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`pygame.freetype`
  Enhanced pygame module for loading and rendering computer fonts

  The `pygame.freetype` module is a replacement for `pygame.font` pygame module for loading and rendering fonts. It has all of the functionality of the original, plus many new features. Yet is has absolutely no dependencies on the SDL_ttf library. It is implemented directly on the FreeType 2 library. The `pygame.freetype` module is not itself backward compatible with `pygame.font` pygame module for loading and rendering fonts. Instead, use the `pygame.ftfont` module as a drop-in replacement for `pygame.font` pygame module for loading and rendering fonts.

  All font file formats supported by FreeType can be rendered by `pygame.freetype`, namely `TTF`, Type1, `CFF`, OpenType, `SFNT`, `PCF`, `FNT`, `BDF`, `PFR` and Type42 fonts. All glyphs having UTF-32 code points are accessible (see `Font.ucs4`).

  Most work on fonts is done using `Font` instances. The module itself only has routines for initialization and creation of `Font` objects. You can load fonts from the system using the `SysFont()` function.

  Extra support of bitmap fonts is available. Available bitmap sizes can be listed (see `Font.get_sizes()`). For bitmap only fonts `Font` can set the size for you (see the `Font.size` property).

  For now undefined character codes are replaced with the `.notdef` (not defined) character. How undefined codes are handled may become configurable in a future release.

  Pygame comes with a built-in default font. This can always be accessed by passing None as the font name to the `Font` constructor.

  Extra rendering features available to `pygame.freetype.Font` Create a new Font instance from a supported font file. are direct to surface rendering (see `Font.render_to()`), character kerning (see `Font.kerning`), vertical layout (see `Font.vertical`), rotation of rendered text (see `Font.rotation`), and the strong style (see `Font.strong`). Some properties are configurable, such as strong style strength (see `Font.strength`) and underline positioning (see `Font.underline_adjustment`). Text can be positioned by the upper right corner of the text box or by the text baseline (see `Font.origin`). Finally, a font's vertical and horizontal size can be adjusted separately (see `Font.size`). The `pygame.examples.freetype_misc` example shows these features in use.

  The pygame package does not import `freetype` automatically when loaded. This module must be imported explicitly to be used.

      import pygame
      import pygame.freetype

  New in pygame 1.9.2: `freetype`

  pygame.freetype.get_error()
    Return the latest FreeType error
    get_error() -> str
    get_error() -> None

    Return a description of the last error which occurred in the FreeType2 library, or `None` if no errors have occurred.

  pygame.freetype.get_version()
    Return the FreeType version
    get_version() -> (int, int, int)

    Returns the version of the FreeType library in use by this module.

    Note that the `freetype` module depends on the FreeType 2 library. It will not compile with the original FreeType 1.0. Hence, the first element of the tuple will always be "2".

  pygame.freetype.init()
    Initialize the underlying FreeType library.
    init(cache_size=64, resolution=72) -> None

    This function initializes the underlying FreeType library and must be called before trying to use any of the functionality of the `freetype` module.

    However, `pygame.init()`initialize all imported pygame modules will automatically call this function if the `freetype` module is already imported. It is safe to call this function more than once.

    Optionally, you may specify a default cache_size for the Glyph cache: the maximum number of glyphs that will be cached at any given time by the module. Exceedingly small values will be automatically tuned for performance. Also a default pixel resolution, in dots per inch, can be given to adjust font scaling.

  pygame.freetype.quit()
    Shut down the underlying FreeType library.
    quit() -> None

    This function closes the `freetype` module. After calling this function, you should not invoke any class, method or function related to the `freetype` module as they are likely to fail or might give unpredictable results. It is safe to call this function even if the module hasn't been initialized yet.

  pygame.freetype.get_init()
    Returns True if the FreeType module is currently initialized.
    get_init() -> bool

    Returns `True` if the `pygame.freetype` module is currently initialized.

    New in pygame 1.9.5.

  pygame.freetype.was_init()
    DEPRECATED: Use get_init() instead.
    was_init() -> bool

    DEPRECATED: Returns `True` if the `pygame.freetype` module is currently initialized. Use `get_init()` instead.

  pygame.freetype.get_cache_size()
    Return the glyph case size
    get_cache_size() -> long

    See `pygame.freetype.init()`Initialize the underlying FreeType library..

  pygame.freetype.get_default_resolution()
    Return the default pixel size in dots per inch
    get_default_resolution() -> long

    Returns the default pixel size, in dots per inch, for the module. The default is 72 DPI.

  pygame.freetype.set_default_resolution()
    Set the default pixel size in dots per inch for the module
    set_default_resolution([resolution])

    Set the default pixel size, in dots per inch, for the module. If the optional argument is omitted or zero the resolution is reset to 72 DPI.

  pygame.freetype.SysFont()
    create a Font object from the system fonts
    SysFont(name, size, bold=False, italic=False) -> Font

    Return a new Font object that is loaded from the system fonts. The font will match the requested bold and italic flags. Pygame uses a small set of common font aliases. If the specific font you ask for is not available, a reasonable alternative may be used. If a suitable system font is not found this will fall back on loading the default pygame font.

    The font name can also be an iterable of font names, a string of comma-separated font names, or a bytes of comma-separated font names, in which case the set of names will be searched in order.

    New in pygame 2.0.1: Accept an iterable of font names.

  pygame.freetype.get_default_font()
    Get the filename of the default font
    get_default_font() -> string

    Return the filename of the default pygame font. This is not the full path to the file. The file is usually in the same directory as the font module, but can also be bundled in a separate archive.

  pygame.freetype.Font
    Create a new Font instance from a supported font file.
    Font(file, size=0, font_index=0, resolution=0, ucs4=False) -> Font
    Font(pathlib.Path) -> Font

    Argument file can be either a string representing the font's filename, a file-like object containing the font, or None; if None, a default, Pygame, font is used.

    Optionally, a size argument may be specified to set the default size in points, which determines the size of the rendered characters. The size can also be passed explicitly to each method call. Because of the way the caching system works, specifying a default size on the constructor doesn't imply a performance gain over manually passing the size on each function call. If the font is bitmap and no size is given, the default size is set to the first available size for the font.

    If the font file has more than one font, the font to load can be chosen with the index argument. An exception is raised for an out-of-range font index value.

    The optional resolution argument sets the pixel size, in dots per inch, for use in scaling glyphs for this Font instance. If 0 then the default module value, set by `init()`, is used. The Font object's resolution can only be changed by re-initializing the Font instance.

    The optional ucs4 argument, an integer, sets the default text translation mode: 0 (False) recognize UTF-16 surrogate pairs, any other value (True), to treat Unicode text as UCS-4, with no surrogate pairs. See `Font.ucs4`.

    name
      Proper font name.
      name -> string

      Read only. Returns the real (long) name of the font, as recorded in the font file.

    path
      Font file path
      path -> unicode

      Read only. Returns the path of the loaded font file

    size
      The default point size used in rendering
      size -> float
      size -> (float, float)

      Get or set the default size for text metrics and rendering. It can be a single point size, given as a Python `int` or `float`, or a font ppem (width, height) `tuple`. Size values are non-negative. A zero size or width represents an undefined size. In this case the size must be given as a method argument, or an exception is raised. A zero width but non-zero height is a ValueError.

      For a scalable font, a single number value is equivalent to a tuple with width equal height. A font can be stretched vertically with height set greater than width, or horizontally with width set greater than height. For embedded bitmaps, as listed by `get_sizes()`, use the nominal width and height to select an available size.

      Font size differs for a non-scalable, bitmap, font. During a method call it must match one of the available sizes returned by method `get_sizes()`. If not, an exception is raised. If the size is a single number, the size is first matched against the point size value. If no match, then the available size with the same nominal width and height is chosen.

    get_rect()
      Return the size and offset of rendered text
      get_rect(text, style=STYLE_DEFAULT, rotation=0, size=0) -> rect

      Gets the final dimensions and origin, in pixels, of text using the optional size in points, style, and rotation. For other relevant render properties, and for any optional argument not given, the default values set for the `Font` instance are used.

      Returns a `Rect` instance containing the width and height of the text's bounding box and the position of the text's origin. The origin is useful in aligning separately rendered pieces of text. It gives the baseline position and bearing at the start of the text. See the `render_to()` method for an example.

      If text is a char (byte) string, its encoding is assumed to be `LATIN1`.

      Optionally, text can be `None`, which will return the bounding rectangle for the text passed to a previous `get_rect()`, `render()`, `render_to()`, `render_raw()`, or `render_raw_to()` call. See `render_to()` for more details.

    get_metrics()
      Return the glyph metrics for the given text
      get_metrics(text, size=0) -> [(...), ...]

      Returns the glyph metrics for each character in text.

      The glyph metrics are returned as a list of tuples. Each tuple gives metrics of a single character glyph. The glyph metrics are:

          (min_x, max_x, min_y, max_y, horizontal_advance_x, horizontal_advance_y)

      The bounding box min_x, max_x, min_y, and max_y values are returned as grid-fitted pixel coordinates of type int. The advance values are float values.

      The calculations are done using the font's default size in points. Optionally you may specify another point size with the size argument.

      The metrics are adjusted for the current rotation, strong, and oblique settings.

      If text is a char (byte) string, then its encoding is assumed to be `LATIN1`.

    height
      The unscaled height of the font in font units
      height -> int

      Read only. Gets the height of the font. This is the average value of all glyphs in the font.

    ascender
      The unscaled ascent of the font in font units
      ascender -> int

      Read only. Return the number of units from the font's baseline to the top of the bounding box.

    descender
      The unscaled descent of the font in font units
      descender -> int

      Read only. Return the height in font units for the font descent. The descent is the number of units from the font's baseline to the bottom of the bounding box.

    get_sized_ascender()
      The scaled ascent of the font in pixels
      get_sized_ascender(<size>=0) -> int

      Return the number of units from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.

    get_sized_descender()
      The scaled descent of the font in pixels
      get_sized_descender(<size>=0) -> int

      Return the number of pixels from the font's baseline to the top of the bounding box. It is not adjusted for strong or rotation.

    get_sized_height()
      The scaled height of the font in pixels
      get_sized_height(<size>=0) -> int

      Returns the height of the font. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.

    get_sized_glyph_height()
      The scaled bounding box height of the font in pixels
      get_sized_glyph_height(<size>=0) -> int

      Return the glyph bounding box height of the font in pixels. This is the average value of all glyphs in the font. It is not adjusted for strong or rotation.

    get_sizes()
      return the available sizes of embedded bitmaps
      get_sizes() -> [(int, int, int, float, float), ...]
      get_sizes() -> []

      Returns a list of tuple records, one for each point size supported. Each tuple containing the point size, the height in pixels, width in pixels, horizontal ppem (nominal width) in fractional pixels, and vertical ppem (nominal height) in fractional pixels.

    render()
      Return rendered text as a surface
      render(text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> (Surface, Rect)

      Returns a new `Surface`, with the text rendered to it in the color given by 'fgcolor'. If no foreground color is given, the default foreground color, `fgcolor` is used. If `bgcolor` is given, the surface will be filled with this color. When no background color is given, the surface background is transparent, zero alpha. Normally the returned surface has a 32 bit pixel size. However, if `bgcolor` is `None` and anti-aliasing is disabled a monochrome 8 bit colorkey surface, with colorkey set for the background color, is returned.

      The return value is a tuple: the new surface and the bounding rectangle giving the size and origin of the rendered text.

      If an empty string is passed for text then the returned Rect is zero width and the height of the font.

      Optional fgcolor, style, rotation, and size arguments override the default values set for the `Font` instance.

      If text is a char (byte) string, then its encoding is assumed to be `LATIN1`.

      Optionally, text can be `None`, which will render the text passed to a previous `get_rect()`, `render()`, `render_to()`, `render_raw()`, or `render_raw_to()` call. See `render_to()` for details.

    render_to()
      Render text onto an existing surface
      render_to(surf, dest, text, fgcolor=None, bgcolor=None, style=STYLE_DEFAULT, rotation=0, size=0) -> Rect

      Renders the string text to the `pygame.Surface` pygame object for representing images surf, at position dest, a (x, y) surface coordinate pair. If either x or y is not an integer it is converted to one if possible. Any sequence where the first two items are x and y positional elements is accepted, including a `Rect` instance. As with `render()`, optional fgcolor, style, rotation, and size argument are available.

      If a background color bgcolor is given, the text bounding box is first filled with that color. The text is blitted next. Both the background fill and text rendering involve full alpha blits. That is, the alpha values of the foreground, background, and destination target surface all affect the blit.

      The return value is a rectangle giving the size and position of the rendered text within the surface.

      If an empty string is passed for text then the returned `Rect` is zero width and the height of the font. The rect will test False.

      Optionally, text can be set `None`, which will re-render text passed to a previous `render_to()`, `get_rect()`, `render()`, `render_raw()`, or `render_raw_to()` call. Primarily, this feature is an aid to using `render_to()` in combination with `get_rect()`. An example:

          def word_wrap(surf, text, font, color=(0, 0, 0)):
              font.origin = True
              words = text.split(' ')
              width, height = surf.get_size()
              line_spacing = font.get_sized_height() + 2
              x, y = 0, line_spacing
              space = font.get_rect(' ')
              for word in words:
                  bounds = font.get_rect(word)
                  if x + bounds.width + bounds.x >= width:
                      x, y = 0, y + line_spacing
                  if x + bounds.width + bounds.x >= width:
                      raise ValueError("word too wide for the surface")
                  if y + bounds.height - bounds.y >= height:
                      raise ValueError("text to long for the surface")
                  font.render_to(surf, (x, y), None, color)
                  x += bounds.width + space.width
              return x, y

      When `render_to()` is called with the same font properties ―`size`, `style`, `strength`, `wide`, `antialiased`, `vertical`, `rotation`, `kerning`, and `use_bitmap_strikes`― as `get_rect()`, `render_to()` will use the layout calculated by `get_rect()`. Otherwise, `render_to()` will recalculate the layout if called with a text string or one of the above properties has changed after the `get_rect()` call.

      If text is a char (byte) string, then its encoding is assumed to be `LATIN1`.

    render_raw()
      Return rendered text as a string of bytes
      render_raw(text, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> (bytes, (int, int))

      Like `render()` but with the pixels returned as a byte string of 8-bit gray-scale values. The foreground color is 255, the background 0, useful as an alpha mask for a foreground pattern.

    render_raw_to()
      Render text into an array of ints
      render_raw_to(array, text, dest=None, style=STYLE_DEFAULT, rotation=0, size=0, invert=False) -> Rect

      Render to an array object exposing an array struct interface. The array must be two dimensional with integer items. The default dest value, `None`, is equivalent to position (0, 0). See `render_to()`. As with the other render methods, text can be `None` to render a text string passed previously to another method.

      The return value is a `pygame.Rect()`pygame object for storing rectangular coordinates giving the size and position of the rendered text.

    style
      The font's style flags
      style -> int

      Gets or sets the default style of the Font. This default style will be used for all text rendering and size calculations unless overridden specifically a render or `get_rect()` call. The style value may be a bit-wise OR of one or more of the following constants:

          STYLE_NORMAL
          STYLE_UNDERLINE
          STYLE_OBLIQUE
          STYLE_STRONG
          STYLE_WIDE
          STYLE_DEFAULT

      These constants may be found on the FreeType constants module. Optionally, the default style can be modified or obtained accessing the individual style attributes (underline, oblique, strong).

      The `STYLE_OBLIQUE` and `STYLE_STRONG` styles are for scalable fonts only. An attempt to set either for a bitmap font raises an AttributeError. An attempt to set either for an inactive font, as returned by `Font.__new__()`, raises a RuntimeError.

      Assigning `STYLE_DEFAULT` to the `style` property leaves the property unchanged, as this property defines the default. The `style` property will never return `STYLE_DEFAULT`.

    underline
      The state of the font's underline style flag
      underline -> bool

      Gets or sets whether the font will be underlined when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or `get_rect()` call, via the 'style' parameter.

    strong
      The state of the font's strong style flag
      strong -> bool

      Gets or sets whether the font will be bold when drawing text. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or `get_rect()` call, via the 'style' parameter.

    oblique
      The state of the font's oblique style flag
      oblique -> bool

      Gets or sets whether the font will be rendered as oblique. This default style value will be used for all text rendering and size calculations unless overridden specifically in a render or `get_rect()` call, via the style parameter.

      The oblique style is only supported for scalable (outline) fonts. An attempt to set this style on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by `Font.__new__()`, setting this property raises a RuntimeError.

    wide
      The state of the font's wide style flag
      wide -> bool

      Gets or sets whether the font will be stretched horizontally when drawing text. It produces a result similar to `pygame.font.Font` create a new Font object from a file's bold. This style not available for rotated text.

    strength
      The strength associated with the strong or wide font styles
      strength -> float

      The amount by which a font glyph's size is enlarged for the strong or wide transformations, as a fraction of the untransformed size. For the wide style only the horizontal dimension is increased. For strong text both the horizontal and vertical dimensions are enlarged. A wide style of strength 0.08333 ( 1/12 ) is equivalent to the `pygame.font.Font` create a new Font object from a file bold style. The default is 0.02778 ( 1/36 ).

      The strength style is only supported for scalable (outline) fonts. An attempt to set this property on a bitmap font will raise an AttributeError. If the font object is inactive, as returned by `Font.__new__()`, assignment to this property raises a RuntimeError.

    underline_adjustment
      Adjustment factor for the underline position
      underline_adjustment -> float

      Gets or sets a factor which, when positive, is multiplied with the font's underline offset to adjust the underline position. A negative value turns an underline into a strike-through or overline. It is multiplied with the ascender. Accepted values range between -2.0 and 2.0 inclusive. A value of 0.5 closely matches Tango underlining. A value of 1.0 mimics `pygame.font.Font` create a new Font object from a file underlining.

    fixed_width
      Gets whether the font is fixed-width
      fixed_width -> bool

      Read only. Returns `True` if the font contains fixed-width characters (for example Courier, Bitstream Vera Sans Mono, Andale Mono).

    fixed_sizes
      the number of available bitmap sizes for the font
      fixed_sizes -> int

      Read only. Returns the number of point sizes for which the font contains bitmap character images. If zero then the font is not a bitmap font. A scalable font may contain pre-rendered point sizes as strikes.

    scalable
      Gets whether the font is scalable
      scalable -> bool

      Read only. Returns `True` if the font contains outline glyphs. If so, the point size is not limited to available bitmap sizes.

    use_bitmap_strikes
      allow the use of embedded bitmaps in an outline font file
      use_bitmap_strikes -> bool

      Some scalable fonts include embedded bitmaps for particular point sizes. This property controls whether or not those bitmap strikes are used. Set it `False` to disable the loading of any bitmap strike. Set it `True`, the default, to permit bitmap strikes for a non-rotated render with no style other than `wide` or `underline`. This property is ignored for bitmap fonts.

      See also `fixed_sizes` and `get_sizes()`.

    antialiased
      Font anti-aliasing mode
      antialiased -> bool

      Gets or sets the font's anti-aliasing mode. This defaults to `True` on all fonts, which are rendered with full 8 bit blending.

      Set to `False` to do monochrome rendering. This should provide a small speed gain and reduce cache memory size.

    kerning
      Character kerning mode
      kerning -> bool

      Gets or sets the font's kerning mode. This defaults to `False` on all fonts, which will be rendered without kerning.

      Set to `True` to add kerning between character pairs, if supported by the font, when positioning glyphs.

    vertical
      Font vertical mode
      vertical -> bool

      Gets or sets whether the characters are laid out vertically rather than horizontally. May be useful when rendering Kanji or some other vertical script.

      Set to `True` to switch to a vertical text layout. The default is `False`, place horizontally.

      Note that the `Font` class does not automatically determine script orientation. Vertical layout must be selected explicitly.

      Also note that several font formats (especially bitmap based ones) don't contain the necessary metrics to draw glyphs vertically, so drawing in those cases will give unspecified results.

    rotation
      text rotation in degrees counterclockwise
      rotation -> int

      Gets or sets the baseline angle of the rendered text. The angle is represented as integer degrees. The default angle is 0, with horizontal text rendered along the X-axis, and vertical text along the Y-axis. A positive value rotates these axes counterclockwise that many degrees. A negative angle corresponds to a clockwise rotation. The rotation value is normalized to a value within the range 0 to 359 inclusive (eg. 390 -> 390 - 360 -> 30, -45 -> 360 + -45 -> 315, 720 -> 720 - (2 * 360) -> 0).

      Only scalable (outline) fonts can be rotated. An attempt to change the rotation of a bitmap font raises an AttributeError. An attempt to change the rotation of an inactive font instance, as returned by `Font.__new__()`, raises a RuntimeError.

    fgcolor
      default foreground color
      fgcolor -> Color

      Gets or sets the default glyph rendering color. It is initially opaque black ― (0, 0, 0, 255). Applies to `render()` and `render_to()`.

    bgcolor
      default background color
      bgcolor -> Color

      Gets or sets the default background rendering color. Initially it is unset and text will render with a transparent background by default. Applies to `render()` and `render_to()`.

    New in pygame 2.0.0.

    origin
      Font render to text origin mode
      origin -> bool

      If set `True`, `render_to()` and `render_raw_to()` will take the dest position to be that of the text origin, as opposed to the top-left corner of the bounding box. See `get_rect()` for details.

    pad
      padded boundary mode
      pad -> bool

      If set `True`, then the text boundary rectangle will be inflated to match that of `font.Font`. Otherwise, the boundary rectangle is just large enough for the text.

    ucs4
      Enable UCS-4 mode
      ucs4 -> bool

      Gets or sets the decoding of Unicode text. By default, the freetype module performs UTF-16 surrogate pair decoding on Unicode text. This allows 32-bit escape sequences ('Uxxxxxxxx') between 0x10000 and 0x10FFFF to represent their corresponding UTF-32 code points on Python interpreters built with a UCS-2 Unicode type (on Windows, for instance). It also means character values within the UTF-16 surrogate area (0xD800 to 0xDFFF) are considered part of a surrogate pair. A malformed surrogate pair will raise a UnicodeEncodeError. Setting ucs4 `True` turns surrogate pair decoding off, allowing access the full UCS-4 character range to a Python interpreter built with four-byte Unicode character support.

    resolution
      Pixel resolution in dots per inch
      resolution -> int

      Read only. Gets pixel size used in scaling font glyphs for this `Font` instance.

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