everything works, even fonts
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@ -2,12 +2,6 @@ import random
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import itertools
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from doodles import Group, Circle, Color, Text
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# TODO: depending on system these fonts often do not have all the
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# necessary characters, find 3 widely available fonts that do
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Text.make_font("small", 16, "mono")
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Text.make_font("medium", 24, "copperplate")
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Text.make_font("large", 48, "papyrus")
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# Via ChatGPT
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hello_world = [
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"Hello, World!", # English
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@ -1,85 +1,50 @@
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import pygame
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from .doodles import Doodle
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from .world import world
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# TOOD: make configurable
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DEFAULT_FONT_SIZE = 24
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class Text(Doodle):
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# Having each bit of text on the screen load a separate copy
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# of its font would be wasteful, since the most common case would
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# be for most text to use the same font.
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#
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# The solution here is to use a class attribute, shared by *all* instances
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# of the class.
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#
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# This is an implementation of the Flyweight design pattern, which
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# allows multiple objects to share some state.
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#
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# This can quickly become a mess if the shared state is mutable,
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# note that here, once a font is loaded it does not change.
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# This avoids nearly all pitfalls associated with this approach.
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_fonts: dict[str, pygame.font.Font] = {}
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# this method is attached to the class `Text`, not individual instances
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# like normal methods (which take self as their implicit parameter)
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@classmethod
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def make_font(cls, name, size, font=None, bold=False, italic=False):
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"""
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The way fonts work in most graphics libraries requires choosing a font
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size, as well as any variation (bold, italic) at the time of creation.
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It would be nice if we could allow individual Text objects vary these,
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but doing so would be much more complex or require significantly more
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memory.
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"""
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if font is None:
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font = pygame.font.Font(None, size)
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else:
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path = pygame.font.match_font(font, bold=bold, italic=italic)
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font = pygame.font.Font(path, size)
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cls._fonts[name] = font
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@classmethod
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def get_font(cls, name=None):
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if not name:
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# None -> default font
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# load on demand
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if None not in cls._fonts:
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cls._fonts[None] = pygame.font.Font(None, DEFAULT_FONT_SIZE)
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return cls._fonts[None]
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else:
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return cls._fonts[name]
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def __init__(self, parent=None):
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"""
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Text will be centered at `pos`
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"""
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super().__init__(parent)
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self._text = ""
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self._rendered = None
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self._rendered = None # the surface we pre-render the text to
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self._font = None
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def __repr__(self):
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return f"Text(pos={self.pos_vec}, text={self._text}, parent={self._parent})"
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def draw(self, screen):
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text_rect = self._rendered.get_rect(center=self.world_vec)
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screen.blit(self._rendered, text_rect)
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def draw(self):
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world.draw_engine.text_draw(self)
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def text(self, text: str) -> "Doodle":
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"""
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A setter for the text
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A setter for the text.
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This is the only place text can change,
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so we can pre-render the surface here.
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"""
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self._text = text
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self._render()
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return self
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def _render(self):
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"""
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This function needs to set the _rendered property.
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_rendered may be relied upon by draw_engine.draw_text.
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"""
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# text needs to be rendered once on change to be performant
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# doing this in draw would be much slower since it is called
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# much more often than the text changes
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if not self._font:
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self._font = self.get_font() # default font
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self._rendered = self._font.render(self._text, True, self._color)
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return self
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self._font = world.draw_engine.get_font() # default font
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self._rendered = world.draw_engine.text_render(
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self._text, self._font, self._color
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)
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def font(self, font: str) -> "Doodle":
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# TODO: error checking
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self._font = self._fonts[font]
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self._font = world.draw_engine.get_font(font)
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return self
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@ -3,12 +3,66 @@ import pygame
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# TODO: fix this with a dynamic load
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from .draw_engine import DrawEngine
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# TODO: make configurable
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DEFAULT_FONT_SIZE = 24
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class PygameDrawEngine(DrawEngine):
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# Having each bit of text on the screen load a separate copy
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# of its font would be wasteful, since the most common case would
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# be for most text to use the same font.
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#
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# The solution here is to use a class attribute, shared by *all* instances
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# of the class.
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#
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# This is an implementation of the Flyweight design pattern, which
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# allows multiple objects to share some state.
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#
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# This can quickly become a mess if the shared state is mutable,
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# note that here, once a font is loaded it does not change.
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# This avoids nearly all pitfalls associated with this approach.
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_fonts: dict[str, pygame.font.Font] = {}
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# this method is attached to the class `Text`, not individual instances
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# like normal methods (which take self as their implicit parameter)
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@classmethod
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def make_font(cls, name, size, font=None, bold=False, italic=False):
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"""
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The way fonts work in most graphics libraries requires choosing a font
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size, as well as any variation (bold, italic) at the time of creation.
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It would be nice if we could allow individual Text objects vary these,
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but doing so would be much more complex or require significantly more
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memory.
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"""
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if font is None:
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font = pygame.font.Font(None, size)
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else:
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path = pygame.font.match_font(font, bold=bold, italic=italic)
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font = pygame.font.Font(path, size)
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cls._fonts[name] = font
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@classmethod
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def get_font(cls, name=None):
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if not name:
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# None -> default font
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# load on demand
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if None not in cls._fonts:
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cls._fonts[None] = pygame.font.Font(None, DEFAULT_FONT_SIZE)
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return cls._fonts[None]
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else:
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return cls._fonts[name]
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def init(self):
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self.screen = pygame.display.set_mode((world.WIDTH, world.HEIGHT))
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self.buffer = pygame.Surface((world.WIDTH, world.HEIGHT), pygame.SRCALPHA)
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# TODO: depending on system these fonts often do not have all the
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# necessary characters, find 3 widely available fonts that do
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world.draw_engine.make_font("small", 16, "mono")
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world.draw_engine.make_font("medium", 24, "copperplate")
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world.draw_engine.make_font("large", 48, "papyrus")
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def render(self, background_color: Color, drawables: list["Doodle"]):
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self.buffer.fill((*background_color, 255))
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for d in sorted(drawables, key=lambda d: d._z_index):
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@ -32,6 +86,16 @@ class PygameDrawEngine(DrawEngine):
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def line_draw(self, ll: "Line"):
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pygame.draw.aaline(self.buffer, ll.rgba, ll.world_vec, ll.end_vec)
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def text_render(self, text: str, font: str, color: Color) -> "TODO":
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""" returns an intermediated RenderedText """
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# TODO: add accessor text_val
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return font.render(text, True, color)
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def text_draw(self, txt: "Text"):
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# this is a tight coupling, intentionally left
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text_rect = txt._rendered.get_rect(center=txt.world_vec)
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self.buffer.blit(txt._rendered, text_rect)
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class World:
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"""
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