"""Enhanced Pygame module for loading and rendering computer fonts""" from pygame._freetype import ( Font, STYLE_NORMAL, STYLE_OBLIQUE, STYLE_STRONG, STYLE_UNDERLINE, STYLE_WIDE, STYLE_DEFAULT, init, quit, get_init, was_init, get_cache_size, get_default_font, get_default_resolution, get_error, get_version, set_default_resolution, ) from pygame.sysfont import match_font, get_fonts, SysFont as _SysFont __all__ = [ "Font", "STYLE_NORMAL", "STYLE_OBLIQUE", "STYLE_STRONG", "STYLE_UNDERLINE", "STYLE_WIDE", "STYLE_DEFAULT", "init", "quit", "get_init", "was_init", "get_cache_size", "get_default_font", "get_default_resolution", "get_error", "get_version", "set_default_resolution", "match_font", "get_fonts", ] def SysFont(name, size, bold=False, italic=False, 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.freetype.Font object is created. """ if constructor is None: def constructor(fontpath, size, bold, italic): font = Font(fontpath, size) font.strong = bold font.oblique = italic return font return _SysFont(name, size, bold, italic, constructor)