def drawTextLabel(self, x, y, text, font=FontProvider.defaultFont(), color=(0,0,0)): label = font.render(text, 1, color) textPos = label.get_rect() textPos.left = x textPos.top = y self._screen.blit(label, textPos) return textPos
def render(self, width=None): font = FontProvider.getFontByFileName(self._fontProperties) fontImage = font.render(self.text, True, self._fontProperties.Color, self._fontProperties.Background) if not width: return fontImage else: rect = fontImage.get_rect() self.image = pygame.Surface((width, rect.height)) if self._fontProperties.Background: self.image.fill(self._fontProperties.Background) else: self.image.fill((1,2,3)) self.image.set_colorkey((1,2,3)) center = width // 2 - rect.width // 2 self.image.blit(fontImage, (center, 0)) return self.image