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`pygame.display`
  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 to be resizable with the `pygame.RESIZABLE` flag, `pygame.VIDEORESIZE` event(s) will be sent when the user adjusts the window dimensions. Depending on your platform, this may be multiple gradual events or one event at the end (Windows). 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, wayland

    Note:

      On wayland desktops, pygame-ce may choose to use the X11 video driver to run on Xwayland. This behaviour is determined by the SDL library and might change in the future, so it's suggested to account for this and not rely on the default behavior. The Wayland video driver can be forced by setting the `SDL_VIDEODRIVER` environment variable to `"wayland"`

    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.

    Changed in pygame-ce 2.5.0: the manylinux wheels distributed by us now support the `wayland` videodriver

  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.display` Pygame 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 will create a window or display output and return 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)`, 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.

    Since pygame 2, the depth argument is ignored, in favour of the best and fastest one. It also raises a deprecation warning since pygame-ce 2.4.0 if the passed in depth is not 0 or the one pygame selects.

    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 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`

    New in pygame 2.0.0: `vsync` parameter

    By setting the `vsync` parameter to `1`, it is possible to get a display with vertical sync at a constant frame rate determined by the monitor and graphics drivers. Subsequent calls to `pygame.display.flip()`Update the full display Surface to the screen. or `pygame.display.update()`Update all, or a portion, of the display. For non-OpenGL displays. will block (i.e. wait) until the screen has refreshed, in order to prevent "screen tearing" <https://en.wikipedia.org/wiki/Screen_tearing>.

    Be careful when using this feature together with `pygame.time.Clock` or `pygame.time.delay()`Pause the program for an amount of time., as multiple forms of waiting and frame rate limiting may interact to cause skipped frames.

    The request only works when graphics acceleration is available on the system. The exact behaviour depends on the hardware and driver configuration. When `vsync` is requested, but unavailable, `set_mode()` may raise an exception.

    Setting the `vsync` parameter to `-1` in conjunction with `OPENGL` will request the OpenGL-specific feature "adaptive vsync" <https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync>.

    Here is an example usage of a call to `set_mode()` that may give you a display with vsync:

        flags = pygame.OPENGL | pygame.FULLSCREEN
        try:
            window_surface = pygame.display.set_mode((1920, 1080), flags, vsync=1)
            vsync_success=True
        except pygame.error:
            window_surface = pygame.display.set_mode((1920, 1080), flags)
            vsync_success=False

    New in pygame 2.0.0: `vsync` parameter

    Changed in pygame-ce 2.2.0: passing `vsync` can raise an exception

    Changed in pygame-ce 2.2.0: explicit request for "adaptive vsync"

    Changed in pygame-ce 2.2.0: `vsync=1` does not require `SCALED` or `OPENGL`

    Deprecated since pygame-ce 2.4.0: The depth argument is ignored, and will be set to the optimal value

    Changed in pygame-ce 2.5.0: No longer emits warning when running on xwayland, see `pygame.display.init()`Initialize the display module. for details on running on wayland directly

    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

    Changed in pygame-ce 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.get_surface()
    Get a reference to the currently set display surface.
    get_surface() -> Surface | None

    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.

    When using an `pygame.OPENGL` display mode this will perform a gl buffer swap.

  pygame.display.update()
    Update all, or a portion, of the display. For non-OpenGL displays.
    update() -> None
    update(rectangle, /) -> None
    update(rectangles, /) -> None
    update(x, y, w, h, /) -> None
    update(xy, wh, /) -> None

    For non OpenGL display Surfaces, this function is very similar to `pygame.display.flip()` with an optional parameter that allows only portions of the display surface to be updated, instead of the entire area. If no argument is passed it updates the entire Surface area like `pygame.display.flip()`.

    Note

    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 an iterable of rectangles. Generally you do not want to pass an iterable of rectangles as there is a performance cost per rectangle passed to the function. On modern hardware, after a very small number of rectangles passed in, the per-rectangle cost will exceed the saving of updating less pixels. In most applications it is simply more efficient to update the entire display surface at once, it also means you do not need to keep track of a list of rectangles for each call to update.

    If passing an iterable 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.

    Changed in pygame-ce 2.5.1: Added support for passing an iterable, previously only sequence was allowed

  pygame.display.get_driver()
    Get the name of the pygame display backend.
    get_driver() -> str

    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.init()` to see some of the common options.

  pygame.display.Info()
    Create a video display information object.
    Info() -> _VidInfo

    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. They are -1 on error.
        pixel_format: The pixel format of the display Surface as a string.
                    E.g PIXELFORMAT_RGB888.

    Changed in pygame-ce 2.4.0: `pixel_format` attribute added.

  pygame.display.get_wm_info()
    Get information about the current windowing system.
    get_wm_info() -> dict[str, int]

    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[tuple[int, int]]

    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.

    New in pygame 2.0.0.

  pygame.display.list_modes()
    Get list of available fullscreen modes.
    list_modes(depth=0, flags=FULLSCREEN, display=0) -> list[tuple[int, int]]

    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) -> int

    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, /) -> int

    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 receives 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 #1221.

  pygame.display.set_gamma()
    Change the hardware gamma ramps.
    set_gamma(red, green=..., blue=..., /) -> 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 since pygame-ce 2.1.4.

  pygame.display.set_gamma_ramp()
    Change the hardware gamma ramps with a custom lookup.
    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 since pygame-ce 2.1.4.

  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() -> tuple[str, str]

    Returns the title and icontitle of 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

    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[int, int]

    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_window_position()
    Return the position of the window or screen.
    get_window_position() -> tuple[int, int]

    Returns the position of the window initialized with `pygame.display.set_mode()`Initialize a window or screen for display.. The position will change when the user moves the window or when the position is set manually with `pygame.display.set_window_position()`Set the current window position.. Coordinates could be negative or outside the desktop size bounds. The position is relative to the topleft of the primary monitor and the y coordinate ignores the window frame.

    New in pygame-ce 2.5.0.

  pygame.display.set_window_position()
    Set the current window position.
    set_window_position(position) -> None

    Sets the position of the window initialized with `pygame.display.set_mode()`Initialize a window or screen for display.. This differs from updating environment variables as this function can be called after the display has been initialised. The position is expected to be relative to the topleft of the primary monitor. The y coordinate will ignore the window frame (y = 0 means the frame is hidden). The user will still be able to move the window after this call. See also `pygame.display.get_window_position()`Return the position of the window or screen..

    Note

    This function is not supported on some video drivers (like wayland) and a `pygame.error` standard pygame exception exception may be raised in such cases.

    New in pygame-ce 2.5.0.

  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(value=True) -> 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.

    New in pygame 2.0.0.

  pygame.display.is_fullscreen()
    Returns True if the pygame window created by pygame.display.set_mode() is in full-screen mode.
    is_fullscreen() -> bool

    Edge cases: If the window is in windowed mode, but maximized, this will return False. If the window is in "borderless fullscreen" mode, this will return True.

    New in pygame-ce 2.2.0.

  pygame.display.is_vsync()
    Returns True if vertical synchronisation for pygame.display.flip() and pygame.display.update() is enabled.
    is_vsync() -> bool

    New in pygame-ce 2.2.0.

  pygame.display.get_current_refresh_rate()
    Returns the screen refresh rate or 0 if unknown.
    get_current_refresh_rate() -> int

    The screen refresh rate for the current window. In windowed mode, this should be equal to the refresh rate of the desktop the window is on.

    If no window is open, an exception is raised.

    When a constant refresh rate cannot be determined, 0 is returned.

    New in pygame-ce 2.2.0.

  pygame.display.get_desktop_refresh_rates()
    Returns the screen refresh rates for all displays (in windowed mode).
    get_desktop_refresh_rates() -> list[int]

    If the current window is in full-screen mode, the actual refresh rate for that window can differ.

    This is safe to call when no window is open (i.e. before any calls to `pygame.display.set_mode()`Initialize a window or screen for display.

    When a constant refresh rate cannot be determined, 0 is returned for that desktop.

    New in pygame-ce 2.2.0.

  pygame.display.message_box()
    Create a native GUI message box.
    message_box(title, message=None, message_type='info', parent_window=None, buttons=('OK', ), return_button=0, escape_button=None) -> int
    Parameters:

      - title (str) -- A title string.

      - message (str) -- A message string. If this parameter is set to `None`, the message will be the title.

      - message_type (str) -- Set the type of message_box, could be `"info"`, `"warn"` or `"error"`.

      - parent_window (pygame.Window Pygame object that represents a window.) -- The parent window of the message box.

      - buttons (tuple) -- An optional sequence of button name strings to show to the user.

      - return_button (int) -- Button index to use if the return key is hit, `0` by default.

      - escape_button (int) -- Button index to use if the escape key is hit, `None` for no button linked by default.

    Returns:

      The index of the button that was pushed.

    This function should be called on the thread that `set_mode()` is called. It will block execution of that thread until the user clicks a button or closes the message_box.

    This function may be called at any time, even before `pygame.init()`.

    Negative values of `return_button` and `escape_button` are allowed just like standard Python list indexing.

    New in pygame-ce 2.4.0.

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