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Re: [pygame] Segfault on loading font from StringIO



I had a little play with this, and the following segfaults, too (on OS X 10.7 w/ Macports Python 2.7 and pygame 1.9.1)

import pygame
import io

pygame.font.init()

f = open("/opt/local/share/wine/fonts/symbol.ttf", "r")
font = pygame.font.Font(f, 8) # Works fine
f.close()

f = open("/opt/local/share/wine/fonts/symbol.ttf", "rb")
buffer = io.BytesIO()
c=f.read()
print(len(c))
while len(c) != 0:
ÂÂÂ buffer.write(c)
ÂÂÂ c=f.read()
ÂÂÂ print(len(c))
f.close()
buffer.seek(0)
font = pygame.font.Font(buffer, 8) # Segfault

Similarly with StringIO.StringIO()

Russell

On 1 January 2012 10:50, Radomir Dopieralski <pygame@xxxxxxxxxxxx> wrote:
Hello everyone,

I'm having a problem loading a font file from a python file-like
object. According to the documentation at
http://www.pygame.org/docs/ref/font.html#pygame.font.Font this should
be possible, however, I get a segmentation fault every time I pass a
file-like object that is not created by opening a real file. I want to
load all my assets from a zip archive, so it's not possible to have a
real file in the filesystem.

A simple test case:

import pygame
import StringIO

pygame.font.init()

f = open("somefont.ttf", "r")
font = pygame.font.Font(f, 8) # Works fine
f.close()

f = open("somefont.ttf", "r")
buffer = StringIO.StringIO(f.read())
f.close()
font = pygame.font.Font(buffer, 8) # Segfault

Is there any way to make it work as documented? If the documentation
is wrong, is there any way to create a pygame font object without
creating a real file in the filesystem?

Thanks,
--
Radomir Dopieralski