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ftfont.py
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"""pygame module for loading and rendering fonts (freetype alternative)"""
__all__ = [
"Font",
"init",
"quit",
"get_default_font",
"get_init",
"SysFont",
"match_font",
"get_fonts",
]
from pygame._freetype import init, Font as _Font, get_default_resolution
from pygame._freetype import quit, get_default_font, get_init as _get_init
from pygame._freetype import _internal_mod_init
from pygame.sysfont import match_font, get_fonts, SysFont as _SysFont
from pygame import encode_file_path
from pygame import draw
class Font(_Font):
"""Font(filename, size) -> Font
Font(object, size) -> Font
create a new Font object from a file (freetype alternative)
This Font type differs from font.Font in that it can render glyphs
for Unicode code points in the supplementary planes (> 0xFFFF).
"""
__encode_file_path = staticmethod(encode_file_path)
__get_default_resolution = staticmethod(get_default_resolution)
__default_font = encode_file_path(get_default_font())
__unull = "\x00"
__bnull = b"\x00"
def __init__(self, file=None, size=20):
size = max(size, 1)
if isinstance(file, str):
try:
bfile = self.__encode_file_path(file, ValueError)
except ValueError:
bfile = ""
else:
bfile = file
if isinstance(bfile, bytes) and bfile == self.__default_font:
file = None
if file is None:
resolution = int(self.__get_default_resolution() * 0.6875)
if resolution == 0:
resolution = 1
else:
resolution = 0
super().__init__(file, size=size, resolution=resolution)
self.strength = 1.0 / 12.0
self.kerning = False
self.origin = True
self.pad = True
self.ucs4 = True
self.underline_adjustment = 1.0
self.strikethrough = False
lower_style_name = self.style_name.lower() if file is not None else ""
self._bold = "bold" in lower_style_name
self._italic = "italic" in lower_style_name or "slanted" in lower_style_name
def render(self, text, antialias, color, bgcolor=None):
"""render(text, antialias, color, background=None) -> Surface
draw text on a new Surface"""
if text is None:
text = ""
if isinstance(text, str) and self.__unull in text:
raise ValueError("A null character was found in the text")
if isinstance(text, bytes) and self.__bnull in text:
raise ValueError("A null character was found in the text")
save_antialiased = (
self.antialiased # pylint: disable = access-member-before-definition
)
self.antialiased = bool(antialias)
try:
s, _ = super().render(text, color, bgcolor)
if self.strikethrough:
s_size = s.get_size()
asc = self.get_ascent()
start_pos = (0, asc * 15 // 24)
end_pos = (s_size[0], start_pos[1])
width = max(s_size[1] // 20, 1)
draw.line(s, color, start_pos, end_pos, width)
return s
finally:
self.antialiased = save_antialiased
def set_bold(self, value):
"""set_bold(bool) -> None
enable fake rendering of bold text"""
if not self._bold:
self.wide = bool(value)
def get_bold(self):
"""get_bold() -> bool
check if text will be rendered bold"""
return self.wide or self._bold
bold = property(get_bold, set_bold)
def set_italic(self, value):
"""set_italic(bool) -> None
enable fake rendering of italic text"""
if not self._italic:
self.oblique = bool(value)
def get_italic(self):
"""get_italic() -> bool
check if the text will be rendered italic"""
return self.oblique or self._italic
italic = property(get_italic, set_italic)
def set_underline(self, value):
"""set_underline(bool) -> None
control if text is rendered with an underline"""
self.underline = bool(value)
def get_underline(self):
"""get_underline() -> bool
check if the text will be rendered with an underline"""
return self.underline
def set_strikethrough(self, value):
"""set_strikethrough(bool) -> None
control if the text is rendered struck through"""
self.strikethrough = value
def get_strikethrough(self):
"""get_strikethrough() -> bool
check if the text will be rendered struck through"""
return self.strikethrough
def metrics(self, text):
"""metrics(text) -> list
Gets the metrics for each character in the passed string."""
return self.get_metrics(text)
def get_ascent(self):
"""get_ascent() -> int
get the ascent of the font"""
return self.get_sized_ascender()
def get_descent(self):
"""get_descent() -> int
get the descent of the font"""
return self.get_sized_descender()
def get_height(self):
"""get_height() -> int
get the height of the font"""
return self.get_sized_ascender() - self.get_sized_descender() + 1
def get_linesize(self):
"""get_linesize() -> int
get the line space of the font text"""
return self.get_sized_height()
def size(self, text):
"""size(text) -> (width, height)
determine the amount of space needed to render text"""
return self.get_rect(text).size
FontType = Font
def get_init():
"""get_init() -> bool
true if the font module is initialized"""
return _get_init()
def SysFont(name, size, bold=0, italic=0, 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
fall back 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.ftfont.Font object is created.
"""
if constructor is None:
def constructor(fontpath, size, bold, italic):
font = Font(fontpath, size)
font.set_bold(bold)
font.set_italic(italic)
return font
return _SysFont(name, size, bold, italic, constructor)
del _Font, get_default_resolution, encode_file_path