585 lines
23 KiB
Python
585 lines
23 KiB
Python
import sys
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import os
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if __name__ == '__main__':
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pkg_dir = os.path.split(os.path.abspath(__file__))[0]
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parent_dir, pkg_name = os.path.split(pkg_dir)
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is_pygame_pkg = (pkg_name == 'tests' and
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os.path.split(parent_dir)[1] == 'pygame')
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if not is_pygame_pkg:
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sys.path.insert(0, parent_dir)
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else:
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is_pygame_pkg = __name__.startswith('pygame.tests.')
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import unittest
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import pygame
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from pygame import font as pygame_font # So font can be replaced with ftfont
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from pygame.compat import as_unicode, as_bytes, xrange_, filesystem_errors
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from pygame.compat import PY_MAJOR_VERSION
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UCS_4 = sys.maxunicode > 0xFFFF
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def equal_images(s1, s2):
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size = s1.get_size()
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if s2.get_size() != size:
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return False
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w, h = size
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for x in xrange_(w):
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for y in xrange_(h):
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if s1.get_at((x, y)) != s2.get_at((x, y)):
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return False
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return True
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import platform
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IS_PYPY = 'PyPy' == platform.python_implementation()
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if not IS_PYPY: #TODO: pypy skip known failure.
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class FontModuleTest( unittest.TestCase ):
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def setUp(self):
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pygame_font.init()
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def tearDown(self):
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pygame_font.quit()
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def test_SysFont(self):
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# Can only check that a font object is returned.
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fonts = pygame_font.get_fonts()
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o = pygame_font.SysFont(fonts[0], 20)
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self.failUnless(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont(fonts[0], 20, italic=True)
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self.failUnless(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont(fonts[0], 20, bold=True)
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self.failUnless(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont('thisisnotafont', 20)
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self.failUnless(isinstance(o, pygame_font.FontType))
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def test_get_default_font(self):
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self.failUnlessEqual(pygame_font.get_default_font(), 'freesansbold.ttf')
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def test_get_fonts_returns_something(self):
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fnts = pygame_font.get_fonts()
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self.failUnless(fnts)
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# to test if some files exist...
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#def XXtest_has_file_osx_10_5_sdk(self):
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# import os
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# f = "/Developer/SDKs/MacOSX10.5.sdk/usr/X11/include/ft2build.h"
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# self.assertEqual(os.path.exists(f), True)
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#def XXtest_has_file_osx_10_4_sdk(self):
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# import os
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# f = "/Developer/SDKs/MacOSX10.4u.sdk/usr/X11R6/include/ft2build.h"
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# self.assertEqual(os.path.exists(f), True)
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def test_get_fonts(self):
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fnts = pygame_font.get_fonts()
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if not fnts:
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raise Exception(repr(fnts))
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self.failUnless(fnts)
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if (PY_MAJOR_VERSION >= 3):
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# For Python 3.x, names will always be unicode strings.
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name_types = (str,)
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else:
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# For Python 2.x, names may be either unicode or ascii strings.
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name_types = (str, unicode)
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for name in fnts:
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# note, on ubuntu 2.6 they are all unicode strings.
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self.failUnless(isinstance(name, name_types), name)
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self.failUnless(name.islower(), name)
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self.failUnless(name.isalnum(), name)
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def test_get_init(self):
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self.failUnless(pygame_font.get_init())
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pygame_font.quit()
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self.failIf(pygame_font.get_init())
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def test_init(self):
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pygame_font.init()
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def test_match_font_all_exist(self):
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fonts = pygame_font.get_fonts()
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# Ensure all listed fonts are in fact available, and the returned file
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# name is a full path.
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for font in fonts:
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path = pygame_font.match_font(font)
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self.failIf(path is None)
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self.failUnless(os.path.isabs(path))
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def test_match_font_bold(self):
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fonts = pygame_font.get_fonts()
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# Look for a bold font.
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for font in fonts:
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if pygame_font.match_font(font, bold=True) is not None:
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break
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else:
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self.fail()
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def test_match_font_italic(self):
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fonts = pygame_font.get_fonts()
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# Look for an italic font.
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for font in fonts:
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if pygame_font.match_font(font, italic=True) is not None:
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break
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else:
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self.fail()
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def test_match_font_comma_separated(self):
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fonts = pygame_font.get_fonts()
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# Check for not found.
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self.failUnless(pygame_font.match_font('thisisnotafont') is None)
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# Check comma separated list.
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names = ','.join(['thisisnotafont', fonts[-1], 'anothernonfont'])
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self.failIf(pygame_font.match_font(names) is None)
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names = ','.join(['thisisnotafont1', 'thisisnotafont2', 'thisisnotafont3'])
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self.failUnless(pygame_font.match_font(names) is None)
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def test_quit(self):
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pygame_font.quit()
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class FontTest(unittest.TestCase):
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def setUp(self):
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pygame_font.init()
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def tearDown(self):
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pygame_font.quit()
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def test_render_args(self):
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screen = pygame.display.set_mode((600, 400))
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rect = screen.get_rect()
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f = pygame_font.Font(None, 20)
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screen.fill((10, 10, 10))
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font_surface = f.render(" bar", True, (0, 0, 0), (255, 255, 255))
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font_rect = font_surface.get_rect()
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font_rect.topleft = rect.topleft
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self.assertTrue(font_surface)
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screen.blit(font_surface, font_rect, font_rect)
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pygame.display.update()
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self.assertEqual(tuple(screen.get_at((0,0)))[:3], (255, 255, 255))
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self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (255, 255, 255))
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# If we don't have a real display, don't do this test.
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# Transparent background doesn't seem to work without a read video card.
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if os.environ.get('SDL_VIDEODRIVER') != 'dummy':
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screen.fill((10, 10, 10))
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font_surface = f.render(" bar", True, (0, 0, 0), None)
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font_rect = font_surface.get_rect()
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font_rect.topleft = rect.topleft
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self.assertTrue(font_surface)
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screen.blit(font_surface, font_rect, font_rect)
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pygame.display.update()
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self.assertEqual(tuple(screen.get_at((0,0)))[:3], (10, 10, 10))
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self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (10, 10, 10))
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screen.fill((10, 10, 10))
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font_surface = f.render(" bar", True, (0, 0, 0))
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font_rect = font_surface.get_rect()
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font_rect.topleft = rect.topleft
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self.assertTrue(font_surface)
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screen.blit(font_surface, font_rect, font_rect)
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pygame.display.update(rect)
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self.assertEqual(tuple(screen.get_at((0,0)))[:3], (10, 10, 10))
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self.assertEqual(tuple(screen.get_at(font_rect.topleft))[:3], (10, 10, 10))
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class FontTypeTest( unittest.TestCase ):
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def setUp(self):
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pygame_font.init()
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def tearDown(self):
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pygame_font.quit()
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def test_get_ascent(self):
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# Ckecking ascent would need a custom test font to do properly.
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f = pygame_font.Font(None, 20)
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ascent = f.get_ascent()
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self.failUnless(isinstance(ascent, int))
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self.failUnless(ascent > 0)
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s = f.render("X", False, (255, 255, 255))
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self.failUnless(s.get_size()[1] > ascent)
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def test_get_descent(self):
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# Ckecking descent would need a custom test font to do properly.
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f = pygame_font.Font(None, 20)
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descent = f.get_descent()
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self.failUnless(isinstance(descent, int))
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self.failUnless(descent < 0)
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def test_get_height(self):
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# Ckecking height would need a custom test font to do properly.
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f = pygame_font.Font(None, 20)
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height = f.get_height()
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self.failUnless(isinstance(height, int))
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self.failUnless(height > 0)
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s = f.render("X", False, (255, 255, 255))
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self.failUnless(s.get_size()[1] == height)
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def test_get_linesize(self):
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# Ckecking linesize would need a custom test font to do properly.
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# Questions: How do linesize, height and descent relate?
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f = pygame_font.Font(None, 20)
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linesize = f.get_linesize()
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self.failUnless(isinstance(linesize, int))
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self.failUnless(linesize > 0)
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def test_metrics(self):
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# Ensure bytes decoding works correctly. Can only compare results
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# with unicode for now.
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f = pygame_font.Font(None, 20)
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um = f.metrics(as_unicode("."))
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bm = f.metrics(as_bytes("."))
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self.assert_(len(um) == 1)
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self.assert_(len(bm) == 1)
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self.assert_(um[0] is not None)
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self.assert_(um == bm)
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u = as_unicode(r"\u212A")
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b = u.encode("UTF-16")[2:] # Keep byte order consistent. [2:] skips BOM
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bm = f.metrics(b)
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self.assert_(len(bm) == 2)
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try:
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um = f.metrics(u)
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except pygame.error:
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pass
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else:
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self.assert_(len(um) == 1)
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self.assert_(bm[0] != um[0])
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self.assert_(bm[1] != um[0])
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if UCS_4:
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u = as_unicode(r"\U00013000")
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bm = f.metrics(u)
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self.assert_(len(bm) == 1 and bm[0] is None)
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return # unfinished
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# The documentation is useless here. How large a list?
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# How do list positions relate to character codes?
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# What about unicode characters?
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# __doc__ (as of 2008-08-02) for pygame_font.Font.metrics:
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# Font.metrics(text): return list
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# Gets the metrics for each character in the pased string.
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#
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# The list contains tuples for each character, which contain the
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# minimum X offset, the maximum X offset, the minimum Y offset, the
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# maximum Y offset and the advance offset (bearing plus width) of the
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# character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny,
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# maxy, advance), ...]
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self.fail()
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def test_render(self):
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"""
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"""
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f = pygame_font.Font(None, 20)
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s = f.render("foo", True, [0, 0, 0], [255, 255, 255])
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s = f.render("xxx", True, [0, 0, 0], [255, 255, 255])
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s = f.render("", True, [0, 0, 0], [255, 255, 255])
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s = f.render("foo", False, [0, 0, 0], [255, 255, 255])
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s = f.render("xxx", False, [0, 0, 0], [255, 255, 255])
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s = f.render("xxx", False, [0, 0, 0])
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s = f.render(" ", False, [0, 0, 0])
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s = f.render(" ", False, [0, 0, 0], [255, 255, 255])
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# null text should be 1 pixel wide.
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s = f.render("", False, [0, 0, 0], [255, 255, 255])
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self.assertEqual(s.get_size()[0], 1)
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# None text should be 1 pixel wide.
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s = f.render(None, False, [0, 0, 0], [255, 255, 255])
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self.assertEqual(s.get_size()[0], 1)
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# Non-text should raise a TypeError.
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self.assertRaises(TypeError, f.render,
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[], False, [0, 0, 0], [255, 255, 255])
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self.assertRaises(TypeError, f.render,
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1, False, [0, 0, 0], [255, 255, 255])
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# is background transparent for antialiasing?
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s = f.render(".", True, [255, 255, 255])
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self.failUnlessEqual(s.get_at((0, 0))[3], 0)
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# is Unicode and bytes encoding correct?
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# Cannot really test if the correct characters are rendered, but
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# at least can assert the encodings differ.
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su = f.render(as_unicode("."), False, [0, 0, 0], [255, 255, 255])
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sb = f.render(as_bytes("."), False, [0, 0, 0], [255, 255, 255])
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self.assert_(equal_images(su, sb))
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u = as_unicode(r"\u212A")
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b = u.encode("UTF-16")[2:] # Keep byte order consistent. [2:] skips BOM
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sb = f.render(b, False, [0, 0, 0], [255, 255, 255])
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try:
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su = f.render(u, False, [0, 0, 0], [255, 255, 255])
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except pygame.error:
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pass
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else:
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self.assert_(not equal_images(su, sb))
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# If the font module is SDL_ttf based, then it can only supports UCS-2;
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# it will raise an exception for an out-of-range UCS-4 code point.
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if UCS_4 and not hasattr(f, 'ucs4'):
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ucs_2 = as_unicode(r"\uFFEE")
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s = f.render(ucs_2, False, [0, 0, 0], [255, 255, 255])
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ucs_4 = as_unicode(r"\U00010000")
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self.assertRaises(UnicodeError, f.render,
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ucs_4, False, [0, 0, 0], [255, 255, 255])
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b = as_bytes("ab\x00cd")
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self.assertRaises(ValueError, f.render, b, 0, [0, 0, 0])
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u = as_unicode("ab\x00cd")
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self.assertRaises(ValueError, f.render, b, 0, [0, 0, 0])
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# __doc__ (as of 2008-08-02) for pygame_font.Font.render:
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# Font.render(text, antialias, color, background=None): return Surface
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# draw text on a new Surface
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#
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# This creates a new Surface with the specified text rendered on it.
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# Pygame provides no way to directly draw text on an existing Surface:
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# instead you must use Font.render() to create an image (Surface) of
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# the text, then blit this image onto another Surface.
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#
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# The text can only be a single line: newline characters are not
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# rendered. The antialias argument is a boolean: if true the
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# characters will have smooth edges. The color argument is the color
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# of the text [e.g.: (0,0,255) for blue]. The optional background
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# argument is a color to use for the text background. If no background
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# is passed the area outside the text will be transparent.
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#
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# The Surface returned will be of the dimensions required to hold the
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# text. (the same as those returned by Font.size()). If an empty
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# string is passed for the text, a blank surface will be returned that
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# is one pixel wide and the height of the font.
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#
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# Depending on the type of background and antialiasing used, this
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# returns different types of Surfaces. For performance reasons, it is
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# good to know what type of image will be used. If antialiasing is not
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# used, the return image will always be an 8bit image with a two color
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# palette. If the background is transparent a colorkey will be set.
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# Antialiased images are rendered to 24-bit RGB images. If the
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# background is transparent a pixel alpha will be included.
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#
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# Optimization: if you know that the final destination for the text
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# (on the screen) will always have a solid background, and the text is
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# antialiased, you can improve performance by specifying the
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# background color. This will cause the resulting image to maintain
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# transparency information by colorkey rather than (much less
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# efficient) alpha values.
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#
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# If you render '\n' a unknown char will be rendered. Usually a
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# rectangle. Instead you need to handle new lines yourself.
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#
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# Font rendering is not thread safe: only a single thread can render
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# text any time.
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def test_set_bold(self):
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f = pygame_font.Font(None, 20)
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self.failIf(f.get_bold())
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f.set_bold(True)
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self.failUnless(f.get_bold())
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f.set_bold(False)
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self.failIf(f.get_bold())
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def test_set_italic(self):
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f = pygame_font.Font(None, 20)
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self.failIf(f.get_italic())
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f.set_italic(True)
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self.failUnless(f.get_italic())
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f.set_italic(False)
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self.failIf(f.get_italic())
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def test_set_underline(self):
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f = pygame_font.Font(None, 20)
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self.failIf(f.get_underline())
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f.set_underline(True)
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self.failUnless(f.get_underline())
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f.set_underline(False)
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self.failIf(f.get_underline())
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def test_size(self):
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f = pygame_font.Font(None, 20)
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text = as_unicode("Xg")
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size = f.size(text)
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w, h = size
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self.assert_(isinstance(w, int) and isinstance(h, int))
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s = f.render(text, False, (255, 255, 255))
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self.assert_(size == s.get_size())
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btext = text.encode("ascii")
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self.assert_(f.size(btext) == size)
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text = as_unicode(r"\u212A")
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btext = text.encode("UTF-16")[2:] # Keep the byte order consistent.
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bsize = f.size(btext)
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try:
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size = f.size(text)
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except pygame.error:
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pass
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else:
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self.assert_(size != bsize)
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def test_font_file_not_found(self):
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# A per BUG reported by Bo Jangeborg on pygame-user mailing list,
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# http://www.mail-archive.com/pygame-users@seul.org/msg11675.html
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pygame_font.init()
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self.failUnlessRaises(IOError,
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pygame_font.Font,
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'some-fictional-font.ttf', 20)
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def test_load_from_file(self):
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font_name = pygame_font.get_default_font()
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font_path = os.path.join(os.path.split(pygame.__file__)[0],
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pygame_font.get_default_font())
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f = pygame_font.Font(font_path, 20)
|
|
|
|
def test_load_from_file_obj(self):
|
|
font_name = pygame_font.get_default_font()
|
|
font_path = os.path.join(os.path.split(pygame.__file__)[0],
|
|
pygame_font.get_default_font())
|
|
f = open(font_path, "rb")
|
|
font = pygame_font.Font(f, 20)
|
|
|
|
def test_load_default_font_filename(self):
|
|
# In font_init, a special case is when the filename argument is
|
|
# identical to the default font file name.
|
|
f = pygame_font.Font(pygame_font.get_default_font(), 20)
|
|
|
|
def test_load_from_file_unicode(self):
|
|
base_dir = os.path.dirname(pygame.__file__)
|
|
font_path = os.path.join(base_dir, pygame_font.get_default_font())
|
|
if os.path.sep == '\\':
|
|
font_path = font_path.replace('\\', '\\\\')
|
|
ufont_path = as_unicode(font_path)
|
|
f = pygame_font.Font(ufont_path, 20)
|
|
|
|
def test_load_from_file_bytes(self):
|
|
font_path = os.path.join(os.path.split(pygame.__file__)[0],
|
|
pygame_font.get_default_font())
|
|
filesystem_encoding = sys.getfilesystemencoding()
|
|
try:
|
|
font_path = font_path.decode(filesystem_encoding,
|
|
filesystem_errors)
|
|
except AttributeError:
|
|
pass
|
|
bfont_path = font_path.encode(filesystem_encoding,
|
|
filesystem_errors)
|
|
f = pygame_font.Font(bfont_path, 20)
|
|
|
|
class VisualTests( unittest.TestCase ):
|
|
__tags__ = ['interactive']
|
|
|
|
screen = None
|
|
aborted = False
|
|
|
|
def setUp(self):
|
|
if self.screen is None:
|
|
pygame.init()
|
|
self.screen = pygame.display.set_mode((600, 200))
|
|
self.screen.fill((255, 255, 255))
|
|
pygame.display.flip()
|
|
self.f = pygame_font.Font(None, 32)
|
|
|
|
def abort(self):
|
|
if self.screen is not None:
|
|
pygame.quit()
|
|
self.aborted = True
|
|
|
|
def query(self,
|
|
bold=False, italic=False, underline=False, antialiase=False):
|
|
if self.aborted:
|
|
return False
|
|
spacing = 10
|
|
offset = 20
|
|
y = spacing
|
|
f = self.f
|
|
screen = self.screen
|
|
screen.fill((255, 255, 255))
|
|
pygame.display.flip()
|
|
if not (bold or italic or underline or antialiase):
|
|
text = "normal"
|
|
else:
|
|
modes = []
|
|
if bold:
|
|
modes.append("bold")
|
|
if italic:
|
|
modes.append("italic")
|
|
if underline:
|
|
modes.append("underlined")
|
|
if antialiase:
|
|
modes.append("antialiased")
|
|
text = "%s (y/n):" % ('-'.join(modes),)
|
|
f.set_bold(bold)
|
|
f.set_italic(italic)
|
|
f.set_underline(underline)
|
|
s = f.render(text, antialiase, (0, 0, 0))
|
|
screen.blit(s, (offset, y))
|
|
y += s.get_size()[1] + spacing
|
|
f.set_bold(False)
|
|
f.set_italic(False)
|
|
f.set_underline(False)
|
|
s = f.render("(some comparison text)", False, (0, 0, 0))
|
|
screen.blit(s, (offset, y))
|
|
pygame.display.flip()
|
|
while 1:
|
|
for evt in pygame.event.get():
|
|
if evt.type == pygame.KEYDOWN:
|
|
if evt.key == pygame.K_ESCAPE:
|
|
self.abort()
|
|
return False
|
|
if evt.key == pygame.K_y:
|
|
return True
|
|
if evt.key == pygame.K_n:
|
|
return False
|
|
if evt.type == pygame.QUIT:
|
|
self.abort()
|
|
return False
|
|
|
|
def test_bold(self):
|
|
self.failUnless(self.query(bold=True))
|
|
|
|
def test_italic(self):
|
|
self.failUnless(self.query(italic=True))
|
|
|
|
def test_underline(self):
|
|
self.failUnless(self.query(underline=True))
|
|
|
|
def test_antialiase(self):
|
|
self.failUnless(self.query(antialiase=True))
|
|
|
|
def test_bold_antialiase(self):
|
|
self.failUnless(self.query(bold=True, antialiase=True))
|
|
|
|
def test_italic_underline(self):
|
|
self.failUnless(self.query(italic=True, underline=True))
|
|
|
|
|
|
if __name__ == '__main__':
|
|
unittest.main()
|