Source code for pi3d.util.Font

from __future__ import absolute_import, division, print_function, unicode_literals

import ctypes
import numpy as np
import itertools
import os.path
import sys
if sys.version_info[0] == 3:
  unichr = chr

# NB PIL must be available to use Font. Otherwise use Pngfont
from PIL import Image, ImageDraw, ImageFont

from pi3d.Texture import Texture

MAX_SIZE = 1920

def _strengthen(x):
  # used if shadow required to slightly harden edges
  F = 0.5
  return int(x * (1 + F - F * x / 256))

[docs]class Font(Texture): """ A Font contains a TrueType font ready to be rendered in OpenGL. A font is just a mapping from codepoints (single Unicode characters) to glyphs (graphical representations of those characters). Font packs one whole font into a single Texture using PIL.ImageFont, then creates a table mapping codepoints to subrectangles of that Texture.""" def __init__(self, font, color=(255,255,255,255), codepoints=None, add_codepoints=None, font_size=None, image_size=1024, italic_adjustment=1.1, background_color=None, shadow=(0,0,0,255), shadow_radius=0, spacing=None, mipmap=True, filter=None, grid_size=16): """Arguments: *font*: File path/name to a TrueType font file. *color*: Color in format '#RRGGBB', (255,0,0,255), 'orange' etc (as accepted by PIL.ImageDraw) default (255, 255, 255, 255) i.e. white 100% alpha *font_size*: Point size for drawing the letters on the internal Texture *codepoints*: Iterable list of characters. All these formats will work: 'ABCDEabcde ' [65, 66, 67, 68, 69, 97, 98, 99, 100, 101, 145, 148, 172, 32] [c for c in range(65, 173)] Note that Font will ONLY use the codepoints in this list - if you forget to list a codepoint or character here, it won't be displayed. If you just want to add a few missing codepoints, you're probably better off using the *add_codepoints* parameter. If the string version is used then the program file might need to have the coding defined at the top: # -*- coding: utf-8 -*- The default is *codepoints*=range(256). *add_codepoints*: If you are only wanting to add a few codepoints that are missing, you should use the *add_codepoints* parameter, which just adds codepoints or characters to the default list of codepoints (range(256). All the other comments for the *codepoints* parameter still apply. *image_size*: Width and height of the Texture that backs the image. Since the introduction of PointText using Point drawing image_size is no longer used - all Font Textures are 1024. *italic_adjustment*: Adjusts the bounding width to take italics into account. The default value is 1.1; you can get a tighter bounding if you set this down closer to 1, but italics might get cut off at the right. Since PointText this isn't used. *background_color*: filled background in ImageDraw format as above. default None i.e. transparent. *shadow*: Color of shadow, default black. *shadow_radius*: Gaussian blur radius applied to shadow layer, default 0 (no shadow) *spacing*: Extra spacing between letters to allow for shadow. The default value None will add spacing equal to the shadow_radius, this will be overridden by any value supplied. *mipmap*: Resulting texture mipmap option, default true *filter*: Resulting texture filter option, default None *grid_size* number rows and cols to divide 1024 pixels. For high res fonts this can be changed 4 -> 16chars, 8 -> 64chars, 10 -> 100chars etc. """ super(Font, self).__init__(font, mipmap=mipmap, filter=filter) self.font = font if font_size is None: font_size = int(672 / grid_size) # i.e. 16x16 has font size 42 try: imgfont = ImageFont.truetype(font, font_size) except IOError: abspath = os.path.abspath(font) msg = "Couldn't find font file '%s'" % font if font != abspath: msg = "%s - absolute path is '%s'" % (msg, abspath) raise Exception(msg) ascent, descent = imgfont.getmetrics() if spacing is None: spacing = shadow_radius self.height = ascent + descent + spacing # allow extra pixels if shadow or for certain fonts self.grid_size = grid_size num_char = self.grid_size ** 2 image_size = 1024 # fixed value despite having as argument! TODO allow variable size now grid_size variable self.spacing = image_size / self.grid_size if codepoints is not None: codepoints = list(codepoints)[:num_char] else: codepoints = list(range(num_char)) if add_codepoints is not None: add_codepoints = list(add_codepoints) if (len(codepoints) + len(add_codepoints)) > num_char: # make room at end codepoints = codepoints[:(num_char - len(add_codepoints))] codepoints += add_codepoints is_draw_shadows = shadow_radius > 0 is_text_transparent = is_draw_shadows or (background_color == None) self.im = Image.new("RGBA", (image_size, image_size), (0, 0, 0, 0) if is_text_transparent else background_color) if is_draw_shadows: shadow_img = Image.new("RGBA", (image_size, image_size), background_color) shadow_draw = ImageDraw.Draw(shadow_img) self.ix, self.iy = image_size, image_size self.glyph_table = {} draw = ImageDraw.Draw(self.im) curX = 0.0 curY = 0.0 yindex = 0 xindex = 0 characters = [] for i in itertools.chain([0], codepoints): try: ch = unichr(i) except TypeError: ch = i chwidth, chheight = imgfont.getsize(ch) curX = xindex * self.spacing curY = yindex * self.spacing offset = (self.spacing - chwidth) / 2.0 draw.text((curX + offset, curY), ch, font=imgfont, fill=color) if is_draw_shadows: shadow_draw.text((curX + offset, curY), ch, font=imgfont, fill=shadow) chwidth += spacing * 2 # make a little more room (for w for instance) offset -= spacing x = float(curX + offset) / self.ix y = float(curY + self.height) / self.iy tw = float(chwidth) / self.ix th = float(self.height) / self.iy table_entry = [ chwidth, chheight, [[x + tw, y - th], [x, y - th], [x, y], [x + tw, y]], # UV texture coordinates [[chwidth, 0, 0], [0, 0, 0], [0, -self.height, 0], [chwidth, -self.height, 0]], # xyz vertex coordinates of corners float(curX) / self.ix, float(curY) / self.iy ] self.glyph_table[ch] = table_entry xindex += 1 if xindex >= self.grid_size: xindex = 0 yindex += 1 if is_text_transparent: self.im = self._force_color(self.im, color) if is_draw_shadows: from PIL import ImageFilter if background_color == None: shadow_img = self._force_color(shadow_img, shadow) shadow_img = shadow_img.filter(ImageFilter.GaussianBlur(radius=shadow_radius)) shadow_img = Image.eval(shadow_img, _strengthen) # slightly sharpen edge of blur - see func def at top self.im = Image.alpha_composite(shadow_img, self.im) self.image = np.array(self.im) self._tex = ctypes.c_uint() def _force_color(self, img, color): """ Overwrite color of all pixels as PIL renders text incorrectly when drawing on transparent backgrounds http://nedbatchelder.com/blog/200801/truly_transparent_text_with_pil.html """ img = np.array(img) if isinstance(color, str): from PIL import ImageColor color = ImageColor.getrgb(color) img[:,:,:3] = color[:3] try: # numpy not quite working fully in pypy so have to convert tobytes return Image.fromarray(img) except: h, w, c = img.shape rgb = 'RGB' if c == 3 else 'RGBA' return Image.frombytes(rgb, (w, h), img.tobytes()) def _load_disk(self): """ we need to stop the normal file loading by overriding this method """