- Enhanced pygame module for loading and rendering computer fonts
— Return the latest FreeType error — Return the FreeType version — Initialize the underlying FreeType library. — Shut down the underlying FreeType library. — Returns True if the FreeType module is currently initialized. — DEPRECATED: Use get_init() instead. — Return the glyph case size — Return the default pixel size in dots per inch — Set the default pixel size in dots per inch for the module — create a Font object from the system fonts — Get the filename of the default font — Create a new Font instance from a supported font file.
pygame.freetypemodule is a replacement for
pygame.fontpygame module for loading and rendering fonts. It has all of the functionality of the original, plus many new features. Yet is has absolutely no dependencies on the SDL_ttf library. It is implemented directly on the FreeType 2 library. The
pygame.freetypemodule is not itself backward compatible with
pygame.fontpygame module for loading and rendering fonts. Instead, use the
pygame.ftfontmodule as a drop-in replacement for
pygame.fontpygame module for loading and rendering fonts.
All font file formats supported by FreeType can be rendered by
PFRand Type42 fonts. All glyphs having UTF-32 code points are accessible (see
For now undefined character codes are replaced with the
.notdef(not defined) character. How undefined codes are handled may become configurable in a future release.
Pygame comes with a built-in default font. This can always be accessed by passing None as the font name to the
Extra rendering features available to
pygame.freetype.FontCreate a new Font instance from a supported font file. are direct to surface rendering (see
Font.render_to()), character kerning (see
Font.kerning), vertical layout (see
Font.vertical), rotation of rendered text (see
Font.rotation), and the strong style (see
Font.strong). Some properties are configurable, such as strong style strength (see
Font.strength) and underline positioning (see
Font.underline_adjustment). Text can be positioned by the upper right corner of the text box or by the text baseline (see
Font.origin). Finally, a font's vertical and horizontal size can be adjusted separately (see
pygame.examples.freetype_miscexample shows these features in use.
The pygame package does not import
freetypeautomatically when loaded. This module must be imported explicitly to be used.
import pygame import pygame.freetype
New in pygame 1.9.2:
- Return the latest FreeType errorget_error() -> strget_error() -> None
Return a description of the last error which occurred in the FreeType2 library, or
Noneif no errors have occurred.
- Return the FreeType versionget_version(linked=True) -> (int, int, int)
Returns the version of the FreeType library in use by this module.
linked=Trueis the default behavior and returns the linked version of FreeType and
linked=Falsereturns the compiled version of FreeType.
Note that the
freetypemodule depends on the FreeType 2 library. It will not compile with the original FreeType 1.0. Hence, the first element of the tuple will always be "2".
Changed in pygame-ce 2.1.4:
linkedkeyword argument added and default behavior changed from returning compiled version to returning linked version
- Initialize the underlying FreeType library.init(cache_size=64, resolution=72) -> None
This function initializes the underlying FreeType library and must be called before trying to use any of the functionality of the
pygame.init()initialize all imported pygame modules will automatically call this function if the
freetypemodule is already imported. It is safe to call this function more than once.
Optionally, you may specify a default cache_size for the Glyph cache: the maximum number of glyphs that will be cached at any given time by the module. Exceedingly small values will be automatically tuned for performance. Also a default pixel resolution, in dots per inch, can be given to adjust font scaling.
- Shut down the underlying FreeType library.quit() -> None
This function closes the
freetypemodule. After calling this function, you should not invoke any class, method or function related to the
freetypemodule as they are likely to fail or might give unpredictable results. It is safe to call this function even if the module hasn't been initialized yet.
- Returns True if the FreeType module is currently initialized.get_init() -> bool
pygame.freetypemodule is currently initialized.
New in pygame 1.9.5.
- DEPRECATED: Use get_init() instead.was_init() -> bool
pygame.freetypemodule is currently initialized. Use
- Return the glyph case sizeget_cache_size() -> long
- Return the default pixel size in dots per inchget_default_resolution() -> long
Returns the default pixel size, in dots per inch, for the module. The default is 72 DPI.
- Set the default pixel size in dots per inch for the moduleset_default_resolution(resolution, /)
Set the default pixel size, in dots per inch, for the module. If the optional argument is omitted or zero the resolution is reset to 72 DPI.
- create a Font object from the system fontsSysFont(name, size, bold=False, italic=False) -> Font
Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. Pygame uses a small set of common font aliases. If the specific font you ask for is not available, a reasonable alternative may be used. If a suitable system font is not found this will fall back on loading the default pygame font.
The font name can also be an iterable of font names, a string of comma-separated font names, or a bytes of comma-separated font names, in which case the set of names will be searched in order.
New in pygame 2.0.1: Accept an iterable of font names.
- Get the filename of the default fontget_default_font() -> string
Return the filename of the default pygame font. This is not the full path to the file. The file is usually in the same directory as the font module, but can also be bundled in a separate archive.
- Create a new Font instance from a supported font file.Font(file, size=0, font_index=0, resolution=0, ucs4=False) -> FontFont(pathlib.Path) -> Font
— Proper font name. — Gets the font's style_name. — Font file path — The default point size used in rendering — Return the size and offset of rendered text — Return the glyph metrics for the given text — The unscaled height of the font in font units — The unscaled ascent of the font in font units — The unscaled descent of the font in font units — The scaled ascent of the font in pixels — The scaled descent of the font in pixels — The scaled height of the font in pixels — The scaled bounding box height of the font in pixels — return the available sizes of embedded bitmaps — Return rendered text as a surface — Render text onto an existing surface — Return rendered text as a string of bytes — Render text into an array of ints — The font's style flags — The state of the font's underline style flag — The state of the font's strong style flag — The state of the font's oblique style flag — The state of the font's wide style flag — The strength associated with the strong or wide font styles — Adjustment factor for the underline position — Gets whether the font is fixed-width — the number of available bitmap sizes for the font — Gets whether the font is scalable — allow the use of embedded bitmaps in an outline font file — Font anti-aliasing mode — Character kerning mode — Font vertical mode — text rotation in degrees counterclockwise — default foreground color — default background color — Font render to text origin mode — padded boundary mode — Enable UCS-4 mode — Pixel resolution in dots per inch
Argument file can be either a string representing the font's filename, a file-like object containing the font, or None; if None, a default, Pygame, font is used.
Optionally, a size argument may be specified to set the default size in points, which determines the size of the rendered characters. The size can also be passed explicitly to each method call. Because of the way the caching system works, specifying a default size on the constructor doesn't imply a performance gain over manually passing the size on each function call. If the font is bitmap and no size is given, the default size is set to the first available size for the font.
If the font file has more than one font, the font to load can be chosen with the index argument. An exception is raised for an out-of-range font index value.
The optional resolution argument sets the pixel size, in dots per inch, for use in scaling glyphs for this Font instance. If 0 then the default module value, set by
init(), is used. The Font object's resolution can only be changed by re-initializing the Font instance.
The optional ucs4 argument, an integer, sets the default text translation mode: 0 (False) recognize UTF-16 surrogate pairs, any other value (True), to treat Unicode text as UCS-4, with no surrogate pairs. See
- Proper font name.name -> string
Read only. Returns the real (long) name of the font, as recorded in the font file.
- Gets the font's style_name.style_name -> str
Read only. Returns the font's style name. Style names are arbitrary, can be an empty string. Here are some examples:
'Black', 'Bold', 'Bold Italic', 'BoldOblique', 'Book', 'BookOblique', 'Condensed', 'Condensed Oblique', 'ExtraLight', 'Italic', 'Light', 'LightOblique', 'Medium', 'MediumOblique', 'Oblique', 'Regular', 'Semibold', 'Semilight', 'Slanted'
New in pygame-ce 2.3.1.
- Font file pathpath -> unicode
Read only. Returns the path of the loaded font file
- The default point size used in renderingsize -> floatsize -> (float, float)
Get or set the default size for text metrics and rendering. It can be a single point size, given as a Python
float, or a font ppem (width, height)
tuple. Size values are non-negative. A zero size or width represents an undefined size. In this case the size must be given as a method argument, or an exception is raised. A zero width but non-zero height is a ValueError.
For a scalable font, a single number value is equivalent to a tuple with width equal height. A font can be stretched vertically with height set greater than width, or horizontally with width set greater than height. For embedded bitmaps, as listed by
get_sizes(), use the nominal width and height to select an available size.
Font size differs for a non-scalable, bitmap, font. During a method call it must match one of the available sizes returned by method
get_sizes(). If not, an exception is raised. If the size is a single number, the size is first matched against the point size value. If no match, then the available size with the same nominal width and height is chosen.
- Return the size and offset of rendered textget_rect(text, style=STYLE_DEFAULT, rotation=0, size=0) -> rect
Gets the final dimensions and origin, in pixels, of text using the optional size in points, style, and rotation. For other relevant render properties, and for any optional argument not given, the default values set for the
Fontinstance are used.
Rectinstance containing the width and height of the text's bounding box and the position of the text's origin. The origin is useful in aligning separately rendered pieces of text. It gives the baseline position and bearing at the start of the text. See the
render_to()method for an example.
If text is a char (byte) string, its encoding is assumed to be
Optionally, text can be
None, which will return the bounding rectangle for the text passed to a previous
render_to()for more details.
- Return the glyph metrics for the given textget_metrics(text, size=0) -> [(...), ...]
Returns the glyph metrics for each character in text.
The glyph metrics are returned as a list of tuples. Each tuple gives metrics of a single character glyph. The glyph metrics are:
(min_x, max_x, min_y, max_y, horizontal_advance_x, horizontal_advance_y)
The bounding box min_x, max_x, min_y, and max_y values are returned as grid-fitted pixel coordinates of type int. The advance values are float values.
The calculations are done using the font's default size in points. Optionally you may specify another point size with the size argument.
The metrics are adjusted for the current rotation, strong, and oblique settings.
If text is a char (byte) string, then its encoding is assumed to be
- The unscaled height of the font in font unitsheight -> int
Read only. Gets the height of the font. This is the average value of all glyphs in the font.
- The unscaled ascent of the font in font unitsascender -> int
Read only. Return the number of units from the font's baseline to the top of the bounding box.
- The unscaled descent of the font in font unitsdescender -> int
Read only. Return the height in font units for the font descent. The descent is the number of units from the font's baseline to the bottom of the bounding box.
- The scaled ascent of the font in pixelsget_sized_ascender(size=0, /) -> int
Return the number of units from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.
- The scaled descent of the font in pixelsget_sized_descender(size=0, /) -> int
Return the number of pixels from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.
- The scaled height of the font in pixelsget_sized_height(size=0, /) -> int
Returns the height of the font. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.
- The scaled bounding box height of the font in pixelsget_sized_glyph_height(size=0, /) -> int
Return the glyph bounding box height of the font in pixels. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.
- return the available sizes of embedded bitmapsget_sizes() -> [(int, int, int, float, float), ...]get_sizes() -> 
Returns a list of tuple records, one for each point size supported. Each tuple containing the point size, the height in pixels, width in pixels, horizontal ppem (nominal width) in fractional pixels, and vertical ppem (nominal height) in fractional pixels.
- Return rendered text as a surfacerender(text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> (Surface, Rect)
Returns a new
Surface, with the text rendered to it in the color given by 'fgcolor'. If no foreground color is given, the default foreground color,
fgcoloris used. If
bgcoloris given, the surface will be filled with this color. When no background color is given, the surface background is transparent, zero alpha. Normally the returned surface has a 32 bit pixel size. However, if
Noneand anti-aliasing is disabled a monochrome 8 bit colorkey surface, with colorkey set for the background color, is returned.
The return value is a tuple: the new surface and the bounding rectangle giving the size and origin of the rendered text.
If an empty string is passed for text then the returned Rect is zero width and the height of the font.
Optional fgcolor, style, rotation, and size arguments override the default values set for the
If text is a char (byte) string, then its encoding is assumed to be
- Render text onto an existing surfacerender_to(surf, dest, text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> Rect
Renders the string text to the
pygame.Surfacepygame object for representing images surf, at position dest, a (x, y) surface coordinate pair. If either x or y is not an integer it is converted to one if possible. Any sequence where the first two items are x and y positional elements is accepted, including a
Rectinstance. As with
render(), optional fgcolor, style, rotation, and size argument are available.
If a background color bgcolor is given, the text bounding box is first filled with that color. The text is blitted next. Both the background fill and text rendering involve full alpha blits. That is, the alpha values of the foreground, background, and destination target surface all affect the blit.
The return value is a rectangle giving the size and position of the rendered text within the surface.
If an empty string is passed for text then the returned
Rectis zero width and the height of the font. The rect will test False.
Optionally, text can be set
None, which will re-render text passed to a previous
render_raw_to()call. Primarily, this feature is an aid to using
render_to()in combination with
get_rect(). An example:
def word_wrap(surf, text, font, color=(0, 0, 0)): font.origin = True words = text.split(' ') width, height = surf.get_size() line_spacing = font.get_sized_height() + 2 x, y = 0, line_spacing space = font.get_rect(' ') for word in words: bounds = font.get_rect(word) if x + bounds.width + bounds.x >= width: x, y = 0, y + line_spacing if x + bounds.width + bounds.x >= width: raise ValueError("word too wide for the surface") if y + bounds.height - bounds.y >= height: raise ValueError("text to long for the surface") font.render_to(surf, (x, y), None, color) x += bounds.width + space.width return x, y
render_to()is called with the same font properties ―
render_to()will use the layout calculated by
render_to()will recalculate the layout if called with a text string or one of the above properties has changed after the
If text is a char (byte) string, then its encoding is assumed to be
- Return rendered text as a string of bytesrender_raw(text, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> (bytes, (int, int))
render()but with the pixels returned as a byte string of 8-bit gray-scale values. The foreground color is 255, the background 0, useful as an alpha mask for a foreground pattern.
- Render text into an array of intsrender_raw_to(array, text, dest=None, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> Rect
Render to an array object exposing an array struct interface. The array must be two dimensional with integer items. The default dest value,
None, is equivalent to position (0, 0). See
render_to(). As with the other render methods, text can be
Noneto render a text string passed previously to another method.
The return value is a
pygame.Rect()pygame object for storing rectangular coordinates giving the size and position of the rendered text.
- The font's style flagsstyle -> int
Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overridden specifically a render or
get_rect()call. The style value may be a bit-wise OR of one or more of the following constants:
STYLE_NORMAL STYLE_UNDERLINE STYLE_OBLIQUE STYLE_STRONG STYLE_WIDE STYLE_DEFAULT
These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, oblique, strong).
STYLE_STRONGstyles are for scalable fonts only. An attempt to set either for a bitmap font raises an AttributeError. An attempt to set either for an inactive font, as returned by
Font.__new__(), raises a RuntimeError.
- The state of the font's underline style flagunderline -> bool
Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or
get_rect()call, via the 'style' parameter.
- The state of the font's strong style flagstrong -> bool
Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or
get_rect()call, via the 'style' parameter.
- The state of the font's oblique style flagoblique -> bool
Gets or sets whether the font will be rendered as oblique. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or
get_rect()call, via the style parameter.
The oblique style is only supported for scalable (outline) fonts. An attempt to set this style on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by
Font.__new__(), setting this property raises a RuntimeError.
- The state of the font's wide style flagwide -> bool
Gets or sets whether the font will be stretched horizontally when drawing text. It produces a result similar to
pygame.font.Fontcreate a new Font object from a file's bold. This style not available for rotated text.
- The strength associated with the strong or wide font stylesstrength -> float
The amount by which a font glyph's size is enlarged for the strong or wide transformations, as a fraction of the untransformed size. For the wide style only the horizontal dimension is increased. For strong text both the horizontal and vertical dimensions are enlarged. A wide style of strength 0.08333 ( 1/12 ) is equivalent to the
pygame.font.Fontcreate a new Font object from a file bold style. The default is 0.02778 ( 1/36 ).
The strength style is only supported for scalable (outline) fonts. An attempt to set this property on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by
Font.__new__(), assignment to this property raises a RuntimeError.
- Adjustment factor for the underline positionunderline_adjustment -> float
Gets or sets a factor which, when positive, is multiplied with the font's underline offset to adjust the underline position. A negative value turns an underline into a strike-through or overline. It is multiplied with the ascender. Accepted values range between -2.0 and 2.0 inclusive. A value of 0.5 closely matches Tango underlining. A value of 1.0 mimics
pygame.font.Fontcreate a new Font object from a file underlining.
- Gets whether the font is fixed-widthfixed_width -> bool
Read only. Returns
Trueif the font contains fixed-width characters (for example Courier, Bitstream Vera Sans Mono, Andale Mono).
- the number of available bitmap sizes for the fontfixed_sizes -> int
Read only. Returns the number of point sizes for which the font contains bitmap character images. If zero then the font is not a bitmap font. A scalable font may contain pre-rendered point sizes as strikes.
- Gets whether the font is scalablescalable -> bool
Read only. Returns
Trueif the font contains outline glyphs. If so, the point size is not limited to available bitmap sizes.
- allow the use of embedded bitmaps in an outline font fileuse_bitmap_strikes -> bool
Some scalable fonts include embedded bitmaps for particular point sizes. This property controls whether or not those bitmap strikes are used. Set it
Falseto disable the loading of any bitmap strike. Set it
True, the default, to permit bitmap strikes for a non-rotated render with no style other than
underline. This property is ignored for bitmap fonts.
- Font anti-aliasing modeantialiased -> bool
Gets or sets the font's anti-aliasing mode. This defaults to
Trueon all fonts, which are rendered with full 8 bit blending.
Falseto do monochrome rendering. This should provide a small speed gain and reduce cache memory size.
- Character kerning modekerning -> bool
Gets or sets the font's kerning mode. This defaults to
Falseon all fonts, which will be rendered without kerning.
Trueto add kerning between character pairs, if supported by the font, when positioning glyphs.
- Font vertical modevertical -> bool
Gets or sets whether the characters are laid out vertically rather than horizontally. May be useful when rendering Kanji or some other vertical script.
Trueto switch to a vertical text layout. The default is
False, place horizontally.
Note that the
Fontclass does not automatically determine script orientation. Vertical layout must be selected explicitly.
Also note that several font formats (especially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results.
- text rotation in degrees counterclockwiserotation -> int
Gets or sets the baseline angle of the rendered text. The angle is represented as integer degrees. The default angle is 0, with horizontal text rendered along the X-axis, and vertical text along the Y-axis. A positive value rotates these axes counterclockwise that many degrees. A negative angle corresponds to a clockwise rotation. The rotation value is normalized to a value within the range 0 to 359 inclusive (eg. 390 -> 390 - 360 -> 30, -45 -> 360 + -45 -> 315, 720 -> 720 - (2 * 360) -> 0).
Only scalable (outline) fonts can be rotated. An attempt to change the rotation of a bitmap font raises an AttributeError. An attempt to change the rotation of an inactive font instance, as returned by
Font.__new__(), raises a RuntimeError.
- default foreground colorfgcolor -> Color
- default background colorbgcolor -> Color
New in pygame 2.0.0.
- Font render to text origin modeorigin -> bool
- padded boundary modepad -> bool
True, then the text boundary rectangle will be inflated to match that of
font.Font. Otherwise, the boundary rectangle is just large enough for the text.
- Enable UCS-4 modeucs4 -> bool
Gets or sets the decoding of Unicode text. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 Unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise a UnicodeEncodeError. Setting ucs4
Trueturns surrogate pair decoding off, allowing access the full UCS-4 character range to a Python interpreter built with four-byte Unicode character support.
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