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Merge pull request #2847 from RainRat/main
fix typos
2 parents 0f46842 + b28a452 commit a21ccf2

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docs/reST/c_api/color.rst

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@@ -26,7 +26,7 @@ Header file: src_c/include/pygame.h
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.. c:function:: PyObject* pgColor_New(Uint8 rgba[])
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Return a new :py:class:`pygame.Color` instance for the the four element array *rgba*.
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Return a new :py:class:`pygame.Color` instance from the four element array *rgba*.
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On failure, raise a Python exception and return ``NULL``.
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.. c:function:: PyObject* pgColor_NewLength(Uint8 rgba[], Uint8 length)

docs/reST/ref/font.rst

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@@ -300,7 +300,7 @@ solves no longer exists, it will likely be removed in the future.
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| :sg:`point_size -> int`
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Returns the point size of the font. Will not be accurate upon initializing
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the font object when the font name is initalized as ``None``.
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the font object when the font name is initialized as ``None``.
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.. versionadded:: 2.3.1
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| :sg:`set_point_size(size, /) -> int`
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Sets the point size of the font, which is the value that was used to
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initalize this font.
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initialize this font.
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.. versionadded:: 2.3.1
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| :sg:`get_point_size() -> int`
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Returns the point size of the font. Will not be accurate upon
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initializing the font object when the font name is initalized
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initializing the font object when the font name is initialized
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as ``None``.
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.. versionadded:: 2.3.1

docs/reST/ref/pixelarray.rst

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@@ -42,7 +42,7 @@
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if pxarray[0, 0] == surface.map_rgb((0, 0, 255)):
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...
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When assigning to a range of of pixels, a non tuple sequence of colors or
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When assigning to a range of pixels, a non tuple sequence of colors or
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a PixelArray can be used as the value. For a sequence, the length must
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match the PixelArray width.
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pxarray[::2] = (0, 0, 0) # Same as [::2, :]
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During its lifetime, the PixelArray locks the surface, thus you explicitly
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have to close() it once its not used any more and the surface should perform
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have to close() it once it's not used any more and the surface should perform
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operations in the same scope. It is best to use it as a context manager
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using the with PixelArray(surf) as pixel_array: style. So it works on pypy too.
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docs/reST/ref/sdl2_controller.rst

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@@ -222,7 +222,7 @@ events related to controllers.
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.. versionchangedold:: 2.0.2: Return type changed from ``str`` to ``dict``
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.. ## Contorller.get_mapping ##
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.. ## Controller.get_mapping ##
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.. method:: set_mapping
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.. versionchangedold:: 2.0.2: Renamed from ``add_mapping`` to ``set_mapping``
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.. versionchangedold:: 2.0.2: Argument type changed from ``str`` to ``dict``
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.. ## Contorller.set_mapping ##
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.. ## Controller.set_mapping ##
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.. method:: rumble
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.. versionaddedold:: 2.0.2
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.. ## Contorller.rumble ##
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.. ## Controller.rumble ##
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.. method:: stop_rumble
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.. versionaddedold:: 2.0.2
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.. ## Contorller.stop_rumble ##
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.. ## Controller.stop_rumble ##
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.. ## pygame._sdl2.controller ##

docs/reST/ref/sprite.rst

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@@ -244,7 +244,7 @@ Sprites are not thread safe. So lock them yourself if using threads.
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Add any number of Sprites to this Group. This will only add Sprites that
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are not already members of the Group.
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Each sprite argument can also be a iterator containing Sprites.
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Each sprite argument can also be an iterator containing Sprites.
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.. ## Group.add ##
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Remove any number of Sprites from the Group. This will only remove
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Sprites that are already members of the Group.
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Each sprite argument can also be a iterator containing Sprites.
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Each sprite argument can also be an iterator containing Sprites.
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.. ## Group.remove ##
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similar to using the "in" operator on the Group ("if sprite in group:
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..."), which tests if a single Sprite belongs to a Group.
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Each sprite argument can also be a iterator containing Sprites.
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Each sprite argument can also be an iterator containing Sprites.
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.. ## Group.has ##
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.. method:: sprites
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| :sl:`returns a ordered list of sprites (first back, last top).`
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| :sl:`returns an ordered list of sprites (first back, last top).`
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| :sg:`sprites() -> sprites`
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.. ## LayeredUpdates.sprites ##

docs/reST/ref/transform.rst

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@@ -169,7 +169,7 @@ Instead, always begin with the original image and scale to the desired size.)
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| :sl:`return smoothscale filter version in use: 'GENERIC', 'MMX', 'SSE', 'SSE2', or 'NEON'`
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| :sg:`get_smoothscale_backend() -> string`
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Shows whether or not smoothscale is using SIMD accleration.
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Shows whether or not smoothscale is using SIMD acceleration.
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If no acceleration is available then "GENERIC" is returned. The level of
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acceleration possible is automatically determined at runtime.
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examples/aliens.py

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def load_sound(file):
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"""because pygame can be be compiled without mixer."""
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"""because pygame can be compiled without mixer."""
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if not pygame.mixer:
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return None
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file = os.path.join(main_dir, "data", file)

examples/multiplayer_joystick.py

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@@ -73,7 +73,7 @@ def create_surf(size, color):
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# disconnect controller
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if event.instance_id in active_players:
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disconnect_joystick(event.instance_id)
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# check if there is at leat one controller connected
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# check if there is at least one controller connected
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are_no_controllers_connected = True
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for player in players:
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if player:

examples/testsprite.py

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It is an abomination of ugly code, and mostly used for testing.
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See pygame.examples.aliens for some prettyier code.
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See pygame.examples.aliens for some prettier code.
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"""
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import sys

setup.py

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compile_cython = not no_compilation
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# does nothing now, but consume the arg anyways for compatibilty
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# does nothing now, but consume the arg anyways for compatibility
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consume_arg('cython')
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cython_only = False

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