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