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pygame.fastevent.post() place an event on the queue post(Event) -> None This will post your own event objects onto the event queue. You can post any event type you want, but some care must be taken. For example, if you post a MOUSEBUTTONDOWN event to the queue, it is likely any code receiving the event will expect the standard MOUSEBUTTONDOWN attributes to be available, like 'pos' and 'button'. Because pygame.fastevent.post() may have to wait for the queue to empty, you can get into a dead lock if you try to append an event on to a full queue from the thread that processes events. For that reason I do not recommend using this function in the main thread of an SDL program.
pygame.ref.fastevent#pygame.fastevent.post
pygame.fastevent.pump() internally process pygame event handlers pump() -> None For each frame of your game, you will need to make some sort of call to the event queue. This ensures your program can internally interact with the rest of the operating system. This function is not necessary if your program is consistently processing events on the queue through the other pygame.fastevent functions. There are important things that must be dealt with internally in the event queue. The main window may need to be repainted or respond to the system. If you fail to make a call to the event queue for too long, the system may decide your program has locked up.
pygame.ref.fastevent#pygame.fastevent.pump
pygame.fastevent.wait() wait for an event wait() -> Event Returns the current event on the queue. If there are no messages waiting on the queue, this will not return until one is available. Sometimes it is important to use this wait to get events from the queue, it will allow your application to idle when the user isn't doing anything with it.
pygame.ref.fastevent#pygame.fastevent.wait
pygame.font pygame module for loading and rendering fonts The font module allows for rendering TrueType fonts into a new Surface object. It accepts any UCS-2 character ('u0001' to 'uFFFF'). This module is optional and requires SDL_ttf as a dependency. You should test that pygame.font is available and initialized before attempting to use the module. Most of the work done with fonts are done by using the actual Font objects. The module by itself only has routines to initialize the module and create Font objects with pygame.font.Font(). You can load fonts from the system by using the pygame.font.SysFont() function. There are a few other functions to help lookup the system fonts. Pygame comes with a builtin default font. This can always be accessed by passing None as the font name. To use the pygame.freetype based pygame.ftfont as pygame.font define the environment variable PYGAME_FREETYPE before the first import of pygame. Module pygame.ftfont is a pygame.font compatible module that passes all but one of the font module unit tests: it does not have the UCS-2 limitation of the SDL_ttf based font module, so fails to raise an exception for a code point greater than 'uFFFF'. If pygame.freetype is unavailable then the SDL_ttf font module will be loaded instead. pygame.font.init() initialize the font module init() -> None This method is called automatically by pygame.init(). It initializes the font module. The module must be initialized before any other functions will work. It is safe to call this function more than once. pygame.font.quit() uninitialize the font module quit() -> None Manually uninitialize SDL_ttf's font system. This is called automatically by pygame.quit(). It is safe to call this function even if font is currently not initialized. pygame.font.get_init() true if the font module is initialized get_init() -> bool Test if the font module is initialized or not. pygame.font.get_default_font() get the filename of the default font get_default_font() -> string Return the filename of the system font. This is not the full path to the file. This file can usually be found in the same directory as the font module, but it can also be bundled in separate archives. pygame.font.get_fonts() get all available fonts get_fonts() -> list of strings Returns a list of all the fonts available on the system. The names of the fonts will be set to lowercase with all spaces and punctuation removed. This works on most systems, but some will return an empty list if they cannot find fonts. pygame.font.match_font() find a specific font on the system match_font(name, bold=False, italic=False) -> path Returns the full path to a font file on the system. If bold or italic are set to true, this will attempt to find the correct family of font. The font 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. If none of the given names are found, None is returned. New in pygame 2.0.1: Accept an iterable of font names. Example: print pygame.font.match_font('bitstreamverasans') # output is: /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf # (but only if you have Vera on your system) pygame.font.SysFont() create a Font object from the system fonts SysFont(name, size, bold=False, italic=False) -> Font Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. 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 a suitable system font is not found this will fall back on loading the default pygame font. The font 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. New in pygame 2.0.1: Accept an iterable of font names. pygame.font.Font create a new Font object from a file Font(filename, size) -> Font Font(object, size) -> Font Load a new font from a given filename or a python file object. The size is the height of the font in pixels. If the filename is None the pygame default font will be loaded. If a font cannot be loaded from the arguments given an exception will be raised. Once the font is created the size cannot be changed. Font objects are mainly used to render text into new Surface objects. The render can emulate bold or italic features, but it is better to load from a font with actual italic or bold glyphs. The rendered text can be regular strings or unicode. bold Gets or sets whether the font should be rendered in (faked) bold. bold -> bool Whether the font should be rendered in bold. When set to True, this enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. New in pygame 2.0.0. italic Gets or sets whether the font should be rendered in (faked) italics. italic -> bool Whether the font should be rendered in italic. When set to True, this enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. New in pygame 2.0.0. underline Gets or sets whether the font should be rendered with an underline. underline -> bool Whether the font should be rendered in underline. When set to True, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. New in pygame 2.0.0. render() draw text on a new Surface render(text, antialias, color, background=None) -> Surface This creates a new Surface with the specified text rendered on it. pygame provides no way to directly draw text on an existing Surface: instead you must use Font.render() to create an image (Surface) of the text, then blit this image onto another Surface. The text can only be a single line: newline characters are not rendered. Null characters ('x00') raise a TypeError. Both Unicode and char (byte) strings are accepted. For Unicode strings only UCS-2 characters ('u0001' to 'uFFFF') are recognized. Anything greater raises a UnicodeError. For char strings a LATIN1 encoding is assumed. The antialias argument is a boolean: if true the characters will have smooth edges. The color argument is the color of the text [e.g.: (0,0,255) for blue]. The optional background argument is a color to use for the text background. If no background is passed the area outside the text will be transparent. The Surface returned will be of the dimensions required to hold the text. (the same as those returned by Font.size()). If an empty string is passed for the text, a blank surface will be returned that is zero pixel wide and the height of the font. Depending on the type of background and antialiasing used, this returns different types of Surfaces. For performance reasons, it is good to know what type of image will be used. If antialiasing is not used, the return image will always be an 8-bit image with a two-color palette. If the background is transparent a colorkey will be set. Antialiased images are rendered to 24-bit RGB images. If the background is transparent a pixel alpha will be included. Optimization: if you know that the final destination for the text (on the screen) will always have a solid background, and the text is antialiased, you can improve performance by specifying the background color. This will cause the resulting image to maintain transparency information by colorkey rather than (much less efficient) alpha values. If you render '\n' an unknown char will be rendered. Usually a rectangle. Instead you need to handle new lines yourself. Font rendering is not thread safe: only a single thread can render text at any time. size() determine the amount of space needed to render text size(text) -> (width, height) Returns the dimensions needed to render the text. This can be used to help determine the positioning needed for text before it is rendered. It can also be used for wordwrapping and other layout effects. Be aware that most fonts use kerning which adjusts the widths for specific letter pairs. For example, the width for "ae" will not always match the width for "a" + "e". set_underline() control if text is rendered with an underline set_underline(bool) -> None When enabled, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. Note This is the same as the underline attribute. get_underline() check if text will be rendered with an underline get_underline() -> bool Return True when the font underline is enabled. Note This is the same as the underline attribute. set_bold() enable fake rendering of bold text set_bold(bool) -> None Enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. Note This is the same as the bold attribute. get_bold() check if text will be rendered bold get_bold() -> bool Return True when the font bold rendering mode is enabled. Note This is the same as the bold attribute. set_italic() enable fake rendering of italic text set_italic(bool) -> None Enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. Note This is the same as the italic attribute. metrics() gets the metrics for each character in the passed string metrics(text) -> list The list contains tuples for each character, which contain the minimum X offset, the maximum X offset, the minimum Y offset, the maximum Y offset and the advance offset (bearing plus width) of the character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny, maxy, advance), ...]. None is entered in the list for each unrecognized character. get_italic() check if the text will be rendered italic get_italic() -> bool Return True when the font italic rendering mode is enabled. Note This is the same as the italic attribute. get_linesize() get the line space of the font text get_linesize() -> int Return the height in pixels for a line of text with the font. When rendering multiple lines of text this is the recommended amount of space between lines. get_height() get the height of the font get_height() -> int Return the height in pixels of the actual rendered text. This is the average size for each glyph in the font. get_ascent() get the ascent of the font get_ascent() -> int 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. get_descent() get the descent of the font get_descent() -> int 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.
pygame.ref.font
pygame.font.Font create a new Font object from a file Font(filename, size) -> Font Font(object, size) -> Font Load a new font from a given filename or a python file object. The size is the height of the font in pixels. If the filename is None the pygame default font will be loaded. If a font cannot be loaded from the arguments given an exception will be raised. Once the font is created the size cannot be changed. Font objects are mainly used to render text into new Surface objects. The render can emulate bold or italic features, but it is better to load from a font with actual italic or bold glyphs. The rendered text can be regular strings or unicode. bold Gets or sets whether the font should be rendered in (faked) bold. bold -> bool Whether the font should be rendered in bold. When set to True, this enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. New in pygame 2.0.0. italic Gets or sets whether the font should be rendered in (faked) italics. italic -> bool Whether the font should be rendered in italic. When set to True, this enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. New in pygame 2.0.0. underline Gets or sets whether the font should be rendered with an underline. underline -> bool Whether the font should be rendered in underline. When set to True, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. New in pygame 2.0.0. render() draw text on a new Surface render(text, antialias, color, background=None) -> Surface This creates a new Surface with the specified text rendered on it. pygame provides no way to directly draw text on an existing Surface: instead you must use Font.render() to create an image (Surface) of the text, then blit this image onto another Surface. The text can only be a single line: newline characters are not rendered. Null characters ('x00') raise a TypeError. Both Unicode and char (byte) strings are accepted. For Unicode strings only UCS-2 characters ('u0001' to 'uFFFF') are recognized. Anything greater raises a UnicodeError. For char strings a LATIN1 encoding is assumed. The antialias argument is a boolean: if true the characters will have smooth edges. The color argument is the color of the text [e.g.: (0,0,255) for blue]. The optional background argument is a color to use for the text background. If no background is passed the area outside the text will be transparent. The Surface returned will be of the dimensions required to hold the text. (the same as those returned by Font.size()). If an empty string is passed for the text, a blank surface will be returned that is zero pixel wide and the height of the font. Depending on the type of background and antialiasing used, this returns different types of Surfaces. For performance reasons, it is good to know what type of image will be used. If antialiasing is not used, the return image will always be an 8-bit image with a two-color palette. If the background is transparent a colorkey will be set. Antialiased images are rendered to 24-bit RGB images. If the background is transparent a pixel alpha will be included. Optimization: if you know that the final destination for the text (on the screen) will always have a solid background, and the text is antialiased, you can improve performance by specifying the background color. This will cause the resulting image to maintain transparency information by colorkey rather than (much less efficient) alpha values. If you render '\n' an unknown char will be rendered. Usually a rectangle. Instead you need to handle new lines yourself. Font rendering is not thread safe: only a single thread can render text at any time. size() determine the amount of space needed to render text size(text) -> (width, height) Returns the dimensions needed to render the text. This can be used to help determine the positioning needed for text before it is rendered. It can also be used for wordwrapping and other layout effects. Be aware that most fonts use kerning which adjusts the widths for specific letter pairs. For example, the width for "ae" will not always match the width for "a" + "e". set_underline() control if text is rendered with an underline set_underline(bool) -> None When enabled, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. Note This is the same as the underline attribute. get_underline() check if text will be rendered with an underline get_underline() -> bool Return True when the font underline is enabled. Note This is the same as the underline attribute. set_bold() enable fake rendering of bold text set_bold(bool) -> None Enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. Note This is the same as the bold attribute. get_bold() check if text will be rendered bold get_bold() -> bool Return True when the font bold rendering mode is enabled. Note This is the same as the bold attribute. set_italic() enable fake rendering of italic text set_italic(bool) -> None Enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. Note This is the same as the italic attribute. metrics() gets the metrics for each character in the passed string metrics(text) -> list The list contains tuples for each character, which contain the minimum X offset, the maximum X offset, the minimum Y offset, the maximum Y offset and the advance offset (bearing plus width) of the character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny, maxy, advance), ...]. None is entered in the list for each unrecognized character. get_italic() check if the text will be rendered italic get_italic() -> bool Return True when the font italic rendering mode is enabled. Note This is the same as the italic attribute. get_linesize() get the line space of the font text get_linesize() -> int Return the height in pixels for a line of text with the font. When rendering multiple lines of text this is the recommended amount of space between lines. get_height() get the height of the font get_height() -> int Return the height in pixels of the actual rendered text. This is the average size for each glyph in the font. get_ascent() get the ascent of the font get_ascent() -> int 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. get_descent() get the descent of the font get_descent() -> int 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.
pygame.ref.font#pygame.font.Font
bold Gets or sets whether the font should be rendered in (faked) bold. bold -> bool Whether the font should be rendered in bold. When set to True, this enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. New in pygame 2.0.0.
pygame.ref.font#pygame.font.Font.bold
get_ascent() get the ascent of the font get_ascent() -> int 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.
pygame.ref.font#pygame.font.Font.get_ascent
get_bold() check if text will be rendered bold get_bold() -> bool Return True when the font bold rendering mode is enabled. Note This is the same as the bold attribute.
pygame.ref.font#pygame.font.Font.get_bold
get_descent() get the descent of the font get_descent() -> int 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.
pygame.ref.font#pygame.font.Font.get_descent
get_height() get the height of the font get_height() -> int Return the height in pixels of the actual rendered text. This is the average size for each glyph in the font.
pygame.ref.font#pygame.font.Font.get_height
get_italic() check if the text will be rendered italic get_italic() -> bool Return True when the font italic rendering mode is enabled. Note This is the same as the italic attribute.
pygame.ref.font#pygame.font.Font.get_italic
get_linesize() get the line space of the font text get_linesize() -> int Return the height in pixels for a line of text with the font. When rendering multiple lines of text this is the recommended amount of space between lines.
pygame.ref.font#pygame.font.Font.get_linesize
get_underline() check if text will be rendered with an underline get_underline() -> bool Return True when the font underline is enabled. Note This is the same as the underline attribute.
pygame.ref.font#pygame.font.Font.get_underline
italic Gets or sets whether the font should be rendered in (faked) italics. italic -> bool Whether the font should be rendered in italic. When set to True, this enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. New in pygame 2.0.0.
pygame.ref.font#pygame.font.Font.italic
metrics() gets the metrics for each character in the passed string metrics(text) -> list The list contains tuples for each character, which contain the minimum X offset, the maximum X offset, the minimum Y offset, the maximum Y offset and the advance offset (bearing plus width) of the character. [(minx, maxx, miny, maxy, advance), (minx, maxx, miny, maxy, advance), ...]. None is entered in the list for each unrecognized character.
pygame.ref.font#pygame.font.Font.metrics
render() draw text on a new Surface render(text, antialias, color, background=None) -> Surface This creates a new Surface with the specified text rendered on it. pygame provides no way to directly draw text on an existing Surface: instead you must use Font.render() to create an image (Surface) of the text, then blit this image onto another Surface. The text can only be a single line: newline characters are not rendered. Null characters ('x00') raise a TypeError. Both Unicode and char (byte) strings are accepted. For Unicode strings only UCS-2 characters ('u0001' to 'uFFFF') are recognized. Anything greater raises a UnicodeError. For char strings a LATIN1 encoding is assumed. The antialias argument is a boolean: if true the characters will have smooth edges. The color argument is the color of the text [e.g.: (0,0,255) for blue]. The optional background argument is a color to use for the text background. If no background is passed the area outside the text will be transparent. The Surface returned will be of the dimensions required to hold the text. (the same as those returned by Font.size()). If an empty string is passed for the text, a blank surface will be returned that is zero pixel wide and the height of the font. Depending on the type of background and antialiasing used, this returns different types of Surfaces. For performance reasons, it is good to know what type of image will be used. If antialiasing is not used, the return image will always be an 8-bit image with a two-color palette. If the background is transparent a colorkey will be set. Antialiased images are rendered to 24-bit RGB images. If the background is transparent a pixel alpha will be included. Optimization: if you know that the final destination for the text (on the screen) will always have a solid background, and the text is antialiased, you can improve performance by specifying the background color. This will cause the resulting image to maintain transparency information by colorkey rather than (much less efficient) alpha values. If you render '\n' an unknown char will be rendered. Usually a rectangle. Instead you need to handle new lines yourself. Font rendering is not thread safe: only a single thread can render text at any time.
pygame.ref.font#pygame.font.Font.render
set_bold() enable fake rendering of bold text set_bold(bool) -> None Enables the bold rendering of text. This is a fake stretching of the font that doesn't look good on many font types. If possible load the font from a real bold font file. While bold, the font will have a different width than when normal. This can be mixed with the italic and underline modes. Note This is the same as the bold attribute.
pygame.ref.font#pygame.font.Font.set_bold
set_italic() enable fake rendering of italic text set_italic(bool) -> None Enables fake rendering of italic text. This is a fake skewing of the font that doesn't look good on many font types. If possible load the font from a real italic font file. While italic the font will have a different width than when normal. This can be mixed with the bold and underline modes. Note This is the same as the italic attribute.
pygame.ref.font#pygame.font.Font.set_italic
set_underline() control if text is rendered with an underline set_underline(bool) -> None When enabled, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. Note This is the same as the underline attribute.
pygame.ref.font#pygame.font.Font.set_underline
size() determine the amount of space needed to render text size(text) -> (width, height) Returns the dimensions needed to render the text. This can be used to help determine the positioning needed for text before it is rendered. It can also be used for wordwrapping and other layout effects. Be aware that most fonts use kerning which adjusts the widths for specific letter pairs. For example, the width for "ae" will not always match the width for "a" + "e".
pygame.ref.font#pygame.font.Font.size
underline Gets or sets whether the font should be rendered with an underline. underline -> bool Whether the font should be rendered in underline. When set to True, all rendered fonts will include an underline. The underline is always one pixel thick, regardless of font size. This can be mixed with the bold and italic modes. New in pygame 2.0.0.
pygame.ref.font#pygame.font.Font.underline
pygame.font.get_default_font() get the filename of the default font get_default_font() -> string Return the filename of the system font. This is not the full path to the file. This file can usually be found in the same directory as the font module, but it can also be bundled in separate archives.
pygame.ref.font#pygame.font.get_default_font
pygame.font.get_fonts() get all available fonts get_fonts() -> list of strings Returns a list of all the fonts available on the system. The names of the fonts will be set to lowercase with all spaces and punctuation removed. This works on most systems, but some will return an empty list if they cannot find fonts.
pygame.ref.font#pygame.font.get_fonts
pygame.font.get_init() true if the font module is initialized get_init() -> bool Test if the font module is initialized or not.
pygame.ref.font#pygame.font.get_init
pygame.font.init() initialize the font module init() -> None This method is called automatically by pygame.init(). It initializes the font module. The module must be initialized before any other functions will work. It is safe to call this function more than once.
pygame.ref.font#pygame.font.init
pygame.font.match_font() find a specific font on the system match_font(name, bold=False, italic=False) -> path Returns the full path to a font file on the system. If bold or italic are set to true, this will attempt to find the correct family of font. The font 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. If none of the given names are found, None is returned. New in pygame 2.0.1: Accept an iterable of font names. Example: print pygame.font.match_font('bitstreamverasans') # output is: /usr/share/fonts/truetype/ttf-bitstream-vera/Vera.ttf # (but only if you have Vera on your system)
pygame.ref.font#pygame.font.match_font
pygame.font.quit() uninitialize the font module quit() -> None Manually uninitialize SDL_ttf's font system. This is called automatically by pygame.quit(). It is safe to call this function even if font is currently not initialized.
pygame.ref.font#pygame.font.quit
pygame.font.SysFont() create a Font object from the system fonts SysFont(name, size, bold=False, italic=False) -> Font Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. 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 a suitable system font is not found this will fall back on loading the default pygame font. The font 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. New in pygame 2.0.1: Accept an iterable of font names.
pygame.ref.font#pygame.font.SysFont
pygame.freetype Enhanced pygame module for loading and rendering computer fonts The pygame.freetype module is a replacement for pygame.font. It has all of the functionality of the original, plus many new features. Yet is has absolutely no dependencies on the SDL_ttf library. It is implemented directly on the FreeType 2 library. The pygame.freetype module is not itself backward compatible with pygame.font. Instead, use the pygame.ftfont module as a drop-in replacement for pygame.font. All font file formats supported by FreeType can be rendered by pygame.freetype, namely TTF, Type1, CFF, OpenType, SFNT, PCF, FNT, BDF, PFR and Type42 fonts. All glyphs having UTF-32 code points are accessible (see Font.ucs4). Most work on fonts is done using Font instances. The module itself only has routines for initialization and creation of Font objects. You can load fonts from the system using the SysFont() function. Extra support of bitmap fonts is available. Available bitmap sizes can be listed (see Font.get_sizes()). For bitmap only fonts Font can set the size for you (see the Font.size property). For now undefined character codes are replaced with the .notdef (not defined) character. How undefined codes are handled may become configurable in a future release. Pygame comes with a built-in default font. This can always be accessed by passing None as the font name to the Font constructor. Extra rendering features available to pygame.freetype.Font are direct to surface rendering (see Font.render_to()), character kerning (see Font.kerning), vertical layout (see Font.vertical), rotation of rendered text (see Font.rotation), and the strong style (see Font.strong). Some properties are configurable, such as strong style strength (see Font.strength) and underline positioning (see Font.underline_adjustment). Text can be positioned by the upper right corner of the text box or by the text baseline (see Font.origin). Finally, a font's vertical and horizontal size can be adjusted separately (see Font.size). The pygame.examples.freetype_misc example shows these features in use. The pygame package does not import freetype automatically when loaded. This module must be imported explicitly to be used. import pygame import pygame.freetype New in pygame 1.9.2: freetype pygame.freetype.get_error() Return the latest FreeType error get_error() -> str get_error() -> None Return a description of the last error which occurred in the FreeType2 library, or None if no errors have occurred. pygame.freetype.get_version() Return the FreeType version get_version() -> (int, int, int) Returns the version of the FreeType library in use by this module. Note that the freetype module depends on the FreeType 2 library. It will not compile with the original FreeType 1.0. Hence, the first element of the tuple will always be "2". pygame.freetype.init() Initialize the underlying FreeType library. init(cache_size=64, resolution=72) This function initializes the underlying FreeType library and must be called before trying to use any of the functionality of the freetype module. However, pygame.init() will automatically call this function if the freetype module is already imported. It is safe to call this function more than once. Optionally, you may specify a default cache_size for the Glyph cache: the maximum number of glyphs that will be cached at any given time by the module. Exceedingly small values will be automatically tuned for performance. Also a default pixel resolution, in dots per inch, can be given to adjust font scaling. pygame.freetype.quit() Shut down the underlying FreeType library. quit() This function closes the freetype module. After calling this function, you should not invoke any class, method or function related to the freetype module as they are likely to fail or might give unpredictable results. It is safe to call this function even if the module hasn't been initialized yet. pygame.freetype.get_init() Returns True if the FreeType module is currently initialized. get_init() -> bool Returns True if the pygame.freetype module is currently initialized. New in pygame 1.9.5. pygame.freetype.was_init() DEPRECATED: Use get_init() instead. was_init() -> bool DEPRECATED: Returns True if the pygame.freetype module is currently initialized. Use get_init() instead. pygame.freetype.get_cache_size() Return the glyph case size get_cache_size() -> long See pygame.freetype.init(). pygame.freetype.get_default_resolution() Return the default pixel size in dots per inch get_default_resolution() -> long Returns the default pixel size, in dots per inch, for the module. The default is 72 DPI. pygame.freetype.set_default_resolution() Set the default pixel size in dots per inch for the module set_default_resolution([resolution]) Set the default pixel size, in dots per inch, for the module. If the optional argument is omitted or zero the resolution is reset to 72 DPI. pygame.freetype.SysFont() create a Font object from the system fonts SysFont(name, size, bold=False, italic=False) -> Font Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. 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 a suitable system font is not found this will fall back on loading the default pygame font. The font 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. New in pygame 2.0.1: Accept an iterable of font names. pygame.freetype.get_default_font() Get the filename of the default font get_default_font() -> string Return the filename of the default pygame font. This is not the full path to the file. The file is usually in the same directory as the font module, but can also be bundled in a separate archive. pygame.freetype.Font Create a new Font instance from a supported font file. Font(file, size=0, font_index=0, resolution=0, ucs4=False) -> Font Argument file can be either a string representing the font's filename, a file-like object containing the font, or None; if None, a default, Pygame, font is used. Optionally, a size argument may be specified to set the default size in points, which determines the size of the rendered characters. The size can also be passed explicitly to each method call. Because of the way the caching system works, specifying a default size on the constructor doesn't imply a performance gain over manually passing the size on each function call. If the font is bitmap and no size is given, the default size is set to the first available size for the font. If the font file has more than one font, the font to load can be chosen with the index argument. An exception is raised for an out-of-range font index value. The optional resolution argument sets the pixel size, in dots per inch, for use in scaling glyphs for this Font instance. If 0 then the default module value, set by init(), is used. The Font object's resolution can only be changed by re-initializing the Font instance. The optional ucs4 argument, an integer, sets the default text translation mode: 0 (False) recognize UTF-16 surrogate pairs, any other value (True), to treat Unicode text as UCS-4, with no surrogate pairs. See Font.ucs4. name Proper font name. name -> string Read only. Returns the real (long) name of the font, as recorded in the font file. path Font file path path -> unicode Read only. Returns the path of the loaded font file size The default point size used in rendering size -> float size -> (float, float) Get or set the default size for text metrics and rendering. It can be a single point size, given as a Python int or float, or a font ppem (width, height) tuple. Size values are non-negative. A zero size or width represents an undefined size. In this case the size must be given as a method argument, or an exception is raised. A zero width but non-zero height is a ValueError. For a scalable font, a single number value is equivalent to a tuple with width equal height. A font can be stretched vertically with height set greater than width, or horizontally with width set greater than height. For embedded bitmaps, as listed by get_sizes(), use the nominal width and height to select an available size. Font size differs for a non-scalable, bitmap, font. During a method call it must match one of the available sizes returned by method get_sizes(). If not, an exception is raised. If the size is a single number, the size is first matched against the point size value. If no match, then the available size with the same nominal width and height is chosen. get_rect() Return the size and offset of rendered text get_rect(text, style=STYLE_DEFAULT, rotation=0, size=0) -> rect Gets the final dimensions and origin, in pixels, of text using the optional size in points, style, and rotation. For other relevant render properties, and for any optional argument not given, the default values set for the Font instance are used. Returns a Rect instance containing the width and height of the text's bounding box and the position of the text's origin. The origin is useful in aligning separately rendered pieces of text. It gives the baseline position and bearing at the start of the text. See the render_to() method for an example. If text is a char (byte) string, its encoding is assumed to be LATIN1. Optionally, text can be None, which will return the bounding rectangle for the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for more details. get_metrics() Return the glyph metrics for the given text get_metrics(text, size=0) -> [(...), ...] Returns the glyph metrics for each character in text. The glyph metrics are returned as a list of tuples. Each tuple gives metrics of a single character glyph. The glyph metrics are: (min_x, max_x, min_y, max_y, horizontal_advance_x, horizontal_advance_y) The bounding box min_x, max_x, min_y, and max_y values are returned as grid-fitted pixel coordinates of type int. The advance values are float values. The calculations are done using the font's default size in points. Optionally you may specify another point size with the size argument. The metrics are adjusted for the current rotation, strong, and oblique settings. If text is a char (byte) string, then its encoding is assumed to be LATIN1. height The unscaled height of the font in font units height -> int Read only. Gets the height of the font. This is the average value of all glyphs in the font. ascender The unscaled ascent of the font in font units ascender -> int Read only. Return the number of units from the font's baseline to the top of the bounding box. descender The unscaled descent of the font in font units descender -> int Read only. Return the height in font units for the font descent. The descent is the number of units from the font's baseline to the bottom of the bounding box. get_sized_ascender() The scaled ascent of the font in pixels get_sized_ascender(<size>=0) -> int Return the number of units from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation. get_sized_descender() The scaled descent of the font in pixels get_sized_descender(<size>=0) -> int Return the number of pixels from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation. get_sized_height() The scaled height of the font in pixels get_sized_height(<size>=0) -> int Returns the height of the font. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation. get_sized_glyph_height() The scaled bounding box height of the font in pixels get_sized_glyph_height(<size>=0) -> int Return the glyph bounding box height of the font in pixels. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation. get_sizes() return the available sizes of embedded bitmaps get_sizes() -> [(int, int, int, float, float), ...] get_sizes() -> [] Returns a list of tuple records, one for each point size supported. Each tuple containing the point size, the height in pixels, width in pixels, horizontal ppem (nominal width) in fractional pixels, and vertical ppem (nominal height) in fractional pixels. render() Return rendered text as a surface render(text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> (Surface, Rect) Returns a new Surface, with the text rendered to it in the color given by 'fgcolor'. If no foreground color is given, the default foreground color, fgcolor is used. If bgcolor is given, the surface will be filled with this color. When no background color is given, the surface background is transparent, zero alpha. Normally the returned surface has a 32 bit pixel size. However, if bgcolor is None and anti-aliasing is disabled a monochrome 8 bit colorkey surface, with colorkey set for the background color, is returned. The return value is a tuple: the new surface and the bounding rectangle giving the size and origin of the rendered text. If an empty string is passed for text then the returned Rect is zero width and the height of the font. Optional fgcolor, style, rotation, and size arguments override the default values set for the Font instance. If text is a char (byte) string, then its encoding is assumed to be LATIN1. Optionally, text can be None, which will render the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for details. render_to() Render text onto an existing surface render_to(surf, dest, text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> Rect Renders the string text to the pygame.Surface surf, at position dest, a (x, y) surface coordinate pair. If either x or y is not an integer it is converted to one if possible. Any sequence where the first two items are x and y positional elements is accepted, including a Rect instance. As with render(), optional fgcolor, style, rotation, and size argument are available. If a background color bgcolor is given, the text bounding box is first filled with that color. The text is blitted next. Both the background fill and text rendering involve full alpha blits. That is, the alpha values of the foreground, background, and destination target surface all affect the blit. The return value is a rectangle giving the size and position of the rendered text within the surface. If an empty string is passed for text then the returned Rect is zero width and the height of the font. The rect will test False. Optionally, text can be set None, which will re-render text passed to a previous render_to(), get_rect(), render(), render_raw(), or render_raw_to() call. Primarily, this feature is an aid to using render_to() in combination with get_rect(). An example: def word_wrap(surf, text, font, color=(0, 0, 0)): font.origin = True words = text.split(' ') width, height = surf.get_size() line_spacing = font.get_sized_height() + 2 x, y = 0, line_spacing space = font.get_rect(' ') for word in words: bounds = font.get_rect(word) if x + bounds.width + bounds.x >= width: x, y = 0, y + line_spacing if x + bounds.width + bounds.x >= width: raise ValueError("word too wide for the surface") if y + bounds.height - bounds.y >= height: raise ValueError("text to long for the surface") font.render_to(surf, (x, y), None, color) x += bounds.width + space.width return x, y When render_to() is called with the same font properties ― size, style, strength, wide, antialiased, vertical, rotation, kerning, and use_bitmap_strikes ― as get_rect(), render_to() will use the layout calculated by get_rect(). Otherwise, render_to() will recalculate the layout if called with a text string or one of the above properties has changed after the get_rect() call. If text is a char (byte) string, then its encoding is assumed to be LATIN1. render_raw() Return rendered text as a string of bytes render_raw(text, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> (bytes, (int, int)) Like render() but with the pixels returned as a byte string of 8-bit gray-scale values. The foreground color is 255, the background 0, useful as an alpha mask for a foreground pattern. render_raw_to() Render text into an array of ints render_raw_to(array, text, dest=None, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> Rect Render to an array object exposing an array struct interface. The array must be two dimensional with integer items. The default dest value, None, is equivalent to position (0, 0). See render_to(). As with the other render methods, text can be None to render a text string passed previously to another method. The return value is a pygame.Rect() giving the size and position of the rendered text. style The font's style flags style -> int Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overridden specifically a render or get_rect() call. The style value may be a bit-wise OR of one or more of the following constants: STYLE_NORMAL STYLE_UNDERLINE STYLE_OBLIQUE STYLE_STRONG STYLE_WIDE STYLE_DEFAULT These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, oblique, strong). The STYLE_OBLIQUE and STYLE_STRONG styles are for scalable fonts only. An attempt to set either for a bitmap font raises an AttributeError. An attempt to set either for an inactive font, as returned by Font.__new__(), raises a RuntimeError. Assigning STYLE_DEFAULT to the style property leaves the property unchanged, as this property defines the default. The style property will never return STYLE_DEFAULT. underline The state of the font's underline style flag underline -> bool Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter. strong The state of the font's strong style flag strong -> bool Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter. oblique The state of the font's oblique style flag oblique -> bool Gets or sets whether the font will be rendered as oblique. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the style parameter. The oblique style is only supported for scalable (outline) fonts. An attempt to set this style on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), setting this property raises a RuntimeError. wide The state of the font's wide style flag wide -> bool Gets or sets whether the font will be stretched horizontally when drawing text. It produces a result similar to pygame.font.Font's bold. This style not available for rotated text. strength The strength associated with the strong or wide font styles strength -> float The amount by which a font glyph's size is enlarged for the strong or wide transformations, as a fraction of the untransformed size. For the wide style only the horizontal dimension is increased. For strong text both the horizontal and vertical dimensions are enlarged. A wide style of strength 0.08333 ( 1/12 ) is equivalent to the pygame.font.Font bold style. The default is 0.02778 ( 1/36 ). The strength style is only supported for scalable (outline) fonts. An attempt to set this property on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), assignment to this property raises a RuntimeError. underline_adjustment Adjustment factor for the underline position underline_adjustment -> float Gets or sets a factor which, when positive, is multiplied with the font's underline offset to adjust the underline position. A negative value turns an underline into a strike-through or overline. It is multiplied with the ascender. Accepted values range between -2.0 and 2.0 inclusive. A value of 0.5 closely matches Tango underlining. A value of 1.0 mimics pygame.font.Font underlining. fixed_width Gets whether the font is fixed-width fixed_width -> bool Read only. Returns True if the font contains fixed-width characters (for example Courier, Bitstream Vera Sans Mono, Andale Mono). fixed_sizes the number of available bitmap sizes for the font fixed_sizes -> int Read only. Returns the number of point sizes for which the font contains bitmap character images. If zero then the font is not a bitmap font. A scalable font may contain pre-rendered point sizes as strikes. scalable Gets whether the font is scalable scalable -> bool Read only. Returns True if the font contains outline glyphs. If so, the point size is not limited to available bitmap sizes. use_bitmap_strikes allow the use of embedded bitmaps in an outline font file use_bitmap_strikes -> bool Some scalable fonts include embedded bitmaps for particular point sizes. This property controls whether or not those bitmap strikes are used. Set it False to disable the loading of any bitmap strike. Set it True, the default, to permit bitmap strikes for a non-rotated render with no style other than wide or underline. This property is ignored for bitmap fonts. See also fixed_sizes and get_sizes(). antialiased Font anti-aliasing mode antialiased -> bool Gets or sets the font's anti-aliasing mode. This defaults to True on all fonts, which are rendered with full 8 bit blending. Set to False to do monochrome rendering. This should provide a small speed gain and reduce cache memory size. kerning Character kerning mode kerning -> bool Gets or sets the font's kerning mode. This defaults to False on all fonts, which will be rendered without kerning. Set to True to add kerning between character pairs, if supported by the font, when positioning glyphs. vertical Font vertical mode vertical -> bool Gets or sets whether the characters are laid out vertically rather than horizontally. May be useful when rendering Kanji or some other vertical script. Set to True to switch to a vertical text layout. The default is False, place horizontally. Note that the Font class does not automatically determine script orientation. Vertical layout must be selected explicitly. Also note that several font formats (especially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results. rotation text rotation in degrees counterclockwise rotation -> int Gets or sets the baseline angle of the rendered text. The angle is represented as integer degrees. The default angle is 0, with horizontal text rendered along the X-axis, and vertical text along the Y-axis. A positive value rotates these axes counterclockwise that many degrees. A negative angle corresponds to a clockwise rotation. The rotation value is normalized to a value within the range 0 to 359 inclusive (eg. 390 -> 390 - 360 -> 30, -45 -> 360 + -45 -> 315, 720 -> 720 - (2 * 360) -> 0). Only scalable (outline) fonts can be rotated. An attempt to change the rotation of a bitmap font raises an AttributeError. An attempt to change the rotation of an inactive font instance, as returned by Font.__new__(), raises a RuntimeError. fgcolor default foreground color fgcolor -> Color Gets or sets the default glyph rendering color. It is initially opaque black ― (0, 0, 0, 255). Applies to render() and render_to(). bgcolor default background color bgcolor -> Color Gets or sets the default background rendering color. Initially it is unset and text will render with a transparent background by default. Applies to render() and render_to(). New in pygame 2.0.0. origin Font render to text origin mode origin -> bool If set True, render_to() and render_raw_to() will take the dest position to be that of the text origin, as opposed to the top-left corner of the bounding box. See get_rect() for details. pad padded boundary mode pad -> bool If set True, then the text boundary rectangle will be inflated to match that of font.Font. Otherwise, the boundary rectangle is just large enough for the text. ucs4 Enable UCS-4 mode ucs4 -> bool Gets or sets the decoding of Unicode text. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 Unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise a UnicodeEncodeError. Setting ucs4 True turns surrogate pair decoding off, allowing access the full UCS-4 character range to a Python interpreter built with four-byte Unicode character support. resolution Pixel resolution in dots per inch resolution -> int Read only. Gets pixel size used in scaling font glyphs for this Font instance.
pygame.ref.freetype
pygame.freetype.Font Create a new Font instance from a supported font file. Font(file, size=0, font_index=0, resolution=0, ucs4=False) -> Font Argument file can be either a string representing the font's filename, a file-like object containing the font, or None; if None, a default, Pygame, font is used. Optionally, a size argument may be specified to set the default size in points, which determines the size of the rendered characters. The size can also be passed explicitly to each method call. Because of the way the caching system works, specifying a default size on the constructor doesn't imply a performance gain over manually passing the size on each function call. If the font is bitmap and no size is given, the default size is set to the first available size for the font. If the font file has more than one font, the font to load can be chosen with the index argument. An exception is raised for an out-of-range font index value. The optional resolution argument sets the pixel size, in dots per inch, for use in scaling glyphs for this Font instance. If 0 then the default module value, set by init(), is used. The Font object's resolution can only be changed by re-initializing the Font instance. The optional ucs4 argument, an integer, sets the default text translation mode: 0 (False) recognize UTF-16 surrogate pairs, any other value (True), to treat Unicode text as UCS-4, with no surrogate pairs. See Font.ucs4. name Proper font name. name -> string Read only. Returns the real (long) name of the font, as recorded in the font file. path Font file path path -> unicode Read only. Returns the path of the loaded font file size The default point size used in rendering size -> float size -> (float, float) Get or set the default size for text metrics and rendering. It can be a single point size, given as a Python int or float, or a font ppem (width, height) tuple. Size values are non-negative. A zero size or width represents an undefined size. In this case the size must be given as a method argument, or an exception is raised. A zero width but non-zero height is a ValueError. For a scalable font, a single number value is equivalent to a tuple with width equal height. A font can be stretched vertically with height set greater than width, or horizontally with width set greater than height. For embedded bitmaps, as listed by get_sizes(), use the nominal width and height to select an available size. Font size differs for a non-scalable, bitmap, font. During a method call it must match one of the available sizes returned by method get_sizes(). If not, an exception is raised. If the size is a single number, the size is first matched against the point size value. If no match, then the available size with the same nominal width and height is chosen. get_rect() Return the size and offset of rendered text get_rect(text, style=STYLE_DEFAULT, rotation=0, size=0) -> rect Gets the final dimensions and origin, in pixels, of text using the optional size in points, style, and rotation. For other relevant render properties, and for any optional argument not given, the default values set for the Font instance are used. Returns a Rect instance containing the width and height of the text's bounding box and the position of the text's origin. The origin is useful in aligning separately rendered pieces of text. It gives the baseline position and bearing at the start of the text. See the render_to() method for an example. If text is a char (byte) string, its encoding is assumed to be LATIN1. Optionally, text can be None, which will return the bounding rectangle for the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for more details. get_metrics() Return the glyph metrics for the given text get_metrics(text, size=0) -> [(...), ...] Returns the glyph metrics for each character in text. The glyph metrics are returned as a list of tuples. Each tuple gives metrics of a single character glyph. The glyph metrics are: (min_x, max_x, min_y, max_y, horizontal_advance_x, horizontal_advance_y) The bounding box min_x, max_x, min_y, and max_y values are returned as grid-fitted pixel coordinates of type int. The advance values are float values. The calculations are done using the font's default size in points. Optionally you may specify another point size with the size argument. The metrics are adjusted for the current rotation, strong, and oblique settings. If text is a char (byte) string, then its encoding is assumed to be LATIN1. height The unscaled height of the font in font units height -> int Read only. Gets the height of the font. This is the average value of all glyphs in the font. ascender The unscaled ascent of the font in font units ascender -> int Read only. Return the number of units from the font's baseline to the top of the bounding box. descender The unscaled descent of the font in font units descender -> int Read only. Return the height in font units for the font descent. The descent is the number of units from the font's baseline to the bottom of the bounding box. get_sized_ascender() The scaled ascent of the font in pixels get_sized_ascender(<size>=0) -> int Return the number of units from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation. get_sized_descender() The scaled descent of the font in pixels get_sized_descender(<size>=0) -> int Return the number of pixels from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation. get_sized_height() The scaled height of the font in pixels get_sized_height(<size>=0) -> int Returns the height of the font. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation. get_sized_glyph_height() The scaled bounding box height of the font in pixels get_sized_glyph_height(<size>=0) -> int Return the glyph bounding box height of the font in pixels. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation. get_sizes() return the available sizes of embedded bitmaps get_sizes() -> [(int, int, int, float, float), ...] get_sizes() -> [] Returns a list of tuple records, one for each point size supported. Each tuple containing the point size, the height in pixels, width in pixels, horizontal ppem (nominal width) in fractional pixels, and vertical ppem (nominal height) in fractional pixels. render() Return rendered text as a surface render(text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> (Surface, Rect) Returns a new Surface, with the text rendered to it in the color given by 'fgcolor'. If no foreground color is given, the default foreground color, fgcolor is used. If bgcolor is given, the surface will be filled with this color. When no background color is given, the surface background is transparent, zero alpha. Normally the returned surface has a 32 bit pixel size. However, if bgcolor is None and anti-aliasing is disabled a monochrome 8 bit colorkey surface, with colorkey set for the background color, is returned. The return value is a tuple: the new surface and the bounding rectangle giving the size and origin of the rendered text. If an empty string is passed for text then the returned Rect is zero width and the height of the font. Optional fgcolor, style, rotation, and size arguments override the default values set for the Font instance. If text is a char (byte) string, then its encoding is assumed to be LATIN1. Optionally, text can be None, which will render the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for details. render_to() Render text onto an existing surface render_to(surf, dest, text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> Rect Renders the string text to the pygame.Surface surf, at position dest, a (x, y) surface coordinate pair. If either x or y is not an integer it is converted to one if possible. Any sequence where the first two items are x and y positional elements is accepted, including a Rect instance. As with render(), optional fgcolor, style, rotation, and size argument are available. If a background color bgcolor is given, the text bounding box is first filled with that color. The text is blitted next. Both the background fill and text rendering involve full alpha blits. That is, the alpha values of the foreground, background, and destination target surface all affect the blit. The return value is a rectangle giving the size and position of the rendered text within the surface. If an empty string is passed for text then the returned Rect is zero width and the height of the font. The rect will test False. Optionally, text can be set None, which will re-render text passed to a previous render_to(), get_rect(), render(), render_raw(), or render_raw_to() call. Primarily, this feature is an aid to using render_to() in combination with get_rect(). An example: def word_wrap(surf, text, font, color=(0, 0, 0)): font.origin = True words = text.split(' ') width, height = surf.get_size() line_spacing = font.get_sized_height() + 2 x, y = 0, line_spacing space = font.get_rect(' ') for word in words: bounds = font.get_rect(word) if x + bounds.width + bounds.x >= width: x, y = 0, y + line_spacing if x + bounds.width + bounds.x >= width: raise ValueError("word too wide for the surface") if y + bounds.height - bounds.y >= height: raise ValueError("text to long for the surface") font.render_to(surf, (x, y), None, color) x += bounds.width + space.width return x, y When render_to() is called with the same font properties ― size, style, strength, wide, antialiased, vertical, rotation, kerning, and use_bitmap_strikes ― as get_rect(), render_to() will use the layout calculated by get_rect(). Otherwise, render_to() will recalculate the layout if called with a text string or one of the above properties has changed after the get_rect() call. If text is a char (byte) string, then its encoding is assumed to be LATIN1. render_raw() Return rendered text as a string of bytes render_raw(text, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> (bytes, (int, int)) Like render() but with the pixels returned as a byte string of 8-bit gray-scale values. The foreground color is 255, the background 0, useful as an alpha mask for a foreground pattern. render_raw_to() Render text into an array of ints render_raw_to(array, text, dest=None, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> Rect Render to an array object exposing an array struct interface. The array must be two dimensional with integer items. The default dest value, None, is equivalent to position (0, 0). See render_to(). As with the other render methods, text can be None to render a text string passed previously to another method. The return value is a pygame.Rect() giving the size and position of the rendered text. style The font's style flags style -> int Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overridden specifically a render or get_rect() call. The style value may be a bit-wise OR of one or more of the following constants: STYLE_NORMAL STYLE_UNDERLINE STYLE_OBLIQUE STYLE_STRONG STYLE_WIDE STYLE_DEFAULT These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, oblique, strong). The STYLE_OBLIQUE and STYLE_STRONG styles are for scalable fonts only. An attempt to set either for a bitmap font raises an AttributeError. An attempt to set either for an inactive font, as returned by Font.__new__(), raises a RuntimeError. Assigning STYLE_DEFAULT to the style property leaves the property unchanged, as this property defines the default. The style property will never return STYLE_DEFAULT. underline The state of the font's underline style flag underline -> bool Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter. strong The state of the font's strong style flag strong -> bool Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter. oblique The state of the font's oblique style flag oblique -> bool Gets or sets whether the font will be rendered as oblique. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the style parameter. The oblique style is only supported for scalable (outline) fonts. An attempt to set this style on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), setting this property raises a RuntimeError. wide The state of the font's wide style flag wide -> bool Gets or sets whether the font will be stretched horizontally when drawing text. It produces a result similar to pygame.font.Font's bold. This style not available for rotated text. strength The strength associated with the strong or wide font styles strength -> float The amount by which a font glyph's size is enlarged for the strong or wide transformations, as a fraction of the untransformed size. For the wide style only the horizontal dimension is increased. For strong text both the horizontal and vertical dimensions are enlarged. A wide style of strength 0.08333 ( 1/12 ) is equivalent to the pygame.font.Font bold style. The default is 0.02778 ( 1/36 ). The strength style is only supported for scalable (outline) fonts. An attempt to set this property on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), assignment to this property raises a RuntimeError. underline_adjustment Adjustment factor for the underline position underline_adjustment -> float Gets or sets a factor which, when positive, is multiplied with the font's underline offset to adjust the underline position. A negative value turns an underline into a strike-through or overline. It is multiplied with the ascender. Accepted values range between -2.0 and 2.0 inclusive. A value of 0.5 closely matches Tango underlining. A value of 1.0 mimics pygame.font.Font underlining. fixed_width Gets whether the font is fixed-width fixed_width -> bool Read only. Returns True if the font contains fixed-width characters (for example Courier, Bitstream Vera Sans Mono, Andale Mono). fixed_sizes the number of available bitmap sizes for the font fixed_sizes -> int Read only. Returns the number of point sizes for which the font contains bitmap character images. If zero then the font is not a bitmap font. A scalable font may contain pre-rendered point sizes as strikes. scalable Gets whether the font is scalable scalable -> bool Read only. Returns True if the font contains outline glyphs. If so, the point size is not limited to available bitmap sizes. use_bitmap_strikes allow the use of embedded bitmaps in an outline font file use_bitmap_strikes -> bool Some scalable fonts include embedded bitmaps for particular point sizes. This property controls whether or not those bitmap strikes are used. Set it False to disable the loading of any bitmap strike. Set it True, the default, to permit bitmap strikes for a non-rotated render with no style other than wide or underline. This property is ignored for bitmap fonts. See also fixed_sizes and get_sizes(). antialiased Font anti-aliasing mode antialiased -> bool Gets or sets the font's anti-aliasing mode. This defaults to True on all fonts, which are rendered with full 8 bit blending. Set to False to do monochrome rendering. This should provide a small speed gain and reduce cache memory size. kerning Character kerning mode kerning -> bool Gets or sets the font's kerning mode. This defaults to False on all fonts, which will be rendered without kerning. Set to True to add kerning between character pairs, if supported by the font, when positioning glyphs. vertical Font vertical mode vertical -> bool Gets or sets whether the characters are laid out vertically rather than horizontally. May be useful when rendering Kanji or some other vertical script. Set to True to switch to a vertical text layout. The default is False, place horizontally. Note that the Font class does not automatically determine script orientation. Vertical layout must be selected explicitly. Also note that several font formats (especially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results. rotation text rotation in degrees counterclockwise rotation -> int Gets or sets the baseline angle of the rendered text. The angle is represented as integer degrees. The default angle is 0, with horizontal text rendered along the X-axis, and vertical text along the Y-axis. A positive value rotates these axes counterclockwise that many degrees. A negative angle corresponds to a clockwise rotation. The rotation value is normalized to a value within the range 0 to 359 inclusive (eg. 390 -> 390 - 360 -> 30, -45 -> 360 + -45 -> 315, 720 -> 720 - (2 * 360) -> 0). Only scalable (outline) fonts can be rotated. An attempt to change the rotation of a bitmap font raises an AttributeError. An attempt to change the rotation of an inactive font instance, as returned by Font.__new__(), raises a RuntimeError. fgcolor default foreground color fgcolor -> Color Gets or sets the default glyph rendering color. It is initially opaque black ― (0, 0, 0, 255). Applies to render() and render_to(). bgcolor default background color bgcolor -> Color Gets or sets the default background rendering color. Initially it is unset and text will render with a transparent background by default. Applies to render() and render_to(). New in pygame 2.0.0. origin Font render to text origin mode origin -> bool If set True, render_to() and render_raw_to() will take the dest position to be that of the text origin, as opposed to the top-left corner of the bounding box. See get_rect() for details. pad padded boundary mode pad -> bool If set True, then the text boundary rectangle will be inflated to match that of font.Font. Otherwise, the boundary rectangle is just large enough for the text. ucs4 Enable UCS-4 mode ucs4 -> bool Gets or sets the decoding of Unicode text. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 Unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise a UnicodeEncodeError. Setting ucs4 True turns surrogate pair decoding off, allowing access the full UCS-4 character range to a Python interpreter built with four-byte Unicode character support. resolution Pixel resolution in dots per inch resolution -> int Read only. Gets pixel size used in scaling font glyphs for this Font instance.
pygame.ref.freetype#pygame.freetype.Font
antialiased Font anti-aliasing mode antialiased -> bool Gets or sets the font's anti-aliasing mode. This defaults to True on all fonts, which are rendered with full 8 bit blending. Set to False to do monochrome rendering. This should provide a small speed gain and reduce cache memory size.
pygame.ref.freetype#pygame.freetype.Font.antialiased
ascender The unscaled ascent of the font in font units ascender -> int Read only. Return the number of units from the font's baseline to the top of the bounding box.
pygame.ref.freetype#pygame.freetype.Font.ascender
bgcolor default background color bgcolor -> Color Gets or sets the default background rendering color. Initially it is unset and text will render with a transparent background by default. Applies to render() and render_to().
pygame.ref.freetype#pygame.freetype.Font.bgcolor
descender The unscaled descent of the font in font units descender -> int Read only. Return the height in font units for the font descent. The descent is the number of units from the font's baseline to the bottom of the bounding box.
pygame.ref.freetype#pygame.freetype.Font.descender
fgcolor default foreground color fgcolor -> Color Gets or sets the default glyph rendering color. It is initially opaque black ― (0, 0, 0, 255). Applies to render() and render_to().
pygame.ref.freetype#pygame.freetype.Font.fgcolor
fixed_sizes the number of available bitmap sizes for the font fixed_sizes -> int Read only. Returns the number of point sizes for which the font contains bitmap character images. If zero then the font is not a bitmap font. A scalable font may contain pre-rendered point sizes as strikes.
pygame.ref.freetype#pygame.freetype.Font.fixed_sizes
fixed_width Gets whether the font is fixed-width fixed_width -> bool Read only. Returns True if the font contains fixed-width characters (for example Courier, Bitstream Vera Sans Mono, Andale Mono).
pygame.ref.freetype#pygame.freetype.Font.fixed_width
get_metrics() Return the glyph metrics for the given text get_metrics(text, size=0) -> [(...), ...] Returns the glyph metrics for each character in text. The glyph metrics are returned as a list of tuples. Each tuple gives metrics of a single character glyph. The glyph metrics are: (min_x, max_x, min_y, max_y, horizontal_advance_x, horizontal_advance_y) The bounding box min_x, max_x, min_y, and max_y values are returned as grid-fitted pixel coordinates of type int. The advance values are float values. The calculations are done using the font's default size in points. Optionally you may specify another point size with the size argument. The metrics are adjusted for the current rotation, strong, and oblique settings. If text is a char (byte) string, then its encoding is assumed to be LATIN1.
pygame.ref.freetype#pygame.freetype.Font.get_metrics
get_rect() Return the size and offset of rendered text get_rect(text, style=STYLE_DEFAULT, rotation=0, size=0) -> rect Gets the final dimensions and origin, in pixels, of text using the optional size in points, style, and rotation. For other relevant render properties, and for any optional argument not given, the default values set for the Font instance are used. Returns a Rect instance containing the width and height of the text's bounding box and the position of the text's origin. The origin is useful in aligning separately rendered pieces of text. It gives the baseline position and bearing at the start of the text. See the render_to() method for an example. If text is a char (byte) string, its encoding is assumed to be LATIN1. Optionally, text can be None, which will return the bounding rectangle for the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for more details.
pygame.ref.freetype#pygame.freetype.Font.get_rect
get_sized_ascender() The scaled ascent of the font in pixels get_sized_ascender(<size>=0) -> int Return the number of units from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.
pygame.ref.freetype#pygame.freetype.Font.get_sized_ascender
get_sized_descender() The scaled descent of the font in pixels get_sized_descender(<size>=0) -> int Return the number of pixels from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.
pygame.ref.freetype#pygame.freetype.Font.get_sized_descender
get_sized_glyph_height() The scaled bounding box height of the font in pixels get_sized_glyph_height(<size>=0) -> int Return the glyph bounding box height of the font in pixels. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.
pygame.ref.freetype#pygame.freetype.Font.get_sized_glyph_height
get_sized_height() The scaled height of the font in pixels get_sized_height(<size>=0) -> int Returns the height of the font. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.
pygame.ref.freetype#pygame.freetype.Font.get_sized_height
get_sizes() return the available sizes of embedded bitmaps get_sizes() -> [(int, int, int, float, float), ...] get_sizes() -> [] Returns a list of tuple records, one for each point size supported. Each tuple containing the point size, the height in pixels, width in pixels, horizontal ppem (nominal width) in fractional pixels, and vertical ppem (nominal height) in fractional pixels.
pygame.ref.freetype#pygame.freetype.Font.get_sizes
height The unscaled height of the font in font units height -> int Read only. Gets the height of the font. This is the average value of all glyphs in the font.
pygame.ref.freetype#pygame.freetype.Font.height
kerning Character kerning mode kerning -> bool Gets or sets the font's kerning mode. This defaults to False on all fonts, which will be rendered without kerning. Set to True to add kerning between character pairs, if supported by the font, when positioning glyphs.
pygame.ref.freetype#pygame.freetype.Font.kerning
name Proper font name. name -> string Read only. Returns the real (long) name of the font, as recorded in the font file.
pygame.ref.freetype#pygame.freetype.Font.name
oblique The state of the font's oblique style flag oblique -> bool Gets or sets whether the font will be rendered as oblique. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the style parameter. The oblique style is only supported for scalable (outline) fonts. An attempt to set this style on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), setting this property raises a RuntimeError.
pygame.ref.freetype#pygame.freetype.Font.oblique
origin Font render to text origin mode origin -> bool If set True, render_to() and render_raw_to() will take the dest position to be that of the text origin, as opposed to the top-left corner of the bounding box. See get_rect() for details.
pygame.ref.freetype#pygame.freetype.Font.origin
pad padded boundary mode pad -> bool If set True, then the text boundary rectangle will be inflated to match that of font.Font. Otherwise, the boundary rectangle is just large enough for the text.
pygame.ref.freetype#pygame.freetype.Font.pad
path Font file path path -> unicode Read only. Returns the path of the loaded font file
pygame.ref.freetype#pygame.freetype.Font.path
render() Return rendered text as a surface render(text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> (Surface, Rect) Returns a new Surface, with the text rendered to it in the color given by 'fgcolor'. If no foreground color is given, the default foreground color, fgcolor is used. If bgcolor is given, the surface will be filled with this color. When no background color is given, the surface background is transparent, zero alpha. Normally the returned surface has a 32 bit pixel size. However, if bgcolor is None and anti-aliasing is disabled a monochrome 8 bit colorkey surface, with colorkey set for the background color, is returned. The return value is a tuple: the new surface and the bounding rectangle giving the size and origin of the rendered text. If an empty string is passed for text then the returned Rect is zero width and the height of the font. Optional fgcolor, style, rotation, and size arguments override the default values set for the Font instance. If text is a char (byte) string, then its encoding is assumed to be LATIN1. Optionally, text can be None, which will render the text passed to a previous get_rect(), render(), render_to(), render_raw(), or render_raw_to() call. See render_to() for details.
pygame.ref.freetype#pygame.freetype.Font.render
render_raw() Return rendered text as a string of bytes render_raw(text, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> (bytes, (int, int)) Like render() but with the pixels returned as a byte string of 8-bit gray-scale values. The foreground color is 255, the background 0, useful as an alpha mask for a foreground pattern.
pygame.ref.freetype#pygame.freetype.Font.render_raw
render_raw_to() Render text into an array of ints render_raw_to(array, text, dest=None, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> Rect Render to an array object exposing an array struct interface. The array must be two dimensional with integer items. The default dest value, None, is equivalent to position (0, 0). See render_to(). As with the other render methods, text can be None to render a text string passed previously to another method. The return value is a pygame.Rect() giving the size and position of the rendered text.
pygame.ref.freetype#pygame.freetype.Font.render_raw_to
render_to() Render text onto an existing surface render_to(surf, dest, text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> Rect Renders the string text to the pygame.Surface surf, at position dest, a (x, y) surface coordinate pair. If either x or y is not an integer it is converted to one if possible. Any sequence where the first two items are x and y positional elements is accepted, including a Rect instance. As with render(), optional fgcolor, style, rotation, and size argument are available. If a background color bgcolor is given, the text bounding box is first filled with that color. The text is blitted next. Both the background fill and text rendering involve full alpha blits. That is, the alpha values of the foreground, background, and destination target surface all affect the blit. The return value is a rectangle giving the size and position of the rendered text within the surface. If an empty string is passed for text then the returned Rect is zero width and the height of the font. The rect will test False. Optionally, text can be set None, which will re-render text passed to a previous render_to(), get_rect(), render(), render_raw(), or render_raw_to() call. Primarily, this feature is an aid to using render_to() in combination with get_rect(). An example: def word_wrap(surf, text, font, color=(0, 0, 0)): font.origin = True words = text.split(' ') width, height = surf.get_size() line_spacing = font.get_sized_height() + 2 x, y = 0, line_spacing space = font.get_rect(' ') for word in words: bounds = font.get_rect(word) if x + bounds.width + bounds.x >= width: x, y = 0, y + line_spacing if x + bounds.width + bounds.x >= width: raise ValueError("word too wide for the surface") if y + bounds.height - bounds.y >= height: raise ValueError("text to long for the surface") font.render_to(surf, (x, y), None, color) x += bounds.width + space.width return x, y When render_to() is called with the same font properties ― size, style, strength, wide, antialiased, vertical, rotation, kerning, and use_bitmap_strikes ― as get_rect(), render_to() will use the layout calculated by get_rect(). Otherwise, render_to() will recalculate the layout if called with a text string or one of the above properties has changed after the get_rect() call. If text is a char (byte) string, then its encoding is assumed to be LATIN1.
pygame.ref.freetype#pygame.freetype.Font.render_to
resolution Pixel resolution in dots per inch resolution -> int Read only. Gets pixel size used in scaling font glyphs for this Font instance.
pygame.ref.freetype#pygame.freetype.Font.resolution
rotation text rotation in degrees counterclockwise rotation -> int Gets or sets the baseline angle of the rendered text. The angle is represented as integer degrees. The default angle is 0, with horizontal text rendered along the X-axis, and vertical text along the Y-axis. A positive value rotates these axes counterclockwise that many degrees. A negative angle corresponds to a clockwise rotation. The rotation value is normalized to a value within the range 0 to 359 inclusive (eg. 390 -> 390 - 360 -> 30, -45 -> 360 + -45 -> 315, 720 -> 720 - (2 * 360) -> 0). Only scalable (outline) fonts can be rotated. An attempt to change the rotation of a bitmap font raises an AttributeError. An attempt to change the rotation of an inactive font instance, as returned by Font.__new__(), raises a RuntimeError.
pygame.ref.freetype#pygame.freetype.Font.rotation
scalable Gets whether the font is scalable scalable -> bool Read only. Returns True if the font contains outline glyphs. If so, the point size is not limited to available bitmap sizes.
pygame.ref.freetype#pygame.freetype.Font.scalable
size The default point size used in rendering size -> float size -> (float, float) Get or set the default size for text metrics and rendering. It can be a single point size, given as a Python int or float, or a font ppem (width, height) tuple. Size values are non-negative. A zero size or width represents an undefined size. In this case the size must be given as a method argument, or an exception is raised. A zero width but non-zero height is a ValueError. For a scalable font, a single number value is equivalent to a tuple with width equal height. A font can be stretched vertically with height set greater than width, or horizontally with width set greater than height. For embedded bitmaps, as listed by get_sizes(), use the nominal width and height to select an available size. Font size differs for a non-scalable, bitmap, font. During a method call it must match one of the available sizes returned by method get_sizes(). If not, an exception is raised. If the size is a single number, the size is first matched against the point size value. If no match, then the available size with the same nominal width and height is chosen.
pygame.ref.freetype#pygame.freetype.Font.size
strength The strength associated with the strong or wide font styles strength -> float The amount by which a font glyph's size is enlarged for the strong or wide transformations, as a fraction of the untransformed size. For the wide style only the horizontal dimension is increased. For strong text both the horizontal and vertical dimensions are enlarged. A wide style of strength 0.08333 ( 1/12 ) is equivalent to the pygame.font.Font bold style. The default is 0.02778 ( 1/36 ). The strength style is only supported for scalable (outline) fonts. An attempt to set this property on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by Font.__new__(), assignment to this property raises a RuntimeError.
pygame.ref.freetype#pygame.freetype.Font.strength
strong The state of the font's strong style flag strong -> bool Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter.
pygame.ref.freetype#pygame.freetype.Font.strong
style The font's style flags style -> int Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overridden specifically a render or get_rect() call. The style value may be a bit-wise OR of one or more of the following constants: STYLE_NORMAL STYLE_UNDERLINE STYLE_OBLIQUE STYLE_STRONG STYLE_WIDE STYLE_DEFAULT These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, oblique, strong). The STYLE_OBLIQUE and STYLE_STRONG styles are for scalable fonts only. An attempt to set either for a bitmap font raises an AttributeError. An attempt to set either for an inactive font, as returned by Font.__new__(), raises a RuntimeError. Assigning STYLE_DEFAULT to the style property leaves the property unchanged, as this property defines the default. The style property will never return STYLE_DEFAULT.
pygame.ref.freetype#pygame.freetype.Font.style
ucs4 Enable UCS-4 mode ucs4 -> bool Gets or sets the decoding of Unicode text. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 Unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise a UnicodeEncodeError. Setting ucs4 True turns surrogate pair decoding off, allowing access the full UCS-4 character range to a Python interpreter built with four-byte Unicode character support.
pygame.ref.freetype#pygame.freetype.Font.ucs4
underline The state of the font's underline style flag underline -> bool Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or get_rect() call, via the 'style' parameter.
pygame.ref.freetype#pygame.freetype.Font.underline
underline_adjustment Adjustment factor for the underline position underline_adjustment -> float Gets or sets a factor which, when positive, is multiplied with the font's underline offset to adjust the underline position. A negative value turns an underline into a strike-through or overline. It is multiplied with the ascender. Accepted values range between -2.0 and 2.0 inclusive. A value of 0.5 closely matches Tango underlining. A value of 1.0 mimics pygame.font.Font underlining.
pygame.ref.freetype#pygame.freetype.Font.underline_adjustment
use_bitmap_strikes allow the use of embedded bitmaps in an outline font file use_bitmap_strikes -> bool Some scalable fonts include embedded bitmaps for particular point sizes. This property controls whether or not those bitmap strikes are used. Set it False to disable the loading of any bitmap strike. Set it True, the default, to permit bitmap strikes for a non-rotated render with no style other than wide or underline. This property is ignored for bitmap fonts. See also fixed_sizes and get_sizes().
pygame.ref.freetype#pygame.freetype.Font.use_bitmap_strikes
vertical Font vertical mode vertical -> bool Gets or sets whether the characters are laid out vertically rather than horizontally. May be useful when rendering Kanji or some other vertical script. Set to True to switch to a vertical text layout. The default is False, place horizontally. Note that the Font class does not automatically determine script orientation. Vertical layout must be selected explicitly. Also note that several font formats (especially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results.
pygame.ref.freetype#pygame.freetype.Font.vertical
wide The state of the font's wide style flag wide -> bool Gets or sets whether the font will be stretched horizontally when drawing text. It produces a result similar to pygame.font.Font's bold. This style not available for rotated text.
pygame.ref.freetype#pygame.freetype.Font.wide
pygame.freetype.get_cache_size() Return the glyph case size get_cache_size() -> long See pygame.freetype.init().
pygame.ref.freetype#pygame.freetype.get_cache_size
pygame.freetype.get_default_font() Get the filename of the default font get_default_font() -> string Return the filename of the default pygame font. This is not the full path to the file. The file is usually in the same directory as the font module, but can also be bundled in a separate archive.
pygame.ref.freetype#pygame.freetype.get_default_font
pygame.freetype.get_default_resolution() Return the default pixel size in dots per inch get_default_resolution() -> long Returns the default pixel size, in dots per inch, for the module. The default is 72 DPI.
pygame.ref.freetype#pygame.freetype.get_default_resolution
pygame.freetype.get_error() Return the latest FreeType error get_error() -> str get_error() -> None Return a description of the last error which occurred in the FreeType2 library, or None if no errors have occurred.
pygame.ref.freetype#pygame.freetype.get_error
pygame.freetype.get_init() Returns True if the FreeType module is currently initialized. get_init() -> bool Returns True if the pygame.freetype module is currently initialized. New in pygame 1.9.5.
pygame.ref.freetype#pygame.freetype.get_init
pygame.freetype.get_version() Return the FreeType version get_version() -> (int, int, int) Returns the version of the FreeType library in use by this module. Note that the freetype module depends on the FreeType 2 library. It will not compile with the original FreeType 1.0. Hence, the first element of the tuple will always be "2".
pygame.ref.freetype#pygame.freetype.get_version
pygame.freetype.init() Initialize the underlying FreeType library. init(cache_size=64, resolution=72) This function initializes the underlying FreeType library and must be called before trying to use any of the functionality of the freetype module. However, pygame.init() will automatically call this function if the freetype module is already imported. It is safe to call this function more than once. Optionally, you may specify a default cache_size for the Glyph cache: the maximum number of glyphs that will be cached at any given time by the module. Exceedingly small values will be automatically tuned for performance. Also a default pixel resolution, in dots per inch, can be given to adjust font scaling.
pygame.ref.freetype#pygame.freetype.init
pygame.freetype.quit() Shut down the underlying FreeType library. quit() This function closes the freetype module. After calling this function, you should not invoke any class, method or function related to the freetype module as they are likely to fail or might give unpredictable results. It is safe to call this function even if the module hasn't been initialized yet.
pygame.ref.freetype#pygame.freetype.quit
pygame.freetype.set_default_resolution() Set the default pixel size in dots per inch for the module set_default_resolution([resolution]) Set the default pixel size, in dots per inch, for the module. If the optional argument is omitted or zero the resolution is reset to 72 DPI.
pygame.ref.freetype#pygame.freetype.set_default_resolution
pygame.freetype.SysFont() create a Font object from the system fonts SysFont(name, size, bold=False, italic=False) -> Font Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. 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 a suitable system font is not found this will fall back on loading the default pygame font. The font 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. New in pygame 2.0.1: Accept an iterable of font names.
pygame.ref.freetype#pygame.freetype.SysFont
pygame.freetype.was_init() DEPRECATED: Use get_init() instead. was_init() -> bool DEPRECATED: Returns True if the pygame.freetype module is currently initialized. Use get_init() instead.
pygame.ref.freetype#pygame.freetype.was_init
pygame.get_error() get the current error message get_error() -> errorstr SDL maintains an internal error message. This message will usually be given to you when pygame.error() is raised, so this function will rarely be needed.
pygame.ref.pygame#pygame.get_error
pygame.get_init() returns True if pygame is currently initialized get_init() -> bool Returns True if pygame is currently initialized. New in pygame 1.9.5.
pygame.ref.pygame#pygame.get_init
pygame.get_sdl_byteorder() get the byte order of SDL get_sdl_byteorder() -> int Returns the byte order of the SDL library. It returns 1234 for little endian byte order and 4321 for big endian byte order. New in pygame 1.8.
pygame.ref.pygame#pygame.get_sdl_byteorder
pygame.get_sdl_version() get the version number of SDL get_sdl_version() -> major, minor, patch Returns the three version numbers of the SDL library. This version is built at compile time. It can be used to detect which features may or may not be available through pygame. New in pygame 1.7.0.
pygame.ref.pygame#pygame.get_sdl_version
pygame.gfxdraw pygame module for drawing shapes EXPERIMENTAL!: This API may change or disappear in later pygame releases. If you use this, your code may break with the next pygame release. The pygame package does not import gfxdraw automatically when loaded, so it must imported explicitly to be used. import pygame import pygame.gfxdraw For all functions the arguments are strictly positional and integers are accepted for coordinates and radii. The color argument can be one of the following formats: a pygame.Color object an (RGB) triplet (tuple/list) an (RGBA) quadruplet (tuple/list) The functions rectangle() and box() will accept any (x, y, w, h) sequence for their rect argument, though pygame.Rect instances are preferred. To draw a filled antialiased shape, first use the antialiased (aa*) version of the function, and then use the filled (filled_*) version. For example: col = (255, 0, 0) surf.fill((255, 255, 255)) pygame.gfxdraw.aacircle(surf, x, y, 30, col) pygame.gfxdraw.filled_circle(surf, x, y, 30, col) Note For threading, each of the functions releases the GIL during the C part of the call. Note See the pygame.draw module for alternative draw methods. The pygame.gfxdraw module differs from the pygame.draw module in the API it uses and the different draw functions available. pygame.gfxdraw wraps the primitives from the library called SDL_gfx, rather than using modified versions. New in pygame 1.9.0. pygame.gfxdraw.pixel() draw a pixel pixel(surface, x, y, color) -> None Draws a single pixel, at position (x ,y), on the given surface. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the pixel y (int) -- y coordinate of the pixel color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.hline() draw a horizontal line hline(surface, x1, x2, y, color) -> None Draws a straight horizontal line ((x1, y) to (x2, y)) on the given surface. There are no endcaps. Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of one end of the line x2 (int) -- x coordinate of the other end of the line y (int) -- y coordinate of the line color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.vline() draw a vertical line vline(surface, x, y1, y2, color) -> None Draws a straight vertical line ((x, y1) to (x, y2)) on the given surface. There are no endcaps. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the line y1 (int) -- y coordinate of one end of the line y2 (int) -- y coordinate of the other end of the line color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.line() draw a line line(surface, x1, y1, x2, y2, color) -> None Draws a straight line ((x1, y1) to (x2, y2)) on the given surface. There are no endcaps. Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of one end of the line y1 (int) -- y coordinate of one end of the line x2 (int) -- x coordinate of the other end of the line y2 (int) -- y coordinate of the other end of the line color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.rectangle() draw a rectangle rectangle(surface, rect, color) -> None Draws an unfilled rectangle on the given surface. For a filled rectangle use box(). Parameters: surface (Surface) -- surface to draw on rect (Rect) -- rectangle to draw, position and dimensions color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Note The rect.bottom and rect.right attributes of a pygame.Rect always lie one pixel outside of its actual border. Therefore, these values will not be included as part of the drawing. pygame.gfxdraw.box() draw a filled rectangle box(surface, rect, color) -> None Draws a filled rectangle on the given surface. For an unfilled rectangle use rectangle(). Parameters: surface (Surface) -- surface to draw on rect (Rect) -- rectangle to draw, position and dimensions color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Note The rect.bottom and rect.right attributes of a pygame.Rect always lie one pixel outside of its actual border. Therefore, these values will not be included as part of the drawing. Note The pygame.Surface.fill() method works just as well for drawing filled rectangles. In fact pygame.Surface.fill() can be hardware accelerated on some platforms with both software and hardware display modes. pygame.gfxdraw.circle() draw a circle circle(surface, x, y, r, color) -> None Draws an unfilled circle on the given surface. For a filled circle use filled_circle(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.aacircle() draw an antialiased circle aacircle(surface, x, y, r, color) -> None Draws an unfilled antialiased circle on the given surface. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.filled_circle() draw a filled circle filled_circle(surface, x, y, r, color) -> None Draws a filled circle on the given surface. For an unfilled circle use circle(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.ellipse() draw an ellipse ellipse(surface, x, y, rx, ry, color) -> None Draws an unfilled ellipse on the given surface. For a filled ellipse use filled_ellipse(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.aaellipse() draw an antialiased ellipse aaellipse(surface, x, y, rx, ry, color) -> None Draws an unfilled antialiased ellipse on the given surface. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.filled_ellipse() draw a filled ellipse filled_ellipse(surface, x, y, rx, ry, color) -> None Draws a filled ellipse on the given surface. For an unfilled ellipse use ellipse(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.arc() draw an arc arc(surface, x, y, r, start_angle, stop_angle, color) -> None Draws an arc on the given surface. For an arc with its endpoints connected to its center use pie(). The two angle arguments are given in degrees and indicate the start and stop positions of the arc. The arc is drawn in a clockwise direction from the start_angle to the stop_angle. If start_angle == stop_angle, nothing will be drawn Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the arc y (int) -- y coordinate of the center of the arc r (int) -- radius of the arc start_angle (int) -- start angle in degrees stop_angle (int) -- stop angle in degrees color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Note This function uses degrees while the pygame.draw.arc() function uses radians. pygame.gfxdraw.pie() draw a pie pie(surface, x, y, r, start_angle, stop_angle, color) -> None Draws an unfilled pie on the given surface. A pie is an arc() with its endpoints connected to its center. The two angle arguments are given in degrees and indicate the start and stop positions of the pie. The pie is drawn in a clockwise direction from the start_angle to the stop_angle. If start_angle == stop_angle, a straight line will be drawn from the center position at the given angle, to a length of the radius. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the pie y (int) -- y coordinate of the center of the pie r (int) -- radius of the pie start_angle (int) -- start angle in degrees stop_angle (int) -- stop angle in degrees color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.trigon() draw a trigon/triangle trigon(surface, x1, y1, x2, y2, x3, y3, color) -> None Draws an unfilled trigon (triangle) on the given surface. For a filled trigon use filled_trigon(). A trigon can also be drawn using polygon() e.g. polygon(surface, ((x1, y1), (x2, y2), (x3, y3)), color) Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of the first corner of the trigon y1 (int) -- y coordinate of the first corner of the trigon x2 (int) -- x coordinate of the second corner of the trigon y2 (int) -- y coordinate of the second corner of the trigon x3 (int) -- x coordinate of the third corner of the trigon y3 (int) -- y coordinate of the third corner of the trigon color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.aatrigon() draw an antialiased trigon/triangle aatrigon(surface, x1, y1, x2, y2, x3, y3, color) -> None Draws an unfilled antialiased trigon (triangle) on the given surface. An aatrigon can also be drawn using aapolygon() e.g. aapolygon(surface, ((x1, y1), (x2, y2), (x3, y3)), color) Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of the first corner of the trigon y1 (int) -- y coordinate of the first corner of the trigon x2 (int) -- x coordinate of the second corner of the trigon y2 (int) -- y coordinate of the second corner of the trigon x3 (int) -- x coordinate of the third corner of the trigon y3 (int) -- y coordinate of the third corner of the trigon color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.filled_trigon() draw a filled trigon/triangle filled_trigon(surface, x1, y1, x2, y2, x3, y3, color) -> None Draws a filled trigon (triangle) on the given surface. For an unfilled trigon use trigon(). A filled_trigon can also be drawn using filled_polygon() e.g. filled_polygon(surface, ((x1, y1), (x2, y2), (x3, y3)), color) Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of the first corner of the trigon y1 (int) -- y coordinate of the first corner of the trigon x2 (int) -- x coordinate of the second corner of the trigon y2 (int) -- y coordinate of the second corner of the trigon x3 (int) -- x coordinate of the third corner of the trigon y3 (int) -- y coordinate of the third corner of the trigon color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType pygame.gfxdraw.polygon() draw a polygon polygon(surface, points, color) -> None Draws an unfilled polygon on the given surface. For a filled polygon use filled_polygon(). The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items) pygame.gfxdraw.aapolygon() draw an antialiased polygon aapolygon(surface, points, color) -> None Draws an unfilled antialiased polygon on the given surface. The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items) pygame.gfxdraw.filled_polygon() draw a filled polygon filled_polygon(surface, points, color) -> None Draws a filled polygon on the given surface. For an unfilled polygon use polygon(). The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated)` color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items) pygame.gfxdraw.textured_polygon() draw a textured polygon textured_polygon(surface, points, texture, tx, ty) -> None Draws a textured polygon on the given surface. For better performance, the surface and the texture should have the same format. A per-pixel alpha texture blit to a per-pixel alpha surface will differ from a pygame.Surface.blit() blit. Also, a per-pixel alpha texture cannot be used with an 8-bit per pixel destination. The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) texture (Surface) -- texture to draw on the polygon tx (int) -- x offset of the texture ty (int) -- y offset of the texture Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items) pygame.gfxdraw.bezier() draw a Bezier curve bezier(surface, points, steps, color) -> None Draws a Bézier curve on the given surface. Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates used to form a curve, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) steps (int) -- number of steps for the interpolation, the minimum is 2 color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if steps < 2 ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items)
pygame.ref.gfxdraw
pygame.gfxdraw.aacircle() draw an antialiased circle aacircle(surface, x, y, r, color) -> None Draws an unfilled antialiased circle on the given surface. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.aacircle
pygame.gfxdraw.aaellipse() draw an antialiased ellipse aaellipse(surface, x, y, rx, ry, color) -> None Draws an unfilled antialiased ellipse on the given surface. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.aaellipse
pygame.gfxdraw.aapolygon() draw an antialiased polygon aapolygon(surface, points, color) -> None Draws an unfilled antialiased polygon on the given surface. The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items)
pygame.ref.gfxdraw#pygame.gfxdraw.aapolygon
pygame.gfxdraw.aatrigon() draw an antialiased trigon/triangle aatrigon(surface, x1, y1, x2, y2, x3, y3, color) -> None Draws an unfilled antialiased trigon (triangle) on the given surface. An aatrigon can also be drawn using aapolygon() e.g. aapolygon(surface, ((x1, y1), (x2, y2), (x3, y3)), color) Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of the first corner of the trigon y1 (int) -- y coordinate of the first corner of the trigon x2 (int) -- x coordinate of the second corner of the trigon y2 (int) -- y coordinate of the second corner of the trigon x3 (int) -- x coordinate of the third corner of the trigon y3 (int) -- y coordinate of the third corner of the trigon color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.aatrigon
pygame.gfxdraw.arc() draw an arc arc(surface, x, y, r, start_angle, stop_angle, color) -> None Draws an arc on the given surface. For an arc with its endpoints connected to its center use pie(). The two angle arguments are given in degrees and indicate the start and stop positions of the arc. The arc is drawn in a clockwise direction from the start_angle to the stop_angle. If start_angle == stop_angle, nothing will be drawn Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the arc y (int) -- y coordinate of the center of the arc r (int) -- radius of the arc start_angle (int) -- start angle in degrees stop_angle (int) -- stop angle in degrees color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Note This function uses degrees while the pygame.draw.arc() function uses radians.
pygame.ref.gfxdraw#pygame.gfxdraw.arc
pygame.gfxdraw.bezier() draw a Bezier curve bezier(surface, points, steps, color) -> None Draws a Bézier curve on the given surface. Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates used to form a curve, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated) steps (int) -- number of steps for the interpolation, the minimum is 2 color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if steps < 2 ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items)
pygame.ref.gfxdraw#pygame.gfxdraw.bezier
pygame.gfxdraw.box() draw a filled rectangle box(surface, rect, color) -> None Draws a filled rectangle on the given surface. For an unfilled rectangle use rectangle(). Parameters: surface (Surface) -- surface to draw on rect (Rect) -- rectangle to draw, position and dimensions color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Note The rect.bottom and rect.right attributes of a pygame.Rect always lie one pixel outside of its actual border. Therefore, these values will not be included as part of the drawing. Note The pygame.Surface.fill() method works just as well for drawing filled rectangles. In fact pygame.Surface.fill() can be hardware accelerated on some platforms with both software and hardware display modes.
pygame.ref.gfxdraw#pygame.gfxdraw.box
pygame.gfxdraw.circle() draw a circle circle(surface, x, y, r, color) -> None Draws an unfilled circle on the given surface. For a filled circle use filled_circle(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.circle
pygame.gfxdraw.ellipse() draw an ellipse ellipse(surface, x, y, rx, ry, color) -> None Draws an unfilled ellipse on the given surface. For a filled ellipse use filled_ellipse(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.ellipse
pygame.gfxdraw.filled_circle() draw a filled circle filled_circle(surface, x, y, r, color) -> None Draws a filled circle on the given surface. For an unfilled circle use circle(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the circle y (int) -- y coordinate of the center of the circle r (int) -- radius of the circle color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.filled_circle
pygame.gfxdraw.filled_ellipse() draw a filled ellipse filled_ellipse(surface, x, y, rx, ry, color) -> None Draws a filled ellipse on the given surface. For an unfilled ellipse use ellipse(). Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the ellipse y (int) -- y coordinate of the center of the ellipse rx (int) -- horizontal radius of the ellipse ry (int) -- vertical radius of the ellipse color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.filled_ellipse
pygame.gfxdraw.filled_polygon() draw a filled polygon filled_polygon(surface, points, color) -> None Draws a filled polygon on the given surface. For an unfilled polygon use polygon(). The adjacent coordinates in the points argument, as well as the first and last points, will be connected by line segments. e.g. For the points [(x1, y1), (x2, y2), (x3, y3)] a line segment will be drawn from (x1, y1) to (x2, y2), from (x2, y2) to (x3, y3), and from (x3, y3) to (x1, y1). Parameters: surface (Surface) -- surface to draw on points (tuple(coordinate) or list(coordinate)) -- a sequence of 3 or more (x, y) coordinates, where each coordinate in the sequence must be a tuple/list/pygame.math.Vector2 of 2 ints/floats (float values will be truncated)` color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType Raises: ValueError -- if len(points) < 3 (must have at least 3 points) IndexError -- if len(coordinate) < 2 (each coordinate must have at least 2 items)
pygame.ref.gfxdraw#pygame.gfxdraw.filled_polygon
pygame.gfxdraw.filled_trigon() draw a filled trigon/triangle filled_trigon(surface, x1, y1, x2, y2, x3, y3, color) -> None Draws a filled trigon (triangle) on the given surface. For an unfilled trigon use trigon(). A filled_trigon can also be drawn using filled_polygon() e.g. filled_polygon(surface, ((x1, y1), (x2, y2), (x3, y3)), color) Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of the first corner of the trigon y1 (int) -- y coordinate of the first corner of the trigon x2 (int) -- x coordinate of the second corner of the trigon y2 (int) -- y coordinate of the second corner of the trigon x3 (int) -- x coordinate of the third corner of the trigon y3 (int) -- y coordinate of the third corner of the trigon color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.filled_trigon
pygame.gfxdraw.hline() draw a horizontal line hline(surface, x1, x2, y, color) -> None Draws a straight horizontal line ((x1, y) to (x2, y)) on the given surface. There are no endcaps. Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of one end of the line x2 (int) -- x coordinate of the other end of the line y (int) -- y coordinate of the line color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.hline
pygame.gfxdraw.line() draw a line line(surface, x1, y1, x2, y2, color) -> None Draws a straight line ((x1, y1) to (x2, y2)) on the given surface. There are no endcaps. Parameters: surface (Surface) -- surface to draw on x1 (int) -- x coordinate of one end of the line y1 (int) -- y coordinate of one end of the line x2 (int) -- x coordinate of the other end of the line y2 (int) -- y coordinate of the other end of the line color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.line
pygame.gfxdraw.pie() draw a pie pie(surface, x, y, r, start_angle, stop_angle, color) -> None Draws an unfilled pie on the given surface. A pie is an arc() with its endpoints connected to its center. The two angle arguments are given in degrees and indicate the start and stop positions of the pie. The pie is drawn in a clockwise direction from the start_angle to the stop_angle. If start_angle == stop_angle, a straight line will be drawn from the center position at the given angle, to a length of the radius. Parameters: surface (Surface) -- surface to draw on x (int) -- x coordinate of the center of the pie y (int) -- y coordinate of the center of the pie r (int) -- radius of the pie start_angle (int) -- start angle in degrees stop_angle (int) -- stop angle in degrees color (Color or tuple(int, int, int, [int])) -- color to draw with, the alpha value is optional if using a tuple (RGB[A]) Returns: None Return type: NoneType
pygame.ref.gfxdraw#pygame.gfxdraw.pie