Hey Guillame,
Thank you; apparently, the stuff i needed does not work as expected (on Windows at least). I will try out on Linux. Thanks a ton!
That's a shame that the metrics stuff doesn't detect what you want, there might be a way you can work around it though... On 1/19/07, Guillaume Proux <[EMAIL PROTECTED]> wrote:
? ... Why does it display garbage then in Freevo?! I guess I need to make a couple of test cases.
When it displays garbage it's a square box, yeah? Basically with a font there are 2 sets of things, one is the glyphs/outlines used to make the images, the other is the mapping table that goes from some char set (like unicode) to a glyph. Most fonts have mapping tables set up to have stuff they don't have glyphs for point to the "I don't have an image for that" glyph, which is usually a specific square box. I've actually found that some characters fail to render with pygame's font stuff for specific fonts (the render call throws an exception), which I assume is cause the mapping table doesn't have anything for that char. I'll try and dig up a case of that and send it later... -- So anyways, even though there doesn't seem to be a way to directly detect that there is no glyph or image designed for a given character through SDL_ttf, you might be able to indirectly figure it out by detecting that the font rendered the box... it would be really slow, but it oughta work ...Also, I think the metrics thing would be a cool addition anyways - since the chars over-render with empty space in order to get their spacing correct now, it would be great to have that metrics info in pygame. Also, if you were going to do some kind of square box char not found detection stuff, the metrics stuff could be a quick early rejection test (I'm sure that (1, 5, 0, 12, 5) must be the metrics for the square box for chars with no glyph)