docs/reST/ref/display.rst
.. include:: common.txt
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 resizeable
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.
.. versionchanged:: 2.5.0 Added support for keyword arguments.
.. ## 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.
.. versionchanged:: 2.5.0 Added support for keyword arguments.
.. 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.
.. versionchanged:: 2.5.0 Added support for keyword arguments.
.. ## 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.
.. versionchanged:: 2.5.0 Added support for keyword arguments.
.. ## 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 ##