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pygame.Window
  Pygame object that represents a window.
  Window(title='pygame window', size=(640, 480), position=WINDOWPOS_UNDEFINED, *, fullscreen=..., fullscreen_desktop=..., opengl=..., vulkan=..., hidden=..., borderless=..., resizable=..., minimized=..., maximized=..., mouse_grabbed=..., keyboard_grabbed=..., input_focus=..., mouse_focus=..., allow_high_dpi=..., mouse_capture=..., always_on_top=..., utility=...) -> Window

  The Window class (formerly known as _sdl2.video.Window), is a newly published feature of pygame-ce 2.5.2. This class allows for programs to drive multiple windows on-screen at once, something not possible with the `pygame.display.set_mode()`Initialize a window or screen for display. API. Not everything possible with `pygame.display` Pygame module to control the display window and screen. is possible yet in the Window API, but the new window class will continue to be developed, and we're excited to share the new functionality this class offers.

  Parameters:

    - title (str) -- The title of the window.

    - size ((int, int)) -- The size of the window, in screen coordinates.

    - position ((int, int) or int) -- A tuple specifying the window position, or `WINDOWPOS_CENTERED`, or `WINDOWPOS_UNDEFINED`.

    - fullscreen (bool) -- Create a fullscreen window using the window size as the resolution (videomode change).

    - fullscreen_desktop (bool) -- Create a fullscreen window using the current desktop resolution.

    - opengl (bool) -- Create a window with support for an OpenGL context.

    - vulkan (bool) -- Create a window with support for a Vulkan instance.

    - hidden (bool) -- Create a hidden window.

    - borderless (bool) -- Create a window without borders.

    - resizable (bool) -- Create a resizable window.

    - minimized (bool) -- Create a mimized window.

    - maximized (bool) -- Create a maximized window.

    - mouse_grabbed (bool) -- Create a window with grabbed mouse input.

    - keyboard_grabbed (bool) -- Create a window with grabbed keyboard input.

    - input_focus (bool) -- Create a window with input focus.

    - mouse_focus (bool) -- Create a window with mouse focus.

    - allow_high_dpi (bool) -- Create a window in high-DPI mode if supported.

    - mouse_capture (bool) -- Create a window that has the mouse captured (unrelated to INPUT_GRABBED).

    - always_on_top (bool) -- Create a window that is always presented above others.

    - utility (bool) -- Create a window that doesn't appear in the task bar.

  Event behavior if one Window is created: When the close button is pressed, the `QUIT` event will be sent to the event queue.

      import pygame

      window = pygame.Window()

      while True:
      for event in pygame.event.get():
          if event.type == pygame.QUIT:
              pygame.quit()
              raise SystemExit

  Event behavior if multiple windows are created: When the close button is pressed, a `WINDOWCLOSE` event is sent. You need to explicitly destroy the window. Note that the event `QUIT` will only be sent if all windows have been destroyed.

      import pygame

      window1 = pygame.Window(position=(0,100))
      window2 = pygame.Window(position=(700,100))

      while True:
      for event in pygame.event.get():
          if event.type == pygame.WINDOWCLOSE:
              id = event.window.id
              print(f"WINDOWCLOSE event sent to Window #{id}.")
              event.window.destroy()

          if event.type == pygame.QUIT:
              print(f"Last window is destroyed. QUIT event was sent.")
              pygame.quit()
              raise SystemExit

  New in pygame-ce 2.4.0.

  Changed in pygame-ce 2.5.0: when `opengl` is `True`, the `Window` has an OpenGL context created by pygame

  Changed in pygame-ce 2.5.1: Window is now a base class, allowing subclassing

  grab_mouse: bool
    Get or set the window's mouse grab mode.
    grab_mouse -> bool

    When this attribute is set to `True`, the window will try to confine the mouse cursor to itself.

    Note this only set the "mode" of grab. The mouse may be confined to another window depending on the window focus. To get if the mouse is currently restricted to this window, please use `mouse_grabbed`.

    See also

    `mouse_grabbed`

    New in pygame-ce 2.4.0.

  grab_keyboard: bool
    Get or set the window's keyboard grab mode.
    grab_keyboard -> bool

    When this attribute is set to `True`, the window will try to capture system keyboard shortcuts like `Alt+Tab` or the `Meta/Super` key.

    This attribute only set the "mode" of grab. The keyboard may be captured by another window depending on the window focus. To get if keyboard is currently captured by this window, please use `keyboard_grabbed`.

    Note that not all system keyboard shortcuts can be captured by applications (one example is `Ctrl+Alt+Del` on Windows).

    When keyboard grab is enabled, pygame will continue to handle `Alt+Tab` when the window is full-screen to ensure the user is not trapped in your application. If you have a custom keyboard shortcut to exit fullscreen mode, you may suppress this behavior with an environment variable, e.g. `os.environ["SDL_ALLOW_ALT_TAB_WHILE_GRABBED"] = "0"`.

    This attribute requires SDL 2.0.16+.

    See also

    `keyboard_grabbed`

    New in pygame-ce 2.4.0.

  property mouse_grabbed: bool
    Get if the mouse cursor is confined to the window (**read-only**).
    mouse_grabbed -> bool

    Get if the mouse cursor is currently grabbed and confined to the window.

    Roughly equivalent to this expression:

        win.grab_mouse and (win is get_grabbed_window())

    See also

    `grab_mouse`

    New in pygame-ce 2.4.0.

  property keyboard_grabbed: bool
    Get if the keyboard shortcuts are captured by the window (**read-only**).
    keyboard_grabbed -> bool

    Get if the keyboard shortcuts are currently grabbed and captured by the window.

    Roughly equivalent to this expression:

        win.grab_keyboard and (win is get_grabbed_window())

    This attribute requires SDL 2.0.16+.

    See also

    `grab_keyboard`

    New in pygame-ce 2.4.0.

  property focused: bool
    Get if the window is focused (**read-only**).
    focused -> bool

    Get if the window is currently focused. The same result can be achieved using the `WINDOWFOCUSGAINED` and `WINDOWFOCUSLOST` events.

    Use `focus()` to focus and raise the window.

    New in pygame-ce 2.5.2.

  title: str
    Get or set the window title.
    title -> str

    An empty string means that no title is set.

  resizable: bool
    Get or set whether the window is resizable.
    resizable -> bool
  borderless: bool
    Gets or sets whether the window is borderless.
    borderless -> bool

    Note

    You can't change the border state of a fullscreen window.

  always_on_top: bool
    Get or set whether the window is always on top.
    always_on_top -> bool

    Setting the always-on-top mode requires SDL 2.0.16+.

    Note

    Setting this property 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 2.3.1.

  property id: int
    Get the unique window ID (**read-only**).
    id -> int
  property mouse_rect: pygame.rect.Rect | None
    Get or set the mouse confinement rectangle of the window.
    mouse_rect -> Rect | None

    Setting this attribute to a rect-like object confines the cursor to the specified area of this window.

    This attribute can be None, meaning that there is no mouse rect.

    Note that this does NOT grab the cursor, it only defines the area a cursor is restricted to when the window has mouse focus.

    New in pygame-ce 2.4.0.

  property size: tuple[int, int]
    Get or set the window size in pixels.
    size -> tuple[int, int]
  property minimum_size: tuple[int, int]
    Get or set the minimum size of the window's client area.
    minimum_size -> tuple[int, int]

    Initial value in most cases is `(0, 0)`. If `from_display_module()` was used to create the window and `pygame.display.set_mode()`Initialize a window or screen for display. was called with the `SCALED` flag, the initial value is the size used in that call.

    Raises a `ValueError` if negative values are provided or if the width or height provided are greater than set maximum width or height respectively. Unless maximum size is `(0, 0)` (initial value).

    See also

    `maximum_size`.

    New in pygame-ce 2.4.0.

  property maximum_size: tuple[int, int]
    Get or set the maximum size of the window's client area.
    maximum_size -> tuple[int, int]

    Initial value is `(0, 0)`.

    Raises a `ValueError` if negative values are provided or if the width or height provided are less than set minimum width or height respectively.

    See also

    `minimum_size`.

    New in pygame-ce 2.4.0.

  property position: tuple[int, int]
    Get or set the window position in screen coordinates.
    position -> tuple[int, int]

    The position may be a tuple of (x, y) coordinates or `WINDOWPOS_CENTERED` or `WINDOWPOS_UNDEFINED`. The origin is the topleft of the main display.

    Note

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

  opacity: float
    Get or set the window opacity, between 0.0 (fully transparent) and 1.0 (fully opaque).
    opacity -> float

    Note

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

  property opengl: bool
    Get if the window supports OpenGL.
    opengl -> bool

    `True` if the `Window` has an OpenGL context associated with it, `False` otherwise

    New in pygame-ce 2.5.0.

  property utility: bool
    Get if the window is an utility window (**read-only**).
    utility -> bool

    `True` if the window doesn't appear in the task bar, `False` otherwise. This only works for X11 and Windows, for other platforms, creating `Window(utility=True)` won't change anything.

    New in pygame-ce 2.5.3.

  classmethod from_display_module()
    Create a Window object using window data from display module.
    from_display_module() -> Window

    DON'T USE THIS! If you want to draw to a surface and use the window API, use `Window.get_surface()` and `Window.flip()`.

    Create a Window object that uses the same window data from the `pygame.display` Pygame module to control the display window and screen. module, created upon calling `pygame.display.set_mode()`Initialize a window or screen for display..

    Deprecated since pygame-ce 2.4.0.

  get_surface()
    Get the window surface.
    get_surface() -> Surface

    Returns a "display surface" for this Window. The surface returned is analogous to the surface returned by `pygame.display.set_mode()`Initialize a window or screen for display..

    This method allows software rendering (classic pygame rendering) on top of the Window API. This method should not be called when using hardware rendering (coming soon).

    Similarly to the "display surface" returned by `pygame.display` Pygame module to control the display window and screen., this surface will change size with the Window, and will become invalid after the Window's destruction.

    See also

    `flip()`

    New in pygame-ce 2.4.0.

  flip()
    Update the display surface to the window.
    flip() -> None

    Update pixel data from memory to be displayed in the window. This is the Window class equivalent of `pygame.display.flip()`Update the full display Surface to the screen..

    With `get_surface()` this method allows software rendering (classic pygame rendering) flipping pixel data from an associated surface in memory to be displayed in the window. Alternatively, when this window has an associated OpenGL context, this method will instead perform a GL buffer swap to the window.

    Here is a runnable example of using `get_surface` and `flip`:

        import pygame

        win = pygame.Window()
        surf = win.get_surface()  # get the window surface

        while True:
           for event in pygame.event.get():
              if event.type == pygame.QUIT:
                    pygame.quit()
                    raise SystemExit

           # draw something on the surface
           surf.fill("red")

           win.flip()  # update the surface to the window

    New in pygame-ce 2.4.0.

  set_windowed()
    Enable windowed mode (exit fullscreen).
    set_windowed() -> None

    See also

    `set_fullscreen()`

  set_fullscreen()
    Enter fullscreen.
    set_fullscreen(desktop=False) -> None
    Parameters:

      desktop (bool) -- If `True`, use the current desktop resolution. If `False`, change the fullscreen resolution to the window size.

    See also

    `set_windowed()`.

  destroy()
    Destroy the window.
    destroy() -> None

    Destroys the internal window data of this Window object. This method is called automatically when this Window object is garbage collected, so there usually aren't any reasons to call it manually.

    Other methods that try to manipulate that window data will raise an error.

  hide()
    Hide the window.
    hide() -> None
  show()
    Show the window.
    show() -> None
  focus()
    Set the window to be focused.
    focus(input_only=False) -> None

    Raises the window above other windows and sets the input focus.

    Parameters:

      input_only -- if `True`, the window will be given input focus but may be completely obscured by other windows. Only supported on X11. This has been deprecated and may be removed in a future version.

    Deprecated since pygame-ce 2.5.3: `input_only` argument

  restore()
    Restore the size and position of a minimized or maximized window.
    restore() -> None
  maximize()
    Maximize the window.
    maximize() -> None
  minimize()
    Minimize the window.
    minimize() -> None
  set_icon()
    Set the window icon.
    set_icon(icon, /) -> None
    Parameters:

      surface (Surface) -- A Surface to use as the icon.

  set_modal_for()
    Set the window as a modal for a parent window.
    set_modal_for(parent, /) -> None
    Parameters:

      parent (Window) -- The parent window.

    Note

    This function is only supported on X11.

  flash()
    Flash a window to demand attention from the user.
    flash(operation, /) -> None
    Parameters:

      operation (int) -- The flash operation.

    Supported flash operations are:

      - `pygame.FLASH_CANCEL`: Cancel the current flash state if present

      - `pygame.FLASH_BRIEFLY`: Flash for a short amount of time to get attention

      - `pygame.FLASH_UNTIL_FOCUSED`: Keep flashing until the window is focused

    Window flashing requires SDL 2.0.16+. A `pygame.error` standard pygame exception exception will be raised otherwise.

    Note

    This function is only supported on Windows, X11, Wayland and Cocoa (MacOS). A `pygame.error` standard pygame exception exception will be raised if it's not supported therefore it's advised to wrap it in a try block.

        import pygame
        window = pygame.Window()

        try:
            window.flash(pygame.FLASH_BRIEFLY)
        except pygame.error:
            print("Window flashing not supported")

    New in pygame-ce 2.5.2.

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