pygame / test /

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)
    is_pygame_pkg = __name__.startswith('pygame.tests.')

if is_pygame_pkg:
    from pygame.tests.test_utils import test_not_implemented, unittest, \
    from test.test_utils import test_not_implemented, unittest, geterror
import pygame

class FontModuleTest( unittest.TestCase ):
    def setUp(self):

    def tearDown(self):

    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()

    def test_get_fonts(self):
        fnts = pygame.font.get_fonts()
        if not fnts:
            raise Exception(repr(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
            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):

    def test_init(self):

    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)

    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:

    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:

    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):

class FontTypeTest( unittest.TestCase ):
    def setUp(self):

    def tearDown(self):

    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), ...] 

    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)

    def test_set_italic(self):
        f = pygame.font.Font(None, 20)

    def test_set_underline(self):
        f = pygame.font.Font(None, 20)

    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,


        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:
            self.screen = pygame.display.set_mode((600, 200))
            self.screen.fill((255, 255, 255))
            self.f = pygame.font.Font(None, 32)

    def abort(self):
        if self.screen is not None:
        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))
        if not (bold or italic or underline or antialiase):
            text = "normal"
            modes = []
            if bold:
            if italic:
            if underline:
            if antialiase:
            text = "%s (y/n):" % ('-'.join(modes),)
        s = f.render(text, antialiase, (0, 0, 0))
        screen.blit(s, (offset, y))
        y += s.get_size()[1] + spacing
        s = f.render("(some comparison text)", False, (0, 0, 0))
        screen.blit(s, (offset, y))
        while 1:
            for evt in pygame.event.get():
                if evt.type == pygame.KEYDOWN:
                    if evt.key == pygame.K_ESCAPE:
                        return False
                    if evt.key == pygame.K_y:
                        return True
                    if evt.key == pygame.K_n:
                        return False
                if evt.type == pygame.QUIT:
                    return False

    def test_bold(self):

    def test_italic(self):

    def test_underline(self):

    def test_antialiase(self):

    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__':
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