Python pygame 模块,FULLSCREEN 实例源码

我们从Python开源项目中,提取了以下46个代码示例,用于说明如何使用pygame.FULLSCREEN

项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_list_modes(self):

        # __doc__ (as of 2008-08-02) for pygame.display.list_modes:

          # pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list
          # get list of available fullscreen modes
          # 
          # This function returns a list of possible dimensions 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 resolution should work (this is likely the
          # case for windowed modes). Mode sizes are sorted from biggest to
          # smallest.
          # 
          # If depth is 0, SDL will choose the current/best color depth for the
          # display. The flags defaults to pygame.FULLSCREEN, but you may need
          # to add additional flags for specific fullscreen modes.
          # 

        self.fail()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_mode_ok(self):

        # __doc__ (as of 2008-08-02) for pygame.display.mode_ok:

          # pygame.display.mode_ok(size, flags=0, depth=0): return depth
          # pick the best color depth for a display mode
          # 
          # This function uses the same arguments as pygame.display.set_mode().
          # It is used to depermine 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 most useful flags to pass will be pygame.HWSURFACE,
          # pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
          # return 0 if these display flags cannot be set.
          # 

        self.fail()
项目:photobooth    作者:LoiX07    | 项目源码 | 文件源码
def __init__(self, name, size, fullscreen=True):
        # Call init routines
        pygame.init()

        # Window name
        pygame.display.set_caption(name)

        # Hide mouse cursor
        pygame.mouse.set_visible(False)

        # Store screen and size
        self.size = size
        if fullscreen:
            self.screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
        else:
            self.screen = pygame.display.set_mode(size)
            # windowed mode is for debug so we also show the cursor
            pygame.mouse.set_visible(True)

        # Clear screen
        self.clear()
        self.apply()
项目:rpi_lcars    作者:tobykurien    | 项目源码 | 文件源码
def __init__(self, screen, resolution=(800,480), 
                 ui_placement_mode=False, fps=60, dev_mode=False,
                 audio=(22050, -8, 1, 1024)):
        # init system
        pygame.mixer.init(audio[0], audio[1], audio[2], audio[3])
        pygame.font.init()
        pygame.init()

        self.screenSurface = pygame.display.set_mode(resolution) #, pygame.FULLSCREEN)
        self.fpsClock = pygame.time.Clock()
        self.fps = fps
        pygame.display.set_caption("LCARS")
        if not dev_mode: pygame.mouse.set_visible(False)

        # set up screen elements
        self.all_sprites = pygame.sprite.LayeredDirty()
        self.all_sprites.UI_PLACEMENT_MODE = ui_placement_mode

        self.screen = screen
        self.screen.setup(self.all_sprites)
        self.running = True
项目:pygame-flipclock    作者:prehensile    | 项目源码 | 文件源码
def init_pygame( self, native_width=480, native_height=272 ):

        self.background_colour = ( 255,255,255 )

        pygame.init()

        display_info = pygame.display.Info()
        w = display_info.current_w
        h = display_info.current_h
        self.window_size=(w,h)

        if (w <= native_width) or (h <= native_height):
            self.window = pygame.display.set_mode( self.window_size, pygame.FULLSCREEN )  
        else:
            self.window = pygame.display.set_mode( (native_width, native_height) )

        self.surface = pygame.display.get_surface()

        pygame.mouse.set_visible( False )

        self.clock = pygame.time.Clock()
项目:eduActiv8    作者:imiolek-ireneusz    | 项目源码 | 文件源码
def fullscreen_toggle(self, info):
        """toggle between fullscreen and windowed version with CTRL + F
        current activity will be reset"""
        self.redraw_needed = [True, True, True]
        if self.config.fullscreen is True:
            self.config.fullscreen = False
            self.size = self.wn_size[:]
            self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE)
            self.fs_rescale(info)
        else:
            self.config.fullscreen = True
            self.size = self.fs_size[:]
            self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)
            self.fs_rescale(info)

            pygame.display.flip()
项目:Pygame_Functions    作者:StevePaget    | 项目源码 | 文件源码
def screenSize(sizex, sizey, xpos=None, ypos=None, fullscreen=False):
    global bgcolor
    global screen
    global bgSurface
    if xpos != None and ypos != None:
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (xpos, ypos + 50)
    else:
        windowInfo = pygame.display.Info()
        monitorWidth = windowInfo.current_w
        monitorHeight = windowInfo.current_h
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % ((monitorWidth - sizex) / 2, (monitorHeight - sizey) / 2)
    if fullscreen:
        screen = pygame.display.set_mode([sizex, sizey], pygame.FULLSCREEN)
    else:
        screen = pygame.display.set_mode([sizex, sizey])
    screen.fill(bgcolor)
    pygame.display.set_caption("Graphics Window")
    bgSurface = screen.copy()
    pygame.display.update()
项目:Pygame_Functions    作者:StevePaget    | 项目源码 | 文件源码
def screenSize(sizex, sizey, xpos=None, ypos=None, fullscreen=False):
    global bgcolor
    global screen
    global bgSurface
    if xpos != None and ypos != None:
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (xpos, ypos + 50)
    else:
        windowInfo = pygame.display.Info()
        monitorWidth = windowInfo.current_w
        monitorHeight = windowInfo.current_h
        os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % ((monitorWidth - sizex) / 2, (monitorHeight - sizey) / 2)
    if fullscreen:
        screen = pygame.display.set_mode([sizex, sizey], pygame.FULLSCREEN)
    else:
        screen = pygame.display.set_mode([sizex, sizey])
    screen.fill(bgcolor)
    pygame.display.set_caption("Graphics Window")
    bgSurface = screen.copy()
    pygame.display.update()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_list_modes(self):

        # __doc__ (as of 2008-08-02) for pygame.display.list_modes:

          # pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN): return list
          # get list of available fullscreen modes
          # 
          # This function returns a list of possible dimensions 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 resolution should work (this is likely the
          # case for windowed modes). Mode sizes are sorted from biggest to
          # smallest.
          # 
          # If depth is 0, SDL will choose the current/best color depth for the
          # display. The flags defaults to pygame.FULLSCREEN, but you may need
          # to add additional flags for specific fullscreen modes.
          # 

        self.fail()
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_mode_ok(self):

        # __doc__ (as of 2008-08-02) for pygame.display.mode_ok:

          # pygame.display.mode_ok(size, flags=0, depth=0): return depth
          # pick the best color depth for a display mode
          # 
          # This function uses the same arguments as pygame.display.set_mode().
          # It is used to depermine 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 most useful flags to pass will be pygame.HWSURFACE,
          # pygame.DOUBLEBUF, and maybe pygame.FULLSCREEN. The function will
          # return 0 if these display flags cannot be set.
          # 

        self.fail()
项目:SerialGraphicator    作者:newtonis    | 项目源码 | 文件源码
def Refresh(self):
        self.screen.fill((255,255,255))
        self.App.Refresh()
        pygame.display.update()
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if pygame.key.get_pressed()[pygame.K_LCTRL] and pygame.key.get_pressed()[pygame.K_s] and not self.flag:
            self.flag = True
            name =  str( time.time() )+ ".png"
            pygame.image.save(self.screen , str( time.time() )+ ".png")
            print "screenshot ",name," saved"

        if pygame.key.get_pressed()[ pygame.K_F11 ] and not self.lastpresssed:
            self.lastpresssed = True
            if self.fullscreen == 0:
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT),pygame.FULLSCREEN)
                self.fullscreen = 1
            else:
                self.fullscreen = 0
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

        if not pygame.key.get_pressed()[pygame.K_F11]:
            self.lastpresssed  = False
项目:SerialGraphicator    作者:newtonis    | 项目源码 | 文件源码
def Refresh(self):
        self.screen.fill((255,255,255))
        self.App.Refresh()
        pygame.display.update()
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if pygame.key.get_pressed()[pygame.K_LCTRL] and pygame.key.get_pressed()[pygame.K_s] and not self.flag:
            self.flag = True
            name =  str( time.time() )+ ".png"
            pygame.image.save(self.screen , str( time.time() )+ ".png")
            print "screenshot ",name," saved"

        if pygame.key.get_pressed()[ pygame.K_F11 ] and not self.lastpresssed:
            self.lastpresssed = True
            if self.fullscreen == 0:
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT),pygame.FULLSCREEN)
                self.fullscreen = 1
            else:
                self.fullscreen = 0
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

        if not pygame.key.get_pressed()[pygame.K_F11]:
            self.lastpresssed  = False
项目:SerialGraphicator    作者:newtonis    | 项目源码 | 文件源码
def Refresh(self):
        self.screen.fill((255,255,255))
        self.App.Refresh()
        pygame.display.update()
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if not pygame.key.get_pressed()[pygame.K_LCTRL]:
            self.flag = False
        if pygame.key.get_pressed()[pygame.K_LCTRL] and pygame.key.get_pressed()[pygame.K_s] and not self.flag:
            self.flag = True
            name =  str( time.time() )+ ".png"
            pygame.image.save(self.screen , str( time.time() )+ ".png")
            print "screenshot ",name," saved"

        if pygame.key.get_pressed()[ pygame.K_F11 ] and not self.lastpresssed:
            self.lastpresssed = True
            if self.fullscreen == 0:
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT),pygame.FULLSCREEN)
                self.fullscreen = 1
            else:
                self.fullscreen = 0
                self.screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))

        if not pygame.key.get_pressed()[pygame.K_F11]:
            self.lastpresssed  = False
项目:opseilen    作者:Baal221    | 项目源码 | 文件源码
def __init__(self):
                # Resolution
                self.width = 800
                self.height = 600
                self.resolution = (self.width,self.height)
                #self.fullscreen = pygame.FULLSCREEN

                pygame.init() # Makes pygame work

                # Set the resolution
                self.screen = pygame.display.set_mode(self.resolution)

                # Set Title
                self.caption = pygame.display.set_caption('Main Menu')

                # Set default font
                self.font = pygame.font.Font(None, 30)

                self.Rects = Rects(self)
项目:n1mm_view    作者:n1kdo    | 项目源码 | 文件源码
def init_display():
    """
    set up the pygame display, full screen
    """

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    drivers = ['fbcon', 'directfb', 'svgalib', 'directx', 'windib']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            pygame.display.init()
        except pygame.error:
            #  logging.warn('Driver: %s failed.' % driver)
            continue
        found = True
        logging.debug('using %s driver', driver)
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    pygame.mouse.set_visible(0)
    if driver != 'directx':  # debugging hack runs in a window on Windows
        screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    else:
        logging.info('running in windowed mode')
        # set window origin for windowed usage
        os.putenv('SDL_VIDEO_WINDOW_POS', '0,0')
        # size = (size[0]-10, size[1] - 30)
        screen = pygame.display.set_mode(size, pygame.NOFRAME)

    logging.debug('display size: %d x %d', size[0], size[1])
    # Clear the screen to start
    screen.fill(BLACK)
    return screen, size
项目:pyclimber    作者:manixaist    | 项目源码 | 文件源码
def check_keydown_events(settings, event, screen, tile_map):
    """Respond to key down events"""
    player = tile_map.player
    if event.key == pygame.K_ESCAPE:
        sys.exit()

    if event.key == pygame.K_a:
        generate_new_random_blob(settings, screen, settings.image_res.enemy_blob_images, tile_map)

    if event.key == pygame.K_r:
        reset_game(tile_map)

    if event.key == pygame.K_LEFT:
        if not player.idle_top:
            if player.dx == 0.0:
                player.dx = -1 * settings.player_dx
                player.facing_left = True

    if event.key == pygame.K_RIGHT:
        if not player.idle_top:
            if player.dx == 0.0:
                player.dx = settings.player_dx
                player.facing_left = False

    if event.key == pygame.K_F9:
        if settings.fullscreen == True:
            settings.fullscreen = False
            pygame.display.set_mode((800, 600))
        else:
            settings.fullscreen = True
            pygame.display.set_mode((800, 600), pygame.FULLSCREEN)
项目:photobooth    作者:eoghan-c    | 项目源码 | 文件源码
def init_pygame(self):
        pygame.init()
        self.size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        print "Initialised PyGame: Screen Width " + str(self.size[0]) + " x Height " + str(self.size[1])

        pygame.display.set_caption('Photo Booth')
        pygame.mouse.set_visible(False) # Hide the mouse cursor
        self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)
项目:mqtt-control-panel    作者:colinodell    | 项目源码 | 文件源码
def __init__(self, background = None):
        # Init framebuffer/touchscreen environment variables
        os.putenv('SDL_VIDEODRIVER', 'fbcon')
        os.putenv('SDL_FBDEV', '/dev/fb1')
        os.putenv('SDL_MOUSEDRV', 'TSLIB')
        os.putenv('SDL_MOUSEDEV', '/dev/input/touchscreen')

        self._backlight_on = True
        self.on()

        # Init pygame and screen
        print "Initting..."
        pygame.init()
        print "Setting Mouse invisible..."
        pygame.mouse.set_visible(False)
        print "Setting fullscreen..."
        modes = pygame.display.list_modes(16)
        self._screen = pygame.display.set_mode(modes[0], pygame.FULLSCREEN, 16)
        self._needs_update = True

        # Load background
        self._background = pygame.image.load(background)
        self._screen.fill(0)
        self._screen.blit(self._background, (0, 0))
        pygame.display.update()

        # Load font
        self._font = pygame.font.SysFont("Arial", 24)

        self._images = []
        self._buttons = []
        self._status_lines = []

        self.update()
项目:project_xcape    作者:OthmanEmpire    | 项目源码 | 文件源码
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:

            if event.key == pg.K_ESCAPE:
                self.effect.timeStartDarken = self.effect.time
                self.effect.timeEndDarken = self.effect.time + self.dt
                self.audio.state = "exit"

            if event.key == pg.K_UP:
                self.arrow.moveUp()
            if event.key == pg.K_DOWN:
                self.arrow.moveDown()

            if self.arrow.index == 0:
                if event.key == pg.K_RIGHT:
                    self.backgroundSetting.next()
                if event.key == pg.K_LEFT:
                    self.backgroundSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.backgroundSetting.index == 0:
                        self.render.flip(True, False)
                    if self.backgroundSetting.index == 1:
                        self.render.flip(False, True)

            if self.arrow.index == 1:
                if event.key == pg.K_RIGHT:
                    self.fullscreenSetting.next()
                if event.key == pg.K_LEFT:
                    self.fullscreenSetting.previous()
                if event.key == pg.K_RETURN:
                    if self.fullscreenSetting.index == 0:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT))
                    if self.fullscreenSetting.index == 1:
                        pg.display.set_mode((settings.WIDTH, settings.HEIGHT),
                                            pg.FULLSCREEN)

                    self.messageMenu("screen")
                    self.messageScene("screen")
                    self.messageCutScene("screen")
项目:pi-photo-booth    作者:gamblecd    | 项目源码 | 文件源码
def __initScreen(self):
        pygame.init()
        self.screen = pygame.display.set_mode([1920, 1200], pygame.FULLSCREEN)
        pygame.display.update()
        self.outputScreen = OutputScreen(self.screen)
项目:rexmenu    作者:robmcmullen    | 项目源码 | 文件源码
def setup(self):
        self.font = pygame.font.Font(None, 30)
        if self.cfg is not None:
            self.parse_games_cfg(self.cfg)
        else:
            self.parse_games()
        if self.windowed:
            flags = 0
        else:
            flags = pygame.FULLSCREEN
            info = pygame.display.Info()
            self.w = info.current_w
            self.h = info.current_h
        self.screen = pygame.display.set_mode((self.w, self.h), flags)
        pygame.mouse.set_visible(False)
项目:driveboardapp    作者:nortd    | 项目源码 | 文件源码
def __init__(self, resolution=(640, 480), cmdline=""):
        self.color = (0,0,0)
        self.resolution = resolution
        if "--fullscreen" in cmdline:
            self.window = \
                pygame.display.set_mode(self.resolution, pygame.FULLSCREEN) 
        else:
            self.window = pygame.display.set_mode(self.resolution)
        # pygame.display.set_mode() verändert die Größe des Fensters
        # Über das zweite Argument, pygame.FULLSCREEN, kann das Fenster
        # in den Vollbildmodus versetzt werden

        pygame.display.set_caption('A Simple Yet Insightful Pygame Example') 
        # Verändert die Beschriftung des Fensters

        pygame.mouse.set_visible(0)
        # Verhindert, dass die Maus gezeigt wird

        self.screen = pygame.display.get_surface()
        # Generiert ein Surface des Fensters
        # Siehe: Allgemeines über Surfaces

        self.screen.fill(self.color)
        # Füllt das Surface self.screen mit der übergebenen Farbe
        # Siehe: Allgemeines über Farben

        self.screen_rect = self.screen.get_rect()
        # Rectangle des Fensters
        # Siehe: Allgemeines über Rectangles
项目:photobooth    作者:maduck    | 项目源码 | 文件源码
def __init__(self):
        self.runtime_id = 0
        self._canvas = None
        self._background = None
        self._photo_space = None
        self.target_dir = None
        self.font = None
        self._init_camera()
        self.photos = []
        self.printer = backends.acquire_backend("output", "line_printer", self.config)
        self._init_gpio()
        self._get_last_runtime_id()
        self.get_current_photo_directory()

        pygame.init()
        self.clock = pygame.time.Clock()
        self.limit_cpu_usage()
        display_mode = pygame.HWSURFACE | pygame.DOUBLEBUF | pygame.FULLSCREEN
        self._canvas = pygame.display.set_mode((0, 0), display_mode)
        self.screen_width = pygame.display.Info().current_w
        self.screen_height = pygame.display.Info().current_h
        self._background = self.fill_background()
        self._photo_space = self.fill_photo_space()
        self._running = True
        self.font = pygame.font.Font(self.config.get('font_filename'), self.config.getint('font_size'))
        pygame.mouse.set_visible(False)
项目:pool    作者:max-kov    | 项目源码 | 文件源码
def __init__(self):
        if config.fullscreen:
            config.set_max_resolution()
            self.surface = pygame.display.set_mode(config.resolution, pygame.FULLSCREEN)
        else:
            self.surface = pygame.display.set_mode(config.resolution)
        self.background = pygame.Surface(self.surface.get_size())
        self.background = self.background.convert()
        self.background.fill(config.table_color)
        self.surface.blit(self.background, (0, 0))
项目:OfMagesAndMagic    作者:munnellg    | 项目源码 | 文件源码
def __initialize_display(self):
        self.resolution_key = self.settings['screen']['resolution']
        resolution = self.settings['valid_resolutions'][self.resolution_key]
        self.resolution = (resolution['width'], resolution['height'])

        if self.settings['screen']['fullscreen']:
            self.screen = pygame.display.set_mode(self.resolution, pygame.FULLSCREEN | pygame.DOUBLEBUF)
        else:
            self.screen = pygame.display.set_mode(self.resolution, pygame.DOUBLEBUF)
        pygame.display.set_caption(self.settings['title'])
项目:MonitorDarkly    作者:RedBalloonShenanigans    | 项目源码 | 文件源码
def main():
    pg.init()
    screen = pg.display.set_mode((1920,1200), pg.FULLSCREEN|pg.DOUBLEBUF|pg.HWSURFACE)

    lock = image.DellImage("lock_https.gif")
    packet = cnc_packet.build_upload_packet(cnc_packet.build_image_blob(lock, 50, 50))
    display_packet(packet, screen)

    while True:
        x, y = pg.mouse.get_pos()
        packet = cnc_packet.build_cursor_packet(x, y)
        display_packet(packet, screen)
项目:Slither    作者:PySlither    | 项目源码 | 文件源码
def setFullScreen(mode):
    "If mode is True, turns on full screen, otherwise, turns it off"
    global screen
    if mode:
        screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN|pygame.HWSURFACE|pygame.DOUBLEBUF)
    else:
        screen = pygame.display.set_mode(SCREEN_SIZE)
项目:BlueDot    作者:martinohanlon    | 项目源码 | 文件源码
def __init__(self, device, server, fullscreen, width, height):

        #init pygame
        pygame.init()

        #load font
        font = pygame.font.SysFont(FONT, FONTSIZE)

        #setup the screen
        #set the screen caption
        pygame.display.set_caption("Blue Dot")

        #create the screen
        screenflags = 0

        if fullscreen:
            screenflags = pygame.FULLSCREEN
            if width == None and height == None:
                display_info = pygame.display.Info()
                width = display_info.current_w
                height = display_info.current_h

        if width == None: width = DEFAULTSIZE[0]
        if height == None: height = DEFAULTSIZE[1]

        screen = pygame.display.set_mode((width, height), screenflags)

        #has a server been specified?  If so connected directly
        if server:
            button_screen = ButtonScreen(screen, font, device, server, width, height)
            button_screen.run()
        else:
            #start the devices screen
            devices_screen = DevicesScreen(screen, font, device, width, height)
            devices_screen.run()

        pygame.quit()
项目:ATLeS    作者:liffiton    | 项目源码 | 文件源码
def get_screen(xwin=False):
    """Initializes a new pygame screen using the framebuffer"""
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Make sure that SDL_VIDEODRIVER is set
    if xwin:
        driver = 'x11'
    else:
        driver = 'directfb'   # alternatives: 'fbcon', 'svgalib'
    if not os.getenv('SDL_VIDEODRIVER'):
        os.putenv('SDL_VIDEODRIVER', driver)

    try:
        pygame.display.init()
    except pygame.error:
        raise Exception('Display init failed with driver: {0}'.format(driver))

    if xwin:
        size = (320, 200)
        options = 0
    else:
        # fullscreen
        info = pygame.display.Info()
        size = (info.current_w, info.current_h)
        print "Framebuffer size: %d x %d" % (size[0], size[1])
        options = pygame.FULLSCREEN | pygame.DOUBLEBUF
    screen = pygame.display.set_mode(size, options)

    # Clear the screen to start
    screen.fill((0, 0, 0))
    pygame.mouse.set_visible(False)
    # Render the screen
    pygame.display.update()

    return screen
项目:planet-hopper    作者:reddit-pygame    | 项目源码 | 文件源码
def toggle_fullscreen(self, key):
        if key == pg.K_F1:
            screen_size = pg.display.get_surface().get_size()
            self.fullscreen = not self.fullscreen
            if self.fullscreen:
                self.screen = pg.display.set_mode(screen_size, pg.FULLSCREEN)
            else:
                self.screen = pg.display.set_mode(screen_size)
项目:pygame-event-calendar-and-pianobar    作者:scottpcrawford    | 项目源码 | 文件源码
def main():
    pg.init()
    pg.mouse.set_visible(False) # hide the pointer
    #screen = pg.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pg.FULLSCREEN) # windows
    screen = pg.display.set_mode((1920, 1080), pg.NOFRAME) # linux
    game = Game(screen)
    game.create_sprites()
    game.update_calendar()
    game.update_weather()
    game.change_state()
    game.run()
    exit(0)
项目:python-mediadecoder    作者:dschreij    | 项目源码 | 文件源码
def __init__(self, dimensions, fullscreen = False, soundrenderer="pyaudio",
        loop=False):
        """ Constructor.

        Parameters
        ----------
        dimensions : tuple (width, height)
            The dimension of the window in which the video should be shown. Aspect
            ratio is maintained.
        fullscreen : bool, optional
            Indicates whether the video should be displayed in fullscreen.
        soundrenderer : {'pyaudio','pygame'}
            Designates which sound backend should render the sound. 
        """

        pygame.init()
        (windowWidth, windowHeight) = dimensions
        flags = pygame.DOUBLEBUF|pygame.OPENGL|pygame.HWSURFACE
        self.fullscreen = fullscreen
        if fullscreen:
            flags = flags | pygame.FULLSCREEN
        pygame.display.set_mode((windowWidth,windowHeight), flags)
        self.windowSize = (windowWidth, windowHeight)

        self.soundrenderer=soundrenderer        
        self.loop = loop
        self.texUpdated = False

        self.__initGL()

        self.decoder = Decoder(
            videorenderfunc=self.__texUpdate,
        )
        self.texture_locked = False
项目:PYDOJO    作者:sprintingkiwi    | 项目源码 | 文件源码
def screen(w, h, fullscreen=False):
    screen_info.resolution = [w, h]
    if fullscreen:
        screen_info.screen = pygame.display.set_mode([w, h], pygame.FULLSCREEN)
    else:
        screen_info.screen = pygame.display.set_mode([w, h])
    # Create surface for turtle drawings
    create_pen_surface()
    # Get screen center
    CENTER.x = screen_info.resolution[0] / 2
    CENTER.y = screen_info.resolution[1] / 2
项目:mac-package-build    作者:persepolisdm    | 项目源码 | 文件源码
def __init__(self, resolution=(640, 480), cmdline=""):
        self.color = (0,0,0)
        self.resolution = resolution
        if "--fullscreen" in cmdline:
            self.window = \
                pygame.display.set_mode(self.resolution, pygame.FULLSCREEN) 
        else:
            self.window = pygame.display.set_mode(self.resolution)
        # pygame.display.set_mode() verändert die Größe des Fensters
        # Über das zweite Argument, pygame.FULLSCREEN, kann das Fenster
        # in den Vollbildmodus versetzt werden

        pygame.display.set_caption('A Simple Yet Insightful Pygame Example') 
        # Verändert die Beschriftung des Fensters

        pygame.mouse.set_visible(0)
        # Verhindert, dass die Maus gezeigt wird

        self.screen = pygame.display.get_surface()
        # Generiert ein Surface des Fensters
        # Siehe: Allgemeines über Surfaces

        self.screen.fill(self.color)
        # Füllt das Surface self.screen mit der übergebenen Farbe
        # Siehe: Allgemeines über Farben

        self.screen_rect = self.screen.get_rect()
        # Rectangle des Fensters
        # Siehe: Allgemeines über Rectangles
项目:pyweather    作者:rbischoff    | 项目源码 | 文件源码
def __init__(self, drivers=DEFAULT_DRIVERS, size=DEFAULT_SIZE, screen_type=DEFAULT_SCREEN, borders=(5, 5),
                 border_width=3, line_color=(255, 255, 255), font='freesans', font_color=(255, 255, 255),
                 icons=ICON_DICTIONARY):
        """DisplayDriver class is the class that build the base display for use in the weather
        app.  Argument descriptions: drivers is a tuple of strings with available SDL_VIDEODRIVER
        environmental varaibles; size is a tuple of two integers describing the x, y size of the
        screen; screen_type is a string value that corresponds to the pygame constants for
        dispay.set_mode
        """

        formats = {'no_frame': pygame.NOFRAME, 'full_screen': pygame.FULLSCREEN, 'double_buff': pygame.DOUBLEBUF,
                   'hw_surface': pygame.HWSURFACE, 'open_GL': pygame.OPENGL, 'resizable': pygame.RESIZABLE}

        self._system_data = SystemData()
        self._display_instance = None
        self._drivers = drivers
        self._size = size
        self._borders = borders
        self._border_width = border_width
        self._line_color = line_color
        self._font = font
        self._font_color = font_color
        self._format = formats[screen_type]
        self._icons = icons
        self._base_dir = os.getcwd() + ICON_BASE_DIR
        self._scale_icons = True
        self._xmax = self._size[0] - self._borders[0]
        self._ymax = self._size[1] - self._borders[1]
        self._av = 1
        self._av_time = 1
        self._screen = None
        self._blits = []
项目:SDPremote    作者:MartinBienz    | 项目源码 | 文件源码
def __init__(self):
        "Ininitializes a new pygame screen using the framebuffer"
        # Based on "Python GUI in Linux frame buffer"
        # http://www.karoltomala.com/blog/?p=679
        disp_no = os.getenv("DISPLAY")
        if disp_no:
            print "I'm running under X display = {0}".format(disp_no)

        os.putenv('SDL_FBDEV', '/dev/fb1')

        # Select frame buffer driver
        # Make sure that SDL_VIDEODRIVER is set
        driver = 'fbcon'
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            exit(0)

        size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        self.screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
        # Clear the screen to start
        self.screen.fill((0, 0, 0))
        # Initialise font support
        pygame.font.init()
        # Render the screen
        pygame.display.update()
项目:Projects    作者:it2school    | 项目源码 | 文件源码
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # 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.
          # 
          # The resolution 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 resolution 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 resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # 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). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     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

        self.fail()
项目:pySokoban    作者:kazantzakis    | 项目源码 | 文件源码
def __init__(self):

        if platform.system() == "Windows":
            pygame.display.init()
            pygame.display.set_caption("pySokoban")
            self.size = (800,600)
            self.screen = pygame.display.set_mode(self.size)

        elif self.getUserInterface() == "graphics":
            pygame.display.init()
            pygame.display.set_caption("pySokoban")
            self.size = (800,600)
            self.screen = pygame.display.set_mode(self.size)
        else: 
            "Ininitializes a new pygame screen using the framebuffer"
            # Based on "Python GUI in Linux frame buffer"
            # http://www.karoltomala.com/blog/?p=679
            disp_no = os.getenv("DISPLAY")
            if disp_no:
                print "I'm running under X display = {0}".format(disp_no)

            # Check which frame buffer drivers are available
            # Start with fbcon since directfb hangs with composite output
            drivers = ['fbcon', 'directfb', 'svgalib']
            found = False
            for driver in drivers:
                # Make sure that SDL_VIDEODRIVER is set
                if not os.getenv('SDL_VIDEODRIVER'):
                    os.putenv('SDL_VIDEODRIVER', driver)
                try:
                    pygame.display.init()
                except pygame.error:
                    print 'Driver: {0} failed.'.format(driver)
                    continue
                found = True
                break

            if not found:
                raise Exception('No suitable video driver found!')

            self.size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Framebuffer size: %d x %d" % (self.size[0], self.size[1])
            self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN)

        # Clear the screen to start
        self.screen.fill((0, 0, 0))        
        # Initialise font support
        pygame.font.init()
        # Disable mouse
        pygame.mouse.set_visible(False)
        # Render the screen
        pygame.display.update()
项目:MVP2    作者:critterandguitari    | 项目源码 | 文件源码
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    #drivers = ['fbcon']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
项目:MVP2    作者:critterandguitari    | 项目源码 | 文件源码
def init():
    "Ininitializes a new pygame screen using the framebuffer"
    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        print "I'm running under X display = {0}".format(disp_no)

    # Check which frame buffer drivers are available
    # Start with fbcon since directfb hangs with composite output
    #drivers = ['fbcon', 'directfb', 'svgalib']
    #drivers = ['directfb', 'svgalib']
    drivers = ['vesafbdf']
    found = False
    for driver in drivers:
        # Make sure that SDL_VIDEODRIVER is set
        if not os.getenv('SDL_VIDEODRIVER'):
            os.putenv('SDL_VIDEODRIVER', driver)
        try:
            print 'Driver: {0} '.format(driver)
            pygame.display.init()
        except pygame.error:
            print 'Driver: {0} failed.'.format(driver)
            exit()
            continue
        found = True
        break

    if not found:
        raise Exception('No suitable video driver found!')

    size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
    print "Framebuffer size: %d x %d" % (size[0], size[1])

    pygame.mouse.set_visible(False)
    screen = pygame.display.set_mode(size, pygame.FULLSCREEN)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.DOUBLEBUF)
    #screen = pygame.display.set_mode(size, pygame.FULLSCREEN | pygame.HWSURFACE)


    # Clear the screen to start
    screen.fill((255, 105, 180))        
    # Initialise font support
    pygame.font.init()
    # Render the screen
    pygame.display.update()
    return screen
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def todo_test_set_mode(self):

        # __doc__ (as of 2008-08-02) for pygame.display.set_mode:

          # pygame.display.set_mode(resolution=(0,0), flags=0, depth=0): return Surface
          # initialize a window or screen for display
          # 
          # 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.
          # 
          # The resolution 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 resolution 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 resolution cannot be made. In these situations
          # pygame will select the closest compatable match. The returned
          # surface will still always match the requested resolution.
          # 
          # 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). If you pass
          # 0 or no flags argument it will default to a software driven window.
          # Here are the display flags you will want to choose from:
          # 
          #    pygame.FULLSCREEN    create a fullscreen display
          #    pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
          #    pygame.HWSURFACE     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

        self.fail()
项目:LovelySpace    作者:lmb753    | 项目源码 | 文件源码
def __init__(self):
        self.parameters = Parameters("Config/default.ini")
        if isfile("Config/config.ini") :
            self.parameters.Load("Config/config.ini")

        # screen mode
        screenMode = self.parameters["screenMode"]
        if(screenMode == Screen_mode.Fullscreen) :
            args = pygame.HWSURFACE | pygame.FULLSCREEN | pygame.DOUBLEBUF
        elif(screenMode == Screen_mode.Borderless) :
            os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0'
            args = pygame.NOFRAME
        else:
            args = 0
            os.environ["SDL_VIDEO_CENTERED"] = "1"

        # window icon
        self.icon = pygame.image.load("Assets/icon.png")
        self.icon = pygame.transform.scale(self.icon, (32, 32))
        pygame.display.set_icon(self.icon)

        # window parameters
        self.width = self.parameters["windowWidth"]
        self.height = self.parameters["windowHeight"]

        # some managers and important things
        self.screen = pygame.display.set_mode((self.width, self.height), args)
        pygame.display.set_caption("Lovely Space")
        self.clock = pygame.time.Clock()
        self.input = input.Input(self)
        self.audio = audio.Audio()
        self.size = size.Size(self.width, self.height, 1920, 1080)

        # a random font
        self.fpsFont = pygame.font.SysFont("Arial", 25)

        # drunk shit
        self.iniPosition = pygame.math.Vector2(0, 200)
        self.drunkY = 1
        self.drunkX = 1

        # pause things
        self.pause = None
        self.isPaused = False

        self.mode = titlescreen.TitleScreen(self)
        #self.mode = game.Game(self)
项目:ATLeS    作者:liffiton    | 项目源码 | 文件源码
def _get_screen(xwin=False):
    """Initializes a new pygame screen using the framebuffer"""
    if display_mocked:
        xwin = True

    # Based on "Python GUI in Linux frame buffer"
    # http://www.karoltomala.com/blog/?p=679
    disp_no = os.getenv("DISPLAY")
    if disp_no:
        logging.info("Running under X display %s", disp_no)

    # Make sure that SDL_VIDEODRIVER is set
    if xwin:
        driver = 'x11'
    else:
        driver = 'directfb'   # alternatives: 'fbcon', 'svgalib'
    if not os.getenv('SDL_VIDEODRIVER'):
        os.putenv('SDL_VIDEODRIVER', driver)

    try:
        pygame.display.init()
    except pygame.error:
        logging.exception("Display init failed using driver: %s", driver)
        raise

    if xwin:
        size = (320, 200)
        options = 0
    else:
        # fullscreen
        info = pygame.display.Info()
        size = (info.current_w, info.current_h)
        logging.info("Framebuffer size: %d x %d", size[0], size[1])
        options = pygame.FULLSCREEN | pygame.DOUBLEBUF
    screen = pygame.display.set_mode(size, options)

    # Clear the screen to start
    screen.fill((0, 0, 0))
    pygame.mouse.set_visible(False)
    # Render the screen
    pygame.display.update()

    return screen
项目:pythongame    作者:videlanicolas    | 项目源码 | 文件源码
def main():
    DISPLAYSURF = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
    pygame.display.set_caption('Agario')
    FPSCLOCK = pygame.time.Clock()
    FOODAMOUNT = 300
    FPS = 1000

    world_map = ContinuousMap(DISPLAYSURF,MAP_LENGTH,MAP_LENGTH)
    world_map.speed = 10
    world_map.character.radius = 100
    for _ in range(FOODAMOUNT):
        world_map.add_object(random.randint(0,MAP_LENGTH),random.randint(0,MAP_LENGTH))

    f = pygame.font.Font(None, 64)
    while True:
        for e in pygame.event.get():
            if e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        k = pygame.key.get_pressed()
        if k[K_UP]:
            world_map.character_move(Directions.UP)
        if k[K_DOWN]:
            world_map.character_move(Directions.DOWN)
        if k[K_LEFT]:
            world_map.character_move(Directions.LEFT)
        if k[K_RIGHT]:
            world_map.character_move(Directions.RIGHT)
        if k[K_p]:
            world_map.character.radius += 1
        if k[K_l]:
            world_map.character.radius -= 1
        #world_map.animate()
        world_map.draw()
        FPSCLOCK.tick(FPS)
        UPDATE()
        if world_map.has_lost():
            DISPLAYSURF.blit(f.render("GAME OVER", True, (255, 255, 255)), (0,0))
            """
            while not any(e.type == KEYDOWN and e.key == K_ESCAPE for e in pygame.event.get()):
                pass
            pygame.quit()
            sys.exit()
            """
项目:mini_rpg    作者:paolo-perfahl    | 项目源码 | 文件源码
def screensaver(screenresolution = (640,480), fullscreen = False):
    # -*- coding: utf-8 -*-
    """very simple test "game" or screensaver.
       all the user have to do is press ESC or SPACE.
       the "game" paint random circles.
       the "game" accept a screen resolution tuple as argument.
       the "game" returns the time passed until the user pressed space"""
    pygame.init()                      #initialize pygame
    if fullscreen:
        screen=pygame.display.set_mode((screenresolution[0],screenresolution[1]), pygame.FULLSCREEN) # set screensize of pygame window
    else:
        screen=pygame.display.set_mode((screenresolution[0],screenresolution[1])) # set screensize of pygame window
    background = pygame.Surface(screen.get_size())  #create empty pygame surface
    background.fill((255,255,255))     #fill the background white color (red,green,blue)
    background = background.convert()  #convert Surface object to make blitting faster
    screen.blit(background, (0,0))     #draw the background on screen
    clock = pygame.time.Clock()        #create a pygame clock object
    mainloop = True                    
    FPS = 30 # desired framerate in frames per second. try out other values !
    playtime = 0.0 # how many seconds the "game" is played
    while mainloop:
        milliseconds = clock.tick(FPS) # do not go faster than this framerate
        playtime += milliseconds / 1000.0 # add seconds to playtime
        # paint random circles
        color = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
        pygame.draw.circle(screen, color, (random.randint(0,screenresolution[0]),
                                           random.randint(0,screenresolution[1])),
                                           random.randint(1, min(screenresolution[0], screenresolution[1])),
                                           random.randint(0,1))        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                mainloop = False # pygame window closed by user
            elif event.type == pygame.KEYDOWN:
                print "event key:", event.key
                if event.key == pygame.K_ESCAPE:
                    mainloop = False # user pressed ESC
                if event.key == pygame.K_SPACE:
                    mainloop = False # user pressed ESC
        pygame.display.set_caption("press ESC to quit. FPS: %.2f (%ix%i), time: %.2f seonds" % (clock.get_fps(), screenresolution[0], screenresolution[1], playtime))
        pygame.display.flip()          # flip the screen like in a flip book
    print "This 'game' was played for %.2f seconds" % playtime
    pygame.quit()
    return playtime # in seconds
项目:SDPremote    作者:MartinBienz    | 项目源码 | 文件源码
def initscreen(width, height) :

    #Initialisation 
    pygame.init()

    if headless:
        #will not anymore be enabled as pygame will not init the screen if headless

        os.putenv('SDL_VIDEODRIVER', 'dummy')
        screen = pygame.display.set_mode((1,1))

        size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        print "Pygame interface started in dummy mode, framebuffer size: %d x %d" % (size[0], size[1])

    else:

        #init screen / window or fullscreen
        if windowed:
            #window mode with w and h submitted to the function
            screen = pygame.display.set_mode((width,height),0,32)
            pygame.display.set_caption(mytitle)

            size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Pygame interface started in window mode, framebuffer size: %d x %d" % (size[0], size[1])
        else:
            #if FS PUT fb1 as the framebuffer device => pitft, res, 320 x 240
            # 29.03.2015... not working anymore on the pitft... with PRE "export SDL_FBDEV=/dev/fb1" IT WORKS!

            os.environ["SDL_FBDEV"] = "/dev/fb1"
            os.environ["SDL_MOUSEDRV"] = "TSLIB"
            os.environ["SDL_MOUSEDEV"] = "/dev/input/touchscreen"

            #os.putenv('SDL_VIDEODRIVER', 'fbcon')
            #os.putenv('SDL_FBDEV'      , '/dev/fb1')
            #os.putenv('SDL_MOUSEDRV'   , 'TSLIB')
            #os.putenv('SDL_MOUSEDEV'   , '/dev/input/touchscreen')

            #screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) #not working anymore...
            screen = pygame.display.set_mode([320, 240], pygame.FULLSCREEN) #try like so OR without FS Flag?

            size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
            print "Pygame interface started in fullscreen mode, framebuffer size: %d x %d" % (size[0], size[1])

    return screen