I'm making a function that takes a string a breaks it up into lines and returns a surface with each line rendered below the previous one.
For example:
Line1\nLine 2
Renders into:
Line1
Line2
Anyway, my problem is that I cannot return a properly transparent surface to the calling function. I've tried using a color-key, but it does't work with anti-aliased text. Is there a way I can do this? Thanks for your answers.
My code: (Currently leaves an ugly purple shadow around text)
def render_message(messages):
surfaces = []
height = 0
max_width = 0
for message in messages.split('\n'):
surf = FONT.render(message, True, (0, 0, 0))
surfaces.append(surf)
height += surf.get_height() + 5
if surf.get_width() > max_width:
max_width = surf.get_width()
result = pygame.Surface((max_width, height))
result.fill((255, 0, 255))
result.set_colorkey((255, 0, 255))
top = 0
for surface in surfaces:
result.blit(surface, (max_width/2-surface.get_width()/2, top))
top += surface.get_height() + 5
return result
Posted a second answer since this is more complex, people might want to see both.
1
, 2
decrease/increase font size
space
toggle BG
I left text wrapping out. Edit parse_text()
to create a list of text you want.
import pygame
from pygame import Surface
from pygame.locals import *
# Todo: remove font object from TextLine() , to TextWall(). Then share a list of font's with any line.
"""Example of multi-line text class, with alpha transparency."""
lorem = """Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed aliquet
tellus eros, eu faucibus dui. Phasellus eleifend, massa id ornare sodales, est urna
congue tellus, vitae varius metus nunc non enim. Mauris elementum, arcu vitae tempor euismod, justo turpis malesuada est, sed dictum nunc nulla nec mauris. Cras felis eros, elementum vitae sollicitudin in, elementum et augue. Proin eget nunc at dui congue pretium. Donec ut ipsum ut lacus mollis tristique. In pretium varius dui eu dictum.
Proin pulvinar metus nec mi semper semper. Pellentesque habitant morbi tristique
senectus et netus et malesuada fames ac turpis egestas. Proin in diam odio. Vestibulum
at neque sed ante sodales eleifend quis id dui. Mauris sollicitudin, metus a semper consectetur,
est lectus varius erat, sit amet ultrices tortor nisi id justo. Aliquam elementum vestibulum dui ut auctor. Mauris commodo sapien vitae augue tempus sagittis. Morbi a nibh lectus, sed porta nibh. Donec et est ac dui sodales aliquet tristique et arcu. Nullam enim felis, posuere vel rutrum eu, euismod a purus. Morbi porta cursus libero, id rutrum elit lacinia vitae.
In condimentum ultrices ipsum, ut convallis odio egestas et. Cras at egestas elit. Morbi
quis neque ligula. Sed tempor, sem at fringilla rhoncus, diam quam mollis nisi, vitae semper
mi massa sit amet tellus. Vivamus congue commodo ornare. Morbi et mi non sem malesuada rutrum. Etiam est purus, interdum ut placerat sit amet, tempus eget eros. Duis eget augue quis diam facilisis blandit. Ut vulputate adipiscing eleifend. """
class TextLine(object):
# Manages drawing and caching a single line of text
# You can make font size, .color_fg etc be properties so they *automatically* toggle dirty bool.
def __init__(self, font=None, size=16, text="hi world"):
self.font_name = font
self.font_size = size
self.color_fg = Color("white")
self.color_bg = Color("gray20")
self._aa = True
self._text = text
self.font = pygame.font.Font(font, size)
self.screen = pygame.display.get_surface()
self.dirty = True
self.image = None
self._render()
def _render(self):
# render for cache
"""no AA = automatic transparent. With AA you need to set the color key too"""
self.dirty = False
self.image = self.font.render(self._text, self.aa, self.color_fg)
self.rect = self.image.get_rect()
def draw(self):
# Call this do draw, always prefers to use cache
if self.dirty or (self.image is None): self._render()
self.screen.blit(self.image, self.rect)
@property
def text(self):
return self._text
@text.setter
def text(self, text):
self.dirty = True
self._text = text
@property
def aa(self): return self._aa
@aa.setter
def aa(self, aa):
self.dirty = True
self._aa = aa
class TextWall(object):
# Manages multiple lines of text / paragraphs.
def __init__(self, font=None, size=16):
self.font = font
self.font_size = size
self.offset = Rect(20,20,1,1) # offset of whole wall
self.screen = pygame.display.get_surface()
self.dirty = True
self.text_lines = []
self._text_paragraph = "Empty\nText"
self._render()
def _render(self):
# render list
self.dirty = False
self.text_lines = [ TextLine(self.font, self.font_size, line) for line in self._text_paragraph ]
# offset whole paragraph
self.text_lines[0].rect.top = self.offset.top
# offset the height of each line
prev = Rect(0,0,0,0)
for t in self.text_lines:
t.rect.top += prev.bottom
t.rect.left = self.offset.left
prev = t.rect
def parse_text(self, text):
# parse raw text to something usable
self._text_paragraph = text.split("\n")
self._render()
def draw(self):
# draw with cached surfaces
if self.dirty: self._render()
for text in self.text_lines: text.draw()
@property
def font_size(self):
return self._font_size
@font_size.setter
def font_size(self, size):
self.dirty = True
self._font_size = size
@property
def text(self):
return self._text_paragraph
@text.setter
def text(self, text_paragraph):
self.dirty = True
self.parse_text(text_paragraph)
class Game():
done = False
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode ((640,480))
self.text = Surface([200,100])
self.text_wall = TextWall()
self.toggle_bg = True
self.text_wall.parse_text(lorem)
def loop(self):
while not self.done:
self.handle_events()
self.draw()
def draw(self):
if self.toggle_bg: bg = Color("gray60")
else: bg = Color("gray20")
self.screen.fill(bg)
self.text_wall.draw()
pygame.display.update()
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT: self.done = True
elif event.type == KEYDOWN:
if event.key == K_ESCAPE: self.done = True
elif event.key == K_SPACE: self.toggle_bg = not self.toggle_bg
elif event.key == K_1: self.text_wall.font_size -= 3
elif event.key == K_2: self.text_wall.font_size += 3
if __name__ == "__main__":
g = Game()
g.loop()
Got it working. Main not I found is: no AA = automatic transparent. With AA you need to set the color key too
Here's working example, and it toggles BG to ensure it is transparent.
import pygame
from pygame import Surface
#from pygame.locals import Rect, Color
from pygame.locals import *
class TextWall():
def __init__(self, font=None, size=300):
# for simplicity uses one font, one size for now.
# You also can make font size, .text, etc be properties so they *automatically* toggle dirty bool.
self.font_name = font
self.font_size = size
self.color_fg = Color("white")
self.color_bg = Color("gray20")
self.aa = True
self.text = "hi world"
self.dirty = True
self.font = pygame.font.Font(font, size)
self.screen = pygame.display.get_surface()
def _render(self):
# re-render
"""no AA = automatic transparent. With AA you need to set the color key too"""
self.dirty = False
self.text1 = self.font.render(self.text, self.aa, self.color_fg)
self.rect1 = self.text1.get_rect()
def draw(self):
# blits use cached surface, until text change makes it dirty
if self.dirty or self.text1 is None: self._render()
self.screen.blit(self.text1, self.rect1)
def text(self, text):
self.dirty = True
self.text_message = text # parse
class Game():
done = False
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode ((640,480))
self.text = Surface([200,100])
self.text_wall = TextWall()
self.toggle_bg = True
def loop(self):
while not self.done:
self.handle_events()
self.draw()
def draw(self):
if self.toggle_bg: bg = Color("darkred")
else: bg = Color("gray20")
self.screen.fill(bg)
self.text_wall.draw()
pygame.display.update()
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT: self.done = True
elif event.type == KEYDOWN:
if event.key == K_ESCAPE: self.done = True
elif event.key == K_SPACE: self.toggle_bg = not self.toggle_bg
elif event.key == K_a:
self.text_wall.aa = not self.text_wall.aa
self.text_wall.dirty = True
if __name__ == "__main__":
g = Game()
g.loop()
edit: Improved code, uses alpha channel instead of set_colorkey.