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=('calibri', 'arial'), bold: bool = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", rotation: float = 0): """ Args: text: Text to draw start_x: start_y: color: font_size: width: align: font_name: bold: italic: anchor_x: anchor_y: rotation: Returns: """ # 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 = 5 scale_down = 5 font_size *= scale_up # If the cache gets too large, dump it and start over. if len(draw_text.cache) > 5000: draw_text.cache = {} key = f"{text}{color}{font_size}{width}{align}{font_name}{bold}{italic}" if key in draw_text.cache: label = draw_text.cache[key] 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_x should be 'left', 'center', or 'right'. Not '{anchor_y}'" ) text_sprite.angle = rotation label.text_sprite_list.update_positions() else: label = Text() # Figure out the font to use font = None # Font was specified with a string if isinstance(font_name, str): try: font = PIL.ImageFont.truetype(font_name, int(font_size)) except OSError: # print(f"1 Can't find font: {font_name}") pass if font is None: try: temp_font_name = f"{font_name}.ttf" font = PIL.ImageFont.truetype(temp_font_name, int(font_size)) except OSError: # print(f"2 Can't find font: {temp_font_name}") pass # We were instead given a list of font names, in order of preference else: for font_string_name in font_name: try: font = PIL.ImageFont.truetype(font_string_name, int(font_size)) # print(f"3 Found font: {font_string_name}") except OSError: # print(f"3 Can't find font: {font_string_name}") pass if font is None: try: temp_font_name = f"{font_name}.ttf" font = PIL.ImageFont.truetype(temp_font_name, int(font_size)) except OSError: # print(f"4 Can't find font: {temp_font_name}") pass if font is not None: break # Default font if no font if font is None: font_names = ("arial.ttf", "/usr/share/fonts/truetype/freefont/FreeMono.ttf", '/System/Library/Fonts/SFNSDisplay.ttf') for font_string_name in font_names: try: font = PIL.ImageFont.truetype(font_string_name, int(font_size)) break except OSError: # print(f"5 Can't find font: {font_string_name}") pass # 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) # 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 # If we draw a y at 0, then the text is drawn with a baseline of 0, # cutting off letters that drop below the baseline. This shoves it # up a bit. image_start_y = -font_size * scale_up * 0.02 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 = tuple(color) draw.multiline_text((image_start_x, image_start_y), text, color, align=align, font=font) image = image.resize((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.image = image text_sprite.texture_name = key text_sprite.width = image.width text_sprite.height = image.height 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_x should be 'top', 'center', 'bottom', or 'baseline'. Not '{anchor_y}'" ) text_sprite.angle = rotation from arcade.sprite_list import SpriteList label.text_sprite_list = SpriteList() label.text_sprite_list.append(text_sprite) draw_text.cache[key] = label label.text_sprite_list.draw()
def draw_text(text: str, start_x: float, start_y: float, color: Color, font_size: float = 12, width: int = 0, align="left", font_name=('Calibri', 'Arial'), bold: bool = False, italic: bool = False, anchor_x="left", anchor_y="baseline", rotation: float = 0): """ Args: :text: Text to display. :start_x: x coordinate of top left text point. :start_y: y coordinate of top left text point. :color: color, specified in a list of 3 or 4 bytes in RGB or RGBA format. Example: >>> import arcade >>> arcade.open_window(800, 600, "Drawing Example") >>> arcade.set_background_color(arcade.color.WHITE) >>> arcade.start_render() >>> arcade.draw_text("Text Example", 250, 300, arcade.color.BLACK, 10) >>> arcade.draw_text("Text Example", 250, 300, (0, 0, 0, 100), 10) >>> arcade.finish_render() >>> arcade.quick_run(0.25) """ # 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 = 5 scale_down = 5 font_size *= scale_up # If the cache gets too large, dump it and start over. if len(draw_text.cache) > 5000: draw_text.cache = {} key = f"{text}{color}{font_size}{width}{align}{font_name}{bold}{italic}" if key in draw_text.cache: label = draw_text.cache[key] 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_x should be 'left', 'center', or 'right'. Not '{anchor_y}'" ) text_sprite.angle = rotation label.text_sprite_list.update_positions() else: label = Text() # Figure out the font to use font = None # Font was specified with a string if isinstance(font_name, str): try: font = PIL.ImageFont.truetype(font_name, int(font_size)) except OSError: pass if font is None: try: font = PIL.ImageFont.truetype(font_name + ".ttf", int(font_size)) except OSError: pass # We were instead given a list of font names, in order of preference if font is not None: for font_string_name in font_name: try: font = PIL.ImageFont.truetype(font_string_name, int(font_size)) except OSError: pass if font is None: try: font = PIL.ImageFont.truetype( font_string_name + ".ttf", int(font_size)) except OSError: pass if font is not None: break # Default font if no font if font is None: font_names = ("arial.ttf", "/usr/share/fonts/truetype/freefont/FreeMono.ttf", '/System/Library/Fonts/SFNSDisplay.ttf') for font_string_name in font_names: try: font = PIL.ImageFont.truetype(font_string_name, int(font_size)) break except OSError: pass # 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) # 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 # If we draw a y at 0, then the text is drawn with a baseline of 0, # cutting off letters that drop below the baseline. This shoves it # up a bit. image_start_y = -font_size * scale_up * 0.03 image = PIL.Image.new("RGBA", text_image_size) draw = PIL.ImageDraw.Draw(image) draw.multiline_text((image_start_x, image_start_y), text, color, align=align, font=font) image = image.resize((width // scale_down, text_height // scale_down), resample=PIL.Image.LANCZOS) text_sprite = Sprite() text_sprite.image = image text_sprite.texture_name = key text_sprite.width = image.width text_sprite.height = image.height 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_x should be 'left', 'center', or 'right'. Not '{anchor_y}'" ) text_sprite.angle = rotation from arcade.sprite_list import SpriteList label.text_sprite_list = SpriteList() label.text_sprite_list.append(text_sprite) draw_text.cache[key] = label label.text_sprite_list.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): """ :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: """ # 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 = 5 scale_down = 5 font_size *= scale_up # If the cache gets too large, dump it and start over. if len(draw_text.cache ) > 5000: # type: ignore # dynamic attribute on function obj draw_text.cache = { } # type: ignore # dynamic attribute on function obj key = f"{text}{color}{font_size}{width}{align}{font_name}{bold}{italic}" if key in draw_text.cache: # type: ignore # dynamic attribute on function obj label = draw_text.cache[ key] # type: ignore # dynamic attribute on function obj 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 else: 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 = PIL.ImageFont.truetype(font_string_name, int(font_size)) 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) # 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 # If we draw a y at 0, then the text is drawn with a baseline of 0, # cutting off letters that drop below the baseline. This shoves it # up a bit. image_start_y = -font_size * scale_up * 0.02 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((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.image = image text_sprite.texture_name = key text_sprite.width = image.width text_sprite.height = image.height 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 from arcade.sprite_list import SpriteList label.text_sprite_list = SpriteList() label.text_sprite_list.append(text_sprite) draw_text.cache[ key] = label # type: ignore # dynamic attribute on function obj label.text_sprite_list.draw()