Re: [pygame] Good code for text wrapping?
Yes, yes, I know, it's Wednesday and then some. My laptop's display decided to die on Tuesday and it's in for repairs. Linux decided to run fsck on the reboot as it was failing, and since then, I've got no idea what it's up to, so I couldn't even bring it up to get files off. Drive's sitting in front of me, but I don't have any way to connect it to a different machine. I'll get on this once Murphy leaves me alone again. -FM On Fri, Oct 10, 2008 at 3:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > cool. There's no rush :) I haven't gotten back into the text > wrapping mood yet either. > > I saw your mock font, for testing. That's a good idea. > > cu, > > On Fri, Oct 10, 2008 at 6:13 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: >> Just posting to say that no, I haven't forgotten about this. I'd just >> forgotten how many things I have to work on. Anybody got a cloning >> device handy? >> >> Failing that, give me a prod if there isn't a basic working version up >> by Wednesday. It'll only take a couple hours, I just need to find a >> couple hours when I'm alert, not doing something else, and interested >> in coding. >> >> -FM >> >
Re: [pygame] Good code for text wrapping?
cool. There's no rush :) I haven't gotten back into the text wrapping mood yet either. I saw your mock font, for testing. That's a good idea. cu, On Fri, Oct 10, 2008 at 6:13 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: > Just posting to say that no, I haven't forgotten about this. I'd just > forgotten how many things I have to work on. Anybody got a cloning > device handy? > > Failing that, give me a prod if there isn't a basic working version up > by Wednesday. It'll only take a couple hours, I just need to find a > couple hours when I'm alert, not doing something else, and interested > in coding. > > -FM >
Re: [pygame] Good code for text wrapping?
Just posting to say that no, I haven't forgotten about this. I'd just forgotten how many things I have to work on. Anybody got a cloning device handy? Failing that, give me a prod if there isn't a basic working version up by Wednesday. It'll only take a couple hours, I just need to find a couple hours when I'm alert, not doing something else, and interested in coding. -FM
Re: [pygame] Good code for text wrapping?
I like Greg's suggestion, it sounds like the sanest way to handle this. I'll go ahead and rough out a skeleton system. René - Yeah, I'm thinking we'll just use a bare class, since it's got somewhat nicer syntax than a dict. (style.bold instead of style["bold"]) As far as inheritance goes, the default should probably be to clobber everything, but it might be nice to allow bleed-through too. Useful, for instance, if you wanted to set the entire passage bold but it already had individual colors/italics/underline in place. -FM On 9/25/08, René Dudfield <[EMAIL PROTECTED]> wrote: > hey, > > I like the idea of doing it as a separate module. > > > let's work on it here... > http://code.google.com/p/pygame/ > > branches/text/ > > I've added you to the project... (if anyone else wants to help with > it, please send me your email off list). > > > > A simple style dict/class which goes along with each part of text > would work fine I think. This method seems to work ok for html/css > etc. > > We need to make sure that styles can be applied inside of styles. I > guess a simple inheritance would work there? > > Either: > - child styles inherit from the top, over riding what they declare? > - child styles are completely new, inheriting nothing? > > I think the simplest implementation would to make the style be applied > as is... with nothing inherited from the parent. Then we can mess > with inheritance of child styles separately. > > > cheers, > > > > > > On Thu, Sep 25, 2008 at 4:16 PM, Charlie Nolan <[EMAIL PROTECTED]> > wrote: >> Sure, I'm always happy to help. I guess the first issue to look at is >> where to put this. >> >> One possibility would be methods on the font.Font class. >> Pro: >> * Right next to the normal render method and hence an obvious place to >> look. >> * We might even be able to fold it into the main render function. >> Con: >> * Forces us to stick with a single font for the entire text. >> * Clutters up that class. If we merge with render instead, we make it >> much more complicated. >> * Forced to use C, since we're working in a C class. (AFAIK, there's >> no way to mix like that without monkeypatching.) >> >> Another possibility would be in its own module, just as naked functions. >> Pro: >> * Simple to use. >> * Everything's grouped together and easy to scan through. >> Con: >> * When we start incorporating styles, naked functions get clumsy (as >> my example already shows). There's just too much extra data that has >> to be shoved into the function call. >> >> And the third that comes to mind is building a class that represents a >> block of text with various properties and giving it a render method. >> Pro: >> * Styles, especially, benefit from the complexity segmentation this >> provides. The final attributes can be built piecemeal and in a >> sensible order, instead of trying to shove everything into one >> function call. >> * This gives us an easy place to store glyph position data for >> handling click/drag. >> Con: >> * Not as easy to use as naked functions, as creating an ordinary block >> of wrapped text is now a two-step process. >> >> My preference would be either the class or a hybrid of class and naked >> functions. The hybrid would put the functionality into the naked >> functions, with the class essentially acting as a "make this sane" >> wrapper around the complex parts of the naked functions. >> >> -FM >> >> On 9/24/08, René Dudfield <[EMAIL PROTECTED]> wrote: >>> hey, >>> >>> would you like to work with me in creating something for inclusion in >>> pygame? >>> >>> This would mean working out a simple api, making docs, examples, and >>> unittests. >>> >>> Something basic that we can have a look at, for adding the most easy >>> and useful features. We can try and avoid most of the tricky issues >>> for now. >>> >>> >>> >>> If anyone else is interested, we can set up a google host page or >>> something to work on it? >>> >>> cheers, >>> >>> >>> >>> >>> On Tue, Sep 23, 2008 at 10:11 PM, Charlie Nolan <[EMAIL PROTECTED]> >>> wrote: A fair amount of this is already in that file, down in print_string and print_line. (You're welcome to as much of the file as you like, but I'd strongly suggest you look into refactoring it. It's good enough for one isolated project, but probably not up to library quality.) > - aligning text, left, right, center etc. > - vertical alignment... top, bottom, center. > - text color Check. > - each part of text having a separate font/attributes. So you can > then do words with bold, italics etc. Everything but the font is easy to extend (the font's ugly to do, and probably overkill). I've already got underline in there. Might want to swap the style list for a style dict/object, though, to avoid degenerating into positional hell. > - selecting text. Based on mouse click, which letter and word does it > collide with? I've alread
Re: [pygame] Good code for text wrapping?
hey, I like the idea of doing it as a separate module. let's work on it here... http://code.google.com/p/pygame/ branches/text/ I've added you to the project... (if anyone else wants to help with it, please send me your email off list). A simple style dict/class which goes along with each part of text would work fine I think. This method seems to work ok for html/css etc. We need to make sure that styles can be applied inside of styles. I guess a simple inheritance would work there? Either: - child styles inherit from the top, over riding what they declare? - child styles are completely new, inheriting nothing? I think the simplest implementation would to make the style be applied as is... with nothing inherited from the parent. Then we can mess with inheritance of child styles separately. cheers, On Thu, Sep 25, 2008 at 4:16 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: > Sure, I'm always happy to help. I guess the first issue to look at is > where to put this. > > One possibility would be methods on the font.Font class. > Pro: > * Right next to the normal render method and hence an obvious place to look. > * We might even be able to fold it into the main render function. > Con: > * Forces us to stick with a single font for the entire text. > * Clutters up that class. If we merge with render instead, we make it > much more complicated. > * Forced to use C, since we're working in a C class. (AFAIK, there's > no way to mix like that without monkeypatching.) > > Another possibility would be in its own module, just as naked functions. > Pro: > * Simple to use. > * Everything's grouped together and easy to scan through. > Con: > * When we start incorporating styles, naked functions get clumsy (as > my example already shows). There's just too much extra data that has > to be shoved into the function call. > > And the third that comes to mind is building a class that represents a > block of text with various properties and giving it a render method. > Pro: > * Styles, especially, benefit from the complexity segmentation this > provides. The final attributes can be built piecemeal and in a > sensible order, instead of trying to shove everything into one > function call. > * This gives us an easy place to store glyph position data for > handling click/drag. > Con: > * Not as easy to use as naked functions, as creating an ordinary block > of wrapped text is now a two-step process. > > My preference would be either the class or a hybrid of class and naked > functions. The hybrid would put the functionality into the naked > functions, with the class essentially acting as a "make this sane" > wrapper around the complex parts of the naked functions. > > -FM > > On 9/24/08, René Dudfield <[EMAIL PROTECTED]> wrote: >> hey, >> >> would you like to work with me in creating something for inclusion in >> pygame? >> >> This would mean working out a simple api, making docs, examples, and >> unittests. >> >> Something basic that we can have a look at, for adding the most easy >> and useful features. We can try and avoid most of the tricky issues >> for now. >> >> >> >> If anyone else is interested, we can set up a google host page or >> something to work on it? >> >> cheers, >> >> >> >> >> On Tue, Sep 23, 2008 at 10:11 PM, Charlie Nolan <[EMAIL PROTECTED]> >> wrote: >>> A fair amount of this is already in that file, down in print_string >>> and print_line. (You're welcome to as much of the file as you like, >>> but I'd strongly suggest you look into refactoring it. It's good >>> enough for one isolated project, but probably not up to library >>> quality.) >>> - aligning text, left, right, center etc. - vertical alignment... top, bottom, center. - text color >>> Check. >>> - each part of text having a separate font/attributes. So you can then do words with bold, italics etc. >>> Everything but the font is easy to extend (the font's ugly to do, and >>> probably overkill). I've already got underline in there. Might want >>> to swap the style list for a style dict/object, though, to avoid >>> degenerating into positional hell. >>> - selecting text. Based on mouse click, which letter and word does it collide with? >>> I've already got the baseline in for this, by way of EditableText's >>> handle_click function. >>> - breaking words (word-break), so it can add a long word like "complexifcation" as "complexif-\ncation" >>> >>> More-or-less present. Right now, it'll break on any character, >>> without adding a hyphen, but extending it shouldn't be hard. Of >>> course, if you want intelligent hyphenation, that's an icky can of >>> worms all by itself. >>> - justify text. - letter spacing - line spacing - word spacing - indenting - padding around text. >>> Somewhat annoying, mostly because they affect selecting text. With >>> this many weird things, it might be a good idea to look for a way to >>> merge the layout and se
Re: [pygame] Good code for text wrapping?
Charlie Nolan wrote: The hybrid would put the functionality into the naked functions, with the class essentially acting as a "make this sane" wrapper around the complex parts of the naked functions. Or the other way around -- implement the functionality as a class, and provide one or more naked functions to make it easier to use in the simple cases. This is the approach used in various places in the stdlib, e.g. re and pickle. -- Greg
Re: [pygame] Good code for text wrapping?
Sure, I'm always happy to help. I guess the first issue to look at is where to put this. One possibility would be methods on the font.Font class. Pro: * Right next to the normal render method and hence an obvious place to look. * We might even be able to fold it into the main render function. Con: * Forces us to stick with a single font for the entire text. * Clutters up that class. If we merge with render instead, we make it much more complicated. * Forced to use C, since we're working in a C class. (AFAIK, there's no way to mix like that without monkeypatching.) Another possibility would be in its own module, just as naked functions. Pro: * Simple to use. * Everything's grouped together and easy to scan through. Con: * When we start incorporating styles, naked functions get clumsy (as my example already shows). There's just too much extra data that has to be shoved into the function call. And the third that comes to mind is building a class that represents a block of text with various properties and giving it a render method. Pro: * Styles, especially, benefit from the complexity segmentation this provides. The final attributes can be built piecemeal and in a sensible order, instead of trying to shove everything into one function call. * This gives us an easy place to store glyph position data for handling click/drag. Con: * Not as easy to use as naked functions, as creating an ordinary block of wrapped text is now a two-step process. My preference would be either the class or a hybrid of class and naked functions. The hybrid would put the functionality into the naked functions, with the class essentially acting as a "make this sane" wrapper around the complex parts of the naked functions. -FM On 9/24/08, René Dudfield <[EMAIL PROTECTED]> wrote: > hey, > > would you like to work with me in creating something for inclusion in > pygame? > > This would mean working out a simple api, making docs, examples, and > unittests. > > Something basic that we can have a look at, for adding the most easy > and useful features. We can try and avoid most of the tricky issues > for now. > > > > If anyone else is interested, we can set up a google host page or > something to work on it? > > cheers, > > > > > On Tue, Sep 23, 2008 at 10:11 PM, Charlie Nolan <[EMAIL PROTECTED]> > wrote: >> A fair amount of this is already in that file, down in print_string >> and print_line. (You're welcome to as much of the file as you like, >> but I'd strongly suggest you look into refactoring it. It's good >> enough for one isolated project, but probably not up to library >> quality.) >> >>> - aligning text, left, right, center etc. >>> - vertical alignment... top, bottom, center. >>> - text color >> Check. >> >>> - each part of text having a separate font/attributes. So you can >>> then do words with bold, italics etc. >> Everything but the font is easy to extend (the font's ugly to do, and >> probably overkill). I've already got underline in there. Might want >> to swap the style list for a style dict/object, though, to avoid >> degenerating into positional hell. >> >>> - selecting text. Based on mouse click, which letter and word does it >>> collide with? >> I've already got the baseline in for this, by way of EditableText's >> handle_click function. >> >>> - breaking words (word-break), so it can add a long word like >>> "complexifcation" as "complexif-\ncation" >> >> More-or-less present. Right now, it'll break on any character, >> without adding a hyphen, but extending it shouldn't be hard. Of >> course, if you want intelligent hyphenation, that's an icky can of >> worms all by itself. >> >>> - justify text. >>> - letter spacing >>> - line spacing >>> - word spacing >>> - indenting >>> - padding around text. >> Somewhat annoying, mostly because they affect selecting text. With >> this many weird things, it might be a good idea to look for a way to >> merge the layout and select code, possibly by storing a map as you lay >> things out. >> >>> - flowing around areas... >>> - eg( place an image, and the text flows around it) >>> - example here: http://www.csstextwrap.com/example_for_demo.php >> This one gets a bit ugly, and also runs into the layout/select >> duplication mentioned above. >> >>> - splitting text up into 'pages', >>> - different sized pages or Rects could be useful too. >> Not too hard. When the printing clips off the end of the available >> area, you move on to the next one. >> >>> - scrolling text. >> Are you thinking marquee or scrollbar? Either one seems out of scope. >> >>> - text render method. >> Not sure we need/want this, but it would be easy enough to add. You'd >> also want to add a way to replace the related methods (metrics, >> get_linesize, etc.). My main worry here is scope creep. Actually, if >> you're going into this much depth, wouldn't you just subclass >> pygame.Font? >> >> --- >> >>> - text flow other than left->right (right->left, mixed, top->down) >> I think
Re: [pygame] Good code for text wrapping?
hey, would you like to work with me in creating something for inclusion in pygame? This would mean working out a simple api, making docs, examples, and unittests. Something basic that we can have a look at, for adding the most easy and useful features. We can try and avoid most of the tricky issues for now. If anyone else is interested, we can set up a google host page or something to work on it? cheers, On Tue, Sep 23, 2008 at 10:11 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: > A fair amount of this is already in that file, down in print_string > and print_line. (You're welcome to as much of the file as you like, > but I'd strongly suggest you look into refactoring it. It's good > enough for one isolated project, but probably not up to library > quality.) > >> - aligning text, left, right, center etc. >> - vertical alignment... top, bottom, center. >> - text color > Check. > >> - each part of text having a separate font/attributes. So you can >> then do words with bold, italics etc. > Everything but the font is easy to extend (the font's ugly to do, and > probably overkill). I've already got underline in there. Might want > to swap the style list for a style dict/object, though, to avoid > degenerating into positional hell. > >> - selecting text. Based on mouse click, which letter and word does it >> collide with? > I've already got the baseline in for this, by way of EditableText's > handle_click function. > >> - breaking words (word-break), so it can add a long word like >> "complexifcation" as "complexif-\ncation" > > More-or-less present. Right now, it'll break on any character, > without adding a hyphen, but extending it shouldn't be hard. Of > course, if you want intelligent hyphenation, that's an icky can of > worms all by itself. > >> - justify text. >> - letter spacing >> - line spacing >> - word spacing >> - indenting >> - padding around text. > Somewhat annoying, mostly because they affect selecting text. With > this many weird things, it might be a good idea to look for a way to > merge the layout and select code, possibly by storing a map as you lay > things out. > >> - flowing around areas... >> - eg( place an image, and the text flows around it) >> - example here: http://www.csstextwrap.com/example_for_demo.php > This one gets a bit ugly, and also runs into the layout/select > duplication mentioned above. > >> - splitting text up into 'pages', >> - different sized pages or Rects could be useful too. > Not too hard. When the printing clips off the end of the available > area, you move on to the next one. > >> - scrolling text. > Are you thinking marquee or scrollbar? Either one seems out of scope. > >> - text render method. > Not sure we need/want this, but it would be easy enough to add. You'd > also want to add a way to replace the related methods (metrics, > get_linesize, etc.). My main worry here is scope creep. Actually, if > you're going into this much depth, wouldn't you just subclass > pygame.Font? > > --- > >> - text flow other than left->right (right->left, mixed, top->down) > I think this really belongs upstream in SDL, assuming it's not there > already. Once it renders a string correctly, this is just another > easy layout/select issue. > >> - support for non-letter fonts (e.g. button glyphs for help text) -- >> although I suppose you could handle it by something you described, >> flowing text around images, if the images could be floated as well > I'm pretty sure you can do this already. As long as you have the > font, you can render whatever you like in it. > >> - support for non-breaking spaces and hyphens > NBSP is handled correctly. Hyphens fall under breaking words properly. > >> - proper handling of line-breaking in different languages (e.g., >> French inserts a space or two between the last letter of a sentence >> and a final exclamation point, don't want to break there, some >> languages consider certain combinations of letters to really be only >> one, can't break in between them, etc.) > Most of this falls under word breaks again. French's pre-! space is > kinda annoying, unless they already use an NBSP. > >> - proper support for full Unicode fonts > I haven't run into anything broken here. DejaVu seems to render > perfectly well. Most of this is up to SDL, though we'd have to pay > attention to control characters (switching RTL/LTR without warning > does ugly things). > > --- > > Most of this isn't too bad to add to what I've already got, but you'd > want to be really careful with adding them one-by-one. It'd be really > easy to get scope creep or just turn the entire thing into hacks of > hacks. > > In some ways, I'd be relieved if you didn't use my code, because it's > already held together with duct tape and baling wire. Unfortunately, > I'm not sure there *is* a sane way to handle this stuff, there are > just too many special cases. > > I think the important thing is to get something in soonish that > hand
Re: [pygame] Good code for text wrapping?
A fair amount of this is already in that file, down in print_string and print_line. (You're welcome to as much of the file as you like, but I'd strongly suggest you look into refactoring it. It's good enough for one isolated project, but probably not up to library quality.) > - aligning text, left, right, center etc. > - vertical alignment... top, bottom, center. > - text color Check. > - each part of text having a separate font/attributes. So you can > then do words with bold, italics etc. Everything but the font is easy to extend (the font's ugly to do, and probably overkill). I've already got underline in there. Might want to swap the style list for a style dict/object, though, to avoid degenerating into positional hell. > - selecting text. Based on mouse click, which letter and word does it > collide with? I've already got the baseline in for this, by way of EditableText's handle_click function. > - breaking words (word-break), so it can add a long word like > "complexifcation" as "complexif-\ncation" More-or-less present. Right now, it'll break on any character, without adding a hyphen, but extending it shouldn't be hard. Of course, if you want intelligent hyphenation, that's an icky can of worms all by itself. > - justify text. > - letter spacing > - line spacing > - word spacing > - indenting > - padding around text. Somewhat annoying, mostly because they affect selecting text. With this many weird things, it might be a good idea to look for a way to merge the layout and select code, possibly by storing a map as you lay things out. > - flowing around areas... > - eg( place an image, and the text flows around it) > - example here: http://www.csstextwrap.com/example_for_demo.php This one gets a bit ugly, and also runs into the layout/select duplication mentioned above. > - splitting text up into 'pages', > - different sized pages or Rects could be useful too. Not too hard. When the printing clips off the end of the available area, you move on to the next one. > - scrolling text. Are you thinking marquee or scrollbar? Either one seems out of scope. > - text render method. Not sure we need/want this, but it would be easy enough to add. You'd also want to add a way to replace the related methods (metrics, get_linesize, etc.). My main worry here is scope creep. Actually, if you're going into this much depth, wouldn't you just subclass pygame.Font? --- > - text flow other than left->right (right->left, mixed, top->down) I think this really belongs upstream in SDL, assuming it's not there already. Once it renders a string correctly, this is just another easy layout/select issue. > - support for non-letter fonts (e.g. button glyphs for help text) -- > although I suppose you could handle it by something you described, > flowing text around images, if the images could be floated as well I'm pretty sure you can do this already. As long as you have the font, you can render whatever you like in it. > - support for non-breaking spaces and hyphens NBSP is handled correctly. Hyphens fall under breaking words properly. > - proper handling of line-breaking in different languages (e.g., > French inserts a space or two between the last letter of a sentence > and a final exclamation point, don't want to break there, some > languages consider certain combinations of letters to really be only > one, can't break in between them, etc.) Most of this falls under word breaks again. French's pre-! space is kinda annoying, unless they already use an NBSP. > - proper support for full Unicode fonts I haven't run into anything broken here. DejaVu seems to render perfectly well. Most of this is up to SDL, though we'd have to pay attention to control characters (switching RTL/LTR without warning does ugly things). --- Most of this isn't too bad to add to what I've already got, but you'd want to be really careful with adding them one-by-one. It'd be really easy to get scope creep or just turn the entire thing into hacks of hacks. In some ways, I'd be relieved if you didn't use my code, because it's already held together with duct tape and baling wire. Unfortunately, I'm not sure there *is* a sane way to handle this stuff, there are just too many special cases. I think the important thing is to get something in soonish that handles as many of the common cases as we can. We don't want this degenerating into something that will come out shortly after Duke Nukem Forever. -FM
Re: [pygame] Good code for text wrapping?
"René Dudfield" <[EMAIL PROTECTED]> writes: > Shall we start by making an ultimate list of features, or use cases... > Anything else? Eventually, you'll want: - text flow other than left->right (right->left, mixed, top->down) - support for non-letter fonts (e.g. button glyphs for help text) -- although I suppose you could handle it by something you described, flowing text around images, if the images could be floated as well - support for non-breaking spaces and hyphens - proper handling of line-breaking in different languages (e.g., French inserts a space or two between the last letter of a sentence and a final exclamation point, don't want to break there, some languages consider certain combinations of letters to really be only one, can't break in between them, etc.) - proper support for full Unicode fonts But this is a bit pie-in-the-sky, it can wait until the basics are in, I just have text processing on the brain a bit lately :) =wl -- "The whole fist fight is over who gets locked up and thrown rudely to the ground and tied into little greasy knots." -- Chas Clements
Re: [pygame] Good code for text wrapping?
On Mon, Sep 22, 2008 at 3:06 PM, Marius Gedminas <[EMAIL PROTECTED]> wrote: > On Mon, Sep 22, 2008 at 02:41:28PM +1000, René Dudfield wrote: >> oops, I also forgot... >> - CSS3 and CSS4 support. >> - a pony. > > I'm sure the last one could be implemented easily, if you had SVG support > and Javascript. > Cool. I'll add x86 emulator onto the list. So we can get SVG+javascript by installing linux + firefox.
Re: [pygame] Good code for text wrapping?
On Mon, Sep 22, 2008 at 02:41:28PM +1000, René Dudfield wrote: > oops, I also forgot... > - CSS3 and CSS4 support. > - a pony. I'm sure the last one could be implemented easily, if you had SVG support and Javascript. Marius Gedminas -- In short, at least give the penguin a fair viewing. If you still don't like it, that's ok: that's why I'm boss. I simply know better than you do. -- Linus "what, me arrogant?" Torvalds, on c.o.l.advocacy signature.asc Description: Digital signature
Re: [pygame] Good code for text wrapping?
oops, I also forgot... - CSS3 and CSS4 support. - a pony. On Mon, Sep 22, 2008 at 2:32 PM, Hugo Arts <[EMAIL PROTECTED]> wrote: > LaTeX support ;-) > > On Sun, Sep 21, 2008 at 9:18 PM, René Dudfield <[EMAIL PROTECTED]> wrote: >> >> awesome :) >> >> >> yeah, maybe some text layout code would be a useful addition to >> pygame.font ? Or even as a separate download. >> >> >> >> Shall we start by making an ultimate list of features, or use cases... >> >> - aligning text, left, right, center etc. >> - vertical alignment... top, bottom, center. >> - justify text. >> - breaking words (word-break), so it can add a long word like >> "complexifcation" as "complexif-\ncation" >> - splitting text up into 'pages', >>- different sized pages or Rects could be useful too. >> - scrolling text. >> - selecting text. Based on mouse click, which letter and word does it >> collide with? >> - each part of text having a separate font/attributes. So you can >> then do words with bold, italics etc. >> - letter spacing >> - line spacing >> - word spacing >> - flowing around areas... >>- eg( place an image, and the text flows around it) >>- example here: http://www.csstextwrap.com/example_for_demo.php >> - indenting >> - padding around text. >> - text color >> - text render method. >> >> >> >> Anything else? >> >> >> >> >> On Fri, Sep 19, 2008 at 6:16 PM, Charlie Nolan <[EMAIL PROTECTED]> >> wrote: >> > I'll happily chip in my word-wrap code, if you want it as a starting >> > point for pygame. It's not beautiful, but it does have a very nice >> > property: >> > >> > orig_string[x] -> "".join(wrapped_string)[x] >> > >> > They're not always equal, because it converts some spaces to a >> > zero-width character for alignment purposes. (The char was originally >> > \x00, hence strip_to_null, but that caused issues elsewhere, >> > presumably with C strings.) >> > >> > >> > http://code.google.com/p/endgame-singularity/source/browse/trunk/code/graphics/text.py?r=892 >> > >> > -FM >> > >> > On 9/17/08, pymike <[EMAIL PROTECTED]> wrote: >> >> Yeah pygame.font needs support for \n. :P >> >> >> >> On Wed, Sep 17, 2008 at 2:31 PM, Charlie Nolan >> >> <[EMAIL PROTECTED]>wrote: >> >> >> >>> Hmm, I've written this too. Given that it seems pretty common, >> >>> wouldn't this be a good candidate for adding to pygame.font.Font? >> >>> >> >>> -FM >> >>> >> >>> On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: >> >>> > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: >> >>> >> The cookbook has this entry, but it doesn't work with new lines. >> >>> >> http://www.pygame.org/wiki/TextWrapping >> >>> >> >> >>> >> Anyone have any code like this that supports new lines? >> >>> > >> >>> > >> >>> > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 >> >>> > >> >>> > Output example: >> >>> > http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png >> >>> > >> >>> > It's GPL-ed, feel free to use or ask me for a licence change if >> >>> > that's >> >>> > not suitable. >> >>> > >> >>> > Marius Gedminas >> >>> > -- >> >>> > If you are smart enough to know that you're not smart enough to be >> >>> > an >> >>> > Engineer, then you're in Business. >> >>> > >> >>> >> >> >> >> >> >> >> >> -- >> >> - pymike (http://pymike.4rensics.org/) >> >> >> > > >
Re: [pygame] Good code for text wrapping?
LaTeX support ;-) On Sun, Sep 21, 2008 at 9:18 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > awesome :) > > > yeah, maybe some text layout code would be a useful addition to > pygame.font ? Or even as a separate download. > > > > Shall we start by making an ultimate list of features, or use cases... > > - aligning text, left, right, center etc. > - vertical alignment... top, bottom, center. > - justify text. > - breaking words (word-break), so it can add a long word like > "complexifcation" as "complexif-\ncation" > - splitting text up into 'pages', >- different sized pages or Rects could be useful too. > - scrolling text. > - selecting text. Based on mouse click, which letter and word does it > collide with? > - each part of text having a separate font/attributes. So you can > then do words with bold, italics etc. > - letter spacing > - line spacing > - word spacing > - flowing around areas... >- eg( place an image, and the text flows around it) >- example here: http://www.csstextwrap.com/example_for_demo.php > - indenting > - padding around text. > - text color > - text render method. > > > > Anything else? > > > > > On Fri, Sep 19, 2008 at 6:16 PM, Charlie Nolan <[EMAIL PROTECTED]> > wrote: > > I'll happily chip in my word-wrap code, if you want it as a starting > > point for pygame. It's not beautiful, but it does have a very nice > > property: > > > > orig_string[x] -> "".join(wrapped_string)[x] > > > > They're not always equal, because it converts some spaces to a > > zero-width character for alignment purposes. (The char was originally > > \x00, hence strip_to_null, but that caused issues elsewhere, > > presumably with C strings.) > > > > > http://code.google.com/p/endgame-singularity/source/browse/trunk/code/graphics/text.py?r=892 > > > > -FM > > > > On 9/17/08, pymike <[EMAIL PROTECTED]> wrote: > >> Yeah pygame.font needs support for \n. :P > >> > >> On Wed, Sep 17, 2008 at 2:31 PM, Charlie Nolan > >> <[EMAIL PROTECTED]>wrote: > >> > >>> Hmm, I've written this too. Given that it seems pretty common, > >>> wouldn't this be a good candidate for adding to pygame.font.Font? > >>> > >>> -FM > >>> > >>> On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: > >>> > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: > >>> >> The cookbook has this entry, but it doesn't work with new lines. > >>> >> http://www.pygame.org/wiki/TextWrapping > >>> >> > >>> >> Anyone have any code like this that supports new lines? > >>> > > >>> > > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 > >>> > > >>> > Output example: > http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png > >>> > > >>> > It's GPL-ed, feel free to use or ask me for a licence change if > that's > >>> > not suitable. > >>> > > >>> > Marius Gedminas > >>> > -- > >>> > If you are smart enough to know that you're not smart enough to be an > >>> > Engineer, then you're in Business. > >>> > > >>> > >> > >> > >> > >> -- > >> - pymike (http://pymike.4rensics.org/) > >> > > >
Re: [pygame] Good code for text wrapping?
awesome :) yeah, maybe some text layout code would be a useful addition to pygame.font ? Or even as a separate download. Shall we start by making an ultimate list of features, or use cases... - aligning text, left, right, center etc. - vertical alignment... top, bottom, center. - justify text. - breaking words (word-break), so it can add a long word like "complexifcation" as "complexif-\ncation" - splitting text up into 'pages', - different sized pages or Rects could be useful too. - scrolling text. - selecting text. Based on mouse click, which letter and word does it collide with? - each part of text having a separate font/attributes. So you can then do words with bold, italics etc. - letter spacing - line spacing - word spacing - flowing around areas... - eg( place an image, and the text flows around it) - example here: http://www.csstextwrap.com/example_for_demo.php - indenting - padding around text. - text color - text render method. Anything else? On Fri, Sep 19, 2008 at 6:16 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: > I'll happily chip in my word-wrap code, if you want it as a starting > point for pygame. It's not beautiful, but it does have a very nice > property: > > orig_string[x] -> "".join(wrapped_string)[x] > > They're not always equal, because it converts some spaces to a > zero-width character for alignment purposes. (The char was originally > \x00, hence strip_to_null, but that caused issues elsewhere, > presumably with C strings.) > > http://code.google.com/p/endgame-singularity/source/browse/trunk/code/graphics/text.py?r=892 > > -FM > > On 9/17/08, pymike <[EMAIL PROTECTED]> wrote: >> Yeah pygame.font needs support for \n. :P >> >> On Wed, Sep 17, 2008 at 2:31 PM, Charlie Nolan >> <[EMAIL PROTECTED]>wrote: >> >>> Hmm, I've written this too. Given that it seems pretty common, >>> wouldn't this be a good candidate for adding to pygame.font.Font? >>> >>> -FM >>> >>> On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: >>> > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: >>> >> The cookbook has this entry, but it doesn't work with new lines. >>> >> http://www.pygame.org/wiki/TextWrapping >>> >> >>> >> Anyone have any code like this that supports new lines? >>> > >>> > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 >>> > >>> > Output example: http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png >>> > >>> > It's GPL-ed, feel free to use or ask me for a licence change if that's >>> > not suitable. >>> > >>> > Marius Gedminas >>> > -- >>> > If you are smart enough to know that you're not smart enough to be an >>> > Engineer, then you're in Business. >>> > >>> >> >> >> >> -- >> - pymike (http://pymike.4rensics.org/) >> >
Re: [pygame] Good code for text wrapping?
I'll happily chip in my word-wrap code, if you want it as a starting point for pygame. It's not beautiful, but it does have a very nice property: orig_string[x] -> "".join(wrapped_string)[x] They're not always equal, because it converts some spaces to a zero-width character for alignment purposes. (The char was originally \x00, hence strip_to_null, but that caused issues elsewhere, presumably with C strings.) http://code.google.com/p/endgame-singularity/source/browse/trunk/code/graphics/text.py?r=892 -FM On 9/17/08, pymike <[EMAIL PROTECTED]> wrote: > Yeah pygame.font needs support for \n. :P > > On Wed, Sep 17, 2008 at 2:31 PM, Charlie Nolan > <[EMAIL PROTECTED]>wrote: > >> Hmm, I've written this too. Given that it seems pretty common, >> wouldn't this be a good candidate for adding to pygame.font.Font? >> >> -FM >> >> On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: >> > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: >> >> The cookbook has this entry, but it doesn't work with new lines. >> >> http://www.pygame.org/wiki/TextWrapping >> >> >> >> Anyone have any code like this that supports new lines? >> > >> > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 >> > >> > Output example: http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png >> > >> > It's GPL-ed, feel free to use or ask me for a licence change if that's >> > not suitable. >> > >> > Marius Gedminas >> > -- >> > If you are smart enough to know that you're not smart enough to be an >> > Engineer, then you're in Business. >> > >> > > > > -- > - pymike (http://pymike.4rensics.org/) >
Re: [pygame] Good code for text wrapping?
Yeah pygame.font needs support for \n. :P On Wed, Sep 17, 2008 at 2:31 PM, Charlie Nolan <[EMAIL PROTECTED]>wrote: > Hmm, I've written this too. Given that it seems pretty common, > wouldn't this be a good candidate for adding to pygame.font.Font? > > -FM > > On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: > > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: > >> The cookbook has this entry, but it doesn't work with new lines. > >> http://www.pygame.org/wiki/TextWrapping > >> > >> Anyone have any code like this that supports new lines? > > > > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 > > > > Output example: http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png > > > > It's GPL-ed, feel free to use or ask me for a licence change if that's > > not suitable. > > > > Marius Gedminas > > -- > > If you are smart enough to know that you're not smart enough to be an > > Engineer, then you're in Business. > > > -- - pymike (http://pymike.4rensics.org/)
Re: [pygame] Good code for text wrapping?
I'd appreciate it.
Re: [pygame] Good code for text wrapping?
Hmm, I've written this too. Given that it seems pretty common, wouldn't this be a good candidate for adding to pygame.font.Font? -FM On 9/16/08, Marius Gedminas <[EMAIL PROTECTED]> wrote: > On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: >> The cookbook has this entry, but it doesn't work with new lines. >> http://www.pygame.org/wiki/TextWrapping >> >> Anyone have any code like this that supports new lines? > > http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 > > Output example: http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png > > It's GPL-ed, feel free to use or ask me for a licence change if that's > not suitable. > > Marius Gedminas > -- > If you are smart enough to know that you're not smart enough to be an > Engineer, then you're in Business. >
Re: [pygame] Good code for text wrapping?
On Tue, Sep 16, 2008 at 12:11:45PM +1000, René Dudfield wrote: > The cookbook has this entry, but it doesn't work with new lines. > http://www.pygame.org/wiki/TextWrapping > > Anyone have any code like this that supports new lines? http://mg.pov.lt/pyspacewar/trac/browser/trunk/src/pyspacewar/ui.py#L466 Output example: http://mg.pov.lt/pyspacewar/pyspacewar-help-screen.png It's GPL-ed, feel free to use or ask me for a licence change if that's not suitable. Marius Gedminas -- If you are smart enough to know that you're not smart enough to be an Engineer, then you're in Business. signature.asc Description: Digital signature
Re: [pygame] Good code for text wrapping?
hi, The cookbook entry has been updated with a multiline function, that seems to work ok. http://www.pygame.org/wiki/TextWrapping I guess for right justify, the lines could be blit from the right of the screen minus text width. To center it, you would blit at the (screen_width - text_width) / 2. cheers, On Tue, Sep 16, 2008 at 10:09 PM, Michael <[EMAIL PROTECTED]> wrote: > On Tuesday 16 September 2008 03:11:45 René Dudfield wrote: >> The cookbook has this entry, but it doesn't work with new lines. >> http://www.pygame.org/wiki/TextWrapping >> >> Anyone have any code like this that supports new lines? > > Is this any use to you? > https://kamaelia.svn.sourceforge.net/svnroot/kamaelia/trunk/Code/Python/Kamaelia/Kamaelia/UI/Pygame/Text.py > > The code can be used by itself but will look a little odd - it's got a > slightly wierd way of getting a surface to display on inside "initPygame" > and the equivalent of pygame.flip() is in the end of "updateLine" (the redraw > request), but other than than it's pretty normal normal code. > > (The reason for the oddity is because it allows pygame based components to be > written as if they own the whole display, and then to be changed slightly in > small steps to share the display) > > To see what it looks like quickly, it'd probably be easiest to grab the latest > kamaelia release: >http://edit.kamaelia.org/release/Kamaelia-0.6.0-rc7.tar.gz > > Do the usual setup.py dance, and then: > ~/Kamaelia-0.6.0-rc7> cd Examples/SimpleGraphicalApps/TextBox/ > ~/Kamaelia-0.6.0-rc7/Examples/SimpleGraphicalApps/TextBox> > ./Textbox_TextDisplayer_Demo.py > > Handles different font sizes etc happily. Only supports left justified text at > the moment. > > > Michael. >
Re: [pygame] Good code for text wrapping?
ah, yes. That's almost exactly what I want :) If the width per character was fixed that could be used I think. On Tue, Sep 16, 2008 at 12:23 PM, Douglas Bagnall <[EMAIL PROTECTED]> wrote: > Ah no, sorry. I didn't see the font/width part. > > d > > 2008/9/16 Douglas Bagnall <[EMAIL PROTECTED]>: >>> The cookbook has this entry, but it doesn't work with new lines. >>> http://www.pygame.org/wiki/TextWrapping >>> >>> Anyone have any code like this that supports new lines? >> >> Batteries are included: >> >> http://docs.python.org/lib/module-textwrap.html >> >> does that help? >> >> Douglas >> >
Re: [pygame] Good code for text wrapping?
On Tuesday 16 September 2008 03:11:45 René Dudfield wrote: > The cookbook has this entry, but it doesn't work with new lines. > http://www.pygame.org/wiki/TextWrapping > > Anyone have any code like this that supports new lines? Is this any use to you? https://kamaelia.svn.sourceforge.net/svnroot/kamaelia/trunk/Code/Python/Kamaelia/Kamaelia/UI/Pygame/Text.py The code can be used by itself but will look a little odd - it's got a slightly wierd way of getting a surface to display on inside "initPygame" and the equivalent of pygame.flip() is in the end of "updateLine" (the redraw request), but other than than it's pretty normal normal code. (The reason for the oddity is because it allows pygame based components to be written as if they own the whole display, and then to be changed slightly in small steps to share the display) To see what it looks like quickly, it'd probably be easiest to grab the latest kamaelia release: http://edit.kamaelia.org/release/Kamaelia-0.6.0-rc7.tar.gz Do the usual setup.py dance, and then: ~/Kamaelia-0.6.0-rc7> cd Examples/SimpleGraphicalApps/TextBox/ ~/Kamaelia-0.6.0-rc7/Examples/SimpleGraphicalApps/TextBox> ./Textbox_TextDisplayer_Demo.py Handles different font sizes etc happily. Only supports left justified text at the moment. Michael.
Re: [pygame] Good code for text wrapping?
Ah no, sorry. I didn't see the font/width part. d 2008/9/16 Douglas Bagnall <[EMAIL PROTECTED]>: >> The cookbook has this entry, but it doesn't work with new lines. >> http://www.pygame.org/wiki/TextWrapping >> >> Anyone have any code like this that supports new lines? > > Batteries are included: > > http://docs.python.org/lib/module-textwrap.html > > does that help? > > Douglas >
Re: [pygame] Good code for text wrapping?
> The cookbook has this entry, but it doesn't work with new lines. > http://www.pygame.org/wiki/TextWrapping > > Anyone have any code like this that supports new lines? Batteries are included: http://docs.python.org/lib/module-textwrap.html does that help? Douglas