641 lines
22 KiB
Python
641 lines
22 KiB
Python
# -*- coding: utf-8 -*-
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import sys
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import os
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import unittest
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import platform
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try:
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import pathlib
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except ImportError:
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pathlib = None
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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, unicode_, as_bytes, xrange_, filesystem_errors
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from pygame.compat import PY_MAJOR_VERSION
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FONTDIR = os.path.join(os.path.dirname(os.path.abspath(__file__)), "fixtures", "fonts")
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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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IS_PYPY = "PyPy" == platform.python_implementation()
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@unittest.skipIf(IS_PYPY, "pypy skip known failure") # TODO
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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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if "arial" in fonts:
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# Try to use arial font if it is there, rather than a random font
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# which can be different depending on installed fonts on the system.
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font_name = "arial"
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else:
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font_name = sorted(fonts)[0]
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o = pygame_font.SysFont(font_name, 20)
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self.assertTrue(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont(font_name, 20, italic=True)
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self.assertTrue(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont(font_name, 20, bold=True)
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self.assertTrue(isinstance(o, pygame_font.FontType))
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o = pygame_font.SysFont("thisisnotafont", 20)
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self.assertTrue(isinstance(o, pygame_font.FontType))
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def test_get_default_font(self):
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self.assertEqual(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.assertTrue(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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self.assertTrue(fnts, msg=repr(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.assertTrue(isinstance(name, name_types), name)
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# Font names can be comprised of only numeric characters, so
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# just checking name.islower() will not work as expected here.
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self.assertFalse(any(c.isupper() for c in name))
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self.assertTrue(name.isalnum(), name)
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def test_get_init(self):
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self.assertTrue(pygame_font.get_init())
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pygame_font.quit()
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self.assertFalse(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.assertFalse(path is None)
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self.assertTrue(os.path.isabs(path))
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def test_match_font_name(self):
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"""That match_font accepts names of various types"""
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font = pygame_font.get_fonts()[0]
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font_path = pygame_font.match_font(font)
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self.assertIsNotNone(font_path)
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font_b = font.encode()
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not_a_font = "thisisnotafont"
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not_a_font_b = b"thisisnotafont"
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good_font_names = [
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# Check single name bytes.
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font_b,
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# Check string of comma-separated names.
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",".join([not_a_font, font, not_a_font]),
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# Check list of names.
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[not_a_font, font, not_a_font],
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# Check generator:
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(name for name in [not_a_font, font, not_a_font]),
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# Check comma-separated bytes.
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b",".join([not_a_font_b, font_b, not_a_font_b]),
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# Check list of bytes.
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[not_a_font_b, font_b, not_a_font_b],
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# Check mixed list of bytes and string.
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[font, not_a_font, font_b, not_a_font_b],
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]
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for font_name in good_font_names:
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self.assertEqual(
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pygame_font.match_font(font_name), font_path, font_name
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)
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def test_not_match_font_name(self):
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"""match_font return None when names of various types do not exist"""
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not_a_font = "thisisnotafont"
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not_a_font_b = b"thisisnotafont"
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bad_font_names = [
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not_a_font,
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",".join([not_a_font, not_a_font, not_a_font]),
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[not_a_font, not_a_font, not_a_font],
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(name for name in [not_a_font, not_a_font, not_a_font]),
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not_a_font_b,
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b",".join([not_a_font_b, not_a_font_b, not_a_font_b]),
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[not_a_font_b, not_a_font_b, not_a_font_b],
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[not_a_font, not_a_font_b, not_a_font],
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]
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for font_name in bad_font_names:
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self.assertIsNone(pygame_font.match_font(font_name), font_name)
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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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self.assertTrue(any(pygame_font.match_font(font, bold=True) for font in fonts))
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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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self.assertTrue(
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any(pygame_font.match_font(font, italic=True) for font in fonts)
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)
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def test_issue_742(self):
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""" that the font background does not crash.
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"""
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surf = pygame.Surface((320, 240))
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font = pygame_font.Font(None, 24)
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image = font.render("Test", 0, (255, 255, 255), (0, 0, 0))
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self.assertIsNone(image.get_colorkey())
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image.set_alpha(255)
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surf.blit(image, (0,0))
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def test_issue_font_alphablit(self):
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""" Check that blitting anti-aliased text doesn't
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change the background blue"""
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pygame.display.set_mode((600, 400))
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font = pygame_font.Font(None, 24)
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(color, text, center, pos) = ((160, 200, 250), 'Music',
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(190, 170), 'midright')
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img1 = font.render(text, True, color)
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img = pygame.Surface(img1.get_size(), depth=32)
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pre_blit_corner_pixel = img.get_at((0, 0))
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img.blit(img1, (0, 0))
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post_blit_corner_pixel = img.get_at((0, 0))
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self.assertEqual(pre_blit_corner_pixel, post_blit_corner_pixel)
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def test_quit(self):
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pygame_font.quit()
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@unittest.skipIf(IS_PYPY, "pypy skip known failure") # TODO
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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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@unittest.skipIf(IS_PYPY, "pypy skip known failure") # TODO
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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.assertTrue(isinstance(ascent, int))
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self.assertTrue(ascent > 0)
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s = f.render("X", False, (255, 255, 255))
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self.assertTrue(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.assertTrue(isinstance(descent, int))
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self.assertTrue(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.assertTrue(isinstance(height, int))
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self.assertTrue(height > 0)
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s = f.render("X", False, (255, 255, 255))
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self.assertTrue(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.assertTrue(isinstance(linesize, int))
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self.assertTrue(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.assertEqual(len(um), 1)
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self.assertEqual(len(bm), 1)
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self.assertIsNotNone(um[0])
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self.assertEqual(um, bm)
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u = u"\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.assertEqual(len(bm), 2)
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try: # FIXME why do we do this try/except ?
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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.assertEqual(len(um), 1)
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self.assertNotEqual(bm[0], um[0])
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self.assertNotEqual(bm[1], um[0])
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if UCS_4:
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u = u"\U00013000"
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bm = f.metrics(u)
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self.assertEqual(len(bm), 1)
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self.assertIsNone(bm[0])
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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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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 0 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], 0)
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# None text should be 0 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], 0)
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# Non-text should raise a TypeError.
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self.assertRaises(TypeError, f.render, [], False, [0, 0, 0], [255, 255, 255])
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self.assertRaises(TypeError, f.render, 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.assertEqual(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.assertTrue(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: # FIXME why do we do this try/except ?
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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.assertFalse(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(
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UnicodeError, f.render, ucs_4, False, [0, 0, 0], [255, 255, 255]
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)
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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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def test_set_bold(self):
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f = pygame_font.Font(None, 20)
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self.assertFalse(f.get_bold())
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f.set_bold(True)
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self.assertTrue(f.get_bold())
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f.set_bold(False)
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self.assertFalse(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.assertFalse(f.get_italic())
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f.set_italic(True)
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self.assertTrue(f.get_italic())
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f.set_italic(False)
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self.assertFalse(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.assertFalse(f.get_underline())
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f.set_underline(True)
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self.assertTrue(f.get_underline())
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f.set_underline(False)
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self.assertFalse(f.get_underline())
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def test_bold_attr(self):
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f = pygame_font.Font(None, 20)
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self.assertFalse(f.bold)
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f.bold = True
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self.assertTrue(f.bold)
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f.bold = False
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self.assertFalse(f.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.assertFalse(f.italic)
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f.italic = True
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self.assertTrue(f.italic)
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f.italic = False
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self.assertFalse(f.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.assertFalse(f.underline)
|
|
f.underline = True
|
|
self.assertTrue(f.underline)
|
|
f.underline = False
|
|
self.assertFalse(f.underline)
|
|
|
|
def test_size(self):
|
|
f = pygame_font.Font(None, 20)
|
|
text = as_unicode("Xg")
|
|
size = f.size(text)
|
|
w, h = size
|
|
s = f.render(text, False, (255, 255, 255))
|
|
btext = text.encode("ascii")
|
|
|
|
self.assertIsInstance(w, int)
|
|
self.assertIsInstance(h, int)
|
|
self.assertEqual(s.get_size(), size)
|
|
self.assertEqual(f.size(btext), size)
|
|
|
|
text = as_unicode(r"\u212A")
|
|
btext = text.encode("UTF-16")[2:] # Keep the byte order consistent.
|
|
bsize = f.size(btext)
|
|
try: # FIXME why do we do this try/except ?
|
|
size = f.size(text)
|
|
except pygame.error:
|
|
pass
|
|
else:
|
|
self.assertNotEqual(size, bsize)
|
|
|
|
def test_font_file_not_found(self):
|
|
# A per BUG reported by Bo Jangeborg on pygame-user mailing list,
|
|
# http://www.mail-archive.com/pygame-users@seul.org/msg11675.html
|
|
|
|
pygame_font.init()
|
|
self.assertRaises(
|
|
IOError, pygame_font.Font, unicode_("some-fictional-font.ttf"), 20
|
|
)
|
|
|
|
def test_load_from_file(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 = pygame_font.Font(font_path, 20)
|
|
|
|
@unittest.skipIf(pathlib is None, "no pathlib")
|
|
def test_load_from_pathlib(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 = pygame_font.Font(pathlib.Path(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()
|
|
)
|
|
with open(font_path, "rb") as f:
|
|
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 _load_unicode(self, path):
|
|
import shutil
|
|
|
|
fdir = unicode_(FONTDIR)
|
|
temp = os.path.join(fdir, path)
|
|
pgfont = os.path.join(fdir, u"test_sans.ttf")
|
|
shutil.copy(pgfont, temp)
|
|
try:
|
|
with open(temp, "rb") as f:
|
|
pass
|
|
except IOError:
|
|
raise unittest.SkipTest("the path cannot be opened")
|
|
try:
|
|
pygame_font.Font(temp, 20)
|
|
finally:
|
|
os.remove(temp)
|
|
|
|
def test_load_from_file_unicode_0(self):
|
|
"""ASCII string as a unicode object"""
|
|
self._load_unicode(u"temp_file.ttf")
|
|
|
|
def test_load_from_file_unicode_1(self):
|
|
self._load_unicode(u"你好.ttf")
|
|
|
|
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: # FIXME why do we do this try/except ?
|
|
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)
|
|
|
|
|
|
@unittest.skipIf(IS_PYPY, "pypy skip known failure") # TODO
|
|
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.assertTrue(self.query(bold=True))
|
|
|
|
def test_italic(self):
|
|
self.assertTrue(self.query(italic=True))
|
|
|
|
def test_underline(self):
|
|
self.assertTrue(self.query(underline=True))
|
|
|
|
def test_antialiase(self):
|
|
self.assertTrue(self.query(antialiase=True))
|
|
|
|
def test_bold_antialiase(self):
|
|
self.assertTrue(self.query(bold=True, antialiase=True))
|
|
|
|
def test_italic_underline(self):
|
|
self.assertTrue(self.query(italic=True, underline=True))
|
|
|
|
|
|
if __name__ == "__main__":
|
|
unittest.main()
|