Python blf.color() Examples
The following are 30
code examples of blf.color().
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Example #1
Source File: draw_imageeditor.py From BlendLuxCore with GNU General Public License v3.0 | 6 votes |
def _draw_tiles(coords, passcounts, color, view_to_region): if not coords or TileStats.film_width == 0 or TileStats.film_height == 0: return for i in range(len(coords) // 2): # Pixel coords x = coords[i * 2] y = coords[i * 2 + 1] width = min(TileStats.width, TileStats.film_width - x) height = min(TileStats.height, TileStats.film_height - y) # Relative coords in range 0..1 rel_x = x / TileStats.film_width rel_y = y / TileStats.film_height rel_width = width / TileStats.film_width rel_height = height / TileStats.film_height _draw_rect(rel_x, rel_y, rel_width, rel_height, color, view_to_region) if passcounts: _draw_text(str(passcounts[i]), rel_x, rel_y, color, view_to_region)
Example #2
Source File: bl_ui_checkbox.py From bl_ui_widgets with GNU General Public License v3.0 | 6 votes |
def draw(self): area_height = self.get_area_height() self.shader_chb.bind() if self.is_checked: bgl.glLineWidth(3) self.shader_chb.uniform_float("color", self._cross_color) self.batch_cross.draw(self.shader_chb) bgl.glLineWidth(2) self.shader_chb.uniform_float("color", self._box_color) self.batch_box.draw(self.shader_chb) # Draw text self.draw_text(area_height)
Example #3
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 6 votes |
def draw_rect(x, y, width, height, color): xmax = x + width ymax = y + height points = [[x, y], # [x, y] [x, ymax], # [x, y] [xmax, ymax], # [x, y] [xmax, y], # [x, y] ] indices = ((0, 1, 2), (2, 3, 0)) shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') batch = batch_for_shader(shader, 'TRIS', {"pos": points}, indices=indices) shader.bind() shader.uniform_float("color", color) bgl.glEnable(bgl.GL_BLEND) batch.draw(shader)
Example #4
Source File: modal_utils.py From leomoon-lightstudio with GNU General Public License v3.0 | 6 votes |
def _draw(self, context, event): # first draw to reset buffer shader2Dcolor.uniform_float("color", (.5, .5, .5, .5)) batch_for_shader(shader2Dcolor, 'LINES', {"pos": ((0,0), (0,0))}).draw(shader2Dcolor) if self.draw_guide: shader2Dcolor.uniform_float("color", (.5, .5, .5, .5)) batch_for_shader(shader2Dcolor, 'LINES', {"pos": ((self._start_position[:]), (self._end_position[:]))}).draw(shader2Dcolor) if self.allow_xy_keys: if self.x_key: shader2Dcolor.uniform_float("color", (1, 0, 0, .5)) batch_for_shader(shader2Dcolor, 'LINES', {"pos": ((0, self._start_position.y), (context.area.width, self._start_position.y))}).draw(shader2Dcolor) elif self.y_key: shader2Dcolor.uniform_float("color", (0, 1, 0, .5)) batch_for_shader(shader2Dcolor, 'LINES', {"pos": ((self._start_position.x, 0), (self._start_position.x, context.area.height))}).draw(shader2Dcolor)
Example #5
Source File: onscreen_text.py From jewelcraft with GNU General Public License v3.0 | 6 votes |
def onscreen_warning(self, x, y): gamma = self.gamma_correction fontid = 1 blf.size(fontid, self.prefs.view_font_size_report, 72) blf.color(fontid, *gamma((1.0, 0.3, 0.3, 1.0))) _, font_h = blf.dimensions(fontid, "Row Height") font_row_height = font_h * 2 y += font_h for row in self.warn: y -= font_row_height blf.position(fontid, x, y, 0.0) blf.draw(fontid, row) return y
Example #6
Source File: mi_curve_stretch.py From mifthtools with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_text_2d(self, context): cur_stretch_settings = context.scene.mi_cur_stretch_settings rh = context.region.height rw = context.region.width font_id = 0 font_size = 30 #Set font color bgl.glEnable(bgl.GL_BLEND) #bgl.glColor(1, 0.75, 0.1, 1) blf.color(0, 1, 0.75, 0.1, 1) bgl.glLineWidth(2) #Draw text blf.position(font_id, rw - 400, 210 - font_size, 0) blf.size(font_id, font_size, 72) blf.draw(font_id, str(cur_stretch_settings.points_number)) # restore opengl defaults bgl.glLineWidth(1) blf.color(0, 0.0, 0.0, 0.0, 1.0) bgl.glDisable(bgl.GL_BLEND) #bgl.glColor(0, 0.0, 0.0, 0.0, 1.0)
Example #7
Source File: fsc_add_object_op.py From fast-sculpt with GNU General Public License v3.0 | 6 votes |
def draw_callback_2d(self, op, context): # Draw text for add object mode header = "- Add Object Mode (Type: " + context.scene.add_object_type + ") -" text = "Ctrl + Left Click = Add | Esc = Exit" blf.color(1, 1, 1, 1, 1) blf.size(0, 20, 72) blf.size(1, 16, 72) region = context.region xt = int(region.width / 2.0) blf.position(0, xt - blf.dimensions(0, header)[0] / 2, 50 , 0) blf.draw(0, header) blf.position(1, xt - blf.dimensions(1, text)[0] / 2, 20 , 0) blf.draw(1, text)
Example #8
Source File: scv_op.py From shortcut_VUr with GNU General Public License v3.0 | 5 votes |
def create_font(id, size, color): blf.color(id, color.r, color.g, color.b, 1.0 ) blf.size(id, size, 72)
Example #9
Source File: bl_ui_textbox.py From bl_ui_widgets with GNU General Public License v3.0 | 5 votes |
def draw_text(self, area_height): blf.size(0, self._text_size, 72) size = blf.dimensions(0, self._text) textpos_y = area_height - \ self._textpos[1] - (self.height + size[1]) / 2.0 blf.position( 0, self._textpos[0] + (self.width - size[0]) / 2.0, textpos_y + 1, 0) r, g, b, a = self._text_color blf.color(0, r, g, b, a) blf.draw(0, self._text)
Example #10
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def get_color_gizmo_primary(context): color = context.preferences.themes[0].user_interface.gizmo_primary return _color_to_list(color)
Example #11
Source File: bl_ui_up_down.py From bl_ui_widgets with GNU General Public License v3.0 | 5 votes |
def color(self, value): self._color = value
Example #12
Source File: bl_ui_checkbox.py From bl_ui_widgets with GNU General Public License v3.0 | 5 votes |
def draw_text(self, area_height): blf.size(0, self._text_size, 72) size = blf.dimensions(0, self._text) textpos_y = area_height - self._textpos[1] - (self.height + size[1]) / 2.0 blf.position(0, self._textpos[0], textpos_y, 0) r, g, b, a = self._text_color blf.color(0, r, g, b, a) blf.draw(0, self._text)
Example #13
Source File: textRenderExample.py From FlowState with GNU General Public License v3.0 | 5 votes |
def write(): """write on screen""" width = render.getWindowWidth() height = render.getWindowHeight() # OpenGL setup bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glLoadIdentity() bgl.gluOrtho2D(0, width, 0, height) #bgl.glColor(1,1,1,1) bgl.glMatrixMode(bgl.GL_MODELVIEW) bgl.glLoadIdentity() # BLF drawing routine font_id = logic.font_id RED = (1, 0, 0, 1) pcol = ("Blue ", RED) #blf.color(font_id, 1, 1, 0, 0.5) blf.blur(font_id,500) blf.rotation(font_id, 90) blf.position(font_id, (width * 0.5), (height * 0.5), 0.5) blf.size(font_id, 20, 100) blf.draw(font_id, "Hello World1") blf.size(font_id, 50, 72) blf.position(font_id, (width * 0.0), (height * 0.5), 0.5) blf.draw(font_id, "Hello World2")
Example #14
Source File: onscreen_text.py From jewelcraft with GNU General Public License v3.0 | 5 votes |
def onscreen_gem_table(self, x, y, color=(0.95, 0.95, 0.95, 1.0), is_viewport=True): gamma = self.gamma_correction if is_viewport else lambda x: x color = gamma(color) fontid = 1 blf.size(fontid, self.prefs.view_font_size_report, 72) blf.color(fontid, *color) _, font_h = blf.dimensions(fontid, "Row Height") font_baseline = font_h * 0.4 font_row_height = font_h * 2 box_size = font_h * 1.5 y += font_baseline for row, color in self.gems_fmt: y -= font_row_height shader.bind() shader.uniform_float("color", color) batch_font = batch_for_shader(shader, "TRI_FAN", {"pos": self.rect_coords(x, y, box_size, box_size)}) batch_font.draw(shader) blf.position(fontid, x + font_row_height, y + font_baseline, 0.0) blf.draw(fontid, row) return y
Example #15
Source File: bl_ui_up_down.py From bl_ui_widgets with GNU General Public License v3.0 | 5 votes |
def color(self): return self._color
Example #16
Source File: scv_op.py From shortcut_VUr with GNU General Public License v3.0 | 5 votes |
def draw_callback_px(self, op, context): if context.region.width != self.width_region: self.width_region = context.region.width self.draw_util.create_batches(context, self.mouse_input) refresh_after_sec = 3.0 font_color = context.scene.font_color font_size = 28 if context.scene.show_buttons: # set color for buttons self.draw_util.set_color_buttons(context) # Draw the mouse buttons self.draw_util.draw_buttons( self.mouse_input.is_left, self.mouse_input.is_middle, self.mouse_input.is_right) # draw the text for events current_time = time.time() time_diff_keys = current_time - self.key_input.timestamp if(time_diff_keys < refresh_after_sec): self.draw_text(font_size, font_color, context) else: self.key_input.clear() self.mouse_input.clear()
Example #17
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_progress(x, y, text='', percent=None, color=(0, 1, 0, 1)): draw_rect(x, y, percent, 5, color) draw_text(text, x, y + 8, 16, color)
Example #18
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_line2d(x1, y1, x2, y2, width, color): coords = ( (x1, y1), (x2, y2)) indices = ( (0, 1),) bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=indices) shader.bind() shader.uniform_float("color", color) batch.draw(shader)
Example #19
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_lines(vertices, indices, color): bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) bgl.glLineWidth(2) shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader(shader, 'LINES', {"pos": vertices}, indices=indices) shader.bind() shader.uniform_float("color", color) batch.draw(shader)
Example #20
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_rect_3d(coords, color): indices = [(0, 1, 2), (2, 3, 0)] shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') batch = batch_for_shader(shader, 'TRIS', {"pos": coords}, indices=indices) shader.uniform_float("color", color) batch.draw(shader)
Example #21
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_progress(x, y, text='', percent=None, color=(.2, 1, .2, .7)): draw_rect(x, y, percent, 5, color) draw_text(text, x, y + 8, 16, color)
Example #22
Source File: viewport.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def draw_text(text, x, y, size, color=(1, 1, 1, 0.5)): font_id = 0 # bgl.glColor4f(*color) blf.color(font_id, color[0], color[1], color[2], color[3]) blf.position(font_id, x, y, 0) blf.size(font_id, size, 72) blf.draw(font_id, text)
Example #23
Source File: draw_imageeditor.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def _draw_rect(x, y, width, height, color, view_to_region): x1, y1 = view_to_region(x, y, clip=False) x2, y2 = view_to_region(x + width, y, clip=False) x3, y3 = view_to_region(x + width, y + height, clip=False) x4, y4 = view_to_region(x, y + height, clip=False) co = ((x1, y1), (x2, y2), (x3, y3), (x4, y4)) indices = ((0, 1), (1, 2), (2, 3), (3, 0)) shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') batch = batch_for_shader(shader, 'LINES', {"pos": co}, indices=indices) shader.bind() shader.uniform_float("color", color) batch.draw(shader)
Example #24
Source File: draw_imageeditor.py From BlendLuxCore with GNU General Public License v3.0 | 5 votes |
def _draw_text(text, x, y, color, view_to_region): font_id = 0 dpi = 72 text_size = 12 offset = 5 pixelpos_x, pixelpos_y = view_to_region(x, y, clip=False) r, g, b, a = color blf.position(font_id, pixelpos_x + offset, pixelpos_y + offset, 0) blf.color(font_id, r,g,b,a) blf.size(font_id, text_size, dpi) blf.draw(font_id, text)
Example #25
Source File: modal_utils.py From leomoon-lightstudio with GNU General Public License v3.0 | 5 votes |
def __init__(self, loc, text, size=15): self.font_size = size self.font_color = (.25, .25, .25, 1) self.bg_color = (.5, .5, .5, 1) self.bg_color_selected = (.7, .7, .7, 1) self.font_id = len(Button.buttons) self.text = text blf.color(self.font_id, *self.font_color) blf.position(self.font_id, *loc, 0) blf.size(self.font_id, self.font_size, 72) self.dimensions = blf.dimensions(self.font_id, text) self.function = lambda args : None super().__init__(loc, self.dimensions[0]+5, self.dimensions[1]+5) Button.buttons.append(self)
Example #26
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def get_color_gizmo_secondary(context): color = context.preferences.themes[0].user_interface.gizmo_secondary return _color_to_list(color)
Example #27
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def get_color_axis_x(context): color = context.preferences.themes[0].user_interface.axis_x return _color_to_list(color)
Example #28
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def get_color_axis_y(context): color = context.preferences.themes[0].user_interface.axis_y return _color_to_list(color)
Example #29
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def get_color_axis_z(context): color = context.preferences.themes[0].user_interface.axis_z return _color_to_list(color)
Example #30
Source File: draw.py From blender-power-sequencer with GNU General Public License v3.0 | 5 votes |
def draw_rectangle(shader, origin, size, color=(1.0, 1.0, 1.0, 1.0)): vertices = ( (origin.x, origin.y), (origin.x + size.x, origin.y), (origin.x, origin.y + size.y), (origin.x + size.x, origin.y + size.y), ) indices = ((0, 1, 2), (2, 1, 3)) batch = batch_for_shader(shader, "TRIS", {"pos": vertices}, indices=indices) shader.bind() shader.uniform_float("color", color) batch.draw(shader)