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sysfont.py
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## 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, sys
#create simple version of the font name
def _simplename(name):
for char in '_ -':
name = name.replace(char, '')
name = name.lower()
name = name.replace('-', '')
name = name.replace("'", '')
return name
#insert a font and style into the font dictionary
def _addfont(name, bold, italic, font, fontdict):
if not fontdict.has_key(name):
fontdict[name] = {}
fontdict[name][bold, italic] = font
#read the fonts on windows
def initsysfonts_win32():
import _winreg
fonts = {}
mods = 'demibold', 'narrow', 'light', 'unicode', 'bt', 'mt'
fontdir = os.path.join(os.environ['WINDIR'], "Fonts")
#find the right place in registry
try:
key = _winreg.OpenKey(_winreg.HKEY_LOCAL_MACHINE,
r"SOFTWARE\Microsoft\Windows\CurrentVersion\Fonts")
except WindowsError:
try:
key = _winreg.OpenKey(_winreg.HKEY_LOCAL_MACHINE,
r"SOFTWARE\Microsoft\Windows NT\CurrentVersion\Fonts")
except WindowsError:
return fonts
fontdict = {}
for i in range(_winreg.QueryInfoKey(key)[1]):
try: name, font, t = _winreg.EnumValue(key,i)
except EnvironmentError: break
font = str(font)
if font[-4:].lower() != ".ttf":
continue
if os.sep not in font:
font = os.path.join(fontdir, font)
if name[-10:] == '(TrueType)':
name = name[:-11]
name = name.lower().split()
bold = italic = 0
for m in mods:
if m in name:
name.remove(m)
if 'bold' in name:
name.remove('bold')
bold = 1
if 'italic' in name:
name.remove('italic')
italic = 1
name = ''.join(name)
_addfont(name, bold, italic, font, fonts)
return fonts
#read of the fonts on osx (fill me in!)
def initsysfonts_darwin():
paths = ['/Library/Fonts',
'~/Library/Fonts',
'/Local/Library/Fonts',
'/Network/Library/Fonts']
fonts = {}
for p in paths:
if os.path.isdir(p):
pass
#os.path.walk(p, _fontwalk, fonts)
return fonts
#read the fonts from a unix 'fonts.cache-1' file
def read_unix_fontscache(dir, file, fonts):
file = open(os.path.join(dir, file))
for line in file.readlines():
try:
font, num, vals = line.split(' ', 2)
except ValueError:
continue
font = font.replace('"', '')
if font[-4:].lower() != '.ttf':
continue
font = os.path.join(dir, font)
vals = vals.split(':')
name = _simplename(vals[0][1:])
bold = vals[1].find('Bold') >= 0
italic = vals[1].find('Italic') >= 0
_addfont(name, bold, italic, font, fonts)
#read the fonts from a unix 'fonts.dot' file
def read_unix_fontsdir(dir, file, fonts):
file = open(os.path.join(dir, file))
numfonts = int(file.readline())
for line in file.readlines():
font, descr = line.split(' ', 1)
if font[-4:].lower() != ".ttf":
continue
font = os.path.join(dir, font)
descr = descr.split('-', 13)
name = _simplename(descr[2])
bold = (descr[3] == 'bold')
italic = (descr[4] == 'i')
_addfont(name, bold, italic, font, fonts)
#walk the path directory trees
def _fontwalk(fonts, path, files):
if 'fonts.scale' in files:
read_unix_fontsdir(path, 'fonts.scale', fonts)
elif 'fonts.dir' in files:
read_unix_fontsdir(path, 'fonts.dir', fonts)
elif 'fonts.cache-1' in files:
read_unix_fontscache(path, 'fonts.cache-1', fonts)
#read the fonts on unix
def initsysfonts_unix():
paths = ['/usr/X11R6/lib/X11/fonts', '/usr/share/fonts']
fonts = {}
for p in paths:
if os.path.isdir(p):
os.path.walk(p, _fontwalk, fonts)
return fonts
#create alias entries
def create_aliases():
aliases = (
('monospace', 'misc-fixed', 'courier', 'couriernew', 'console',
'fixed', 'mono', 'freemono', 'bitstreamverasansmono',
'verasansmono', 'monotype', 'lucidaconsole'),
('sans', 'arial', 'helvetica', 'swiss', 'freesans',
'bitstreamverasans', 'verasans', 'verdana', 'tahoma'),
('serif', 'times', 'freeserif', 'bitstreamveraserif', 'roman',
'timesroman', 'timesnewroman', 'dutch', 'veraserif',
'georgia'),
('wingdings', 'wingbats'),
)
for set in aliases:
found = None
fname = None
for name in set:
if Sysfonts.has_key(name):
found = Sysfonts[name]
fname = name
break
if not found:
continue
for name in set:
if not Sysfonts.has_key(name):
Sysalias[name] = found
Sysfonts = {}
Sysalias = {}
#initialize it all, called once
def initsysfonts():
if sys.platform == 'win32':
fonts = initsysfonts_win32()
elif sys.platform == 'darwin':
fonts = initsysfonts_darwin()
else:
fonts = initsysfonts_unix()
Sysfonts.update(fonts)
create_aliases()
if not Sysfonts: #dummy so we don't try to reinit
Sysfonts[None] = None
#the exported functions
def SysFont(name, size, bold=0, italic=0):
"""pygame.font.SysFont(name, size, bold=0, italic=0) -> 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 a comma separated list of names, in
which case 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.
"""
import pygame.font
if not Sysfonts:
initsysfonts()
fontname = None
if name:
allnames = name
for name in allnames.split(','):
origbold = bold
origitalic = italic
name = _simplename(name)
styles = Sysfonts.get(name)
if not styles:
styles = Sysalias.get(name)
if styles:
while not fontname:
fontname = styles.get((bold, italic))
if italic:
italic = 0
elif bold:
bold = 0
elif not fontname:
fontname = styles.values()[0]
if fontname: break
font = pygame.font.Font(fontname, size)
if name:
if origbold and not bold:
font.set_bold(1)
if origitalic and not italic:
font.set_italic(1)
else:
if bold:
font.set_bold(1)
elif italic:
font.set_italic(1)
return font
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.
"""
if not Sysfonts:
initsysfonts()
return Sysfonts.keys()
def match_font(name, bold=0, italic=0):
"""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 be a comma
separated list of font names to try.
If no match is found, None is returned.
"""
if not Sysfonts:
initsysfonts()
fontname = None
allnames = name
for name in allnames.split(','):
name = _simplename(name)
styles = Sysfonts.get(name)
if not styles:
styles = Sysalias.get(name)
if styles:
while not fontname:
fontname = styles.get((bold, italic))
if italic:
italic = 0
elif bold:
bold = 0
elif not fontname:
fontname = styles.values()[0]
if fontname: break
return fontname