In summary, the font reading function in SDL relies on a filename, so as it stands, reading from a file-like object won't work. Covering the buffer to a string causes the data to be interpreted as a filename, which unsurprisingly gives an IOError saying the font filename can't be read (line 600 of font.c).
I had a look on Debian testing in a VM, and it seems to be happening in SDL_RWFromFile, which is not in font.c, but is called by its functions. I couldn't see where the error was happening in font.c as there are no pygame debug symbols available. I'm guessing it's the line rw = RWopsFromPython (fileobj) (RWopsFromPython is from rwobject.c and calls get_standard_rwop, which calls either SDL_RWFromFile or SDL_RWFromFP if it can't extract a name from fileobj) It seems likely to be related to this comment in font_init() : /*check if it is a valid file, else SDL_ttf segfaults*/. I guess SDL_RWFromMem could be used with some kind of translation from the buffer, or SDL_RWFromFile could be altered to accept a file object. The SDL API spec for FromFile relies on a filename, however, and FromFile does the opening of the file itself using that. Russell On 1 January 2012 10:50, Radomir Dopieralski <[email protected]> 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 >
