pygame.display
pygame module to control the display window and screen
Initialize the display module
Uninitialize the display module
Returns True if the display module has been initialized
Initialize a window or screen for display
Get a reference to the currently set display surface
Update the full display Surface to the screen
Update portions of the screen for software displays
Get the name of the pygame display backend
Create a video display information object
Get information about the current windowing system
Get sizes of active desktops
Get list of available fullscreen modes
Pick the best color depth for a display mode
Get the value for an OpenGL flag for the current display
Request an OpenGL display attribute for the display mode
Returns True when the display is active on the screen
Iconify the display surface
Switch between fullscreen and windowed displays
Change the hardware gamma ramps
Change the hardware gamma ramps with a custom lookup
Change the system image for the display window
Set the current window caption
Get the current window caption
Set the display color palette for indexed displays
Return the number of displays
Return the size of the window or screen
Return whether the screensaver is allowed to run.
Set whether the screensaver may run

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 grahics 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).

pygame.display.init()
Initialize the display module
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.quit()
Uninitialize the display module
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.get_init()
Returns True if the display module has been initialized
get_init() -> bool

Returns True if the pygame.displaypygame module to control the display window and screen module is currently initialized.

pygame.display.set_mode()
Initialize a window or screen for display
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     (obsolete in pygame 2) recommended for HWSURFACE or 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

New in pygame 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.

New in pygame 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.

Changed in pygame 1.9.5: display argument added

pygame.display.get_surface()
Get a reference to the currently set display surface
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.flip()
Update the full display Surface to the screen
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.update()
Update portions of the screen for software displays
update(rectangle=None) -> None
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 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.get_driver()
Get the name of the pygame display backend
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.Info()
Create a video display information object
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.get_wm_info()
Get information about the current windowing system
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.

New in pygame 1.7.1.

pygame.display.get_desktop_sizes()
Get sizes of active desktops
get_desktop_sizes() -> list

This function returns the sizes of the currrently 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.

New in pygame 2.0.0.

pygame.display.list_modes()
Get list of available fullscreen modes
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).

Changed in pygame 1.9.5: display argument added

pygame.display.mode_ok()
Pick the best color depth for a display mode
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.

Changed in pygame 1.9.5: display argument added

pygame.display.gl_get_attribute()
Get the value for an OpenGL flag for the current display
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_set_attribute()
Request an OpenGL display attribute for the display mode
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

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.

GL_STENCIL_SIZE

Minimum bit size of the stencil buffer. Defaults to 0.

GL_DEPTH_SIZE

Minimum bit size of the depth buffer. Defaults to 16.

GL_STEREO

1 enables stereo 3D. Defaults to 0.

GL_BUFFER_SIZE

Minimum bit size of the frame buffer. Defaults to 0.

New in pygame 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

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

GL_ACCELERATED_VISUAL

Set to 1 to require hardware acceleration, or 0 to force software render. By default, both are allowed.

pygame.display.get_active()
Returns True when the display is active on the screen
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.iconify()
Iconify the display surface
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 recieves a WINDOWEVENT_MINIMIZED event when the window has been iconified on pygame 2.

pygame.display.toggle_fullscreen()
Switch between fullscreen and windowed displays
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

toggle_fullscreen() doesn't work on Windows unless the window size is in pygame.display.list_modes()Get list of available fullscreen modes or the window is created with the flag pygame.SCALED. See issue #2380.

pygame.display.set_gamma()
Change the hardware gamma ramps
set_gamma(red, green=None, blue=None) -> bool

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.

pygame.display.set_gamma_ramp()
Change the hardware gamma ramps with a custom lookup
set_gamma_ramp(red, green, blue) -> bool

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.

pygame.display.set_icon()
Change the system image for the display window
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_caption()
Set the current window caption
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.get_caption()
Get the current window caption
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.set_palette()
Set the display color palette for indexed displays
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.get_num_displays()
Return the number of displays
get_num_displays() -> int

Returns the number of available displays. This is always 1 if pygame.get_sdl_version()get the version number of SDL returns a major version number below 2.

New in pygame 1.9.5.

pygame.display.get_window_size()
Return the size of the window or screen
get_window_size() -> tuple

Returns the size of the window initialized with pygame.display.set_mode()Initialize a window or screen for display. This may differ from the size of the display surface if SCALED is used.

New in pygame 2.0.0.

pygame.display.get_allow_screensaver()
Return whether the screensaver is allowed to run.
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 pygame.display.set_allow_screensaver()Set whether the screensaver may run for caveats with screensaver support.

New in pygame 2.0.0.

pygame.display.set_allow_screensaver()
Set whether the screensaver may run
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 pygame.quit()uninitialize all pygame modules 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.

New in pygame 2.0.0.




Edit on GitHub