1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515
|
# 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):
locations += [f"{strange_root}/{loc}" for loc in os.listdir(strange_root)]
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."""
# fc-list is not likely to be there on pre 10.4.x, or MacOS 10.10+
fonts = {}
fclist_locations = [
"/usr/X11/bin/fc-list", # apple x11
"/usr/X11R6/bin/fc-list", # apple x11
]
for bin_location in fclist_locations:
if exists(bin_location):
fonts = initsysfonts_unix(bin_location)
break
if len(fonts) == 0:
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: # noqa: PERF203
# 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
|