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Merge pull request #3361 from pygame-community/ankith26-fix-docs-tabs
Use spaces instead of tabs in docs rst files
2 parents 622f650 + a325707 commit 9dd40e6

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docs/reST/c_api/slots.rst

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@@ -16,7 +16,7 @@ base.c has this exposing the pg_RGBAFromObj function to the `c_api` structure:
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Then in src_c/include/_pygame.h there is an
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#define pg_RGBAFromObj.
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#define pg_RGBAFromObj.
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Also in _pygame.h, it needs to define the number of slots the base module uses. This is PYGAMEAPI_BASE_NUMSLOTS. So if you were adding another function, you need to increment this PYGAMEAPI_BASE_NUMSLOTS number.
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@@ -25,6 +25,6 @@ Then to use the pg_RGBAFromObj in other files,
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1) include the "pygame.h" file,
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2) they have to make sure base is imported with:
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import_pygame_base();
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import_pygame_base();
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Examples that use pg_RGBAFromObj are: _freetype.c, color.c, gfxdraw.c, and surface.c.

docs/reST/ref/bufferproxy.rst

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@@ -47,8 +47,8 @@
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``"strides"`` : tuple : (optional)
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Array stride information as a tuple of integers. It is required
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only of non C-contiguous arrays. The tuple length must match
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that of ``"shape"``.
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only of non C-contiguous arrays. The tuple length must match
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that of ``"shape"``.
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``"parent"`` : object : (optional)
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The exporting object. It can be used to keep the parent object
@@ -57,7 +57,7 @@
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``"before"`` : callable : (optional)
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Callback invoked when the :class:`BufferProxy` instance
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exports the buffer. The callback is given one argument, the
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``"parent"`` object if given, otherwise ``None``.
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``"parent"`` object if given, otherwise ``None``.
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The callback is useful for setting a lock on the parent.
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``"after"`` : callable : (optional)

docs/reST/ref/mask.rst

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@@ -535,8 +535,8 @@ to store which parts collide.
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component.
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:param int minimum: (optional) indicates the minimum number of bits (to
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filter out noise) per connected component (default is 0, which equates
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to no minimum and is equivalent to setting it to 1, as a connected
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filter out noise) per connected component (default is 0, which equates
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to no minimum and is equivalent to setting it to 1, as a connected
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component must have at least 1 bit set)
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:returns: a list containing a :class:`Mask` object for each connected

docs/reST/ref/mouse.rst

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@@ -275,7 +275,7 @@ scroll, such as ``which`` (it will tell you what exact mouse device trigger the
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.. note:: Code that unpacked a get_cursor() call into
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``size, hotspot, xormasks, andmasks`` will still work,
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assuming the call returns an old school type cursor.
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assuming the call returns an old school type cursor.
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.. versionchangedold:: 2.0.1
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docs/reST/ref/sdl2_video.rst

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@@ -7,10 +7,10 @@
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:synopsis: Experimental pygame module for porting new SDL video systems
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.. warning::
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This module isn't ready for prime time yet, it's still in development.
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These docs are primarily meant to help the pygame developers and
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super-early adopters who are in communication with the developers.
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This API will change.
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This module isn't ready for prime time yet, it's still in development.
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These docs are primarily meant to help the pygame developers and
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super-early adopters who are in communication with the developers.
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This API will change.
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| :sl:`Experimental pygame module for porting new SDL video systems`
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docs/reST/tutorials/en/tom-games6.rst

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@@ -28,19 +28,19 @@ after we've worked out the new position of the ball.
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::
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if not self.area.contains(newpos):
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tl = not self.area.collidepoint(newpos.topleft)
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tr = not self.area.collidepoint(newpos.topright)
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bl = not self.area.collidepoint(newpos.bottomleft)
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br = not self.area.collidepoint(newpos.bottomright)
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if tr and tl or (br and bl):
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angle = -angle
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if tl and bl:
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self.offcourt(player=2)
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if tr and br:
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self.offcourt(player=1)
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self.vector = (angle,z)
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if not self.area.contains(newpos):
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tl = not self.area.collidepoint(newpos.topleft)
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tr = not self.area.collidepoint(newpos.topright)
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bl = not self.area.collidepoint(newpos.bottomleft)
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br = not self.area.collidepoint(newpos.bottomright)
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if tr and tl or (br and bl):
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angle = -angle
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if tl and bl:
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self.offcourt(player=2)
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if tr and br:
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self.offcourt(player=1)
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self.vector = (angle,z)
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Here we check to see if the ``area``
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contains the new position of the ball (it always should, so we needn't have an ``else`` clause,

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