Update SDL driver: Enlarge char, attr to 32 bits, 64 bits per terminal cell. Colors and attributes are complete, only blink does not work.
# Add Font.render_glyph() method to PyGame.
#
# This is nicer than full string rendering, as Tuikit renders screen
# one character at the time and render_glyph is optimized for caching.
# See documentation for TTF_RenderGlyph_Shaded and TTF_GlyphMetrics.
#
# Radek Brich <radek.brich@devl.cz>
diff -rupd pygame-1.9.1release/src/font.c pygame-1.9.1release-my/src/font.c
--- pygame-1.9.1release/src/font.c 2009-06-17 01:18:34.000000000 +0200
+++ pygame-1.9.1release-my/src/font.c 2011-10-09 23:19:46.000000000 +0200
@@ -371,6 +371,78 @@ font_render (PyObject* self, PyObject* a
}
static PyObject*
+font_render_glyph (PyObject* self, PyObject* args)
+{
+ TTF_Font* font = PyFont_AsFont (self);
+ int aa;
+ PyObject* text, *final;
+ PyObject* fg_rgba_obj, *bg_rgba_obj = NULL;
+ Uint8 rgba[4];
+ SDL_Surface* surf;
+ SDL_Color foreg, backg;
+
+ if (!PyArg_ParseTuple (args, "OiO|O", &text, &aa, &fg_rgba_obj,
+ &bg_rgba_obj))
+ return NULL;
+
+ if (!RGBAFromColorObj (fg_rgba_obj, rgba))
+ return RAISE (PyExc_TypeError, "Invalid foreground RGBA argument");
+ foreg.r = rgba[0];
+ foreg.g = rgba[1];
+ foreg.b = rgba[2];
+ if (bg_rgba_obj)
+ {
+ if (!RGBAFromColorObj (bg_rgba_obj, rgba))
+ return RAISE (PyExc_TypeError, "Invalid background RGBA argument");
+ backg.r = rgba[0];
+ backg.g = rgba[1];
+ backg.b = rgba[2];
+ backg.unused = 0;
+ }
+ else
+ {
+ backg.r = 0;
+ backg.g = 0;
+ backg.b = 0;
+ backg.unused = 0;
+ }
+
+ if (PyUnicode_Check (text) && PyObject_Length (text) == 1)
+ {
+ Py_UNICODE *buf = PyUnicode_AsUnicode (text);
+ Uint16 ch = (Uint16) buf[0];
+
+ if (aa)
+ {
+ if (!bg_rgba_obj)
+ surf = TTF_RenderGlyph_Blended (font, ch, foreg);
+ else
+ surf = TTF_RenderGlyph_Shaded (font, ch, foreg, backg);
+ }
+ else
+ surf = TTF_RenderGlyph_Solid (font, ch, foreg);
+ }
+ else
+ return RAISE (PyExc_TypeError, "char must be string of exactly one unicode character");
+
+ if (!surf)
+ return RAISE (PyExc_SDLError, TTF_GetError());
+
+ if (!aa && bg_rgba_obj) /*turn off transparancy*/
+ {
+ SDL_SetColorKey (surf, 0, 0);
+ surf->format->palette->colors[0].r = backg.r;
+ surf->format->palette->colors[0].g = backg.g;
+ surf->format->palette->colors[0].b = backg.b;
+ }
+
+ final = PySurface_New (surf);
+ if (!final)
+ SDL_FreeSurface (surf);
+ return final;
+}
+
+static PyObject*
font_size (PyObject* self, PyObject* args)
{
TTF_Font* font = PyFont_AsFont (self);
@@ -509,6 +581,7 @@ static PyMethodDef font_methods[] =
{ "metrics", font_metrics, METH_VARARGS, DOC_FONTMETRICS },
{ "render", font_render, METH_VARARGS, DOC_FONTRENDER },
+ { "render_glyph", font_render_glyph, METH_VARARGS, DOC_FONTRENDERGLYPH },
{ "size", font_size, METH_VARARGS, DOC_FONTSIZE },
{ NULL, NULL, 0, NULL }
diff -rupd pygame-1.9.1release/src/pygamedocs.h pygame-1.9.1release-my/src/pygamedocs.h
--- pygame-1.9.1release/src/pygamedocs.h 2009-06-19 08:20:25.000000000 +0200
+++ pygame-1.9.1release-my/src/pygamedocs.h 2011-10-09 23:27:34.000000000 +0200
@@ -299,6 +299,8 @@
#define DOC_FONTRENDER "Font.render(text, antialias, color, background=None): return Surface\ndraw text on a new Surface"
+#define DOC_FONTRENDERGLYPH "Font.render_glyph(char, antialias, color, background=None): return Surface\ndraw glyph of char on a new Surface"
+
#define DOC_FONTSIZE "Font.size(text): return (width, height)\ndetermine the amount of space needed to render text"
#define DOC_FONTSETUNDERLINE "Font.set_underline(bool): return None\ncontrol if text is rendered with an underline"