple, List, Optional, Dict, Sequence
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from pygame.surface import Surface
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from pygame.constants import FULLSCREEN
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from ._common import _Coordinate, _RectValue, _ColorValue, _RgbaOutput
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class _VidInfo:
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hw: int
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wm: int
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video_mem: int
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bitsize: int
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bytesize: int
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masks: _RgbaOutput
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shifts: _RgbaOutput
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losses: _RgbaOutput
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blit_hw: int
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blit_hw_CC: int
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blit_hw_A: int
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blit_sw: int
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blit_sw_CC: int
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blit_sw_A: int
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current_h: int
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current_w: int
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def init() -> None: ...
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def quit() -> None: ...
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def get_init() -> bool: ...
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def set_mode(
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size: _Coordinate = (0, 0),
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flags: int = 0,
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depth: int = 0,
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display: int = 0,
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vsync: int = 0,
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) -> Surface: ...
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def get_surface() -> Surface: ...
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def flip() -> None: ...
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def update(rectangle: Optional[Union[_RectValue, List[_RectValue]]] = None) -> None: ...
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def get_driver() -> str: ...
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def Info() -> _VidInfo: ...
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def get_wm_info() -> Dict[str, int]: ...
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def list_modes(
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depth: int = 0,
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flags: int = FULLSCREEN,
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display: int = 0,
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) -> List[Tuple[int, int]]: ...
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def mode_ok(
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size: Union[Sequence[int], Tuple[int, int]],
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flags: int = 0,
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depth: int = 0,
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display: int = 0,
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) -> int: ...
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def gl_get_attribute(flag: int) -> int: ...
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def gl_set_attribute(flag: int, value: int) -> None: ...
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def get_active() -> bool: ...
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def iconify() -> bool: ...
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def toggle_fullscreen() -> int: ...
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def set_gamma(red: float, green: float = ..., blue: float = ...) -> int: ...
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def set_gamma_ramp(
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red: Sequence[int], green: Sequence[int], blue: Sequence[int]
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) -> int: ...
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def set_icon(surface: Surface) -> None: ...
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def set_caption(title: str, icontitle: Optional[str] = None) -> None: ...
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def get_caption() -> Tuple[str, str]: ...
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def set_palette(palette: Sequence[_ColorValue]) -> None: ...
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def get_num_displays() -> int: ...
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def get_window_size() -> Tuple[int, int]: ...
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def get_allow_screensaver() -> bool: ...
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def set_allow_screensaver(value: bool = True) -> None: ...
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