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Font.py
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from __future__ import division
#####################################################################
# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# 2008 evilynux <evilynux@gmail.com> #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program 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 General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from past.utils import old_div
from builtins import object
import pygame
from OpenGL.GL import *
import sys
from Texture import Texture, TextureAtlas, TextureAtlasFullException
from numpy import array, float32
DEFAULT_SCALE = 0.002
class CacheElement(object):
def __init__(self,content):
self.content = content
self.accessed()
def accessed(self):
self.lastUse = pygame.time.get_ticks()
class Cache(object):
def __init__(self,maxCount=1024):
self.elements = {}
self.maxCount = maxCount
def get(self,key):
e = self.elements[key]
e.accessed()
return e.content
def add(self,key,element):
self.elements[key] = CacheElement(element)
if len(self.elements) > self.maxCount:
keys = list(self.elements.keys())
keys.sort(key=lambda e:-self.elements[e].lastUse)
for k in keys[self.maxCount:]:
del self.elements[k]
class Font(object):
"""A texture-mapped font."""
def __init__(self, fileName, size, bold = False, italic = False, underline = False, outline = True,
scale = 1.0, reversed = False, systemFont = False, shadow = False, shadowoffsetx = .0022, shadowoffsety = .0005):
pygame.font.init()
self.size = size
self.scale = scale
self.outline = outline
self.reversed = reversed
self.shadow = shadow
self.shadowoffsetx = shadowoffsetx
self.shadowoffsety = shadowoffsety
# Try loading a system font first if one was requested
self.font = None
if systemFont and sys.platform != "win32":
try:
self.font = pygame.font.SysFont(None, size)
except:
pass
if not self.font:
self.font = pygame.font.Font(fileName, size)
self.font.set_bold(bold)
self.font.set_italic(italic)
self.font.set_underline(underline)
self.stringsCache = Cache(256)
self.square_prim = array([[.0,.0],[.0,.0],[.0,.0],[.0,.0]], dtype=float32)
self.square_tex = array([[.0,.0],[.0,.0],[.0,.0],[.0,.0]], dtype=float32)
def getStringSize(self, s, scale = DEFAULT_SCALE):
"""
Get the dimensions of a string when rendered with this font.
@param s: String
@param scale: Scale factor
@return: (width, height) tuple
"""
scale *= self.scale
try:
t,w,h = self.stringsCache.get(s)
except KeyError:
w,h = self.font.size(s)
return (w*scale, h*scale)
def loadCache(self):
pass
# evilynux - Return scaling factor needed to fit text within maxwidth
def scaleText(self, text, maxwidth, scale = DEFAULT_SCALE):
w, h = self.getStringSize(text, scale)
if w > maxwidth:
scale *= old_div(maxwidth,w)
return scale
def getHeight(self):
"""@return: The height of this font"""
return self.font.get_height() * self.scale
def getLineSpacing(self, scale = DEFAULT_SCALE):
"""@return: Recommanded line spacing of this font"""
return self.font.get_linesize() * self.scale * scale
#MFH - needed to find the centerline of text
def getFontAscent(self, scale = DEFAULT_SCALE):
"""@return: Return the height in pixels for the font ascent.
The ascent is the number of pixels from the font baseline to the top of the font. """
return self.font.get_ascent() * self.scale * scale
#MFH - needed to find the centerline of text
def getFontDescent(self, scale = DEFAULT_SCALE):
"""@return: Return the height in pixels for the font descent. The descent
is the number of pixels from the font baseline to the bottom of the font. """
return self.font.get_descent() * self.scale * scale
def setCustomGlyph(self, character, texture):
"""
Replace a character with a texture.
@param character: Character to replace
@param texture: L{Texture} instance
"""
pass
def render(self, text, pos = (0, 0), direction = (1, 0), scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005)):
"""
Draw some text.
@param text: Text to draw
@param pos: Text coordinate tuple (x, y)
@param direction: Text direction vector (x, y, z)
@param scale: Scale factor
"""
# deufeufeu : new drawing relaying only on pygame.font.render
# : I know me miss special unicodes characters, but the gain
# : is really important.
# evilynux : Use arrays to increase performance
def drawSquare(w,h,tw,th):
self.square_prim[1,0] = self.square_prim[3,0] = w
self.square_prim[2,1] = self.square_prim[3,1] = h
self.square_tex[0,1] = self.square_tex[1,1] = th
self.square_tex[1,0] = self.square_tex[3,0] = tw
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointerf(self.square_prim)
glTexCoordPointerf(self.square_tex)
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.square_prim.shape[0])
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if not text:
return
try:
t,w,h = self.stringsCache.get(text)
except KeyError:
s = self.font.render(text, True, (255,255,255))
t = Texture()
t.setFilter(GL_LINEAR, GL_LINEAR)
t.setRepeat(GL_CLAMP, GL_CLAMP)
t.loadSurface(s, alphaChannel = True)
del s
w, h = self.font.size(text)
self.stringsCache.add(text,(t,w,h))
x, y = pos
scale *= self.scale
w, h = w*scale, h*scale
tw,th = t.size
glEnable(GL_TEXTURE_2D)
glPushMatrix()
glTranslatef(x,y,0)
t.bind()
if self.outline:
glPushAttrib(GL_CURRENT_BIT)
glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3])
blur = 2 * DEFAULT_SCALE
for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0),
(1, 0), (-.7, .7), (0, 1), (.7, .7)]:
glTranslatef(blur * offset[0], blur * offset[1], 0)
drawSquare(w,h,tw,th)
glTranslatef(-blur * offset[0], -blur * offset[1], 0)
glPopAttrib()
if self.shadow:
glPushAttrib(GL_CURRENT_BIT)
glColor4f(0, 0, 0, 1)
glTranslatef(shadowoffset[0], shadowoffset[1], 0)
drawSquare(w,h,tw,th)
glTranslatef(-shadowoffset[0], -shadowoffset[1], 0)
glPopAttrib()
drawSquare(w,h,tw,th)
glPopMatrix()
glDisable(GL_TEXTURE_2D)
return