/usr/share/games/fretsonfire/game/Font.py is in fretsonfire-game 1.3.110.dfsg-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
import pygame
from OpenGL.GL import *
import sys
from Texture import Texture
class Font:
"""A texture-mapped font."""
def __init__(self, fileName, size, bold = False, italic = False, underline = False, outline = True,
scale = 1.0, reversed = False, systemFont = False):
pygame.font.init()
self.size = size
self.scale = scale
self.glyphCache = {}
self.glyphSizeCache = {}
self.outline = outline
self.reversed = reversed
# Try loading a system font first if one was requested
self.font = None
if systemFont and sys.platform != "win32":
try:
self.font = pygame.font.SysFont(None, size)
except:
pass
if not self.font:
self.font = pygame.font.Font(fileName, size)
self.font.set_bold(bold)
self.font.set_italic(italic)
self.font.set_underline(underline)
def getStringSize(self, s, scale = 0.002):
"""
Get the dimensions of a string when rendered with this font.
@param s: String
@param scale: Scale factor
@return: (width, height) tuple
"""
w = 0
h = 0
scale *= self.scale
for ch in s:
try:
s = self.glyphSizeCache[ch]
except:
s = self.glyphSizeCache[ch] = self.font.size(ch)
w += s[0]
h = max(s[1], h)
return (w * scale, h * scale)
def getHeight(self):
"""@return: The height of this font"""
return self.font.get_height() * self.scale
def getLineSpacing(self):
"""@return: The line spacing of this font"""
return self.font.get_linesize() * self.scale
def setCustomGlyph(self, character, texture):
"""
Replace a character with a texture.
@param character: Character to replace
@param texture: L{Texture} instance
"""
texture.setFilter(GL_LINEAR, GL_LINEAR)
texture.setRepeat(GL_CLAMP, GL_CLAMP)
self.glyphCache[character] = texture
s = .75 * self.getHeight() / float(texture.pixelSize[0])
self.glyphSizeCache[character] = (texture.pixelSize[0] * s, texture.pixelSize[1] * s)
def render(self, text, pos = (0, 0), direction = (1, 0, 0), scale = 0.002):
"""
Draw some text.
@param text: Text to draw
@param pos: Text coordinate tuple (x, y)
@param direction: Text direction vector (x, y, z)
@param scale: Scale factor
"""
glEnable(GL_TEXTURE_2D)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
scale *= self.scale
glPushMatrix()
glTranslatef(pos[0], pos[1], 0)
if self.reversed:
text = "".join(reversed(text))
if self.outline:
#outline_list=[(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0), (-.7, .7), (0, 1), (.7, .7)]
#outline_list=[(-.7, -.7), (.7, -.7), (-.7, .7), (.7, .7)]
outline_list=[(.7, .7)]
glPushAttrib(GL_CURRENT_BIT)
glPushMatrix()
glColor4f(0, 0, 0, glGetDoublev(GL_CURRENT_COLOR)[3]/len(outline_list))
for ch in text:
g = self.getGlyph(ch)
w, h = self.getStringSize(ch, scale = scale)
tw, th = g.size
g.bind()
glPushMatrix()
blur = 2 * 0.003
glPopMatrix()
for offset in outline_list:
glPushMatrix()
glTranslatef( blur * offset[0], blur * offset[1], 0)
glBegin (GL_TRIANGLE_STRIP)
glTexCoord2f (0.0, th); glVertex2f (0.0, 0.0)
glTexCoord2f (tw, th); glVertex2f (w, 0.0)
glTexCoord2f (tw, 0.0); glVertex2f (w, h)
glTexCoord2f (0.0, 0.0); glVertex2f (0.0, h)
glTexCoord2f (0.0, th); glVertex2f (0.0, 0.0)
glEnd()
glPopMatrix()
glTranslatef(w * direction[0],
w * direction[1],
w * direction[2])
glPopAttrib()
glPopMatrix()
for ch in text:
g = self.getGlyph(ch)
w, h = self.getStringSize(ch, scale = scale)
tw, th = g.size
#glVertexPointerf([(0.0, 0.0, 0.0), (w, 0.0, 0.0), (0.0, h, 0.0), (w, h, 0.0)])
#glTexCoordPointerf([(0.0, th), (tw, th), (0.0, 0.0), (tw, 0.0)])
g.bind()
#glDrawElementsui(GL_TRIANGLE_STRIP, [0, 1, 2, 3])
glBegin (GL_TRIANGLE_STRIP)
glTexCoord2f (0.0, th); glVertex2f (0.0, 0.0)
glTexCoord2f (tw, th); glVertex2f (w, 0.0)
glTexCoord2f (tw, 0.0); glVertex2f (w, h)
glTexCoord2f (0.0, 0.0); glVertex2f (0.0, h)
glTexCoord2f (0.0, th); glVertex2f (0.0, 0.0)
glEnd()
glTranslatef(w * direction[0],
w * direction[1],
w * direction[2])
glPopMatrix()
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
glDisable(GL_TEXTURE_2D)
def getGlyph(self, ch):
"""
Get the L{Texture} for a given character.
@param ch: Character
@return: L{Texture} instance
"""
try:
return self.glyphCache[ch]
except KeyError:
s = self.font.render(ch, True, (255, 255, 255))
"""
# Draw outlines
import Image, ImageFilter
srcImg = Image.fromstring("RGBA", s.get_size(), pygame.image.tostring(s, "RGBA"))
img = Image.fromstring("RGBA", s.get_size(), pygame.image.tostring(s, "RGBA"))
for y in xrange(img.size[1]):
for x in xrange(img.size[0]):
a = 0
ns = 3
n = 0
for ny in range(max(0, y - ns), min(img.size[1], y + ns)):
for nx in range(max(0, x - ns), min(img.size[0], x + ns)):
a += srcImg.getpixel((nx, ny))[3]
n += 1
if a and srcImg.getpixel((x, y))[3] == 0:
img.putpixel((x, y), (0, 0, 0, a / n))
s = pygame.image.fromstring(img.tostring(), s.get_size(), "RGBA")
"""
t = Texture()
t.setFilter(GL_LINEAR, GL_LINEAR)
t.setRepeat(GL_CLAMP, GL_CLAMP)
t.loadSurface(s, alphaChannel = True)
del s
self.glyphCache[ch] = t
return t
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