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ProjektAI/kelner/venv/Lib/site-packages/pygame/examples/fonty.py

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2.5 KiB
Python

#!/usr/bin/env python
"""Here we load a .TTF font file, and display it in
a basic pygame window. It demonstrates several of the
Font object attributes. Nothing exciting in here, but
it makes a great example for basic window, event, and
font management."""
import pygame
from pygame.locals import *
from pygame.compat import unichr_, unicode_
import sys
import locale
if sys.version_info >= (3,):
def print_unicode(s):
e = locale.getpreferredencoding()
print (s.encode(e, 'backslashreplace').decode())
else:
def print_unicode(s):
e = locale.getpreferredencoding()
print (s.encode(e, 'backslashreplace'))
def main():
#initialize
pygame.init()
resolution = 400, 200
screen = pygame.display.set_mode(resolution)
## pygame.mouse.set_cursor(*pygame.cursors.diamond)
fg = 250, 240, 230
bg = 5, 5, 5
wincolor = 40, 40, 90
#fill background
screen.fill(wincolor)
#load font, prepare values
font = pygame.font.Font(None, 80)
text = 'Fonty'
size = font.size(text)
#no AA, no transparancy, normal
ren = font.render(text, 0, fg, bg)
screen.blit(ren, (10, 10))
#no AA, transparancy, underline
font.set_underline(1)
ren = font.render(text, 0, fg)
screen.blit(ren, (10, 40 + size[1]))
font.set_underline(0)
a_sys_font = pygame.font.SysFont("Arial", 60)
#AA, no transparancy, bold
a_sys_font.set_bold(1)
ren = a_sys_font.render(text, 1, fg, bg)
screen.blit(ren, (30 + size[0], 10))
a_sys_font.set_bold(0)
#AA, transparancy, italic
a_sys_font.set_italic(1)
ren = a_sys_font.render(text, 1, fg)
screen.blit(ren, (30 + size[0], 40 + size[1]))
a_sys_font.set_italic(0)
# Get some metrics.
print ("Font metrics for 'Fonty': %s" % a_sys_font.metrics (text))
ch = unicode_("%c") % 0x3060
msg = (unicode_("Font metrics for '%s': %s") %
(ch, a_sys_font.metrics (ch)))
print_unicode(msg)
## #some_japanese_unicode = u"\u304b\u3070\u306b"
##some_japanese_unicode = unicode_('%c%c%c') % (0x304b, 0x3070, 0x306b)
#AA, transparancy, italic
##ren = a_sys_font.render(some_japanese_unicode, 1, fg)
##screen.blit(ren, (30 + size[0], 40 + size[1]))
#show the surface and await user quit
pygame.display.flip()
while 1:
#use event.wait to keep from polling 100% cpu
if pygame.event.wait().type in (QUIT, KEYDOWN, MOUSEBUTTONDOWN):
break
if __name__ == '__main__': main()