How to wrap text in pygame using pygame.font.Font()? - python

I am making a would you rather game, and I would like to not have character restrictions for the W.Y.R. questions. I have seen many examples here on Stack Overflow and other websites, but they use other modules and methods I don't understand how to use or want to use. So I would rather use
button_text_font = pygame.font.Font(font_location, 20)
red_button_text = button_text_font.render(red_text, True, bg_color)
blue_button_text = button_text_font.render(blue_text, True, bg_color)
I would like to know how to use this method and, for example, somehow input how far the text can go until it wraps to the next line.
Thanks
P.S. If you could, please also include centering text, etc.

This is adapted from some very old code I wrote:
def renderTextCenteredAt(text, font, colour, x, y, screen, allowed_width):
# first, split the text into words
words = text.split()
# now, construct lines out of these words
lines = []
while len(words) > 0:
# get as many words as will fit within allowed_width
line_words = []
while len(words) > 0:
line_words.append(words.pop(0))
fw, fh = font.size(' '.join(line_words + words[:1]))
if fw > allowed_width:
break
# add a line consisting of those words
line = ' '.join(line_words)
lines.append(line)
# now we've split our text into lines that fit into the width, actually
# render them
# we'll render each line below the last, so we need to keep track of
# the culmative height of the lines we've rendered so far
y_offset = 0
for line in lines:
fw, fh = font.size(line)
# (tx, ty) is the top-left of the font surface
tx = x - fw / 2
ty = y + y_offset
font_surface = font.render(line, True, colour)
screen.blit(font_surface, (tx, ty))
y_offset += fh
The basic algorithm is to split the text into words and iteratively build up lines word by word checking the resulting width each time and splitting to a new line when you would exceed the width.
As you can query how wide the rendered text will be, you can figure out where to render it to centre it.

This is messy and there is far more you can do but if you want a specific length of text for say a paragraph...
font = pygame.font.SysFont("Times New Roman, Arial", 20, bold=True)
your_text = "blah blah blah"
txtX, txtY = 125, 500
wraplen = 50
count = 0
my_wrap = textwrap.TextWrapper(width=wraplen)
wrap_list = my_wrap.wrap(text=your_text)
# Draw one line at a time further down the screen
for i in wrap_list:
txtY = txtY + 35
Mtxt = font.render(f"{i}", True, (255, 255, 255))
WIN.blit(Mtxt, (txtX, txtY))
count += 1
# Update All Window and contents
pygame.display.update()

Using the implementation in Pygame Zero, text can be wrapped with the following function.
# Adapted from https://github.com/lordmauve/pgzero/blob/master/pgzero/ptext.py#L81-L143
def wrap_text(text, font, max_width):
texts = text.replace("\t", " ").split("\n")
lines = []
for text in texts:
text = text.rstrip(" ")
if not text:
lines.append("")
continue
# Preserve leading spaces in all cases.
a = len(text) - len(text.lstrip(" "))
# At any time, a is the rightmost known index you can legally split a line. I.e. it's legal
# to add text[:a] to lines, and line is what will be added to lines if
# text is split at a.
a = text.index(" ", a) if " " in text else len(text)
line = text[:a]
while a + 1 < len(text):
# b is the next legal place to break the line, with `bline`` the
# corresponding line to add.
if " " not in text[a + 1:]:
b = len(text)
bline = text
else:
# Lines may be split at any space character that immediately follows a non-space
# character.
b = text.index(" ", a + 1)
while text[b - 1] == " ":
if " " in text[b + 1:]:
b = text.index(" ", b + 1)
else:
b = len(text)
break
bline = text[:b]
bline = text[:b]
if font.size(bline)[0] <= max_width:
a, line = b, bline
else:
lines.append(line)
text = text[a:].lstrip(" ")
a = text.index(" ", 1) if " " in text[1:] else len(text)
line = text[:a]
if text:
lines.append(line)
return lines
Bear in mind that wrapping text requires multiple lines that must be rendered separately. Here's an example of how you could render each line.
def create_text(text, color, pos, size, max_width=None, line_spacing=1):
font = pygame.font.SysFont("monospace", size)
if max_width is not None:
lines = wrap_text(text, font, max_width)
else:
lines = text.replace("\t", " ").split("\n")
line_ys = (
np.arange(len(lines)) - len(lines) / 2 + 0.5
) * 1.25 * font.get_linesize() + pos[1]
# Create the surface and rect that make up each line
text_objects = []
for line, y_pos in zip(lines, line_ys):
text_surface = font.render(line, True, color)
text_rect = text_surface.get_rect(center=(pos[0], y_pos))
text_objects.append((text_surface, text_rect))
return text_objects
# Example case
lines = create_text(
text="Some long text that needs to be wrapped",
color=(255, 255, 255), # White
pos=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2), # Center of the screen
size=16,
max_width=SCREEN_WIDTH,
)
# Render each line
for text_object in lines:
screen.blit(*text_object)

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##
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paghzkctudptjdphsztprhttl
sbsnakjwqbouftmgnjqbtlinu
tsewohvobdsduqjiffkyylodo
oukwwefroyamapmlrrpvdolop
cqkfxtlksjvtmtrsbycmqrrri
kfervlqidqaxaoanfqjlmcpjh
yoyywrbpfcjlfbcbbcoecspwl
twbxetyuyufvvmauawjmbwlqh
txokdexmdbtgvhpsvsqtmljdx
dcatenrehteoxqdgeueljtrrn
jarteqvtxejfsqddkbuhcysfq
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Python find function selects one match per line

I am trying to make a simple text editor using python. I am now trying to make a find function. This is what I've got:
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start = pos + '+1c'
Find('display')
root.mainloop()

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# Imports from pillow
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i1 = int((i >> 0 & 1) * 170 + j)
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Color can be a string, one of the chars in: 0123456789abcdef
or an int in range 0 to 15, including 15
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c = int('f', 16)
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c = int(c, 16)
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def _get_shadow(c):
''' Get the shadow RGB-tuple for the color
Color can be a string, one of the chars in: 0123456789abcdefr
or an int in range 0 to 15, including 15
'''
if type(c) == str:
if c == 'r':
c = int('f', 16)
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c = int(c, 16)
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font = font_bold_italics
elif bold:
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elif italics:
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def parse(message):
''' Parse the message in a format readable by render
this will return a touple like this:
[((int,int),str,str)]
so if you where to send it directly to the rederer you have to do this:
render(pos, parse(message), drawer)
'''
result = []
lastColour = 'r'
total_width = 0
bold = False
italics = False
for i in range(0,len(message)):
if message[i] == '§':
continue
elif message[i-1] == '§':
if message[i] in "01234567890abcdef":
lastColour = message[i]
if message[i] == 'l':
bold = True
if message[i] == 'o':
italics = True
if message[i] == 'r':
bold = False
italics = False
lastColour = message[i]
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def get_width(message):
''' Calculate the width of the message
The message has to be in the format returned by the parse function
'''
return sum([i[0][0] for i in message])
def render(pos, message, drawer):
''' Render the message to the drawer
The message has to be in the format returned by the parse function
'''
x = pos[0]
y = pos[1]
for i in message:
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drawer.text((x+3, y+3+(max_height-height)), char, fill=_get_shadow(colour), font=font)
drawer.text((x, y+(max_height-height)), char, fill=_get_colour(colour), font=font)
x += width
And it does work, but characters who are supposed to go below the ground line of the font, like g, y and q, are rendered on the ground line, so it looks strange, Here's an example:
Any ideas on how I can make them display corectly? Or do I have to make my own offset table, where I manually put them?
Given that you can't get the offsets from PIL, you could do this by slicing up images since PIL combines multiple characters appropriately. Here I have two approaches, but I think the first presented is better, though both are just a few lines. The first approach gives this result (it's also a zoom in on a small font which is why it's pixelated):
To explain the idea here, say I want the letter 'j', and instead of just making an image of just 'j', I make an image of ' o j' since that will keep the 'j' aligned correctly. Then I crop of the part I don't want and just keep the 'j' (by using textsize on both ' o ' and ' o j').
import Image, ImageDraw
from random import randint
make_color = lambda : (randint(50, 255), randint(50, 255), randint(50,255))
image = Image.new("RGB", (1200,20), (0,0,0)) # scrap image
draw = ImageDraw.Draw(image)
image2 = Image.new("RGB", (1200, 20), (0,0,0)) # final image
fill = " o "
x = 0
w_fill, y = draw.textsize(fill)
x_draw, x_paste = 0, 0
for c in "The quick brown fox jumps over the lazy dog.":
w_full = draw.textsize(fill+c)[0]
w = w_full - w_fill # the width of the character on its own
draw.text((x_draw,0), fill+c, make_color())
iletter = image.crop((x_draw+w_fill, 0, x_draw+w_full, y))
image2.paste(iletter, (x_paste, 0))
x_draw += w_full
x_paste += w
image2.show()
Btw, I use ' o ', rather than just 'o' since adjacent letters seem to slightly corrupt each other.
The second way is to make an image of the whole alphabet, slice it up, and then repaste this together. It's easier than it sounds. Here's an example, and both building the dictionary and concatenating into the images is only a few lines of code each:
import Image, ImageDraw
import string
A = " ".join(string.printable)
image = Image.new("RGB", (1200,20), (0,0,0))
draw = ImageDraw.Draw(image)
# make a dictionary of character images
xcuts = [draw.textsize(A[:i+1])[0] for i in range(len(A))]
xcuts = [0]+xcuts
ycut = draw.textsize(A)[1]
draw.text((0,0), A, (255,255,255))
# ichars is like {"a":(width,image), "b":(width,image), ...}
ichars = dict([(A[i], (xcuts[i+1]-xcuts[i]+1, image.crop((xcuts[i]-1, 0, xcuts[i+1], ycut)))) for i in range(len(xcuts)-1)])
# Test it...
image2 = Image.new("RGB", (400,20), (0,0,0))
x = 0
for c in "This is just a nifty text string":
w, char_image = ichars[c]
image2.paste(char_image, (x, 0))
x += w
Here's a (zoomed in) image of the resulting string:
Here's an image of the whole alphabet:
One trick here was that I had to put a space in between each character in my original alphabet image or I got the neighboring characters affecting each other.
I guess if you needed to do this a for a finite range of fonts and characters, it would be a good idea precalculate a the alphabet image dictionary.
Or, for a different approach, using a tool like numpy you could easily determine the yoffset of each character in the ichar dictionary above (eg, take the max along each horizontal row, and then find the max and min on the nonzero indices).
I simply solved this problem like this:
image = Image.new("RGB", (1000,1000), (255,255,255)) # 1000*1000 white empty image
# image = Image.fromarray(frame) # or u can get image from cv2 frame
draw = ImageDraw.Draw(image)
fontpath = "/etc/fonts/bla/bla/comic-sans.ttf"
font = ImageFont.truetype(fontpath, 35) # U can use default fonts
x = 20 # image draw start pixel x position
y = 100 # image draw start pixel y position
xDescPxl = draw.textsize("Descrition", font= font)[0]
draw.text((x, y), "Descrition" , font = font, fill = (0, 255, 0, 0)) # Green Color
draw.text((x + xDescPxl, y), ": u can do bla bla", font = font, fill = (0, 0, 0, 0)) # Black Color
Result:
Description: u can do bla bla
(20px space)---(Green Part)--(Black Part)

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