markfont
Uses Modules
pygame
Classes
MarkFont _markup
class MarkFont
Methods
__getattr__(self, attr)
__getattr__(self, attr) -> attribute Pass everything but render to the pygame.Font instance
__init__(self, *args, **kvargs)
render(self, text, antialias, fore_RGBA, back_RGBA=None, width=0, height=0)
MarkFont.render(text, antialias, fore_RGBA, [back_RGBA], [width], [height]) -> Surface

Render the given text into a surface no wider than the width of the passed surface, and no taller than the height. Newlines work as you might expect.
render_markup(self, text, antialias, fore_RGBA, back_RGBA=None, width=0, height=0)
WrapFont.render_markup(text, antialias, fore_RGBA, [back_RGBA], [width], [height]) -> Surface

Render the given text into a surface no wider than the width of the passed surface, and no taller than the height. Newlines work as you might expect. Furthermore, simple html style tags control the styles available: <b>bold</b> <i>italic</i> <u>underline</u>. They can be nested, and currently proper nesting is not checked.

Note: Due to the lack of kerning information available and the high interface at which this works, rendering a single word in more than one manner (<b>foo<i>bar</i></b>) is ugly.
class _markup
Methods
__init__(self, val)
class _markup_bold(_markup)
Methods
__init__(self, val) from _markup
__repr__(self)
class _markup_italic(_markup)
Methods
__init__(self, val) from _markup
__repr__(self)
class _markup_underline(_markup)
Methods
__init__(self, val) from _markup
__repr__(self)
Functions
_markup_split
_markup_split(text)