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ProjektAI/kelner/venv/Lib/site-packages/pygame/sysfont.py

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Python

# coding: ascii
# pygame - Python Game Library
# Copyright (C) 2000-2003 Pete Shinners
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Library General Public
# License as published by the Free Software Foundation; either
# version 2 of the License, or (at your option) any later version.
#
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# Library General Public License for more details.
#
# You should have received a copy of the GNU Library General Public
# License along with this library; if not, write to the Free
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# Pete Shinners
# pete@shinners.org
"""sysfont, used in the font module to find system fonts"""
import os
import sys
from pygame.compat import xrange_, PY_MAJOR_VERSION
from os.path import basename, dirname, exists, join, splitext
import xml.etree.ElementTree as ET
OpenType_extensions = frozenset(('.ttf', '.ttc', '.otf'))
Sysfonts = {}
Sysalias = {}
# Python 3 compatibility
if PY_MAJOR_VERSION >= 3:
def toascii(raw):
"""convert bytes to ASCII-only string"""
return raw.decode('ascii', 'ignore')
if os.name == 'nt':
import winreg as _winreg
else:
import subprocess
else:
def toascii(raw):
"""return ASCII characters of a given unicode or 8-bit string"""
return raw.decode('ascii', 'ignore')
if os.name == 'nt':
import _winreg
else:
import subprocess
def _simplename(name):
"""create simple version of the font name"""
# return alphanumeric characters of a string (converted to lowercase)
return ''.join(c.lower() for c in name if c.isalnum())
def _addfont(name, bold, italic, font, fontdict):
"""insert a font and style into the font dictionary"""
if name not in fontdict:
fontdict[name] = {}
fontdict[name][bold, italic] = font
def initsysfonts_win32():
"""initialize fonts dictionary on Windows"""
fontdir = join(os.environ.get('WINDIR', 'C:\\Windows'), 'Fonts')
TrueType_suffix = '(TrueType)'
mods = ('demibold', 'narrow', 'light', 'unicode', 'bt', 'mt')
fonts = {}
# add fonts entered in the registry
# find valid registry keys containing font information.
# http://docs.python.org/lib/module-sys.html
# 0 (VER_PLATFORM_WIN32s) Win32s on Windows 3.1
# 1 (VER_PLATFORM_WIN32_WINDOWS) Windows 95/98/ME
# 2 (VER_PLATFORM_WIN32_NT) Windows NT/2000/XP
# 3 (VER_PLATFORM_WIN32_CE) Windows CE
if sys.getwindowsversion()[0] == 1:
key_name = "SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts"
else:
key_name = "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts"
key = _winreg.OpenKey(_winreg.HKEY_LOCAL_MACHINE, key_name)
for i in xrange_(_winreg.QueryInfoKey(key)[1]):
try:
# name is the font's name e.g. Times New Roman (TrueType)
# font is the font's filename e.g. times.ttf
name, font = _winreg.EnumValue(key, i)[0:2]
except EnvironmentError:
break
# try to handle windows unicode strings for file names with
# international characters
if PY_MAJOR_VERSION < 3:
# here are two documents with some information about it:
# http://www.python.org/peps/pep-0277.html
# https://www.microsoft.com/technet/archive/interopmigration/linux/mvc/lintowin.mspx#ECAA
try:
font = str(font)
except UnicodeEncodeError:
# MBCS is the windows encoding for unicode file names.
try:
font = font.encode('MBCS')
except:
# no success with str or MBCS encoding... skip this font.
continue
if splitext(font)[1].lower() not in OpenType_extensions:
continue
if not dirname(font):
font = join(fontdir, font)
if name.endswith(TrueType_suffix):
name = name.rstrip(TrueType_suffix).rstrip()
name = name.lower().split()
bold = italic = 0
for m in mods:
if m in name:
name.remove(m)
if 'bold' in name:
name.remove('bold')
bold = 1
if 'italic' in name:
name.remove('italic')
italic = 1
name = ''.join(name)
name = _simplename(name)
_addfont(name, bold, italic, font, fonts)
return fonts
def _add_font_paths(sub_elements, fonts):
""" Gets each element, checks its tag content,
if wanted fetches the next value in the iterable
"""
font_name = font_path = None
for tag in sub_elements:
if tag.text == "_name":
font_name = next(sub_elements).text
if splitext(font_name)[1] not in OpenType_extensions:
break
bold = "bold" in font_name
italic = "italic" in font_name
if tag.text == "path" and font_name is not None:
font_path = next(sub_elements).text
_addfont(_simplename(font_name),bold,italic,font_path,fonts)
break
def _system_profiler_darwin():
fonts = {}
flout, flerr = subprocess.Popen(
' '.join(['system_profiler', '-xml','SPFontsDataType']),
shell=True,
stdout=subprocess.PIPE,
stderr=subprocess.PIPE,
close_fds=True
).communicate()
for font_node in ET.fromstring(flout).iterfind('./array/dict/array/dict'):
_add_font_paths(font_node.iter("*"), fonts)
return fonts
def initsysfonts_darwin():
""" Read the fonts on MacOS, and OS X.
"""
# if the X11 binary exists... try and use that.
# Not likely to be there on pre 10.4.x ... or MacOS 10.10+
if exists('/usr/X11/bin/fc-list'):
fonts = initsysfonts_unix('/usr/X11/bin/fc-list')
# This fc-list path will work with the X11 from the OS X 10.3 installation
# disc
elif exists('/usr/X11R6/bin/fc-list'):
fonts = initsysfonts_unix('/usr/X11R6/bin/fc-list')
elif exists('/usr/sbin/system_profiler'):
try:
fonts = _system_profiler_darwin()
except:
fonts = {}
else:
fonts = {}
return fonts
# read the fonts on unix
def initsysfonts_unix(path="fc-list"):
"""use the fc-list from fontconfig to get a list of fonts"""
fonts = {}
try:
# note, we capture stderr so if fc-list isn't there to stop stderr
# printing.
flout, flerr = subprocess.Popen('%s : file family style' % path, shell=True,
stdout=subprocess.PIPE, stderr=subprocess.PIPE,
close_fds=True).communicate()
except Exception:
return fonts
entries = toascii(flout)
try:
for line in entries.split('\n'):
try:
filename, family, style = line.split(':', 2)
if splitext(filename)[1].lower() in OpenType_extensions:
bold = 'Bold' in style
italic = 'Italic' in style
oblique = 'Oblique' in style
for name in family.strip().split(','):
if name:
break
else:
name = splitext(basename(filename))[0]
_addfont(
_simplename(name), bold, italic or oblique, filename, fonts)
except Exception:
# try the next one.
pass
except Exception:
pass
return fonts
def create_aliases():
"""map common fonts that are absent from the system to similar fonts that are installed in the system"""
alias_groups = (
('monospace', 'misc-fixed', 'courier', 'couriernew', 'console',
'fixed', 'mono', 'freemono', 'bitstreamverasansmono',
'verasansmono', 'monotype', 'lucidaconsole'),
('sans', 'arial', 'helvetica', 'swiss', 'freesans',
'bitstreamverasans', 'verasans', 'verdana', 'tahoma'),
('serif', 'times', 'freeserif', 'bitstreamveraserif', 'roman',
'timesroman', 'timesnewroman', 'dutch', 'veraserif',
'georgia'),
('wingdings', 'wingbats'),
)
for alias_set in alias_groups:
for name in alias_set:
if name in Sysfonts:
found = Sysfonts[name]
break
else:
continue
for name in alias_set:
if name not in Sysfonts:
Sysalias[name] = found
# initialize it all, called once
def initsysfonts():
if sys.platform == 'win32':
fonts = initsysfonts_win32()
elif sys.platform == 'darwin':
fonts = initsysfonts_darwin()
else:
fonts = initsysfonts_unix()
Sysfonts.update(fonts)
create_aliases()
if not Sysfonts: # dummy so we don't try to reinit
Sysfonts[None] = None
# pygame.font specific declarations
def font_constructor(fontpath, size, bold, italic):
import pygame.font
font = pygame.font.Font(fontpath, size)
if bold:
font.set_bold(1)
if italic:
font.set_italic(1)
return font
# the exported functions
def SysFont(name, size, bold=False, italic=False, constructor=None):
"""pygame.font.SysFont(name, size, bold=False, italic=False, constructor=None) -> Font
create a pygame Font from system font resources
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.font.Font object is created.
"""
if constructor is None:
constructor = font_constructor
if not Sysfonts:
initsysfonts()
gotbold = gotitalic = False
fontname = None
if name:
allnames = name
for name in allnames.split(','):
name = _simplename(name)
styles = Sysfonts.get(name)
if not styles:
styles = Sysalias.get(name)
if styles:
plainname = styles.get((False, False))
fontname = styles.get((bold, italic))
if not fontname and not plainname:
# Neither requested style, nor plain font exists, so
# return a font with the name requested, but an
# arbitrary style.
(style, fontname) = list(styles.items())[0]
# Attempt to style it as requested. This can't
# unbold or unitalicize anything, but it can
# fake bold and/or fake italicize.
if bold and style[0]:
gotbold = True
if italic and style[1]:
gotitalic = True
elif not fontname:
fontname = plainname
elif plainname != fontname:
gotbold = bold
gotitalic = italic
if fontname:
break
set_bold = set_italic = False
if bold and not gotbold:
set_bold = True
if italic and not gotitalic:
set_italic = True
return constructor(fontname, size, set_bold, set_italic)
def get_fonts():
"""pygame.font.get_fonts() -> list
get a list of system font names
Returns the list of all found system fonts. Note that
the names of the fonts will be all lowercase with spaces
removed. This is how pygame internally stores the font
names for matching.
"""
if not Sysfonts:
initsysfonts()
return list(Sysfonts)
def match_font(name, bold=0, italic=0):
"""pygame.font.match_font(name, bold=0, italic=0) -> name
find the filename for the named system font
This performs the same font search as the SysFont()
function, only it returns the path to the TTF file
that would be loaded. The font name can be a comma
separated list of font names to try.
If no match is found, None is returned.
"""
if not Sysfonts:
initsysfonts()
fontname = None
allnames = name
for name in allnames.split(','):
name = _simplename(name)
styles = Sysfonts.get(name)
if not styles:
styles = Sysalias.get(name)
if styles:
while not fontname:
fontname = styles.get((bold, italic))
if italic:
italic = 0
elif bold:
bold = 0
elif not fontname:
fontname = list(styles.values())[0]
if fontname:
break
return fontname