"""
Functions for displaying text to the screen.

Text rendering in pygame does not allow for line breaks. This can lead to
issues when attempting to render text, particularly if one is unsure of the
width and height of a to-be-rendered string in a given font. The functions
here handle these difficulties.

This module includes the following functions (see the docstrings for more
information):
    tallest_letter: returns the height in pixels of the tallest letter when
rendered in a given font.
    text_to_sentences: convert a string into a list of sentences.
    screen_dimensions: returns the dimensions of the active display surface.
    longest_string_to_render: return the string in a list that will take up
the most horizontal space in pixels (this will usually, but not necessarily,
be the string with the most characters).
    height_of_strings: return the height of a list of strings when rendered in
a given font.
    wrap_text: break a string into lines on a screen.
    string_to_screens_and_lines: break a string into screens and lines.
    render_string: get pygame.Surface and pygame.Rect objects for a string.
    render_lines: return pygame.Surface and pygame.Rect objects for a list of
strings.
    string_to_surface_and_rect: return pygame.Surface and pygame.Rect objects
for a string, given constraints on the pixel dimensions of the screen.
    display_text_until_keypress: present text to the screen until the user
presses a specific key (or any specific key from a list).
    ask_question: display a question to the screen and return the response.
"""

from __future__ import division

import sys

import pygame
from pygame.locals import *

from cogandmem import experiment
from cogandmem import generic

LETTERS = (
    K_a, K_b, K_c, K_d, K_e, K_f, K_g, K_h, K_i, K_j, K_k, K_l, K_m,
    K_n, K_o, K_p, K_q, K_r, K_s, K_t, K_u, K_v, K_w, K_x, K_y, K_z
)
ALPHABET = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
NUMBERS = (
    K_0, K_1, K_2, K_3, K_4, K_5, K_6, K_7, K_8, K_9
)
PUNCTUATION = (
    K_PERIOD, K_COMMA, K_QUESTION, K_QUOTE, K_EXCLAIM, K_COLON, K_SEMICOLON
)


def tallest_letter(font):
    """
    Get the height, in pixels, of the tallest letter in the alphabet when
    rendered with a given font.
    """
    return font.size(ALPHABET)[1]


def text_to_sentences(text, terminators = (".", "?", "!", '."', '?"', '!"'), exclude = ("Mr.", "Ms.", "Mrs.", "Dr.", "e.g.", "i.e.")):
    """
    Break text into a list of sentences.
    
    This is a highly imperfect function that takes a passage of text and
    breaks it into a list of sentences. The main stumbling block for the
    function is that there are numerous words that could indicate either the
    end of a sentence or the end of an abbreviation. I do not know of an
    effective solution to this problem.
    
    NB: The assumption is made that line breaks always denote the end of a
    sentence, regardless of the preceding character.
    
    Parameters:
        text: the passage to break into sentences.
    
    Keyword Parameters:
        terminators: strings that denote the end of a sentence.
        exclude: exceptions to the terminators.
    
    Returns:
        sentences: a list of sentences in text.
    """
    sentences = []
    text_as_paragraphs = text.split("\n")
    paragraphs_as_words = []
    for paragraph in text_as_paragraphs:
        paragraph = paragraph.strip()
        if not paragraph:
            # This is a blank line.
            paragraphs_as_words.append([])
            # Go to the next paragraph:
            continue
        words = paragraph.split(" ")
        paragraphs_as_words.append(words)
        
    for paragraph in paragraphs_as_words:
        if not paragraph:
            # This is a blank line.
            sentences.append("")
            continue
        sentence = ""
        for word in paragraph:
            # Add word to sentence, along with a leading space if necessary:
            if sentence:
                sentence = sentence+" "+word
            else:
                sentence = word
            # Check whether word ends with a terminator:
            try:
                ends_with_terminator = word.endswith(terminators)
            except TypeError:
                # terminators is probably a list rather than a tuple.
                # str.endswith() requires a tuple.
                terminators = tuple(terminators)
                ends_with_terminator = word.endswith(terminators)
            if ends_with_terminator and word not in exclude:
                # This ends the sentence.
                sentences.append(sentence)
                sentence = ""
        # Check for a dangling sentence:
        if sentence:
            sentences.append(sentence)
    return sentences


def screen_dimensions():
    """
    Get the width and height of the active display surface. If no display
    surface has been set, get the first element in pygame.display.list_modes().
    """
    screen_surface = pygame.display.get_surface()
    try:
        w, h = screen_surface.get_size()
    except AttributeError:
        w, h = pygame.display.list_modes()[0]
    return w, h


def longest_string_to_render(strings, f):
    """
    Get the longest string to render from a list.
    
    Parameters:
        strings: a list or tuple of strings.
        f: the pygame.font.Font object used for rendering.
    
    Returns:
        s: the longest string to render with f; if there is a tie, s is set to
            the string occurring earlier in the strings list.
        n: the number of pixel columns needed to render s.
    """
    s = ""
    n = 0
    for string in strings:
        # Get the width of string:
        w = f.size(string)[0]
        if w > n:
            n = w
            s = string
    return s, n


def height_of_strings(strings, f, line_size):
    """
    Compute the height of a list of strings when rendered with a given font,
    taking into account the line size (i.e., the number of pixel rows
    interpolated between the bottom of one line of text and the top of the
    next).
    
    Parameters:
        strings: the list of strings whose height is measured; assumes that
            each string is a separate line.
        f: the pygame.font.Font object in which text is to be rendered.
        line_size: the number of pixel rows between lines; must be positive.
    
    Returns:
        h: the height of strings when rendered.
    """
    h = 0
    # Ignore line_size gaps to start:
    for string in strings:
        # Get current height:
        line_height = f.size(string)[1]
        h = h+line_height
    # Line gaps are added now.
    h = h+line_size*(len(strings)-1)
    return h


def wrap_text(new_text, width, f, old_text = [], start_new_line = False, return_height = False, line_height = None):
    """
    Break a string into lines on a screen.
    
    Parameters:
        new_text: words to convert to lines; if list or tuple, each element is
            a list of words from a paragraph, with line breaks automatically
            following an element; if str, split() is used to make into
            paragraphs and then individual words; if new_text evaluates to
            False in a Boolean context, a blank line is returned
        width: maximum pixels per line (width > 0).
        f: the font object to use.
    
    Keyword Parameters:
         return_height: whether the height of the rendered lines is returned;
            defaults to False.
        old_text: optional list of lines to which new_text is added; each
            element in old_text is assumed to be a single line; its legality
            given width is not checked; defaults to an empty list.
        start_new_line: only applies if old_text evaluates to True in a
            Boolean context; indicates whether a new line should start (i.e.,
            whether new_text should begin a new line); defaults to False.
        line_size: only applies if return_height is True; enotes the pixels
            interpolated between lines of text; if not set but line_size is
            needed, it is obtained from f.
    
    Returns:
        lines: old_text with new_text added.
        optionally:
            height: the height of lines when rendered with f.
    """
    # Branch depending on whether additional text or a blank line is being
    # added:
    if new_text:
        # If new_text is a string, it needs to be converted to a list.
        try:
            # Get paragraphs:
            new_text_as_paragraphs = new_text.split("\n")
            # Overwrite new_text:
            new_text = []
            for paragraph in new_text_as_paragraphs:
                paragraph_list = paragraph.split(" ")
                new_text.append(paragraph_list)
        except AttributeError:
            # new_text is already a list.
            pass
            
        new_lines = list(old_text)
        # Check if a last line from old_text is needed:
        if old_text and not start_new_line:
            line = old_text[-1]
            # Delete line from new_lines:
            del new_lines[-1]
        else:
            line = ""
            
        # Set line width:
        line_width = f.size(line)[0]
        # Fill new_lines paragraph by paragraph:
        for paragraph in new_text:
            # Fill each line word by word:
            for word in paragraph:
                # Unless line is currently empty, a leading space is needed
                # when calculating word's width.
                if line:
                    word_width = f.size(" "+word)[0]
                else:
                    word_width = f.size(word)[0]
                line_width = line_width+word_width
                if line_width < width:
                    # word fits on this line.
                    if line:
                        line = line+" "+word
                    else:
                        line = word
                elif line_width == width:
                    # word fits, but no more words will.
                    line = line+" "+word
                    new_lines.append(line)
                    line= ""
                    line_width = 0
                else:
                    # word doesn't fit.
                    new_lines.append(line)
                    line = word
                    word_width = f.size(word)[0]
                    line_width = word_width
            # Some part of a line might be left.
            if line:
                new_lines.append(line)
                line = ""
                line_width = 0
                
    else:
        # A blank line is being added to old_text.
        new_lines = list(old_text)
        new_lines.append("")
        
    # Check if height is calculated:
    if return_height:
        # Check if line_height needs to be set:
        if not line_height:
            line_height = f.get_linesize()
        height = height_of_strings(new_lines, f, line_height)
        return new_lines, height
    return new_lines


def string_to_screens_and_lines(source, allowed_width, allowed_height, f, pixels_between_lines = None, end_screens_with = (), do_not_include = ()):
    """
    Convert a string to screens and lines.
    
    Pygame does not allow line breaks ("\n") when rendering text. The purpose
    of this function is to break a string into lines and screens given a font
    and screen dimensions.
    
    The following two assumptions are made:
        1. Line breaks ("\n") in source denote the start of a new paragraph.
            Therefore, to have an actual blank line (i.e., an empty string)
            appear in the returned array, add another "\n" immediately
            following the first.
        2. Spaces denote the end of a word.
    
    Parameters:
        source: the string to divide into screens and lines.
        allowed_width: the width, in pixels, permitted for lines; can be a
            number of pixels or a proportion of the active screen's width.
        allowed_height: same as allowed_width but for the height of a single
            screen.
        f: the font with which source is measured.
    
    Keyword Parameters:
        pixels_between_lines: blank pixel rows between lines of text; defaults
            to None, in which case it is obtained from f.
        end_screens_with: a restricted set of characters that may end a
            screen; defaults to an empty tuple, in which case any character
            ending a word can end a screen.
        do_not_include: words that are exceptions to the end_screens_with
            words (e.g., "Mrs." ends in a period but should not end a screen)
    
    Returns:
        screens: a multidimensional list of screens and lines.
    """
    # Check if allowed_height and allowed_width need to be set:
    if 0 < allowed_width <= 1 and 0 < allowed_height <= 1:
        allowed_width, allowed_height = screen_dimensions()
    elif 0 < allowed_width <= 1 or 0 < allowed_height <= 1:
        raise ValueError("Both or neither of allowed_width and \
allowed_height can be between 0 and 1.")
    
    # Check if pixels_between_lines needs to be set:
    if not pixels_between_lines:
        pixels_between_lines = f.get_linesize()
    else:
        assert pixels_between_lines > 0, "pixels_between_lines must be \
positive."
    
    # Make sure that allowed_height can accommodate the tallest word in
    # source:
    assert f.size(source)[1] <= allowed_height, "allowed_height cannot \
accommodate source."
    
    screens = []
    # Break source into paragraphs and paragraphs into single words:
    paragraphs = source.split("\n")
    single_words = []
    for paragraph in paragraphs:
        individual_words = paragraph.split(" ")
        # While here, verify that the longest word fits:
        widest_word, pixels = longest_string_to_render(individual_words, f)
        assert pixels < allowed_width, "{:s} in source is too long for \
allowed_width.".format(widest_word)
        single_words.append(individual_words)
    
    # The function branches next, depending on whether restrictions have been
    # placed on where screen breaks can occur.
    if not end_screens_with:
        # Screen breaks can occur following any word.
        # Break single_words into lines without regard to screens:
        lines_of_text, total_height = wrap_text(
            single_words,
            allowed_width,
            f,
            return_height = True,
            line_height = pixels_between_lines
        )
        if total_height <= allowed_height:
            # Everything fits on one screen.
            screens.append(lines_of_text)
        else:
            # There will be at least two screens.
            # Initialize the first screen and a height counter:
            screen = []
            screen_height = 0
            for line in lines_of_text:
                line_height = f.size(line)[1]
                screen_height = screen_height+line_height+pixels_between_lines
                if screen_height < allowed_height:
                    # line fits on the current screen.
                    screen.append(line)
                elif screen_height == allowed_height or screen_height-pixels_between_lines < allowed_height:
                    # line fits, but no more will.
                    screen.append(line)
                    screens.append(screen)
                    screen = []
                    screen_height = 0
                else:
                    # line doesn't fit.
                    screens.append(screen)
                    screen = [line]
                    screen_height = line_height+pixels_between_lines
            # Check for a remaining screen:
            if screen:
                screens.append(screen)\
                
    else:
        # Screens can only end following specific strings.
        # These strings do not need to be end-of-sentence characters, but it
        # is difficult to imagine what else they would be. Therefore, I refer
        # to the resulting strings as sentences, acknowledging that this may
        # be incorrect terminology.
        # Break paragraphs into sentences:
        sentences = []
        for paragraph in paragraphs:
            if sentences:
                # This is not the first line, so start the paragraph on a new
                # line:
                sentences.append("")
            if paragraph:
                # paragraph is not a blank line.
                # Break it into sentences:
                paragraph_as_sentences = text_to_sentences(
                    paragraph,
                    terminators = end_screens_with,
                    exclude = do_not_include
                )
                sentences = sentences+paragraph_as_sentences
            else:
                # paragraph is a blank line.
                sentences.append("")
                
        # Initialize the first screen:
        screen = []
        for sentence in sentences:
            # Determine whether sentence starts on a new line or continues
            # from the current line:
            if screen:
                # If the last line in screen is blank, then sentence starts on
                # a new line.
                last_line = screen[-1]
                if last_line:
                    next_line = False
                else:
                    next_line = True
            else:
                # This screen is blank.
                # Arbitrarily set next_line to False:
                next_line = False
            # Try adding sentence to the current screen:
            possible_screen, screen_height = wrap_text(
                sentence,
                allowed_width,
                f,
                old_text = screen,
                start_new_line = next_line,
                return_height = True,
                line_height = pixels_between_lines
            )
            if screen_height <= allowed_height:
                # Update the current screen:
                screen = possible_screen
            else:
                # This sentence does not fit.
                # If screen is currently blank, it means that sentence needs
                # to be broken across screens (i.e., it will not fit on a
                # single screen).
                if screen:
                    # This is not an issue.
                    # Save screen:
                    screens.append(screen)
                    # Initialize the next screen with sentence:
                    screen, current_height = wrap_text(
                        sentence,
                        allowed_width,
                        f,
                        return_height = True,
                        line_height = pixels_between_lines
                    )
                    if current_height > allowed_height:
                        # sentence needs to be broken across screens.
                        # This can be accomplished by calling the present
                        # function without restrictions on screen endings.
                        # However, the text currently on screen is needed too.
                        text_to_add = ""
                        for line in screen:
                            text_to_add = text_to_add+line+""
                        text_to_add = text_to_add+sentence
                        multiple_screens = string_to_screens_and_lines(
                            text_to_add,
                            allowed_width,
                            allowed_height,
                            f,
                            pixels_between_lines = pixels_between_lines
                        )
                        for s in multiple_screens:
                            screens.append(s)
                else:
                    # screen is empty, but sentence will not fit.
                    # Call the present function to get this sentence's
                    # screens:
                    multiple_screens = string_to_screens_and_lines(
                        sentence,
                        allowed_width,
                        allowed_height,
                        f,
                        pixels_between_lines = pixels_between_lines
                    )
                    for s in multiple_screens:
                        screens.append(s)
                        
        # Check if a final screen needs to be added:
        if screen:
            screens.append(screen)
    return screens


def render_string(s, f, colour, background, antialiasing = True):
    """
    Create pygame.Surface and pygame.Rect objects for a string, using a
    given font (f) and colour.
    
    Parameters:
        s: the string to render.
        f: the font in which to render s.
        colour: the colour of text to use, expressed as an RGB list or tuple.
        background: the background colour.
    
    Keyword Parameters:
        antialiasing: indicates whether text is rendered with antialiasing;
            defaults to True.
    
    Returns:
        s: the pygame.Surface object.
        r: the pygame.Rect object.
    """
    s = f.render(s, antialiasing, colour, background)
    r = s.get_rect()
    return s, r


def render_lines(lines, f, text_colour, background_colour, line_size = None, use_antialiasing = True):
    """
    Create pygame.Surface and pygame.Rect objects for a list of strings.
    
    Parameters:
        lines: the lines to render; "" is treated as a blank line.
        f: the font in which to render text.
        text_colour: an RGB list or tuple for the colour of the text.
        background_colour: RGB for background.
    
    Keyword Parameters:
        line_size: the number of pixel rows between lines; defaults to None,
            in which case it is set from f.
        use_antialiasing: indicates whether lines are rendered with
            antialiasing; defaults to True.
    
    Returns:
        surf: the pygame.Surface object.
        rect: the pygame.Rect object.
    """
    height = 0
    surfaces = []
    rects = []
    for line in lines:
        s, r = render_string(
            line, f, text_colour, background_colour,
            antialiasing = use_antialiasing
        )
        surfaces.append(s)
        rects.append(r)
        height = height+r.height
    try:
        height = height+line_size*(len(surfaces)-1)
    except TypeError:
        line_size = f.get_linesize()
        height = height+line_size*(len(surfaces)-1)
    # height will be the height of the returned surface and rect.
    # The width will be equal to the widest rect in rects.
    width = rects[0].width
    for rect in rects[1:]:
        if rect.width > width:
            width = rect.width
    # Initialize the returned surface:
    surf = pygame.Surface((width, height))
    surf.fill(background_colour)
    # Keep track of the pixel row at which to blit each surface in surfaces:
    top = 0
    for i in range(len(surfaces)):
        s = surfaces[i]
        r = rects[i]
        r.topleft = (0, top)
        surf.blit(s, r)
        top = top+r.height+line_size
    rect = surf.get_rect()
    return surf, rect


def string_to_surface_and_rect(s, f, colour, background, max_width, max_height, max_screens = 1, line_size = None, antialiasing = True):
    """
    Create a surface and rect from a string given a maximum pixel width for
    each line and a maximum pixel height for each screen.
    
    Parameters:
        s: the string.
        f: the font to use.
        colour: RGB for the text colour.
        background: RGB for the background colour.
        max_width: the maximum pixel width for each line.
        max_height: the maximum pixel height for each screen.
    
    Keyword Parameters:
        line_size: pixels between lines of text; defaults to None, in which
            case it is obtained from f.
        antialiasing: Boolean indicating whether antialiasing is used.
    
    Returns:
        surfaces: list of the pygame.Surface objects.
        rects: the list of pygame.Rect objects.
    """
    surfaces = []
    rects = []
    lines = string_to_screens_and_lines(
        s, max_width, max_height, f, line_size
    )
    assert len(lines) <= max_screens, "s is too long."
    for screen in lines:
        surf, rect = render_lines(
            screen, f, colour, background, line_size = line_size,
            use_antialiasing = antialiasing
        )
        surfaces.append(surf)
        rects.append(rect)
    return surfaces, rects


def display_text_until_keypress(main_text, main_font, text_colour, background, antialias = True, proportion_width = 0.95, proportion_height = 0.95, main_line = None, break_sentences = False, sentence_terminators = (".", "!", "?"), terminator_exceptions = (), gap = 1, bottom_message = "Press the space bar to continue.", bottom_font = None, bottom_line = None, advance_keys = (K_SPACE,), reverse_keys = (K_LEFT, K_BACKSPACE,), quit_keys = (K_ESCAPE,), ticker = None, frame_rate = 30, files = ()):
    """
    Display text to the screen and wait for the user to advance. If the text
    exceeds a single screen, users can move back and forth between the
    screens.
    
    Parameters:
        main_text: the text to be displayed, excluding the advance message.
        main_font: the font used for main_text.
        text_colour: RGB list/tuple for the colour of text.
        background: RGB list/tuple for main_text's background.
    
    Keyword Parameters:
        antialias: Boolean indicating whether antialiasing is used in text
            rendering; defaults to True.
        proportion_width: proportion of the main display surface's width used
            for text rendering (default = 0.95).
        proportion_height: proportion of the main display surface's height
            used for text rendering (default = 0.95).
        main_line: pixel rows between lines of text; taken from main_font if
            not set.
        break_sentences: Boolean indicating whether sentences can be broken
            across screens; defaults to False.
            NB: Sentences may be broken across screens even if
                False if they cannot fit on a single screen.
        sentence_terminators: strings that end a sentence.
            terminator_exceptions: exceptions to the strings in
            sentence_terminators.
        gap: the number of line breaks between the bottom of the main text and
            the top of bottom_message (default = 1).
        bottom_message: text at the end of each screen; defaults to "Press the
            space bar to continue.", but should be changed if advance_keys
            does not include K_SPACE.
        bottom_font: font to use for bottom_message; if left as None,
            main_font is used.
        bottom_line: same as main_line for bottom_line; taken from bottom_font
            if not set.
        advance_keys: keys to move through the screens; defaults to
            (K_SPACE,).
        reverse_keys: keys to move backward through the screens; defaults to
            (K_LEFT, K_BACKSPACE); to disable the user's ability to move
            backward, pass an empty tuple.
        quit_keys: keys to exit the program; set as an empty tuple to disable.
        ticker: a pygame.time.Clock object for controlling frame rate; one is
            created if one is not passed.
        frame_rate: the maximum frames per second; defaults to 30.
        files: an optional list/tuple of open files to close in case the user
            quits.
    """
    if not main_line:
        main_line = main_font.get_linesize()
    if not bottom_font:
        bottom_font = main_font
    if not bottom_line:
        bottom_line = bottom_font.get_linesize()
    window_surface = pygame.display.get_surface()
    try:
        window_rect = window_surface.get_rect()
    except AttributeError:
        window_surface = pygame.display.set_mode(pygame.display.list_modes()[0])
        window_rect = window_surface.get_rect()
    window_surface.fill(background)
    window_width, window_height = window_surface.get_size()
    pixel_columns = int(proportion_width*window_width)
    pixel_rows = int(proportion_height*window_height)
    
    # Initialize lists to hold the generated surfaces and rects:
    surfaces = []
    rects = []
    
    # Get a surface and rect for bottom_message:
    bottom_lines = string_to_screens_and_lines(
        bottom_message, pixel_columns, pixel_rows, f = bottom_font,
        pixels_between_lines = bottom_line
    )
    assert len(bottom_lines) == 1, "The bottom_message parameter cannot \
exceed a single screen."
    bottom_lines = bottom_lines[0]
    bottom_surface, bottom_rect = render_lines(
        bottom_lines, bottom_font, text_colour, background,
        line_size = bottom_line, use_antialiasing = antialias
    )
    
    # Get the height for main_text:
    main_height = pixel_rows-bottom_rect.height-gap*main_line
    if break_sentences:
        main_lines = string_to_screens_and_lines(
            main_text, pixel_columns, main_height, main_font,
            pixels_between_lines = main_line,
            end_screens_with = sentence_terminators,
            do_not_include = terminator_exceptions
        )
    else:
        main_lines = string_to_screens_and_lines(
            main_text, pixel_columns, main_height, main_font,
            pixels_between_lines = main_line
        )
    for screen in main_lines:
        main_surface, main_rect = render_lines(
            screen, main_font, text_colour, background, line_size = main_line,
            use_antialiasing = antialias
        )
        bottom_rect_copy = pygame.Rect(bottom_rect)
        # Create a surface to hold both main_surface and bottom_surface:
        surfaces_combined = pygame.Surface((pixel_columns, pixel_rows))
        rects_combined = surfaces_combined.get_rect()
        surfaces_combined.fill(background)
        # Centre text with reference to the longer of the main_rect and
        # bottom_rect:
        if main_rect.width >= bottom_rect.width:
            left_coordinate = (pixel_columns-main_rect.width)//2
        else:
            left_coordinate = (pixel_columns-bottom_rect.width)//2
        main_rect.topleft = (left_coordinate, 0)
        bottom_rect_copy.topleft = (left_coordinate, main_rect.bottom+gap*main_line)
        surfaces_combined.blit(main_surface, main_rect)
        surfaces_combined.blit(bottom_surface, bottom_rect_copy)
        rects_combined.center = window_rect.center
        surfaces.append(surfaces_combined)
        rects.append(rects_combined)
        
    i = 0
    surface_i = surfaces[i]
    rect_i = rects[i]
    window_surface.blit(surface_i, rect_i)
    keep_looping = True
    pygame.display.update()
    while keep_looping:
        for event in pygame.event.get():
            if (event.type == KEYUP and event.key in quit_keys) or event.type == QUIT:
                generic.terminate(files)
            elif event.type == KEYUP and event.key in reverse_keys and i > 0:
                # Move back a screen:
                i = i-1
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in advance_keys and i < len(surfaces)-1:
                # Moving forward a screen.
                i = i+1
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in advance_keys and i == len(surfaces)-1:
                keep_looping= False
            else:
                pass
        try:
            ticker.tick(frame_rate)
        except AttributeError:
            ticker = pygame.time.Clock()
            ticker.tick(frame_rate)


def ask_question(question, f, text_colour, background, antialiasing = True, w = 0.95, h = 0.95, line_size = None, gap = 1, continue_message = "Press the down arrow key to advance.", continue_font = None, continue_line_size = None, min_response = 1, max_response = None, allowed_keys = LETTERS+NUMBERS+PUNCTUATION+(K_SPACE,), move_ahead = (K_DOWN,), move_back = (K_UP,), finished = (K_RETURN,), quit_keys = (K_ESCAPE,), allow_changes = True, ticker = None, frame_rate = 30, files = ()):
    """
    Display a question and return the user's typed response.
    
    Parameters:
        question: the question to which the user responds.
        f: the font used.
        text_colour: RGB list/tuple for text.
        background: RGB list/tuple for background.
    
    Keyword Parameters:
        antialiasing: Boolean indicating whether antialiasing is used in text
            rendering; defaults to True.
        w: the proportion of the active display surface's width allowed for
            text rendering (default = 0.95).
        h: the proportion of the active display surface's height allowed for
            text rendering (default = 0.95).
        line_size: pixel rows between lines of text; if not set, obtained from
            f.
        gap: line breaks between question and continue_message or the user's
            response (default = 1).
        continue_message: applies only if question exceeds a single screen;
            the message prompting the user to press a key to advance (default
            = "Press the down arrow key to advance.")
        continue_font: font used instead of f for continue_message; f used if
            not set.
        continue_line_size: same as line_size but for continue_message.
        min_response: the minimum length of the user's response (default = 1).
        max_response: the maximum length of the user's response; (default =
            None).
        allowed_keys: keys that can be used for responding.
        move_ahead: keys that move to the next screen; only applicable if
            question takes up more than one screen.
        move_back: keys that move to the previous screen.
        finished: keys to press when the response is finished; defaults to
            return, but can be empty if min_response and max_response are
            equal.
        quit_keys: keys for closing the program.
        allow_changes: Boolean guiding whether input can be deleted once
            typed; defaults to True.
        ticker: pygame.time.Clock object; one is created if none is passed.
        frame_rate: the maximum frames per second (default = 30).
        files: files to close if terminate() is called.
    
    Returns:
        r: the user's response.
    """
    if not line_size:
        line_size = f.get_linesize()
    r = ""
    window_surface = pygame.display.get_surface()
    try:
        window_rect = window_surface.get_rect()
    except AttributeError:
        window_surface = pygame.display.set_mode(pygame.display.list_modes()[0])
    window_surface.fill(background)
    window_width, window_height = window_rect.size
    # Set pixel columns and rows allowed:
    pixel_columns = int(w*window_width)
    pixel_rows = int(h*window_height)
    surfaces = []
    rects = []
    # Get pixel rows available for question after accounting for the user's
    # response and gap:
    question_height = pixel_rows-(gap+1)*line_size
    # Break question into screens and lines:
    question_screens = string_to_screens_and_lines(
        question, pixel_columns, question_height, f,
        pixels_between_lines = line_size
    )
    if len(question_screens) == 1:
        # question fits on one screen.
        # Extract question_screens from its outter list:
        question_screens = question_screens[0]
        question_surface, question_rect = render_lines(
            question_screens, f, text_colour, background,
            line_size = line_size, use_antialiasing = antialiasing
        )
        # Initialize the surface for question:
        main_surface = pygame.Surface((pixel_columns, pixel_rows))
        main_rect = main_surface.get_rect()
        # Centre question_rect within a pixel_columns by question_height
        # rectangle with a top-left coordinate of (0, 0):
        question_rect.center = (pixel_columns//2, question_height//2)
        # Get the response position:
        response_position = (
            question_rect.left+(window_width-pixel_columns)//2,
            question_rect.bottom+gap*line_size+(window_height-pixel_rows)//2
        )
        main_surface.fill(background)
        main_surface.blit(question_surface, question_rect)
        # Centre main_rect with respect to window_surface:
        main_rect.center = window_rect.center
        surfaces.append(main_surface)
        rects.append(main_rect)
    else:
        # question doesn't fit on one screen, so continue_message needs to be
        # created.
        if not continue_font:
            continue_font = f
        if not continue_line_size:
            continue_line_size = continue_font.get_linesize()
        continue_lines = string_to_screens_and_lines(
            continue_message, pixel_columns, pixel_rows, continue_font,
            pixels_between_lines = continue_line_size
        )
        assert len(continue_lines) == 1, "continue_message is too long; it \
takes up multiple screens."
        continue_lines = continue_lines[0]
        continue_surface, continue_rect = render_lines(
            continue_lines, continue_font, text_colour, background,
            line_size = continue_line_size, use_antialiasing = antialiasing
        )
        # Unless continue_message takes up the same number of pixel rows as
        # given for the user's typed response, question_text will need to be
        # reconverted to question_screens.
        if continue_rect.height != line_size:
            # It is possible that continue_message is so much smaller than
            # line_size that question_text now fits on a single screen.
            # This causes problems because of the different keypresses
            # accepted on the last screen.
            # Prevent it:
            for i in range(question_height, 0, -1):
                question_screens = string_to_screens_and_lines(
                    question, pixel_columns, i, f,
                    pixels_between_lines = line_size
                )
                if len(question_screens) > 1:
                    break
            last_screen = question_screens[-1]
            last_screen_height = height_of_strings(last_screen, f, line_size)
            # Because last_screen was just fit with continue_message, ensure
            # that it fits with line_size.
            # If it doesn't, it's split into two screens.
            if last_screen_height+(gap+1)*line_size > pixel_rows:
                final_line = last_screen[-1]
                del last_screen[-1]
                new_last_screen = [final_line]
                question_screens.append(new_last_screen)
        for i in range(len(question_screens)):
            question_screen = question_screens[i]
            question_surface, question_rect = render_lines(
                question_screen, f, text_colour, background,
                line_size = line_size, use_antialiasing = antialiasing
            )
            current_surface = pygame.Surface((pixel_columns, pixel_rows))
            current_surface.fill(background)
            current_rect = current_surface.get_rect()
            if i == len(question_screens)-1:
                # continue_message is not on this screen.
                question_rect.topleft = ((pixel_columns-question_rect.width)//2, 0)
                response_position = (
                    question_rect.left+(window_width-pixel_columns),
                    question_rect.bottom+gap*line_size+(window_height-pixel_rows)//2
                )
                current_surface.blit(question_surface, question_rect)
            else:
                # continue_message appears on this screen.
                # The left coordinate depends on which is wider.
                if question_rect.width >= continue_rect.width:
                    left_coordinate = (pixel_columns-question_rect.width)//2
                else:
                    left_coordinate = (pixel_columns-continue_rect.width)//2
                question_rect.topleft = (left_coordinate, 0)
                continue_rect.topleft = (
                    left_coordinate, question_rect.bottom+gap*line_size
                )
                current_surface.blit(question_surface, question_rect)
                current_surface.blit(continue_surface, continue_rect)
            current_rect.center = window_rect.center
            surfaces.append(current_surface)
            rects.append(current_rect)
            
    # Create a screen tracker and show the first screen:
    i = 0
    surface_i = surfaces[i]
    rect_i = rects[i]
    window_surface.blit(surface_i, rect_i)
    answer_obtained = False
    pygame.display.update()
    while not answer_obtained:
        for event in pygame.event.get():
            if event.type == QUIT or (event.type == KEYUP and event.key in quit_keys):
                generic.terminate(files)
            elif i < len(surfaces)-1 and event.type == KEYUP and event.key in move_ahead:
                # The user is moving to the next screen.
                i = i+1
                window_surface.fill(background, rect_i)
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif i > 0 and event.type == KEYUP and event.key in move_back:
                # The user is moving back one screen.
                i = i-1
                window_surface.fill(background, rect_i)
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in allowed_keys and (len(r) < max_response or not max_response):
                # A character has been added to r.
                character = pygame.key.name(event.key)
                r = r+character
                if not finished and len(r) == max_response:
                    answer_obtained = True
                else:
                    surface_r, rect_r = render_string(
                        r, f, text_colour, background, antialiasing
                    )
                    rect_r.topleft = response_position
                    window_surface.fill(background, rect_r)
                    window_surface.blit(surface_r, rect_r)
                    pygame.display.update(rect_r)
            elif event.type == KEYUP and event.key == K_BACKSPACE and allow_changes and r and i == len(surfaces)-1:
                # The last character has been deleted.
                r = r[:len(r)-1]
                update_rect = rect_r
                surface_r, rect_r = render_string(
                    r, f, text_colour, background, antialiasing
                )
                rect_r.topleft = response_position
                window_surface.fill(background, update_rect)
                window_surface.blit(surface_r, rect_r)
                pygame.display.update(update_rect)
            elif event.type == KEYUP and event.key in finished and i == len(surfaces)-1 and len(r) >= min_response:
                # The user has finished r.
                answer_obtained = True
            else:
                pass
        try:
            ticker.tick(frame_rate)
        except AttributeError:
            # No clock was passed to the function.
            ticker = pygame.time.Clock()
            ticker.tick(frame_rate)
    return r

"""
Functions for displaying text to the screen.

Text rendering in pygame does not allow for line breaks. This can lead to
issues when attempting to render text, particularly if one is unsure of the
width and height of a to-be-rendered string in a given font. The functions
here handle these difficulties.

This module includes the following functions (see the docstrings for more
information):
    tallest_letter: returns the height in pixels of the tallest letter when
rendered in a given font.
    text_to_sentences: convert a string into a list of sentences.
    screen_dimensions: returns the dimensions of the active display surface.
    longest_string_to_render: return the string in a list that will take up
the most horizontal space in pixels (this will usually, but not necessarily,
be the string with the most characters).
    height_of_strings: return the height of a list of strings when rendered in
a given font.
    wrap_text: break a string into lines on a screen.
    string_to_screens_and_lines: break a string into screens and lines.
    render_string: get pygame.Surface and pygame.Rect objects for a string.
    render_lines: return pygame.Surface and pygame.Rect objects for a list of
strings.
    string_to_surface_and_rect: return pygame.Surface and pygame.Rect objects
for a string, given constraints on the pixel dimensions of the screen.
    display_text_until_keypress: present text to the screen until the user
presses a specific key (or any specific key from a list).
    ask_question: display a question to the screen and return the response.
"""

from __future__ import division

import sys

import pygame
from pygame.locals import *

from cogandmem import experiment
from cogandmem import generic

LETTERS = (
    K_a, K_b, K_c, K_d, K_e, K_f, K_g, K_h, K_i, K_j, K_k, K_l, K_m,
    K_n, K_o, K_p, K_q, K_r, K_s, K_t, K_u, K_v, K_w, K_x, K_y, K_z
)
ALPHABET = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
NUMBERS = (
    K_0, K_1, K_2, K_3, K_4, K_5, K_6, K_7, K_8, K_9
)
PUNCTUATION = (
    K_PERIOD, K_COMMA, K_QUESTION, K_QUOTE, K_EXCLAIM, K_COLON, K_SEMICOLON
)


def tallest_letter(font):
    """
    Get the height, in pixels, of the tallest letter in the alphabet when
    rendered with a given font.
    """
    return font.size(ALPHABET)[1]


def text_to_sentences(text, terminators = (".", "?", "!", '."', '?"', '!"'), exclude = ("Mr.", "Ms.", "Mrs.", "Dr.", "e.g.", "i.e.")):
    """
    Break text into a list of sentences.
    
    This is a highly imperfect function that takes a passage of text and
    breaks it into a list of sentences. The main stumbling block for the
    function is that there are numerous words that could indicate either the
    end of a sentence or the end of an abbreviation. I do not know of an
    effective solution to this problem.
    
    NB: The assumption is made that line breaks always denote the end of a
    sentence, regardless of the preceding character.
    
    Parameters:
        text: the passage to break into sentences.
    
    Keyword Parameters:
        terminators: strings that denote the end of a sentence.
        exclude: exceptions to the terminators.
    
    Returns:
        sentences: a list of sentences in text.
    """
    sentences = []
    text_as_paragraphs = text.split("\n")
    paragraphs_as_words = []
    for paragraph in text_as_paragraphs:
        paragraph = paragraph.strip()
        if not paragraph:
            # This is a blank line.
            paragraphs_as_words.append([])
            # Go to the next paragraph:
            continue
        words = paragraph.split(" ")
        paragraphs_as_words.append(words)
        
    for paragraph in paragraphs_as_words:
        if not paragraph:
            # This is a blank line.
            sentences.append("")
            continue
        sentence = ""
        for word in paragraph:
            # Add word to sentence, along with a leading space if necessary:
            if sentence:
                sentence = sentence+" "+word
            else:
                sentence = word
            # Check whether word ends with a terminator:
            try:
                ends_with_terminator = word.endswith(terminators)
            except TypeError:
                # terminators is probably a list rather than a tuple.
                # str.endswith() requires a tuple.
                terminators = tuple(terminators)
                ends_with_terminator = word.endswith(terminators)
            if ends_with_terminator and word not in exclude:
                # This ends the sentence.
                sentences.append(sentence)
                sentence = ""
        # Check for a dangling sentence:
        if sentence:
            sentences.append(sentence)
    return sentences


def screen_dimensions():
    """
    Get the width and height of the active display surface. If no display
    surface has been set, get the first element in pygame.display.list_modes().
    """
    screen_surface = pygame.display.get_surface()
    try:
        w, h = screen_surface.get_size()
    except AttributeError:
        w, h = pygame.display.list_modes()[0]
    return w, h


def longest_string_to_render(strings, f):
    """
    Get the longest string to render from a list.
    
    Parameters:
        strings: a list or tuple of strings.
        f: the pygame.font.Font object used for rendering.
    
    Returns:
        s: the longest string to render with f; if there is a tie, s is set to
            the string occurring earlier in the strings list.
        n: the number of pixel columns needed to render s.
    """
    s = ""
    n = 0
    for string in strings:
        # Get the width of string:
        w = f.size(string)[0]
        if w > n:
            n = w
            s = string
    return s, n


def height_of_strings(strings, f, line_size):
    """
    Compute the height of a list of strings when rendered with a given font,
    taking into account the line size (i.e., the number of pixel rows
    interpolated between the bottom of one line of text and the top of the
    next).
    
    Parameters:
        strings: the list of strings whose height is measured; assumes that
            each string is a separate line.
        f: the pygame.font.Font object in which text is to be rendered.
        line_size: the number of pixel rows between lines; must be positive.
    
    Returns:
        h: the height of strings when rendered.
    """
    h = 0
    # Ignore line_size gaps to start:
    for string in strings:
        # Get current height:
        line_height = f.size(string)[1]
        h = h+line_height
    # Line gaps are added now.
    h = h+line_size*(len(strings)-1)
    return h


def wrap_text(new_text, width, f, old_text = [], start_new_line = False, return_height = False, line_height = None):
    """
    Break a string into lines on a screen.
    
    Parameters:
        new_text: words to convert to lines; if list or tuple, each element is
            a list of words from a paragraph, with line breaks automatically
            following an element; if str, split() is used to make into
            paragraphs and then individual words; if new_text evaluates to
            False in a Boolean context, a blank line is returned
        width: maximum pixels per line (width > 0).
        f: the font object to use.
    
    Keyword Parameters:
         return_height: whether the height of the rendered lines is returned;
            defaults to False.
        old_text: optional list of lines to which new_text is added; each
            element in old_text is assumed to be a single line; its legality
            given width is not checked; defaults to an empty list.
        start_new_line: only applies if old_text evaluates to True in a
            Boolean context; indicates whether a new line should start (i.e.,
            whether new_text should begin a new line); defaults to False.
        line_size: only applies if return_height is True; enotes the pixels
            interpolated between lines of text; if not set but line_size is
            needed, it is obtained from f.
    
    Returns:
        lines: old_text with new_text added.
        optionally:
            height: the height of lines when rendered with f.
    """
    # Branch depending on whether additional text or a blank line is being
    # added:
    if new_text:
        # If new_text is a string, it needs to be converted to a list.
        try:
            # Get paragraphs:
            new_text_as_paragraphs = new_text.split("\n")
            # Overwrite new_text:
            new_text = []
            for paragraph in new_text_as_paragraphs:
                paragraph_list = paragraph.split(" ")
                new_text.append(paragraph_list)
        except AttributeError:
            # new_text is already a list.
            pass
            
        new_lines = list(old_text)
        # Check if a last line from old_text is needed:
        if old_text and not start_new_line:
            line = old_text[-1]
            # Delete line from new_lines:
            del new_lines[-1]
        else:
            line = ""
            
        # Set line width:
        line_width = f.size(line)[0]
        # Fill new_lines paragraph by paragraph:
        for paragraph in new_text:
            # Fill each line word by word:
            for word in paragraph:
                # Unless line is currently empty, a leading space is needed
                # when calculating word's width.
                if line:
                    word_width = f.size(" "+word)[0]
                else:
                    word_width = f.size(word)[0]
                line_width = line_width+word_width
                if line_width < width:
                    # word fits on this line.
                    if line:
                        line = line+" "+word
                    else:
                        line = word
                elif line_width == width:
                    # word fits, but no more words will.
                    line = line+" "+word
                    new_lines.append(line)
                    line= ""
                    line_width = 0
                else:
                    # word doesn't fit.
                    new_lines.append(line)
                    line = word
                    word_width = f.size(word)[0]
                    line_width = word_width
            # Some part of a line might be left.
            if line:
                new_lines.append(line)
                line = ""
                line_width = 0
                
    else:
        # A blank line is being added to old_text.
        new_lines = list(old_text)
        new_lines.append("")
        
    # Check if height is calculated:
    if return_height:
        # Check if line_height needs to be set:
        if not line_height:
            line_height = f.get_linesize()
        height = height_of_strings(new_lines, f, line_height)
        return new_lines, height
    return new_lines


def string_to_screens_and_lines(source, allowed_width, allowed_height, f, pixels_between_lines = None, end_screens_with = (), do_not_include = ()):
    """
    Convert a string to screens and lines.
    
    Pygame does not allow line breaks ("\n") when rendering text. The purpose
    of this function is to break a string into lines and screens given a font
    and screen dimensions.
    
    The following two assumptions are made:
        1. Line breaks ("\n") in source denote the start of a new paragraph.
            Therefore, to have an actual blank line (i.e., an empty string)
            appear in the returned array, add another "\n" immediately
            following the first.
        2. Spaces denote the end of a word.
    
    Parameters:
        source: the string to divide into screens and lines.
        allowed_width: the width, in pixels, permitted for lines; can be a
            number of pixels or a proportion of the active screen's width.
        allowed_height: same as allowed_width but for the height of a single
            screen.
        f: the font with which source is measured.
    
    Keyword Parameters:
        pixels_between_lines: blank pixel rows between lines of text; defaults
            to None, in which case it is obtained from f.
        end_screens_with: a restricted set of characters that may end a
            screen; defaults to an empty tuple, in which case any character
            ending a word can end a screen.
        do_not_include: words that are exceptions to the end_screens_with
            words (e.g., "Mrs." ends in a period but should not end a screen)
    
    Returns:
        screens: a multidimensional list of screens and lines.
    """
    # Check if allowed_height and allowed_width need to be set:
    if 0 < allowed_width <= 1 and 0 < allowed_height <= 1:
        allowed_width, allowed_height = screen_dimensions()
    elif 0 < allowed_width <= 1 or 0 < allowed_height <= 1:
        raise ValueError("Both or neither of allowed_width and \
allowed_height can be between 0 and 1.")
    
    # Check if pixels_between_lines needs to be set:
    if not pixels_between_lines:
        pixels_between_lines = f.get_linesize()
    else:
        assert pixels_between_lines > 0, "pixels_between_lines must be \
positive."
    
    # Make sure that allowed_height can accommodate the tallest word in
    # source:
    assert f.size(source)[1] <= allowed_height, "allowed_height cannot \
accommodate source."
    
    screens = []
    # Break source into paragraphs and paragraphs into single words:
    paragraphs = source.split("\n")
    single_words = []
    for paragraph in paragraphs:
        individual_words = paragraph.split(" ")
        # While here, verify that the longest word fits:
        widest_word, pixels = longest_string_to_render(individual_words, f)
        assert pixels < allowed_width, "{:s} in source is too long for \
allowed_width.".format(widest_word)
        single_words.append(individual_words)
    
    # The function branches next, depending on whether restrictions have been
    # placed on where screen breaks can occur.
    if not end_screens_with:
        # Screen breaks can occur following any word.
        # Break single_words into lines without regard to screens:
        lines_of_text, total_height = wrap_text(
            single_words,
            allowed_width,
            f,
            return_height = True,
            line_height = pixels_between_lines
        )
        if total_height <= allowed_height:
            # Everything fits on one screen.
            screens.append(lines_of_text)
        else:
            # There will be at least two screens.
            # Initialize the first screen and a height counter:
            screen = []
            screen_height = 0
            for line in lines_of_text:
                line_height = f.size(line)[1]
                screen_height = screen_height+line_height+pixels_between_lines
                if screen_height < allowed_height:
                    # line fits on the current screen.
                    screen.append(line)
                elif screen_height == allowed_height or screen_height-pixels_between_lines < allowed_height:
                    # line fits, but no more will.
                    screen.append(line)
                    screens.append(screen)
                    screen = []
                    screen_height = 0
                else:
                    # line doesn't fit.
                    screens.append(screen)
                    screen = [line]
                    screen_height = line_height+pixels_between_lines
            # Check for a remaining screen:
            if screen:
                screens.append(screen)\
                
    else:
        # Screens can only end following specific strings.
        # These strings do not need to be end-of-sentence characters, but it
        # is difficult to imagine what else they would be. Therefore, I refer
        # to the resulting strings as sentences, acknowledging that this may
        # be incorrect terminology.
        # Break paragraphs into sentences:
        sentences = []
        for paragraph in paragraphs:
            if sentences:
                # This is not the first line, so start the paragraph on a new
                # line:
                sentences.append("")
            if paragraph:
                # paragraph is not a blank line.
                # Break it into sentences:
                paragraph_as_sentences = text_to_sentences(
                    paragraph,
                    terminators = end_screens_with,
                    exclude = do_not_include
                )
                sentences = sentences+paragraph_as_sentences
            else:
                # paragraph is a blank line.
                sentences.append("")
                
        # Initialize the first screen:
        screen = []
        for sentence in sentences:
            # Determine whether sentence starts on a new line or continues
            # from the current line:
            if screen:
                # If the last line in screen is blank, then sentence starts on
                # a new line.
                last_line = screen[-1]
                if last_line:
                    next_line = False
                else:
                    next_line = True
            else:
                # This screen is blank.
                # Arbitrarily set next_line to False:
                next_line = False
            # Try adding sentence to the current screen:
            possible_screen, screen_height = wrap_text(
                sentence,
                allowed_width,
                f,
                old_text = screen,
                start_new_line = next_line,
                return_height = True,
                line_height = pixels_between_lines
            )
            if screen_height <= allowed_height:
                # Update the current screen:
                screen = possible_screen
            else:
                # This sentence does not fit.
                # If screen is currently blank, it means that sentence needs
                # to be broken across screens (i.e., it will not fit on a
                # single screen).
                if screen:
                    # This is not an issue.
                    # Save screen:
                    screens.append(screen)
                    # Initialize the next screen with sentence:
                    screen, current_height = wrap_text(
                        sentence,
                        allowed_width,
                        f,
                        return_height = True,
                        line_height = pixels_between_lines
                    )
                    if current_height > allowed_height:
                        # sentence needs to be broken across screens.
                        # This can be accomplished by calling the present
                        # function without restrictions on screen endings.
                        # However, the text currently on screen is needed too.
                        text_to_add = ""
                        for line in screen:
                            text_to_add = text_to_add+line+""
                        text_to_add = text_to_add+sentence
                        multiple_screens = string_to_screens_and_lines(
                            text_to_add,
                            allowed_width,
                            allowed_height,
                            f,
                            pixels_between_lines = pixels_between_lines
                        )
                        for s in multiple_screens:
                            screens.append(s)
                else:
                    # screen is empty, but sentence will not fit.
                    # Call the present function to get this sentence's
                    # screens:
                    multiple_screens = string_to_screens_and_lines(
                        sentence,
                        allowed_width,
                        allowed_height,
                        f,
                        pixels_between_lines = pixels_between_lines
                    )
                    for s in multiple_screens:
                        screens.append(s)
                        
        # Check if a final screen needs to be added:
        if screen:
            screens.append(screen)
    return screens


def render_string(s, f, colour, background, antialiasing = True):
    """
    Create pygame.Surface and pygame.Rect objects for a string, using a
    given font (f) and colour.
    
    Parameters:
        s: the string to render.
        f: the font in which to render s.
        colour: the colour of text to use, expressed as an RGB list or tuple.
        background: the background colour.
    
    Keyword Parameters:
        antialiasing: indicates whether text is rendered with antialiasing;
            defaults to True.
    
    Returns:
        s: the pygame.Surface object.
        r: the pygame.Rect object.
    """
    s = f.render(s, antialiasing, colour, background)
    r = s.get_rect()
    return s, r


def render_lines(lines, f, text_colour, background_colour, line_size = None, use_antialiasing = True):
    """
    Create pygame.Surface and pygame.Rect objects for a list of strings.
    
    Parameters:
        lines: the lines to render; "" is treated as a blank line.
        f: the font in which to render text.
        text_colour: an RGB list or tuple for the colour of the text.
        background_colour: RGB for background.
    
    Keyword Parameters:
        line_size: the number of pixel rows between lines; defaults to None,
            in which case it is set from f.
        use_antialiasing: indicates whether lines are rendered with
            antialiasing; defaults to True.
    
    Returns:
        surf: the pygame.Surface object.
        rect: the pygame.Rect object.
    """
    height = 0
    surfaces = []
    rects = []
    for line in lines:
        s, r = render_string(
            line, f, text_colour, background_colour,
            antialiasing = use_antialiasing
        )
        surfaces.append(s)
        rects.append(r)
        height = height+r.height
    try:
        height = height+line_size*(len(surfaces)-1)
    except TypeError:
        line_size = f.get_linesize()
        height = height+line_size*(len(surfaces)-1)
    # height will be the height of the returned surface and rect.
    # The width will be equal to the widest rect in rects.
    width = rects[0].width
    for rect in rects[1:]:
        if rect.width > width:
            width = rect.width
    # Initialize the returned surface:
    surf = pygame.Surface((width, height))
    surf.fill(background_colour)
    # Keep track of the pixel row at which to blit each surface in surfaces:
    top = 0
    for i in range(len(surfaces)):
        s = surfaces[i]
        r = rects[i]
        r.topleft = (0, top)
        surf.blit(s, r)
        top = top+r.height+line_size
    rect = surf.get_rect()
    return surf, rect


def string_to_surface_and_rect(s, f, colour, background, max_width, max_height, max_screens = 1, line_size = None, antialiasing = True):
    """
    Create a surface and rect from a string given a maximum pixel width for
    each line and a maximum pixel height for each screen.
    
    Parameters:
        s: the string.
        f: the font to use.
        colour: RGB for the text colour.
        background: RGB for the background colour.
        max_width: the maximum pixel width for each line.
        max_height: the maximum pixel height for each screen.
    
    Keyword Parameters:
        line_size: pixels between lines of text; defaults to None, in which
            case it is obtained from f.
        antialiasing: Boolean indicating whether antialiasing is used.
    
    Returns:
        surfaces: list of the pygame.Surface objects.
        rects: the list of pygame.Rect objects.
    """
    surfaces = []
    rects = []
    lines = string_to_screens_and_lines(
        s, max_width, max_height, f, line_size
    )
    assert len(lines) <= max_screens, "s is too long."
    for screen in lines:
        surf, rect = render_lines(
            screen, f, colour, background, line_size = line_size,
            use_antialiasing = antialiasing
        )
        surfaces.append(surf)
        rects.append(rect)
    return surfaces, rects


def display_text_until_keypress(main_text, main_font, text_colour, background, antialias = True, proportion_width = 0.95, proportion_height = 0.95, main_line = None, break_sentences = False, sentence_terminators = (".", "!", "?"), terminator_exceptions = (), gap = 1, bottom_message = "Press the space bar to continue.", bottom_font = None, bottom_line = None, advance_keys = (K_SPACE,), reverse_keys = (K_LEFT, K_BACKSPACE,), quit_keys = (K_ESCAPE,), ticker = None, frame_rate = 30, files = ()):
    """
    Display text to the screen and wait for the user to advance. If the text
    exceeds a single screen, users can move back and forth between the
    screens.
    
    Parameters:
        main_text: the text to be displayed, excluding the advance message.
        main_font: the font used for main_text.
        text_colour: RGB list/tuple for the colour of text.
        background: RGB list/tuple for main_text's background.
    
    Keyword Parameters:
        antialias: Boolean indicating whether antialiasing is used in text
            rendering; defaults to True.
        proportion_width: proportion of the main display surface's width used
            for text rendering (default = 0.95).
        proportion_height: proportion of the main display surface's height
            used for text rendering (default = 0.95).
        main_line: pixel rows between lines of text; taken from main_font if
            not set.
        break_sentences: Boolean indicating whether sentences can be broken
            across screens; defaults to False.
            NB: Sentences may be broken across screens even if
                False if they cannot fit on a single screen.
        sentence_terminators: strings that end a sentence.
            terminator_exceptions: exceptions to the strings in
            sentence_terminators.
        gap: the number of line breaks between the bottom of the main text and
            the top of bottom_message (default = 1).
        bottom_message: text at the end of each screen; defaults to "Press the
            space bar to continue.", but should be changed if advance_keys
            does not include K_SPACE.
        bottom_font: font to use for bottom_message; if left as None,
            main_font is used.
        bottom_line: same as main_line for bottom_line; taken from bottom_font
            if not set.
        advance_keys: keys to move through the screens; defaults to
            (K_SPACE,).
        reverse_keys: keys to move backward through the screens; defaults to
            (K_LEFT, K_BACKSPACE); to disable the user's ability to move
            backward, pass an empty tuple.
        quit_keys: keys to exit the program; set as an empty tuple to disable.
        ticker: a pygame.time.Clock object for controlling frame rate; one is
            created if one is not passed.
        frame_rate: the maximum frames per second; defaults to 30.
        files: an optional list/tuple of open files to close in case the user
            quits.
    """
    if not main_line:
        main_line = main_font.get_linesize()
    if not bottom_font:
        bottom_font = main_font
    if not bottom_line:
        bottom_line = bottom_font.get_linesize()
    window_surface = pygame.display.get_surface()
    try:
        window_rect = window_surface.get_rect()
    except AttributeError:
        window_surface = pygame.display.set_mode(pygame.display.list_modes()[0])
        window_rect = window_surface.get_rect()
    window_surface.fill(background)
    window_width, window_height = window_surface.get_size()
    pixel_columns = int(proportion_width*window_width)
    pixel_rows = int(proportion_height*window_height)
    
    # Initialize lists to hold the generated surfaces and rects:
    surfaces = []
    rects = []
    
    # Get a surface and rect for bottom_message:
    bottom_lines = string_to_screens_and_lines(
        bottom_message, pixel_columns, pixel_rows, f = bottom_font,
        pixels_between_lines = bottom_line
    )
    assert len(bottom_lines) == 1, "The bottom_message parameter cannot \
exceed a single screen."
    bottom_lines = bottom_lines[0]
    bottom_surface, bottom_rect = render_lines(
        bottom_lines, bottom_font, text_colour, background,
        line_size = bottom_line, use_antialiasing = antialias
    )
    
    # Get the height for main_text:
    main_height = pixel_rows-bottom_rect.height-gap*main_line
    if break_sentences:
        main_lines = string_to_screens_and_lines(
            main_text, pixel_columns, main_height, main_font,
            pixels_between_lines = main_line,
            end_screens_with = sentence_terminators,
            do_not_include = terminator_exceptions
        )
    else:
        main_lines = string_to_screens_and_lines(
            main_text, pixel_columns, main_height, main_font,
            pixels_between_lines = main_line
        )
    for screen in main_lines:
        main_surface, main_rect = render_lines(
            screen, main_font, text_colour, background, line_size = main_line,
            use_antialiasing = antialias
        )
        bottom_rect_copy = pygame.Rect(bottom_rect)
        # Create a surface to hold both main_surface and bottom_surface:
        surfaces_combined = pygame.Surface((pixel_columns, pixel_rows))
        rects_combined = surfaces_combined.get_rect()
        surfaces_combined.fill(background)
        # Centre text with reference to the longer of the main_rect and
        # bottom_rect:
        if main_rect.width >= bottom_rect.width:
            left_coordinate = (pixel_columns-main_rect.width)//2
        else:
            left_coordinate = (pixel_columns-bottom_rect.width)//2
        main_rect.topleft = (left_coordinate, 0)
        bottom_rect_copy.topleft = (left_coordinate, main_rect.bottom+gap*main_line)
        surfaces_combined.blit(main_surface, main_rect)
        surfaces_combined.blit(bottom_surface, bottom_rect_copy)
        rects_combined.center = window_rect.center
        surfaces.append(surfaces_combined)
        rects.append(rects_combined)
        
    i = 0
    surface_i = surfaces[i]
    rect_i = rects[i]
    window_surface.blit(surface_i, rect_i)
    keep_looping = True
    pygame.display.update()
    while keep_looping:
        for event in pygame.event.get():
            if (event.type == KEYUP and event.key in quit_keys) or event.type == QUIT:
                generic.terminate(files)
            elif event.type == KEYUP and event.key in reverse_keys and i > 0:
                # Move back a screen:
                i = i-1
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in advance_keys and i < len(surfaces)-1:
                # Moving forward a screen.
                i = i+1
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in advance_keys and i == len(surfaces)-1:
                keep_looping= False
            else:
                pass
        try:
            ticker.tick(frame_rate)
        except AttributeError:
            ticker = pygame.time.Clock()
            ticker.tick(frame_rate)


def ask_question(question, f, text_colour, background, antialiasing = True, w = 0.95, h = 0.95, line_size = None, gap = 1, continue_message = "Press the down arrow key to advance.", continue_font = None, continue_line_size = None, min_response = 1, max_response = None, allowed_keys = LETTERS+NUMBERS+PUNCTUATION+(K_SPACE,), move_ahead = (K_DOWN,), move_back = (K_UP,), finished = (K_RETURN,), quit_keys = (K_ESCAPE,), allow_changes = True, ticker = None, frame_rate = 30, files = ()):
    """
    Display a question and return the user's typed response.
    
    Parameters:
        question: the question to which the user responds.
        f: the font used.
        text_colour: RGB list/tuple for text.
        background: RGB list/tuple for background.
    
    Keyword Parameters:
        antialiasing: Boolean indicating whether antialiasing is used in text
            rendering; defaults to True.
        w: the proportion of the active display surface's width allowed for
            text rendering (default = 0.95).
        h: the proportion of the active display surface's height allowed for
            text rendering (default = 0.95).
        line_size: pixel rows between lines of text; if not set, obtained from
            f.
        gap: line breaks between question and continue_message or the user's
            response (default = 1).
        continue_message: applies only if question exceeds a single screen;
            the message prompting the user to press a key to advance (default
            = "Press the down arrow key to advance.")
        continue_font: font used instead of f for continue_message; f used if
            not set.
        continue_line_size: same as line_size but for continue_message.
        min_response: the minimum length of the user's response (default = 1).
        max_response: the maximum length of the user's response; (default =
            None).
        allowed_keys: keys that can be used for responding.
        move_ahead: keys that move to the next screen; only applicable if
            question takes up more than one screen.
        move_back: keys that move to the previous screen.
        finished: keys to press when the response is finished; defaults to
            return, but can be empty if min_response and max_response are
            equal.
        quit_keys: keys for closing the program.
        allow_changes: Boolean guiding whether input can be deleted once
            typed; defaults to True.
        ticker: pygame.time.Clock object; one is created if none is passed.
        frame_rate: the maximum frames per second (default = 30).
        files: files to close if terminate() is called.
    
    Returns:
        r: the user's response.
    """
    if not line_size:
        line_size = f.get_linesize()
    r = ""
    window_surface = pygame.display.get_surface()
    try:
        window_rect = window_surface.get_rect()
    except AttributeError:
        window_surface = pygame.display.set_mode(pygame.display.list_modes()[0])
    window_surface.fill(background)
    window_width, window_height = window_rect.size
    # Set pixel columns and rows allowed:
    pixel_columns = int(w*window_width)
    pixel_rows = int(h*window_height)
    surfaces = []
    rects = []
    # Get pixel rows available for question after accounting for the user's
    # response and gap:
    question_height = pixel_rows-(gap+1)*line_size
    # Break question into screens and lines:
    question_screens = string_to_screens_and_lines(
        question, pixel_columns, question_height, f,
        pixels_between_lines = line_size
    )
    if len(question_screens) == 1:
        # question fits on one screen.
        # Extract question_screens from its outter list:
        question_screens = question_screens[0]
        question_surface, question_rect = render_lines(
            question_screens, f, text_colour, background,
            line_size = line_size, use_antialiasing = antialiasing
        )
        # Initialize the surface for question:
        main_surface = pygame.Surface((pixel_columns, pixel_rows))
        main_rect = main_surface.get_rect()
        # Centre question_rect within a pixel_columns by question_height
        # rectangle with a top-left coordinate of (0, 0):
        question_rect.center = (pixel_columns//2, question_height//2)
        # Get the response position:
        response_position = (
            question_rect.left+(window_width-pixel_columns)//2,
            question_rect.bottom+gap*line_size+(window_height-pixel_rows)//2
        )
        main_surface.fill(background)
        main_surface.blit(question_surface, question_rect)
        # Centre main_rect with respect to window_surface:
        main_rect.center = window_rect.center
        surfaces.append(main_surface)
        rects.append(main_rect)
    else:
        # question doesn't fit on one screen, so continue_message needs to be
        # created.
        if not continue_font:
            continue_font = f
        if not continue_line_size:
            continue_line_size = continue_font.get_linesize()
        continue_lines = string_to_screens_and_lines(
            continue_message, pixel_columns, pixel_rows, continue_font,
            pixels_between_lines = continue_line_size
        )
        assert len(continue_lines) == 1, "continue_message is too long; it \
takes up multiple screens."
        continue_lines = continue_lines[0]
        continue_surface, continue_rect = render_lines(
            continue_lines, continue_font, text_colour, background,
            line_size = continue_line_size, use_antialiasing = antialiasing
        )
        # Unless continue_message takes up the same number of pixel rows as
        # given for the user's typed response, question_text will need to be
        # reconverted to question_screens.
        if continue_rect.height != line_size:
            # It is possible that continue_message is so much smaller than
            # line_size that question_text now fits on a single screen.
            # This causes problems because of the different keypresses
            # accepted on the last screen.
            # Prevent it:
            for i in range(question_height, 0, -1):
                question_screens = string_to_screens_and_lines(
                    question, pixel_columns, i, f,
                    pixels_between_lines = line_size
                )
                if len(question_screens) > 1:
                    break
            last_screen = question_screens[-1]
            last_screen_height = height_of_strings(last_screen, f, line_size)
            # Because last_screen was just fit with continue_message, ensure
            # that it fits with line_size.
            # If it doesn't, it's split into two screens.
            if last_screen_height+(gap+1)*line_size > pixel_rows:
                final_line = last_screen[-1]
                del last_screen[-1]
                new_last_screen = [final_line]
                question_screens.append(new_last_screen)
        for i in range(len(question_screens)):
            question_screen = question_screens[i]
            question_surface, question_rect = render_lines(
                question_screen, f, text_colour, background,
                line_size = line_size, use_antialiasing = antialiasing
            )
            current_surface = pygame.Surface((pixel_columns, pixel_rows))
            current_surface.fill(background)
            current_rect = current_surface.get_rect()
            if i == len(question_screens)-1:
                # continue_message is not on this screen.
                question_rect.topleft = ((pixel_columns-question_rect.width)//2, 0)
                response_position = (
                    question_rect.left+(window_width-pixel_columns),
                    question_rect.bottom+gap*line_size+(window_height-pixel_rows)//2
                )
                current_surface.blit(question_surface, question_rect)
            else:
                # continue_message appears on this screen.
                # The left coordinate depends on which is wider.
                if question_rect.width >= continue_rect.width:
                    left_coordinate = (pixel_columns-question_rect.width)//2
                else:
                    left_coordinate = (pixel_columns-continue_rect.width)//2
                question_rect.topleft = (left_coordinate, 0)
                continue_rect.topleft = (
                    left_coordinate, question_rect.bottom+gap*line_size
                )
                current_surface.blit(question_surface, question_rect)
                current_surface.blit(continue_surface, continue_rect)
            current_rect.center = window_rect.center
            surfaces.append(current_surface)
            rects.append(current_rect)
            
    # Create a screen tracker and show the first screen:
    i = 0
    surface_i = surfaces[i]
    rect_i = rects[i]
    window_surface.blit(surface_i, rect_i)
    answer_obtained = False
    pygame.display.update()
    while not answer_obtained:
        for event in pygame.event.get():
            if event.type == QUIT or (event.type == KEYUP and event.key in quit_keys):
                generic.terminate(files)
            elif i < len(surfaces)-1 and event.type == KEYUP and event.key in move_ahead:
                # The user is moving to the next screen.
                i = i+1
                window_surface.fill(background, rect_i)
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif i > 0 and event.type == KEYUP and event.key in move_back:
                # The user is moving back one screen.
                i = i-1
                window_surface.fill(background, rect_i)
                surface_i = surfaces[i]
                rect_i = rects[i]
                window_surface.blit(surface_i, rect_i)
                pygame.display.update(rect_i)
            elif event.type == KEYUP and event.key in allowed_keys and (len(r) < max_response or not max_response):
                # A character has been added to r.
                character = pygame.key.name(event.key)
                r = r+character
                if not finished and len(r) == max_response:
                    answer_obtained = True
                else:
                    surface_r, rect_r = render_string(
                        r, f, text_colour, background, antialiasing
                    )
                    rect_r.topleft = response_position
                    window_surface.fill(background, rect_r)
                    window_surface.blit(surface_r, rect_r)
                    pygame.display.update(rect_r)
            elif event.type == KEYUP and event.key == K_BACKSPACE and allow_changes and r and i == len(surfaces)-1:
                # The last character has been deleted.
                r = r[:len(r)-1]
                update_rect = rect_r
                surface_r, rect_r = render_string(
                    r, f, text_colour, background, antialiasing
                )
                rect_r.topleft = response_position
                window_surface.fill(background, update_rect)
                window_surface.blit(surface_r, rect_r)
                pygame.display.update(update_rect)
            elif event.type == KEYUP and event.key in finished and i == len(surfaces)-1 and len(r) >= min_response:
                # The user has finished r.
                answer_obtained = True
            else:
                pass
        try:
            ticker.tick(frame_rate)
        except AttributeError:
            # No clock was passed to the function.
            ticker = pygame.time.Clock()
            ticker.tick(frame_rate)
    return r

Functions for displaying text to the screen.  Text rendering in pygame does not allow for line breaks. This can lead to issues when attempting to render text, particularly if one is unsure of the width and height of a to-be-rendered string in a given font. The functions here handle these difficulties.  This module includes the following functions (see the docstrings for more information):     tallest_letter: returns the height in pixels of the tallest letter when rendered in a given font.     text_to_sentences: convert a string into a list of sentences.     screen_dimensions: returns the dimensions of the active display surface.     longest_string_to_render: return the string in a list that will take up the most horizontal space in pixels (this will usually, but not necessarily, be the string with the most characters).     height_of_strings: return the height of a list of strings when rendered in a given font.     wrap_text: break a string into lines on a screen.     string_to_screens_and_lines: break a string into screens and lines.     render_string: get pygame.Surface and pygame.Rect objects for a string.     render_lines: return pygame.Surface and pygame.Rect objects for a list of strings.     string_to_surface_and_rect: return pygame.Surface and pygame.Rect objects for a string, given constraints on the pixel dimensions of the screen.     display_text_until_keypress: present text to the screen until the user presses a specific key (or any specific key from a list).     ask_question: display a question to the screen and return the response. Get the height, in pixels, of the tallest letter in the alphabet when     rendered with a given font. Break text into a list of sentences.          This is a highly imperfect function that takes a passage of text and     breaks it into a list of sentences. The main stumbling block for the     function is that there are numerous words that could indicate either the     end of a sentence or the end of an abbreviation. I do not know of an     effective solution to this problem.          NB: The assumption is made that line breaks always denote the end of a     sentence, regardless of the preceding character.          Parameters:         text: the passage to break into sentences.          Keyword Parameters:         terminators: strings that denote the end of a sentence.         exclude: exceptions to the terminators.          Returns:         sentences: a list of sentences in text. # This is a blank line. # Go to the next paragraph: # This is a blank line. # Add word to sentence, along with a leading space if necessary: # Check whether word ends with a terminator: # terminators is probably a list rather than a tuple. # str.endswith() requires a tuple. # This ends the sentence. # Check for a dangling sentence: Get the width and height of the active display surface. If no display     surface has been set, get the first element in pygame.display.list_modes(). Get the longest string to render from a list.          Parameters:         strings: a list or tuple of strings.         f: the pygame.font.Font object used for rendering.          Returns:         s: the longest string to render with f; if there is a tie, s is set to             the string occurring earlier in the strings list.         n: the number of pixel columns needed to render s. # Get the width of string: Compute the height of a list of strings when rendered with a given font,     taking into account the line size (i.e., the number of pixel rows     interpolated between the bottom of one line of text and the top of the     next).          Parameters:         strings: the list of strings whose height is measured; assumes that             each string is a separate line.         f: the pygame.font.Font object in which text is to be rendered.         line_size: the number of pixel rows between lines; must be positive.          Returns:         h: the height of strings when rendered. # Ignore line_size gaps to start: # Get current height: # Line gaps are added now. Break a string into lines on a screen.          Parameters:         new_text: words to convert to lines; if list or tuple, each element is             a list of words from a paragraph, with line breaks automatically             following an element; if str, split() is used to make into             paragraphs and then individual words; if new_text evaluates to             False in a Boolean context, a blank line is returned         width: maximum pixels per line (width > 0).         f: the font object to use.          Keyword Parameters:          return_height: whether the height of the rendered lines is returned;             defaults to False.         old_text: optional list of lines to which new_text is added; each             element in old_text is assumed to be a single line; its legality             given width is not checked; defaults to an empty list.         start_new_line: only applies if old_text evaluates to True in a             Boolean context; indicates whether a new line should start (i.e.,             whether new_text should begin a new line); defaults to False.         line_size: only applies if return_height is True; enotes the pixels             interpolated between lines of text; if not set but line_size is             needed, it is obtained from f.          Returns:         lines: old_text with new_text added.         optionally:             height: the height of lines when rendered with f. # Branch depending on whether additional text or a blank line is being # added: # If new_text is a string, it needs to be converted to a list. # Get paragraphs: # Overwrite new_text: # new_text is already a list. # Check if a last line from old_text is needed: # Delete line from new_lines: # Set line width: # Fill new_lines paragraph by paragraph: # Fill each line word by word: # Unless line is currently empty, a leading space is needed # when calculating word's width. # word fits on this line. # word fits, but no more words will. # word doesn't fit. # Some part of a line might be left. # A blank line is being added to old_text. # Check if height is calculated: # Check if line_height needs to be set: Convert a string to screens and lines.          Pygame does not allow line breaks ("\n") when rendering text. The purpose     of this function is to break a string into lines and screens given a font     and screen dimensions.          The following two assumptions are made:         1. Line breaks ("\n") in source denote the start of a new paragraph.             Therefore, to have an actual blank line (i.e., an empty string)             appear in the returned array, add another "\n" immediately             following the first.         2. Spaces denote the end of a word.          Parameters:         source: the string to divide into screens and lines.         allowed_width: the width, in pixels, permitted for lines; can be a             number of pixels or a proportion of the active screen's width.         allowed_height: same as allowed_width but for the height of a single             screen.         f: the font with which source is measured.          Keyword Parameters:         pixels_between_lines: blank pixel rows between lines of text; defaults             to None, in which case it is obtained from f.         end_screens_with: a restricted set of characters that may end a             screen; defaults to an empty tuple, in which case any character             ending a word can end a screen.         do_not_include: words that are exceptions to the end_screens_with             words (e.g., "Mrs." ends in a period but should not end a screen)          Returns:         screens: a multidimensional list of screens and lines. # Check if allowed_height and allowed_width need to be set: # Check if pixels_between_lines needs to be set: # Make sure that allowed_height can accommodate the tallest word in # source: # Break source into paragraphs and paragraphs into single words: # While here, verify that the longest word fits: # The function branches next, depending on whether restrictions have been # placed on where screen breaks can occur. # Screen breaks can occur following any word. # Break single_words into lines without regard to screens: # Everything fits on one screen. # There will be at least two screens. # Initialize the first screen and a height counter: # line fits on the current screen. # line fits, but no more will. # line doesn't fit. # Check for a remaining screen: # Screens can only end following specific strings. # These strings do not need to be end-of-sentence characters, but it # is difficult to imagine what else they would be. Therefore, I refer # to the resulting strings as sentences, acknowledging that this may # be incorrect terminology. # Break paragraphs into sentences: # This is not the first line, so start the paragraph on a new # line: # paragraph is not a blank line. # Break it into sentences: # paragraph is a blank line. # Initialize the first screen: # Determine whether sentence starts on a new line or continues # from the current line: # If the last line in screen is blank, then sentence starts on # a new line. # This screen is blank. # Arbitrarily set next_line to False: # Try adding sentence to the current screen: # Update the current screen: # This sentence does not fit. # If screen is currently blank, it means that sentence needs # to be broken across screens (i.e., it will not fit on a # single screen). # This is not an issue. # Save screen: # Initialize the next screen with sentence: # sentence needs to be broken across screens. # This can be accomplished by calling the present # function without restrictions on screen endings. # However, the text currently on screen is needed too. # screen is empty, but sentence will not fit. # Call the present function to get this sentence's # screens: # Check if a final screen needs to be added: Create pygame.Surface and pygame.Rect objects for a string, using a     given font (f) and colour.          Parameters:         s: the string to render.         f: the font in which to render s.         colour: the colour of text to use, expressed as an RGB list or tuple.         background: the background colour.          Keyword Parameters:         antialiasing: indicates whether text is rendered with antialiasing;             defaults to True.          Returns:         s: the pygame.Surface object.         r: the pygame.Rect object. Create pygame.Surface and pygame.Rect objects for a list of strings.          Parameters:         lines: the lines to render; "" is treated as a blank line.         f: the font in which to render text.         text_colour: an RGB list or tuple for the colour of the text.         background_colour: RGB for background.          Keyword Parameters:         line_size: the number of pixel rows between lines; defaults to None,             in which case it is set from f.         use_antialiasing: indicates whether lines are rendered with             antialiasing; defaults to True.          Returns:         surf: the pygame.Surface object.         rect: the pygame.Rect object. # height will be the height of the returned surface and rect. # The width will be equal to the widest rect in rects. # Initialize the returned surface: # Keep track of the pixel row at which to blit each surface in surfaces: Create a surface and rect from a string given a maximum pixel width for     each line and a maximum pixel height for each screen.          Parameters:         s: the string.         f: the font to use.         colour: RGB for the text colour.         background: RGB for the background colour.         max_width: the maximum pixel width for each line.         max_height: the maximum pixel height for each screen.          Keyword Parameters:         line_size: pixels between lines of text; defaults to None, in which             case it is obtained from f.         antialiasing: Boolean indicating whether antialiasing is used.          Returns:         surfaces: list of the pygame.Surface objects.         rects: the list of pygame.Rect objects. Display text to the screen and wait for the user to advance. If the text     exceeds a single screen, users can move back and forth between the     screens.          Parameters:         main_text: the text to be displayed, excluding the advance message.         main_font: the font used for main_text.         text_colour: RGB list/tuple for the colour of text.         background: RGB list/tuple for main_text's background.          Keyword Parameters:         antialias: Boolean indicating whether antialiasing is used in text             rendering; defaults to True.         proportion_width: proportion of the main display surface's width used             for text rendering (default = 0.95).         proportion_height: proportion of the main display surface's height             used for text rendering (default = 0.95).         main_line: pixel rows between lines of text; taken from main_font if             not set.         break_sentences: Boolean indicating whether sentences can be broken             across screens; defaults to False.             NB: Sentences may be broken across screens even if                 False if they cannot fit on a single screen.         sentence_terminators: strings that end a sentence.             terminator_exceptions: exceptions to the strings in             sentence_terminators.         gap: the number of line breaks between the bottom of the main text and             the top of bottom_message (default = 1).         bottom_message: text at the end of each screen; defaults to "Press the             space bar to continue.", but should be changed if advance_keys             does not include K_SPACE.         bottom_font: font to use for bottom_message; if left as None,             main_font is used.         bottom_line: same as main_line for bottom_line; taken from bottom_font             if not set.         advance_keys: keys to move through the screens; defaults to             (K_SPACE,).         reverse_keys: keys to move backward through the screens; defaults to             (K_LEFT, K_BACKSPACE); to disable the user's ability to move             backward, pass an empty tuple.         quit_keys: keys to exit the program; set as an empty tuple to disable.         ticker: a pygame.time.Clock object for controlling frame rate; one is             created if one is not passed.         frame_rate: the maximum frames per second; defaults to 30.         files: an optional list/tuple of open files to close in case the user             quits. # Initialize lists to hold the generated surfaces and rects: # Get a surface and rect for bottom_message: # Get the height for main_text: # Create a surface to hold both main_surface and bottom_surface: # Centre text with reference to the longer of the main_rect and # bottom_rect: # Move back a screen: # Moving forward a screen. Display a question and return the user's typed response.          Parameters:         question: the question to which the user responds.         f: the font used.         text_colour: RGB list/tuple for text.         background: RGB list/tuple for background.          Keyword Parameters:         antialiasing: Boolean indicating whether antialiasing is used in text             rendering; defaults to True.         w: the proportion of the active display surface's width allowed for             text rendering (default = 0.95).         h: the proportion of the active display surface's height allowed for             text rendering (default = 0.95).         line_size: pixel rows between lines of text; if not set, obtained from             f.         gap: line breaks between question and continue_message or the user's             response (default = 1).         continue_message: applies only if question exceeds a single screen;             the message prompting the user to press a key to advance (default             = "Press the down arrow key to advance.")         continue_font: font used instead of f for continue_message; f used if             not set.         continue_line_size: same as line_size but for continue_message.         min_response: the minimum length of the user's response (default = 1).         max_response: the maximum length of the user's response; (default =             None).         allowed_keys: keys that can be used for responding.         move_ahead: keys that move to the next screen; only applicable if             question takes up more than one screen.         move_back: keys that move to the previous screen.         finished: keys to press when the response is finished; defaults to             return, but can be empty if min_response and max_response are             equal.         quit_keys: keys for closing the program.         allow_changes: Boolean guiding whether input can be deleted once             typed; defaults to True.         ticker: pygame.time.Clock object; one is created if none is passed.         frame_rate: the maximum frames per second (default = 30).         files: files to close if terminate() is called.          Returns:         r: the user's response. # Set pixel columns and rows allowed: # Get pixel rows available for question after accounting for the user's # response and gap: # Break question into screens and lines: # question fits on one screen. # Extract question_screens from its outter list: # Initialize the surface for question: # Centre question_rect within a pixel_columns by question_height # rectangle with a top-left coordinate of (0, 0): # Get the response position: # Centre main_rect with respect to window_surface: # question doesn't fit on one screen, so continue_message needs to be # created. # Unless continue_message takes up the same number of pixel rows as # given for the user's typed response, question_text will need to be # reconverted to question_screens. # It is possible that continue_message is so much smaller than # line_size that question_text now fits on a single screen. # This causes problems because of the different keypresses # accepted on the last screen. # Prevent it: # Because last_screen was just fit with continue_message, ensure # that it fits with line_size. # If it doesn't, it's split into two screens. # continue_message is not on this screen. # continue_message appears on this screen. # The left coordinate depends on which is wider. # Create a screen tracker and show the first screen: # The user is moving to the next screen. # The user is moving back one screen. # A character has been added to r. # The last character has been deleted. # The user has finished r. # No clock was passed to the function.