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.