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`pygame`
  the top level pygame package

  The pygame package represents the top-level package for others to use. Pygame itself is broken into many submodules, but this does not affect programs that use pygame.

  As a convenience, most of the top-level variables in pygame have been placed inside a module named `pygame.locals` pygame constants. This is meant to be used with `from pygame.locals import *`, in addition to `import pygame`.

  When you `import pygame` all available pygame submodules are automatically imported. Be aware that some of the pygame modules are considered optional, and may not be available. In that case, pygame will provide a placeholder object instead of the module, which can be used to test for availability.

  `pygame.``init`()
    initialize all imported pygame modules
    init() -> (numpass, numfail)

    Initialize all imported pygame modules. No exceptions will be raised if a module fails, but the total number if successful and failed inits will be returned as a tuple. You can always initialize individual modules manually, but `pygame.init()`initialize all imported pygame modules is a convenient way to get everything started. The `init()` functions for individual modules will raise exceptions when they fail.

    You may want to initialize the different modules separately to speed up your program or to not use modules your game does not require.

    It is safe to call this `init()` more than once as repeated calls will have no effect. This is true even if you have `pygame.quit()` all the modules.

  `pygame.``quit`()
    uninitialize all pygame modules
    quit() -> None

    Uninitialize all pygame modules that have previously been initialized. When the Python interpreter shuts down, this method is called regardless, so your program should not need it, except when it wants to terminate its pygame resources and continue. It is safe to call this function more than once as repeated calls have no effect.

    Note

    Calling `pygame.quit()`uninitialize all pygame modules will not exit your program. Consider letting your program end in the same way a normal Python program will end.

  `pygame.``get_init`()
    returns True if pygame is currently initialized
    get_init() -> bool

    Returns `True` if pygame is currently initialized.

    New in version 1.9.5.

  exception `pygame.``error`
    standard pygame exception
    raise pygame.error(message)

    This exception is raised whenever a pygame or SDL operation fails. You can catch any anticipated problems and deal with the error. The exception is always raised with a descriptive message about the problem.

    Derived from the `RuntimeError` exception, which can also be used to catch these raised errors.

  `pygame.``get_error`()
    get the current error message
    get_error() -> errorstr

    SDL maintains an internal error message. This message will usually be given to you when `pygame.error()`standard pygame exception is raised, so this function will rarely be needed.

  `pygame.``set_error`()
    set the current error message
    set_error(error_msg) -> None

    SDL maintains an internal error message. This message will usually be given to you when `pygame.error()`standard pygame exception is raised, so this function will rarely be needed.

  `pygame.``get_sdl_version`()
    get the version number of SDL
    get_sdl_version() -> major, minor, patch

    Returns the three version numbers of the SDL library. This version is built at compile time. It can be used to detect which features may or may not be available through pygame.

    New in version 1.7.0.

  `pygame.``get_sdl_byteorder`()
    get the byte order of SDL
    get_sdl_byteorder() -> int

    Returns the byte order of the SDL library. It returns `1234` for little endian byte order and `4321` for big endian byte order.

    New in version 1.8.

  `pygame.``register_quit`()
    register a function to be called when pygame quits
    register_quit(callable) -> None

    When `pygame.quit()`uninitialize all pygame modules is called, all registered quit functions are called. Pygame modules do this automatically when they are initializing, so this function will rarely be needed.

  `pygame.``encode_string`()
    Encode a Unicode or bytes object
    encode_string([obj [, encoding [, errors [, etype]]]]) -> bytes or None

    obj: If Unicode, encode; if bytes, return unaltered; if anything else, return `None`; if not given, raise `SyntaxError`.

    encoding (string): If present, encoding to use. The default is `'unicode_escape'`.

    errors (string): If given, how to handle unencodable characters. The default is `'backslashreplace'`.

    etype (exception type): If given, the exception type to raise for an encoding error. The default is `UnicodeEncodeError`, as returned by `PyUnicode_AsEncodedString()`. For the default encoding and errors values there should be no encoding errors.

    This function is used in encoding file paths. Keyword arguments are supported.

    New in version 1.9.2: (primarily for use in unit tests)

  `pygame.``encode_file_path`()
    Encode a Unicode or bytes object as a file system path
    encode_file_path([obj [, etype]]) -> bytes or None

    obj: If Unicode, encode; if bytes, return unaltered; if anything else, return `None`; if not given, raise `SyntaxError`.

    etype (exception type): If given, the exception type to raise for an encoding error. The default is `UnicodeEncodeError`, as returned by `PyUnicode_AsEncodedString()`.

    This function is used to encode file paths in pygame. Encoding is to the codec as returned by `sys.getfilesystemencoding()`. Keyword arguments are supported.

    New in version 1.9.2: (primarily for use in unit tests)

`pygame.version`
  small module containing version information

  This module is automatically imported into the pygame package and can be used to check which version of pygame has been imported.

  `pygame.version.``ver`
    version number as a string
    ver = '1.2'

    This is the version represented as a string. It can contain a micro release number as well, e.g. `'1.5.2'`

  `pygame.version.``vernum`
    tupled integers of the version
    vernum = (1, 5, 3)

    This version information can easily be compared with other version numbers of the same format. An example of checking pygame version numbers would look like this:

        if pygame.version.vernum < (1, 5):
            print('Warning, older version of pygame (%s)' %  pygame.version.ver)
            disable_advanced_features = True

    New in version 1.9.6: Attributes `major`, `minor`, and `patch`.

        vernum.major == vernum[0]
        vernum.minor == vernum[1]
        vernum.patch == vernum[2]

    Changed in version 1.9.6: `str(pygame.version.vernum)` returns a string like `"2.0.0"` instead of `"(2, 0, 0)"`.

    Changed in version 1.9.6: `repr(pygame.version.vernum)` returns a string like `"PygameVersion(major=2, minor=0, patch=0)"` instead of `"(2, 0, 0)"`.

  `pygame.version.``rev`
    repository revision of the build
    rev = 'a6f89747b551+'

    The Mercurial node identifier of the repository checkout from which this package was built. If the identifier ends with a plus sign '+' then the package contains uncommitted changes. Please include this revision number in bug reports, especially for non-release pygame builds.

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