def create_line(start_x: float, start_y: float, end_x: float, end_y: float, color: Color, line_width: float = 1) -> Shape: """ Create a line to be rendered later. This works faster than draw_line because the vertexes are only loaded to the graphics card once, rather than each frame. """ program = shader.program( vertex_shader=''' #version 330 uniform mat4 Projection; in vec2 in_vert; in vec4 in_color; out vec4 v_color; void main() { gl_Position = Projection * vec4(in_vert, 0.0, 1.0); v_color = in_color; } ''', fragment_shader=''' #version 330 in vec4 v_color; out vec4 f_color; void main() { f_color = v_color; } ''', ) buffer_type = np.dtype([('vertex', '2f4'), ('color', '4B')]) data = np.zeros(2, dtype=buffer_type) data['vertex'] = (start_x, start_y), (end_x, end_y) data['color'] = get_four_byte_color(color) vbo = shader.buffer(data.tobytes()) vao_content = [ shader.BufferDescription(vbo, '2f 4B', ('in_vert', 'in_color'), normalized=['in_color']) ] vao = shader.vertex_array(program, vao_content) with vao: program['Projection'] = get_projection().flatten() shape = Shape() shape.vao = vao shape.vbo = vbo shape.program = program shape.mode = gl.GL_LINE_STRIP shape.line_width = line_width return shape
def create_line_generic_with_colors(point_list: PointList, color_list: Iterable[Color], shape_mode: int, line_width: float=1) -> Shape: """ This function is used by ``create_line_strip`` and ``create_line_loop``, just changing the OpenGL type for the line drawing. """ program = shader.program( vertex_shader=''' #version 330 uniform mat4 Projection; in vec2 in_vert; in vec4 in_color; out vec4 v_color; void main() { gl_Position = Projection * vec4(in_vert, 0.0, 1.0); v_color = in_color; } ''', fragment_shader=''' #version 330 in vec4 v_color; out vec4 f_color; void main() { f_color = v_color; } ''', ) buffer_type = np.dtype([('vertex', '2f4'), ('color', '4B')]) data = np.zeros(len(point_list), dtype=buffer_type) data['vertex'] = point_list data['color'] = [get_four_byte_color(color) for color in color_list] vbo = shader.buffer(data.tobytes()) vao_content = [ shader.BufferDescription( vbo, '2f 4B', ('in_vert', 'in_color'), normalized=['in_color'] ) ] vao = shader.vertex_array(program, vao_content) with vao: program['Projection'] = get_projection().flatten() shape = Shape() shape.vao = vao shape.vbo = vbo shape.program = program shape.mode = shape_mode shape.line_width = line_width return shape
def create_line_generic(point_list: PointList, color: Color, shape_mode: int, line_width: float = 1) -> Shape: """ This function is used by ``create_line_strip`` and ``create_line_loop``, just changing the OpenGL type for the line drawing. """ colors = [get_four_byte_color(color)] * len(point_list) shape = create_line_generic_with_colors(point_list, colors, shape_mode, line_width) return shape
def draw_text_2(text: str, start_x: float, start_y: float, color: Color, font_size: float = 12, width: int = 0, align: str = "left", font_name: Union[str, Tuple[str, ...]] = ('calibri', 'arial'), bold: bool = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", rotation: float = 0): """ Draws text to the screen using pyglet's label instead. Doesn't work. :param str text: Text to draw :param float start_x: :param float start_y: :param Color color: Color of the text :param float font_size: Size of the text :param float width: :param str align: :param Union[str, Tuple[str, ...]] font_name: :param bool bold: :param bool italic: :param str anchor_x: :param str anchor_y: :param float rotation: """ color = get_four_byte_color(color) label = pyglet.text.Label(text, font_name=font_name, font_size=font_size, x=start_x, y=start_y, anchor_x=anchor_x, anchor_y=anchor_y, color=color, align=align, bold=bold, italic=italic, width=width) label.draw()
def draw_text(text: str, start_x: float, start_y: float, color: Color, font_size: float = 12, width: int = 0, align: str = "left", font_name: Union[str, Tuple[str, ...]] = ('calibri', 'arial'), bold: bool = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", rotation: float = 0) -> Sprite: # This is a custom version of arcade's draw_text function, because the normal one doesn't work global draw_text_cache # Scale the font up, so it matches with the sizes of the old code back # when Pyglet drew the text. font_size *= 1.25 # Text isn't anti-aliased, so we'll draw big, and then shrink scale_up = 2 scale_down = 2 font_size *= scale_up # If the cache gets too large, dump it and start over. if len(draw_text_cache) > 5000: draw_text_cache = {} r, g, b, alpha = get_four_byte_color(color) cache_color = f"{r}{g}{b}" key = f"{text}{cache_color}{font_size}{width}{align}{font_name}{bold}{italic}" try: label = draw_text_cache[key] except KeyError: # doesn't exist, create it label = Text() # Figure out the font to use font = None # Font was specified with a string if isinstance(font_name, str): font_name = font_name, font_names = chain( *[[font_string_name, f"{font_string_name}.ttf"] for font_string_name in font_name], DEFAULT_FONT_NAMES) font_found = False for font_string_name in font_names: try: font = ImageFont.truetype(font_string_name, int(font_size), layout_engine=ImageFont.LAYOUT_BASIC) except OSError: continue else: font_found = True break if not font_found: raise RuntimeError( "Unable to find a default font on this system. Please specify an available font." ) # This is stupid. We have to have an image to figure out what size # the text will be when we draw it. Of course, we don't know how big # to make the image. Catch-22. So we just make a small image we'll trash text_image_size = (10, 10) image = PIL.Image.new("RGBA", text_image_size) draw = PIL.ImageDraw.Draw(image) # Get size the text will be text_image_size = draw.multiline_textsize(text, font=font) # Add some extra pixels at the bottom to account for letters that drop below the baseline. text_image_size = text_image_size[0], text_image_size[1] + int( font_size * 0.25) # Create image of proper size text_height = text_image_size[1] text_width = text_image_size[0] image_start_x = 0 if width == 0: width = text_image_size[0] else: # Wait! We were given a field width. if align == "center": # Center text on given field width field_width = width * scale_up text_image_size = field_width, text_height image_start_x = (field_width - text_width) // 2 width = field_width else: image_start_x = 0 # Find y of top-left corner image_start_y = 0 # Create image image = PIL.Image.new("RGBA", text_image_size) draw = PIL.ImageDraw.Draw(image) # Convert to tuple if needed, because the multiline_text does not take a # list for a color if isinstance(color, list): color = cast(RGBA, tuple(color)) draw.multiline_text((image_start_x, image_start_y), text, color, align=align, font=font) image = image.resize( (max(1, width // scale_down), text_height // scale_down), resample=PIL.Image.LANCZOS) text_sprite = Sprite() text_sprite._texture = Texture(key) text_sprite.texture.image = image text_sprite.width = image.width text_sprite.height = image.height from arcade.sprite_list import SpriteList label.text_sprite_list = SpriteList() label.text_sprite_list.append(text_sprite) draw_text_cache[key] = label text_sprite = label.text_sprite_list[0] if anchor_x == "left": text_sprite.center_x = start_x + text_sprite.width / 2 elif anchor_x == "center": text_sprite.center_x = start_x elif anchor_x == "right": text_sprite.right = start_x else: raise ValueError( f"anchor_x should be 'left', 'center', or 'right'. Not '{anchor_x}'" ) if anchor_y == "top": text_sprite.center_y = start_y - text_sprite.height / 2 elif anchor_y == "center": text_sprite.center_y = start_y elif anchor_y == "bottom" or anchor_y == "baseline": text_sprite.bottom = start_y else: raise ValueError( f"anchor_y should be 'top', 'center', 'bottom', or 'baseline'. Not '{anchor_y}'" ) text_sprite.angle = rotation text_sprite.alpha = alpha label.text_sprite_list.draw() return text_sprite
def draw_text(text: str, start_x: float, start_y: float, color: Color, font_size: float = 12, width: int = 0, align: str = "left", font_name: Union[str, Tuple[str, ...]] = ('calibri', 'arial'), bold: bool = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", rotation: float = 0) -> Sprite: """ Draws text to the screen. Internally this works by creating an image, and using the Pillow library to draw the text to it. Then use that image to create a sprite. We cache the sprite (so we don't have to recreate over and over, which is slow) and use it to draw text to the screen. This implementation does not support bold/italic like the older Pyglet-based implementation of draw_text. However if you specify the 'italic' or 'bold' version of the font via the font name, you will get that font. Just the booleans do not work. :param str text: Text to draw :param float start_x: x coordinate of the lower-left point to start drawing text :param float start_y: y coordinate of the lower-left point to start drawing text :param Color color: Color of the text :param float font_size: Size of the text :param float width: Width of the text-box for the text to go into. Used with alignment. :param str align: Align left, right, center :param Union[str, Tuple[str, ...]] font_name: Font name, or list of font names in order of preference :param bool bold: Bold the font (currently unsupported) :param bool italic: Italicize the font (currently unsupported) :param str anchor_x: Anchor the font location, defaults to 'left' :param str anchor_y: Anchor the font location, defaults to 'baseline' :param float rotation: Rotate the text """ global draw_text_cache # If the cache gets too large, dump it and start over. if len(draw_text_cache) > 5000: draw_text_cache = {} r, g, b, alpha = get_four_byte_color(color) cache_color = f"{r}{g}{b}" key = f"{text}{cache_color}{font_size}{width}{align}{font_name}{bold}{italic}" try: label = draw_text_cache[key] except KeyError: # doesn't exist, create it image = get_text_image(text=text, text_color=color, font_size=font_size, width=width, align=align, font_name=font_name) text_sprite = Sprite() text_sprite._texture = Texture(key) text_sprite.texture.image = image text_sprite.width = image.width text_sprite.height = image.height from arcade.sprite_list import SpriteList label = Text() label.text_sprite_list = SpriteList() label.text_sprite_list.append(text_sprite) draw_text_cache[key] = label text_sprite = label.text_sprite_list[0] if anchor_x == "left": text_sprite.center_x = start_x + text_sprite.width / 2 elif anchor_x == "center": text_sprite.center_x = start_x elif anchor_x == "right": text_sprite.right = start_x else: raise ValueError( f"anchor_x should be 'left', 'center', or 'right'. Not '{anchor_x}'" ) if anchor_y == "top": text_sprite.center_y = start_y - text_sprite.height / 2 elif anchor_y == "center": text_sprite.center_y = start_y elif anchor_y == "bottom" or anchor_y == "baseline": text_sprite.center_y = start_y + text_sprite.height / 2 else: raise ValueError( f"anchor_y should be 'top', 'center', 'bottom', or 'baseline'. Not '{anchor_y}'" ) text_sprite.angle = rotation text_sprite.alpha = alpha label.text_sprite_list.draw() return text_sprite