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