def render(self, text, pos=(0, 0), rotate=0, scale=DEFAULT_SCALE, shadowoffset=(.0022, .0005), align=LEFT, shadow=False, outline=False, shadowOpacity=1.0): """ Draw some text. :param text: Text to draw :param pos: Text coordinate tuple (x, y) :param rotate: Angle to rotate text, in degrees :param scale: Scale factor :param shadowoffset: Shadow offset (x, y) :param align: how to align the text :param shadow: if there will be shadow (default: False) :param outline: if there will be outline (default: False) :param shadowOpacity: opacity of the shadow (default: 1.0) """ if not text: return try: t, w, h = self.stringsCache.get(text) except KeyError: s = self.font.render(text, True, (255, 255, 255)) t = Texture() t.setFilter(GL_LINEAR, GL_LINEAR) t.setRepeat(GL_CLAMP, GL_CLAMP) t.loadSurface(s, alphaChannel=True) del s w, h = self.font.size(text) self.stringsCache.add(text, (t, w, h)) x, y = pos scale *= self.scale w, h = w * scale * self.aspectRatioFactor, h * scale if align == CENTER: x -= (w / 2) elif align == RIGHT: x -= w y -= (h / 2) tw, th = t.size glEnable(GL_TEXTURE_2D) with cmgl.PushedMatrix(): if rotate: if not isinstance(rotate, tuple): glRotatef(rotate, 0, 0, 1.0) else: glRotatef(0, *rotate) glTranslatef(x, y, 0) t.bind() # Outline if self.outline or outline: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3]) blur = 2 * DEFAULT_SCALE for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0), (-.7, .7), (0, 1), (.7, .7)]: with cmgl.PushedMatrix(): glTranslatef(blur * offset[0], blur * offset[1], 0) self.drawSquare(w, h, tw, th) # Shadow if self.shadow or shadow: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, glGetDoublev(GL_CURRENT_COLOR)[3] * shadowOpacity) with cmgl.PushedMatrix(): glTranslatef(shadowoffset[0], shadowoffset[1], 0) self.drawSquare(w, h, tw, th) self.drawSquare(w,h,tw,th) glDisable(GL_TEXTURE_2D)
def render(self, text, pos=(0, 0), rotate=0, scale=DEFAULT_SCALE, shadowoffset=(.0022, .0005), align=LEFT, new=False, shadow=False, outline=False, shadowOpacity=1.0): """ Draw some text. @param text: Text to draw @param pos: Text coordinate tuple (x, y) @param rotate: Angle to rotate text, in degrees @param scale: Scale factor """ # deufeufeu : new drawing relaying only on pygame.font.render # : I know me miss special unicodes characters, but the gain # : is really important. # evilynux : Use arrays to increase performance def drawSquare(w, h, tw, th): self.square_prim[1, 0] = self.square_prim[3, 0] = w self.square_prim[2, 1] = self.square_prim[3, 1] = h self.square_tex[0, 1] = self.square_tex[1, 1] = th self.square_tex[1, 0] = self.square_tex[3, 0] = tw cmgl.drawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex) if not text: return try: t, w, h = self.stringsCache.get(text) except KeyError: s = self.font.render(text, True, (255, 255, 255)) t = Texture() t.setFilter(GL_LINEAR, GL_LINEAR) t.setRepeat(GL_CLAMP, GL_CLAMP) t.loadSurface(s, alphaChannel=True) del s w, h = self.font.size(text) self.stringsCache.add(text, (t, w, h)) x, y = pos scale *= self.scale w, h = w * scale * self.aspectRatioFactor, h * scale if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou x -= (w / 2) elif align == RIGHT: x -= w y -= (h / 2) tw, th = t.size glEnable(GL_TEXTURE_2D) with cmgl.PushedMatrix(): if rotate: if not isinstance(rotate, tuple): glRotatef(rotate, 0, 0, 1.0) else: glRotatef(0, *rotate) glTranslatef(x, y, 0) t.bind() if self.outline or outline: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3]) blur = 2 * DEFAULT_SCALE for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0), (-.7, .7), (0, 1), (.7, .7)]: with cmgl.PushedMatrix(): glTranslatef(blur * offset[0], blur * offset[1], 0) drawSquare(w, h, tw, th) if self.shadow or shadow: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f( 0, 0, 0, glGetDoublev(GL_CURRENT_COLOR)[3] * shadowOpacity) with cmgl.PushedMatrix(): glTranslatef(shadowoffset[0], shadowoffset[1], 0) drawSquare(w, h, tw, th) drawSquare(w, h, tw, th) glDisable(GL_TEXTURE_2D)
def render(self, text, pos = (0, 0), rotate = 0, scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005), align = LEFT, new = False, shadow = False, outline = False, shadowOpacity = 1.0): """ Draw some text. @param text: Text to draw @param pos: Text coordinate tuple (x, y) @param rotate: Angle to rotate text, in degrees @param scale: Scale factor """ # deufeufeu : new drawing relaying only on pygame.font.render # : I know me miss special unicodes characters, but the gain # : is really important. # evilynux : Use arrays to increase performance def drawSquare(w,h,tw,th): self.square_prim[1,0] = self.square_prim[3,0] = w self.square_prim[2,1] = self.square_prim[3,1] = h self.square_tex[0,1] = self.square_tex[1,1] = th self.square_tex[1,0] = self.square_tex[3,0] = tw cmgl.drawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex) if not text: return try: t,w,h = self.stringsCache.get(text) except KeyError: s = self.font.render(text, True, (255,255,255)) t = Texture() t.setFilter(GL_LINEAR, GL_LINEAR) t.setRepeat(GL_CLAMP, GL_CLAMP) t.loadSurface(s, alphaChannel = True) del s w, h = self.font.size(text) self.stringsCache.add(text,(t,w,h)) x, y = pos scale *= self.scale w, h = w*scale*self.aspectRatioFactor, h*scale if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou x -= (w/2) elif align == RIGHT: x -= w y -= (h/2) tw,th = t.size glEnable(GL_TEXTURE_2D) with cmgl.PushedMatrix(): if rotate: if not isinstance(rotate, tuple): glRotatef(rotate, 0, 0, 1.0) else: glRotatef(0, *rotate) glTranslatef(x,y,0) t.bind() if self.outline or outline: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3]) blur = 2 * DEFAULT_SCALE for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0), (-.7, .7), (0, 1), (.7, .7)]: with cmgl.PushedMatrix(): glTranslatef(blur * offset[0], blur * offset[1], 0) drawSquare(w,h,tw,th) if self.shadow or shadow: with cmgl.PushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, glGetDoublev(GL_CURRENT_COLOR)[3]*shadowOpacity) with cmgl.PushedMatrix(): glTranslatef(shadowoffset[0], shadowoffset[1], 0) drawSquare(w,h,tw,th) drawSquare(w,h,tw,th) glDisable(GL_TEXTURE_2D)