本文整理汇总了Python中blf.SHADOW属性的典型用法代码示例。如果您正苦于以下问题:Python blf.SHADOW属性的具体用法?Python blf.SHADOW怎么用?Python blf.SHADOW使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类blf
的用法示例。
在下文中一共展示了blf.SHADOW属性的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: draw_text
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def draw_text(text, font_id, color, shadow=False, shadow_color=None):
blf.enable(font_id, blf.SHADOW)
# Draw shadow.
if shadow:
blf.shadow_offset(font_id, 3, -3)
blf.shadow(font_id, 5, *shadow_color, 1.0)
# Draw text.
compat.set_blf_font_color(font_id, *color, 1.0)
blf.draw(font_id, text)
blf.disable(font_id, blf.SHADOW)
示例2: draw_callback_px
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def draw_callback_px(self, context):
scene = context.scene
font_id = 0 # XXX, need to find out how best to get this.
# draw some text
blf.position(font_id, 15, 30, 0)
blf.size(font_id, 18, 72)
blf.enable(font_id, blf.SHADOW)
blf.shadow(font_id, 5, 0.0, 0.0, 0.0, 1.0)
# Shorten / cut off milliseconds
time_total = str(timedelta(seconds = timer["total"]))
pos = time_total.rfind(".")
if pos != -1:
time_total = time_total[0:pos+3]
time_estimated = str(timedelta(seconds = (timer["average"] * (scene.frame_end - scene.frame_current))))
pos = time_estimated.rfind(".")
if pos != -1:
time_estimated = time_estimated[0:pos]
blf.draw(font_id, "Total render time " + time_total)
if timer["is_rendering"] and scene.frame_current != scene.frame_start:
blf.position(font_id, 15, 12, 0)
blf.draw(font_id, "Estimated completion: " + time_estimated)
# restore defaults
blf.disable(font_id, blf.SHADOW)
示例3: disable_shadow
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def disable_shadow(fontid=None):
return blf.disable(FontManager.load(fontid), blf.SHADOW)
示例4: enable_shadow
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def enable_shadow(fontid=None):
return blf.enable(FontManager.load(fontid), blf.SHADOW)
示例5: BakeLab_DrawCallback
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def BakeLab_DrawCallback(self, context):
props = context.scene.BakeLabProps
ww = context.area.width
wh = context.area.height
bgl.glEnable(bgl.GL_BLEND)
blf.enable(0,blf.SHADOW)
blf.shadow(0,5,0,0.0,0.0,1)
######### Title {
bgl.glBegin(bgl.GL_QUADS)
bgl.glColor4f(0.88, 0.87, 0.85, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh)
bgl.glVertex2i(120+i*3, wh)
bgl.glVertex2i(120+i*3, wh-70)
bgl.glVertex2i(0, wh-70)
bgl.glColor4f(0.7,0.1,0.3, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh-70)
bgl.glVertex2i(140+i*3, wh-70)
bgl.glVertex2i(140+i*3, wh-75)
bgl.glVertex2i(0, wh-75)
bgl.glEnd()
blf.size(0, 30, 72)
bgl.glColor4f(0.7,0.1,0.3, 1.0)
blf.position(0, 15, context.area.height-58, 0)
blf.draw(0, 'BakeLab')
######### }
######### Progress {
blf.size(0, 15, 72)
y_shift = 15
#######################################################################
cur = self.bake_item_id
max = len(context.scene.BakeLabMapColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'Map: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if not props.s_to_a and not props.all_in_one:
cur = self.bake_obj_id
max = len(self.bake_objs)
BakeLab_DrawProgressBar(y_shift,cur/max,'Object: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if props.use_list:
cur = self.ObjListIndex
max = len(context.scene.BakeLabObjColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'List: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
######### }
blf.disable(0,blf.SHADOW)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
示例6: draw_callback
# 需要导入模块: import blf [as 别名]
# 或者: from blf import SHADOW [as 别名]
def draw_callback(self, context):
# polling
if context.mode != "EDIT_MESH" or len(context.active_object.vertex_groups) == 0:
return
# retrieving ID property data
try:
texts = context.active_object.data["show_vgroup_verts"]
weights = context.active_object.data["show_vgroup_weights"]
except:
return
if not texts:
return
bm = bmesh.from_edit_mesh(context.active_object.data)
if bm.select_mode == {'VERT'} and bm.select_history.active is not None:
active_vert = bm.select_history.active
else:
active_vert = None
# draw
blf.size(0, 13, 72)
blf.enable(0, blf.SHADOW)
blf.shadow(0, 3, 0.0, 0.0, 0.0, 1.0)
blf.shadow_offset(0, 2, -2)
for i in range(0, len(texts), 7):
bgl.glColor3f(texts[i], texts[i+1], texts[i+2])
blf.position(0, texts[i+4], texts[i+5], texts[i+6])
blf.draw(0, "Vertex " + str(int(texts[i+3])) + ":")
font_y = texts[i+5]
group_name = ""
for j in range(0, len(weights), 3):
if int(weights[j]) == int(texts[i+3]):
font_y -= 13
blf.position(0, texts[i+4] + 10, font_y, texts[i+6])
for group in context.active_object.vertex_groups:
if group.index == int(weights[j+1]):
group_name = group.name
break
blf.draw(0, group_name + ": %.3f" % weights[j+2])
if group_name == "":
font_y -= 13
blf.position(0, texts[i+4] + 10, font_y, texts[i+6])
blf.draw(0, "No Groups")
# restore defaults
blf.disable(0, blf.SHADOW)
# operator