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