ProjektAI/venv/Lib/site-packages/pygame/ftfont.py
2020-04-20 22:51:16 +02:00

188 lines
6.1 KiB
Python

"""pygame module for loading and rendering fonts (freetype alternative)"""
__all__ = ['Font', 'init', 'quit', 'get_default_font', 'get_init', 'SysFont']
from pygame._freetype import init, Font as _Font, get_default_resolution
from pygame._freetype import quit, get_default_font, get_init as _get_init
from pygame._freetype import __PYGAMEinit__
from pygame.sysfont import match_font, get_fonts, SysFont as _SysFont
from pygame import encode_file_path
from pygame.compat import bytes_, unicode_, as_unicode, as_bytes
from pygame import Surface as _Surface, Color as _Color, SRCALPHA as _SRCALPHA
class Font(_Font):
"""Font(filename, size) -> Font
Font(object, size) -> Font
create a new Font object from a file (freetype alternative)
This Font type differs from font.Font in that it can render glyphs
for Unicode code points in the supplementary planes (> 0xFFFF).
"""
__encode_file_path = staticmethod(encode_file_path)
__get_default_resolution = staticmethod(get_default_resolution)
__default_font = encode_file_path(get_default_font())
__unull = as_unicode(r"\x00")
__bnull = as_bytes("\x00")
def __init__(self, file, size=-1):
if size <= 1:
size = 1
if isinstance(file, unicode_):
try:
bfile = self.__encode_file_path(file, ValueError)
except ValueError:
bfile = ''
else:
bfile = file
if isinstance(bfile, bytes_) and bfile == self.__default_font:
file = None
if file is None:
resolution = int(self.__get_default_resolution() * 0.6875)
if resolution == 0:
kwds['resolution'] = 1
else:
resolution = 0
super(Font, self).__init__(file, size=size, resolution=resolution)
self.strength = 1.0 / 12.0
self.kerning = False
self.origin = True
self.pad = True
self.ucs4 = True
self.underline_adjustment = 1.0
def render(self, text, antialias, color, background=None):
"""render(text, antialias, color, background=None) -> Surface
draw text on a new Surface"""
if text is None:
text = ""
if (isinstance(text, unicode_) and # conditional and
self.__unull in text):
raise ValueError("A null character was found in the text")
if (isinstance(text, bytes_) and # conditional and
self.__bnull in text):
raise ValueError("A null character was found in the text")
save_antialiased = self.antialiased
self.antialiased = bool(antialias)
try:
s, r = super(Font, self).render(text, color, background)
return s
finally:
self.antialiased = save_antialiased
def set_bold(self, value):
"""set_bold(bool) -> None
enable fake rendering of bold text"""
self.wide = bool(value)
def get_bold(self):
"""get_bold() -> bool
check if text will be rendered bold"""
return self.wide
def set_italic(self, value):
"""set_italic(bool) -> None
enable fake rendering of italic text"""
self.oblique = bool(value)
def get_italic(self):
"""get_italic() -> bool
check if the text will be rendered italic"""
return self.oblique
def set_underline(self, value):
"""set_underline(bool) -> None
control if text is rendered with an underline"""
self.underline = bool(value)
def get_underline(self):
"""set_bold(bool) -> None
enable fake rendering of bold text"""
return self.underline
def metrics(self, text):
"""metrics(text) -> list
Gets the metrics for each character in the pased string."""
return self.get_metrics(text)
def get_ascent(self):
"""get_ascent() -> int
get the ascent of the font"""
return self.get_sized_ascender()
def get_descent(self):
"""get_descent() -> int
get the descent of the font"""
return self.get_sized_descender()
def get_height(self):
"""get_height() -> int
get the height of the font"""
return self.get_sized_ascender() - self.get_sized_descender() + 1
def get_linesize(self):
"""get_linesize() -> int
get the line space of the font text"""
return self.get_sized_height();
def size(self, text):
"""size(text) -> (width, height)
determine the amount of space needed to render text"""
return self.get_rect(text).size
FontType = Font
def get_init():
"""get_init() -> bool
true if the font module is initialized"""
return _get_init()
def SysFont(name, size, bold=0, italic=0, constructor=None):
"""pygame.ftfont.SysFont(name, size, bold=False, italic=False, constructor=None) -> Font
create a pygame Font from system font resources (freetype alternative)
This will search the system fonts for the given font
name. You can also enable bold or italic styles, and
the appropriate system font will be selected if available.
This will always return a valid Font object, and will
fallback on the builtin pygame font if the given font
is not found.
Name can also be a comma separated list of names, in
which case set of names will be searched in order. Pygame
uses a small set of common font aliases, if the specific
font you ask for is not available, a reasonable alternative
may be used.
if optional contructor is provided, it must be a function with
signature constructor(fontpath, size, bold, italic) which returns
a Font instance. If None, a pygame.ftfont.Font object is created.
"""
if constructor is None:
def constructor(fontpath, size, bold, italic):
font = Font(fontpath, size)
font.set_bold(bold)
font.set_italic(italic)
return font
return _SysFont(name, size, bold, italic, constructor)
del _Font, get_default_resolution, encode_file_path, as_unicode, as_bytes