This file is indexed.

/usr/share/pyshared/rabbyt/fonts.py is in python-rabbyt 0.8.1-1+b2.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
from __future__ import division

"""
This module is derecated.  I recommend using pyglet for font rendering.

If you still want to use pygame fonts, check out the ``pygame_font.py`` example
included with rabbyt.
"""

__credits__ = (
"""
Copyright (C) 2007  Matthew Marshall

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
""")

__author__ = "Matthew Marshall <matthew@matthewmarshall.org>"

from warnings import warn

warn("""
*******************************************************************************
The rabbyt.fonts module is deprecated and will be removed in a future version
of rabbyt.  I recommend using pyglet for font rendering.

If you still want to use pygame fonts, check out the ``pygame_font.py`` example
included with rabbyt.
*******************************************************************************
""", stacklevel=2)

import rabbyt
from rabbyt.vertexarrays import VertexArray
from rabbyt.sprites import BaseSprite

import pygame

default_alphabet = ("0123456789"
                    "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
                    "abcdefghijklmnopqrstuvwxyz"
                    "{}()[]<>!?.,:;'\"*&%$@#\/|+=-_~`")

def next_power_of_2(v):
    v = int(v)- 1
    v |= v >> 1
    v |= v >> 2
    v |= v >> 4
    v |= v >> 8
    v |= v >> 16
    return v + 1

class Font(object):
    """
    ``Font(pygame_font, [alphabet])``

    Holds the information for drawing a font.

    ``pygame_font`` should be a ``pygame.font.Font`` instace.

    ``alphabet`` is a string containing all of the characters that should
    be loaded into video memory.  It defaults to
    ``rabbyt.fonts.default_alphabet`` which includes numbers, symbols, and
    letters used in the English language.

    To actually draw a font you need to use a ``FontSprite``.

    The characters will be rendered onto an OpenGL texture.
    """
    def __init__(self, pygame_font, alphabet=default_alphabet):
        self.pygame_font = pygame_font
        self.alphabet = alphabet
        widest = max(self.pygame_font.size(char)[0]+1 for char in alphabet)
        height = self.pygame_font.size(" ")[1]

        total_area = widest*height*len(self.alphabet)
        sw = sh = total_area**.5
        sw += widest
        sh += height
        sw = next_power_of_2(sw)
        sh = next_power_of_2(sh)

        surface = pygame.Surface((sw, sh), pygame.SRCALPHA, 32)

        self.coords = {}
        x=0
        y=0
        for char in alphabet:
            w = self.pygame_font.size(char)[0]
            self.coords[char] = (x/sw, 1-y/sh, (x+w)/sw, 1-(y+height)/sh)
            surface.blit(
                    self.pygame_font.render(char, True, (255,255,255)), (x,y))
            x += widest
            if x + widest > sw:
                y += height
                x = 0

        data = pygame.image.tostring(surface, "RGBA", True)
        self._texture_id = rabbyt.load_texture(data, (sw, sh))
        self.height = height
        self.space_width = pygame_font.size(" ")[0]

    def _get_texture_id(self):
        return self._texture_id
    texture_id = property(_get_texture_id, doc=
        """
        This is the id of the OpenGL texture for this font.  The texture will
        be unloaded when the font is garbage collected.
        """)

    def get_char_tex_shape(self, char):
        """
        ``get_char_tex_shape(char)``

        Returns the texture shape of the given character in the form of
        ``(left, top, right, bottom)``.

        ``KeyError`` is raised if ``char`` is not in the font's ``alphabet``.
        """
        return self.coords[char]

    def get_char_width(self, char):
        """
        ``get_char_width(char)``

        Returns the width in pixels of the given character.
        """
        return self.pygame_font.size(char)[0]

    def __del__(self):
        if rabbyt:
            rabbyt.unload_texture(self.texture_id)

class FontSprite(BaseSprite):
    """
    ``FontSprite(font, text, ...)``

    A sprite that displays text from a ``Font``.

    ``font`` should be a ``rabbyt.fonts.Font`` instance to be used.

    ``text`` is the string to be displayed!  (It can be changed later with
    the text property.)

    This inherits from ``BaseSprite``, so you can use all of the
    transformation and color properties.
    """
    def __init__(self, font, text, **kwargs):
        BaseSprite.__init__(self, **kwargs)
        self.font = font
        self.texture_id = font.texture_id
        self.text = text

    def _get_text(self):
        return self._text
    def _set_text(self, text):
        self._text = text
        va = VertexArray(use_colors=False)
        h = self.font.height
        x = 0
        for i, char in enumerate(text):
            if not char in self.font.alphabet:
                x += self.font.space_width
                continue
            w = self.font.get_char_width(char)
            l, t, r, b = self.font.get_char_tex_shape(char)
            va.append((x, 0, l, t))
            va.append((x+w, 0, r, t))
            va.append((x+w, -h, r, b))
            va.append((x, -h, l, b))
            x += w+1
        va.texture_id = self.texture_id
        self.va = va
    text = property(_get_text, _set_text, doc="the text to be displayed")

    def render_after_transform(self):
        rabbyt.set_gl_color(self.rgba)
        self.va.render()

__docs_all__ = ('Font', 'FontSprite')