# 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 import warnings from os.path import basename, dirname, exists, join, splitext from pygame.font import Font if sys.platform != "emscripten": if os.name == "nt": import winreg as _winreg import subprocess OpenType_extensions = frozenset((".ttf", ".ttc", ".otf")) Sysfonts = {} Sysalias = {} is_init = False 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") fonts = {} # add fonts entered in the registry microsoft_font_dirs = [ "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts", "SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", ] for domain in [_winreg.HKEY_LOCAL_MACHINE, _winreg.HKEY_CURRENT_USER]: for font_dir in microsoft_font_dirs: try: key = _winreg.OpenKey(domain, font_dir) except FileNotFoundError: continue for i in range(_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) except OSError: break if splitext(font)[1].lower() not in OpenType_extensions: continue if not dirname(font): font = join(fontdir, font) # Some are named A & B, both names should be processed separately # Ex: the main Cambria file is marked as "Cambria & Cambria Math" for name in name.split("&"): _parse_font_entry_win(name, font, fonts) return fonts def _parse_font_entry_win(name, font, fonts): """ Parse out a simpler name and the font style from the initial file name. :param name: The font name :param font: The font file path :param fonts: The pygame font dictionary """ true_type_suffix = "(TrueType)" mods = ("demibold", "narrow", "light", "unicode", "bt", "mt") if name.endswith(true_type_suffix): name = name.rstrip(true_type_suffix).rstrip() name = name.lower().split() bold = italic = False for mod in mods: if mod in name: name.remove(mod) if "bold" in name: name.remove("bold") bold = True if "italic" in name: name.remove("italic") italic = True name = "".join(name) name = _simplename(name) _addfont(name, bold, italic, font, fonts) def _parse_font_entry_darwin(name, filepath, fonts): """ Parses a font entry for macOS :param name: The filepath without extensions or directories :param filepath: The full path to the font :param fonts: The pygame font dictionary to add the parsed font data to. """ name = _simplename(name) mods = ("regular",) for mod in mods: if mod in name: name = name.replace(mod, "") bold = italic = False if "bold" in name: name = name.replace("bold", "") bold = True if "italic" in name: name = name.replace("italic", "") italic = True _addfont(name, bold, italic, filepath, fonts) def _font_finder_darwin(): locations = [ "/Library/Fonts", "/Network/Library/Fonts", "/System/Library/Fonts", "/System/Library/Fonts/Supplemental", ] username = os.getenv("USER") if username: locations.append(f"/Users/{username}/Library/Fonts") strange_root = "/System/Library/Assets/com_apple_MobileAsset_Font3" if exists(strange_root): strange_locations = os.listdir(strange_root) for loc in strange_locations: locations.append(f"{strange_root}/{loc}/AssetData") fonts = {} for location in locations: if not exists(location): continue files = os.listdir(location) for file in files: name, extension = splitext(file) if extension in OpenType_extensions: _parse_font_entry_darwin(name, join(location, file), 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") else: # eventually this should probably be the preferred solution fonts = _font_finder_darwin() 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 = {} if sys.platform == "emscripten": return fonts try: proc = subprocess.run( [path, ":", "file", "family", "style"], stdout=subprocess.PIPE, # capture stdout stderr=subprocess.PIPE, # capture stderr check=True, # so that errors raise python exception which is handled below timeout=1, # so that we don't hang the program waiting ) except FileNotFoundError: warnings.warn( f"'{path}' is missing, system fonts cannot be loaded on your platform" ) except subprocess.TimeoutExpired: warnings.warn( f"Process running '{path}' timed-out! System fonts cannot be loaded on " "your platform" ) except subprocess.CalledProcessError as e: warnings.warn( f"'{path}' failed with error code {e.returncode}! System fonts cannot be " f"loaded on your platform. Error log is:\n{e.stderr}" ) else: for entry in proc.stdout.decode("ascii", "ignore").splitlines(): try: _parse_font_entry_unix(entry, fonts) except ValueError: # try the next one. pass return fonts def _parse_font_entry_unix(entry, fonts): """ Parses an entry in the unix font data to add to the pygame font dictionary. :param entry: A entry from the unix font list. :param fonts: The pygame font dictionary to add the parsed font data to. """ filename, family, style = entry.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) 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", "consolas", "dejavusansmono", "liberationmono", ), ( "sans", "arial", "helvetica", "swiss", "freesans", "bitstreamverasans", "verasans", "verdana", "tahoma", "calibri", "gillsans", "segoeui", "trebuchetms", "ubuntu", "dejavusans", "liberationsans", ), ( "serif", "times", "freeserif", "bitstreamveraserif", "roman", "timesroman", "timesnewroman", "dutch", "veraserif", "georgia", "cambria", "constantia", "dejavuserif", "liberationserif", ), ("wingdings", "wingbats"), ("comicsansms", "comicsans"), ) 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 def initsysfonts(): """ Initialise the sysfont module, called once. Locates the installed fonts and creates some aliases for common font categories. Has different initialisation functions for different platforms. """ global is_init if is_init: # no need to re-init return if sys.platform == "win32": fonts = initsysfonts_win32() elif sys.platform == "darwin": fonts = initsysfonts_darwin() else: fonts = initsysfonts_unix() Sysfonts.update(fonts) create_aliases() is_init = True def font_constructor(fontpath, size, bold, italic): """ pygame.font specific declarations :param fontpath: path to a font. :param size: size of a font. :param bold: bold style, True or False. :param italic: italic style, True or False. :return: A font.Font object. """ font = Font(fontpath, size) if bold: font.set_bold(True) if italic: font.set_italic(True) 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 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.font.Font object is created. """ if constructor is None: constructor = font_constructor initsysfonts() gotbold = gotitalic = False fontname = None if name: if isinstance(name, (str, bytes)): name = name.split(b"," if isinstance(name, bytes) else ",") for single_name in name: if isinstance(single_name, bytes): single_name = single_name.decode() single_name = _simplename(single_name) styles = Sysfonts.get(single_name) if not styles: styles = Sysalias.get(single_name) if styles: plainname = styles.get((False, False)) fontname = styles.get((bold, italic)) if not (fontname or 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. """ initsysfonts() return list(Sysfonts) def match_font(name, bold=False, italic=False): """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 also be an iterable of font names or a string/bytes of comma-separated font names to try. If no match is found, None is returned. """ initsysfonts() fontname = None if isinstance(name, (str, bytes)): name = name.split(b"," if isinstance(name, bytes) else ",") for single_name in name: if isinstance(single_name, bytes): single_name = single_name.decode() single_name = _simplename(single_name) styles = Sysfonts.get(single_name) if not styles: styles = Sysalias.get(single_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