"""pygame module for loading and rendering fonts (freetype alternative)""" __all__ = [ "Font", "init", "quit", "get_default_font", "get_init", "SysFont", "match_font", "get_fonts", ] 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 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 = "\x00" __bnull = b"\x00" def __init__(self, file, size=-1): size = max(size, 1) if isinstance(file, str): 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: 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, str) and self.__unull in text: raise ValueError("A null character was found in the text") if isinstance(text, bytes) and self.__bnull in text: raise ValueError("A null character was found in the text") save_antialiased = ( self.antialiased # pylint: disable = access-member-before-definition ) self.antialiased = bool(antialias) try: s, _ = 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 bold = property(get_bold, set_bold) 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 italic = property(get_italic, set_italic) 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 passed 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. 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 an iterable of font names, a string of comma-separated font names, or a bytes of comma-separated font names, in which case the 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 constructor 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