def render_string(string, font, size): """ This is a helper function to render strings as an image widget to be processed in the GUI. """ text = String.draw_string(string, font, size, 1, (0,0,0)) text = ImageLabel(text) return text
# String.create_font () usage example. import pygame from ocempgui.draw import String def check (font, name): bold = "not bold" if font.get_bold (): bold = "bold" print "%s at %s is %s" % (name, font, bold) # Initialize the pygame engine. pygame.init () # Create a font from the ttf located in the current directory. font = String.create_font ("tuffy.ttf", 14) check (font, "font") # Now create a second font and manipulate it. # NOTE: Due to the caching we are using the same font object as above! font_mod = String.create_font ("tuffy.ttf", 14) font_mod.set_bold (True) # Output the bold state of both fonts. check (font, "font") check (font_mod, "font_mod")
def drawString(self,x,y): # string drawing shenanigans text = String.draw_string (self.value, "Times",14,1,(255,0,0)) window.blit (text, (x, y))
# String.create_system_font () usage example. import pygame from ocempgui.draw import String # Initialize the pygame engine. pygame.init () # Create some fonts. fonts = {} names = ( "Arial", "Helvetica", "Sans", "Serif", "Times" ) for name in names: fonts[name] = String.create_system_font (name, 14) # Output the fonts as well as their object address. for name in fonts: print "Loaded: %s at %s" % (name, fonts[name])
# String.draw_string_with_bg () usage example. import pygame, pygame.locals from ocempgui.draw import String # Initialize the drawing window. pygame.init () screen = pygame.display.set_mode ((100, 100)) screen.fill ((250, 250, 250)) pygame.display.set_caption ('String.draw_string_with_bg ()') # Create texts using the 'Times' system font and different background # colors. text = String.draw_string_with_bg ("This is Times", "Times", 16, 1, (0, 0, 0), (200, 200, 200)) screen.blit (text, (5, 5)) text = String.draw_string_with_bg ("This is Times", "Times", 16, 1, (0, 0, 0), (0, 200, 0)) screen.blit (text, (5, 60)) # Show anything. pygame.display.flip () # Wait for input. while not pygame.event.get ([pygame.locals.QUIT]): pass
# String.draw_string () usage example. import pygame, pygame.locals from ocempgui.draw import String # Initialize the drawing window. pygame.init () screen = pygame.display.set_mode ((400, 100)) screen.fill ((250, 250, 250)) pygame.display.set_caption ('String.draw_string ()') # Create a text using the ttf located in the current directory. text = String.draw_string ("This is tuffy.ttf", "tuffy.ttf", 16, 1, (0, 0, 0)) screen.blit (text, (5, 5)) # Create a text using the 'Times' system font text = String.draw_string ("This is Times", "Times", 16, 1, (255, 0, 0)) screen.blit (text, (5, 35)) # Create a text using the fallback python font by specifying a wrong # font name (hopefully ;-). text = String.draw_string ("This is the fallback", "invalid_font_name_here", 16, 1, (0, 0, 255)) screen.blit (text, (5, 60)) # Now the same again without antialiasing. text = String.draw_string ("This is tuffy.ttf (no aa)", "tuffy.ttf", 16, 0, (0, 0, 0)) screen.blit (text, (200, 5)) text = String.draw_string ("This is Times (no aa)", "Times", 16, 0, (255, 0, 0))