import sys
import os
if __name__ == '__main__':
pkg_dir = os.path.split(os.path.abspath(__file__))[0]
parent_dir, pkg_name = os.path.split(pkg_dir)
is_pygame_pkg = (pkg_name == 'tests' and
os.path.split(parent_dir)[1] == 'pygame')
if not is_pygame_pkg:
sys.path.insert(0, parent_dir)
else:
is_pygame_pkg = __name__.startswith('pygame.tests.')
if is_pygame_pkg:
from pygame.tests.test_utils import test_not_implemented,unittest,\
geterror
else:
from test.test_utils import test_not_implemented,unittest,geterror
import pygame
class FontModuleTest( unittest.TestCase ):
def setUp(self):
pygame.font.init()
def tearDown(self):
pygame.font.quit()
def test_SysFont(self):
# Can only check that a font object is returned.
fonts = pygame.font.get_fonts()
o = pygame.font.SysFont(fonts[0], 20)
self.failUnless(isinstance(o, pygame.font.FontType))
o = pygame.font.SysFont(fonts[0], 20, italic=True)
self.failUnless(isinstance(o, pygame.font.FontType))
o = pygame.font.SysFont(fonts[0], 20, bold=True)
self.failUnless(isinstance(o, pygame.font.FontType))
o = pygame.font.SysFont('thisisnotafont', 20)
self.failUnless(isinstance(o, pygame.font.FontType))
def test_get_default_font(self):
self.failUnlessEqual(pygame.font.get_default_font(), 'freesansbold.ttf')
def test_get_fonts_returns_something(self):
fnts = pygame.font.get_fonts()
self.failUnless(fnts)
def test_get_fonts(self):
fnts = pygame.font.get_fonts()
if not fnts:
raise Exception(repr(fnts))
self.failUnless(fnts)
# strange python 2.x bug... if you assign to unicode,
# all sorts of weirdness happens.
if sys.version_info <= (3, 0, 0):
unicod = unicode
else:
unicod = str
for name in fnts:
# note, on ubuntu 2.6 they are all unicode strings.
self.failUnless(isinstance(name, (str, unicod)))
self.failUnless(name.islower(), name)
self.failUnless(name.isalnum(), name)
def test_get_init(self):
self.failUnless(pygame.font.get_init())
pygame.font.quit()
self.failIf(pygame.font.get_init())
def test_init(self):
pygame.font.init()
def test_match_font_all_exist(self):
fonts = pygame.font.get_fonts()
# Ensure all listed fonts are in fact available, and the returned file
# name is a full path.
for font in fonts:
path = pygame.font.match_font(font)
self.failIf(path is None)
self.failUnless(os.path.isabs(path))
def test_match_font_bold(self):
fonts = pygame.font.get_fonts()
# Look for a bold font.
for font in fonts:
if pygame.font.match_font(font, bold=True) is not None:
break
else:
self.fail()
def test_match_font_italic(self):
fonts = pygame.font.get_fonts()
# Look for an italic font.
for font in fonts:
if pygame.font.match_font(font, italic=True) is not None:
break
else:
self.fail()
def test_match_font_comma_separated(self):
fonts = pygame.font.get_fonts()
# Check for not found.
self.failUnless(pygame.font.match_font('thisisnotafont') is None)
# Check comma separated list.
names = ','.join(['thisisnotafont', fonts[-1], 'anothernonfont'])
self.failIf(pygame.font.match_font(names) is None)
names = ','.join(['thisisnotafont1', 'thisisnotafont2', 'thisisnotafont3'])
self.failUnless(pygame.font.match_font(names) is None)
def test_quit(self):
pygame.font.quit()
class FontTypeTest( unittest.TestCase ):
def setUp(self):
pygame.font.init()
def tearDown(self):
pygame.font.quit()
def test_get_ascent(self):
# Ckecking ascent would need a custom test font to do properly.
f = pygame.font.Font(None, 20)
ascent = f.get_ascent()
self.failUnless(isinstance(ascent, int))
self.failUnless(ascent > 0)
s = f.render("X", False, (255, 255, 255))
self.failUnless(s.get_size()[1] > ascent)
def test_get_descent(self):
# Ckecking descent would need a custom test font to do properly.
f = pygame.font.Font(None, 20)
descent = f.get_descent()
self.failUnless(isinstance(descent, int))
self.failUnless(descent < 0)
def test_get_height(self):
# Ckecking height would need a custom test font to do properly.
f = pygame.font.Font(None, 20)
height = f.get_height()
self.failUnless(isinstance(height, int))
self.failUnless(height > 0)
s = f.render("X", False, (255, 255, 255))
self.failUnless(s.get_size()[1] == height)
def test_get_linesize(self):
# Ckecking linesize would need a custom test font to do properly.
# Questions: How do linesize, height and descent relate?
f = pygame.font.Font(None, 20)
linesize = f.get_linesize()
self.failUnless(isinstance(linesize, int))
self.failUnless(linesize > 0)
def todo_test_metrics(self):
# The documentation is useless here. How large a list?
# How do list positions relate to character codes?
# What about unicode characters?
# __doc__ (as of 2008-08-02) for pygame.font.Font.metrics:
# Font.metrics(text): return list
# Gets the metrics for each character in the pased string.
#
# 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), ...]
self.fail()
def test_render(self):
"""
"""
f = pygame.font.Font(None, 20)
s = f.render("foo", True, [0, 0, 0], [255, 255, 255])
s = f.render("xxx", True, [0, 0, 0], [255, 255, 255])
s = f.render("", True, [0, 0, 0], [255, 255, 255])
s = f.render("foo", False, [0, 0, 0], [255, 255, 255])
s = f.render("xxx", False, [0, 0, 0], [255, 255, 255])
s = f.render("xxx", False, [0, 0, 0])
s = f.render(" ", False, [0, 0, 0])
s = f.render(" ", False, [0, 0, 0], [255, 255, 255])
# null text should be 1 pixel wide.
s = f.render("", False, [0, 0, 0], [255, 255, 255])
self.assertEqual(s.get_size()[0], 1)
# is background transparent for antialiasing?
s = f.render(".", True, [255, 255, 255])
self.failUnlessEqual(s.get_at((0, 0))[3], 0)
# __doc__ (as of 2008-08-02) for pygame.font.Font.render:
# Font.render(text, antialias, color, background=None): return Surface
# draw text on a new 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. 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 one 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 8bit 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' a 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 any time.
def test_set_bold(self):
f = pygame.font.Font(None, 20)
self.failIf(f.get_bold())
f.set_bold(True)
self.failUnless(f.get_bold())
f.set_bold(False)
self.failIf(f.get_bold())
def test_set_italic(self):
f = pygame.font.Font(None, 20)
self.failIf(f.get_italic())
f.set_italic(True)
self.failUnless(f.get_italic())
f.set_italic(False)
self.failIf(f.get_bold())
def test_set_underline(self):
f = pygame.font.Font(None, 20)
self.failIf(f.get_underline())
f.set_underline(True)
self.failUnless(f.get_underline())
f.set_underline(False)
self.failIf(f.get_underline())
def test_size(self):
f = pygame.font.Font(None, 20)
text = "Xg"
size = f.size(text)
w, h = size
self.failUnless(isinstance(w, int) and isinstance(h, int))
s = f.render(text, False, (255, 255, 255))
self.failUnlessEqual(size, s.get_size())
def test_font_file_not_found(self):
# A per BUG reported by Bo Jangeborg on pygame-user mailing list,
# http://www.mail-archive.com/pygame-users@seul.org/msg11675.html
pygame.font.init()
def fetch():
font = pygame.font.Font('some-fictional-font.ttf', 20)
self.failUnlessRaises(IOError, fetch)
class VisualTests( unittest.TestCase ):
__tags__ = ['interactive']
screen = None
aborted = False
def setUp(self):
if self.screen is None:
pygame.init()
self.screen = pygame.display.set_mode((600, 200))
self.screen.fill((255, 255, 255))
pygame.display.flip()
self.f = pygame.font.Font(None, 32)
def abort(self):
if self.screen is not None:
pygame.quit()
self.aborted = True
def query(self,
bold=False, italic=False, underline=False, antialiase=False):
if self.aborted:
return False
spacing = 10
offset = 20
y = spacing
f = self.f
screen = self.screen
screen.fill((255, 255, 255))
pygame.display.flip()
if not (bold or italic or underline or antialiase):
text = "normal"
else:
modes = []
if bold:
modes.append("bold")
if italic:
modes.append("italic")
if underline:
modes.append("underlined")
if antialiase:
modes.append("antialiased")
text = "%s (y/n):" % ('-'.join(modes),)
f.set_bold(bold)
f.set_italic(italic)
f.set_underline(underline)
s = f.render(text, antialiase, (0, 0, 0))
screen.blit(s, (offset, y))
y += s.get_size()[1] + spacing
f.set_bold(False)
f.set_italic(False)
f.set_underline(False)
s = f.render("(some comparison text)", False, (0, 0, 0))
screen.blit(s, (offset, y))
pygame.display.flip()
while 1:
for evt in pygame.event.get():
if evt.type == pygame.KEYDOWN:
if evt.key == pygame.K_ESCAPE:
self.abort()
return False
if evt.key == pygame.K_y:
return True
if evt.key == pygame.K_n:
return False
if evt.type == pygame.QUIT:
self.abort()
return False
def test_bold(self):
self.failUnless(self.query(bold=True))
def test_italic(self):
self.failUnless(self.query(italic=True))
def test_underline(self):
self.failUnless(self.query(underline=True))
def test_antialiase(self):
self.failUnless(self.query(antialiase=True))
def test_bold_antialiase(self):
self.failUnless(self.query(bold=True, antialiase=True))
def test_italic_underline(self):
self.failUnless(self.query(italic=True, underline=True))
if __name__ == '__main__':
unittest.main()
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