Intelegentny_Pszczelarz/.venv/Lib/site-packages/pygame/examples/font_viewer.py

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2023-03-18 12:55:22 +01:00
#!/usr/bin/env python
""" pygame.examples.font_viewer
Scroll through your system fonts from a list of surfaces or one huge buffer.
This example exhibits:
* iterate over available fonts using font.get_fonts and font.SysFont()
* click and drag using mouse input
* scrolling with the scroll wheel
* save a surface to disk
* work with a very large surface
* simple mouse and keyboard scroll speed acceleration
By default this example uses the fonts returned by pygame.font.get_fonts()
and opens them using pygame.font.SysFont().
Alternatively, you may pass a path to the command line. The TTF files found
in that directory will be used instead.
Mouse Controls:
* Use the mouse wheel or click and drag to scroll
Keyboard Controls:
* Press up or down to scroll
* Press escape to exit
"""
import sys
import os
import pygame as pg
use_big_surface = False # draw into large buffer and save png file
class FontViewer:
"""
This example is encapsulated by the fontviewer class
It initializes the pygame window, handles input, and draws itself
to the screen.
"""
KEY_SCROLL_SPEED = 10
MOUSE_SCROLL_SPEED = 50
def __init__(self):
pg.init()
# create a window that uses 80 percent of the screen
info = pg.display.Info()
w = info.current_w
h = info.current_h
pg.display.set_mode((int(w * 0.8), int(h * 0.8)))
self.font_size = h // 20
self.clock = pg.time.Clock()
self.y_offset = 0
self.grabbed = False
self.render_fonts("&N abcDEF789")
if use_big_surface or "big" in sys.argv:
self.render_surface()
self.display_surface()
self.save_png()
else:
self.display_fonts()
def get_font_list(self):
"""
Generate a font list using font.get_fonts() for system fonts or
from a path from the command line.
"""
path = ""
if len(sys.argv) > 1 and os.path.exists(sys.argv[1]):
path = os.path.join(sys.argv[1], "")
fonts = []
if os.path.exists(path):
# this list comprehension could replace the following loop
# fonts = [f in os.listdir(path) if f.endswith('.ttf')]
for font in os.listdir(path):
if font.endswith(".ttf"):
fonts.append(font)
return fonts or pg.font.get_fonts(), path
def render_fonts(self, text="A display of font &N"):
"""
Build a list that includes a surface and the running total of their
height for each font in the font list. Store the largest width and
other variables for later use.
"""
font_size = self.font_size
color = (255, 255, 255)
instruction_color = (255, 255, 0)
self.back_color = (0, 0, 0)
fonts, path = self.get_font_list()
font_surfaces = []
total_height = 0
max_width = 0
load_font = pg.font.Font if path else pg.font.SysFont
# display instructions at the top of the display
font = pg.font.SysFont(pg.font.get_default_font(), font_size)
lines = (
"Use the scroll wheel or click and drag",
"to scroll up and down.",
"Fonts that don't use the Latin Alphabet",
"might render incorrectly.",
f"Here are your {len(fonts)} fonts",
"",
)
for line in lines:
surf = font.render(line, 1, instruction_color, self.back_color)
font_surfaces.append((surf, total_height))
total_height += surf.get_height()
max_width = max(max_width, surf.get_width())
# render all the fonts and store them with the total height
for name in sorted(fonts):
try:
font = load_font(path + name, font_size)
except OSError:
continue
line = text.replace("&N", name)
try:
surf = font.render(line, 1, color, self.back_color)
except pg.error as e:
print(e)
break
max_width = max(max_width, surf.get_width())
font_surfaces.append((surf, total_height))
total_height += surf.get_height()
# store variables for later usage
self.total_height = total_height
self.max_width = max_width
self.font_surfaces = font_surfaces
self.max_y = total_height - pg.display.get_surface().get_height()
def display_fonts(self):
"""
Display the visible fonts based on the y_offset value(updated in
handle_events) and the height of the pygame window.
"""
pg.display.set_caption("Font Viewer")
display = pg.display.get_surface()
clock = pg.time.Clock()
center = display.get_width() // 2
while True:
# draw visible surfaces
display.fill(self.back_color)
for surface, top in self.font_surfaces:
bottom = top + surface.get_height()
if (
bottom >= self.y_offset
and top <= self.y_offset + display.get_height()
):
x = center - surface.get_width() // 2
display.blit(surface, (x, top - self.y_offset))
# get input and update the screen
if not self.handle_events():
break
pg.display.flip()
clock.tick(30)
def render_surface(self):
"""
Note: this method uses twice the memory and is only called if
big_surface is set to true or big is added to the command line.
Optionally generates one large buffer to draw all the font surfaces
into. This is necessary to save the display to a png file and may
be useful for testing large surfaces.
"""
large_surface = pg.surface.Surface(
(self.max_width, self.total_height)
).convert()
large_surface.fill(self.back_color)
print("scrolling surface created")
# display the surface size and memory usage
byte_size = large_surface.get_bytesize()
total_size = byte_size * (self.max_width * self.total_height)
print(
"Surface Size = {}x{} @ {}bpp: {:,.3f}mb".format(
self.max_width, self.total_height, byte_size, total_size / 1000000.0
)
)
y = 0
center = int(self.max_width / 2)
for surface, top in self.font_surfaces:
w = surface.get_width()
x = center - int(w / 2)
large_surface.blit(surface, (x, y))
y += surface.get_height()
self.max_y = large_surface.get_height() - pg.display.get_surface().get_height()
self.surface = large_surface
def display_surface(self, time=10):
"""
Display the large surface created by the render_surface method. Scrolls
based on the y_offset value(set in handle_events) and the height of the
pygame window.
"""
screen = pg.display.get_surface()
# Create a Rect equal to size of screen. Then we can just change its
# top attribute to draw the desired part of the rendered font surface
# to the display surface
rect = pg.rect.Rect(
0,
0,
self.surface.get_width(),
min(self.surface.get_height(), screen.get_height()),
)
x = int((screen.get_width() - self.surface.get_width()) / 2)
going = True
while going:
if not self.handle_events():
going = False
screen.fill(self.back_color)
rect.top = self.y_offset
screen.blit(self.surface, (x, 0), rect)
pg.display.flip()
self.clock.tick(20)
def save_png(self, name="font_viewer.png"):
pg.image.save(self.surface, name)
file_size = os.path.getsize(name) // 1024
print(f"font surface saved to {name}\nsize: {file_size:,}Kb")
def handle_events(self):
"""
This method handles user input. It returns False when it receives
a pygame.QUIT event or the user presses escape. The y_offset is
changed based on mouse and keyboard input. display_fonts() and
display_surface() use the y_offset to scroll display.
"""
events = pg.event.get()
for e in events:
if e.type == pg.QUIT:
return False
elif e.type == pg.KEYDOWN:
if e.key == pg.K_ESCAPE:
return False
elif e.type == pg.MOUSEWHEEL:
self.y_offset += e.y * self.MOUSE_SCROLL_SPEED * -1
elif e.type == pg.MOUSEBUTTONDOWN:
# enter dragging mode on mouse down
self.grabbed = True
pg.event.set_grab(True)
elif e.type == pg.MOUSEBUTTONUP:
# exit drag mode on mouse up
self.grabbed = False
pg.event.set_grab(False)
# allow simple accelerated scrolling with the keyboard
keys = pg.key.get_pressed()
if keys[pg.K_UP]:
self.key_held += 1
self.y_offset -= int(self.KEY_SCROLL_SPEED * (self.key_held // 10))
elif keys[pg.K_DOWN]:
self.key_held += 1
self.y_offset += int(self.KEY_SCROLL_SPEED * (self.key_held // 10))
else:
self.key_held = 20
# set the y_offset for scrolling and keep it between 0 and max_y
y = pg.mouse.get_rel()[1]
if y and self.grabbed:
self.y_offset -= y
self.y_offset = min((max(self.y_offset, 0), self.max_y))
return True
viewer = FontViewer()
pg.quit()