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Python blf.color方法代码示例

本文整理汇总了Python中blf.color方法的典型用法代码示例。如果您正苦于以下问题:Python blf.color方法的具体用法?Python blf.color怎么用?Python blf.color使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在blf的用法示例。


在下文中一共展示了blf.color方法的15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

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:leomoon-studios,项目名称:leomoon-lightstudio,代码行数:18,代码来源:modal_utils.py

示例2: draw

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:jayanam,项目名称:bl_ui_widgets,代码行数:20,代码来源:bl_ui_checkbox.py

示例3: onscreen_warning

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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 
开发者ID:mrachinskiy,项目名称:jewelcraft,代码行数:20,代码来源:onscreen_text.py

示例4: draw_text_2d

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:mifth,项目名称:mifthtools,代码行数:27,代码来源:mi_curve_stretch.py

示例5: draw_callback_2d

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:jayanam,项目名称:fast-sculpt,代码行数:20,代码来源:fsc_add_object_op.py

示例6: draw_rect

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:LuxCoreRender,项目名称:BlendLuxCore,代码行数:19,代码来源:viewport.py

示例7: _draw_tiles

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:LuxCoreRender,项目名称:BlendLuxCore,代码行数:23,代码来源:draw_imageeditor.py

示例8: get_color_gizmo_primary

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def get_color_gizmo_primary(context):
    color = context.preferences.themes[0].user_interface.gizmo_primary
    return _color_to_list(color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:5,代码来源:draw.py

示例9: get_color_gizmo_secondary

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def get_color_gizmo_secondary(context):
    color = context.preferences.themes[0].user_interface.gizmo_secondary
    return _color_to_list(color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:5,代码来源:draw.py

示例10: get_color_axis_x

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def get_color_axis_x(context):
    color = context.preferences.themes[0].user_interface.axis_x
    return _color_to_list(color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:5,代码来源:draw.py

示例11: get_color_axis_y

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def get_color_axis_y(context):
    color = context.preferences.themes[0].user_interface.axis_y
    return _color_to_list(color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:5,代码来源:draw.py

示例12: get_color_axis_z

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def get_color_axis_z(context):
    color = context.preferences.themes[0].user_interface.axis_z
    return _color_to_list(color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:5,代码来源:draw.py

示例13: draw_rectangle

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
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) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:14,代码来源:draw.py

示例14: draw_triangle

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def draw_triangle(shader, point_1, point_2, point_3, color=(1.0, 1.0, 1.0, 1.0)):
    vertices = (point_1, point_2, point_3)
    indices = ((0, 1, 2),)
    batch = batch_for_shader(shader, "TRIS", {"pos": vertices}, indices=indices)
    shader.bind()
    shader.uniform_float("color", color)
    batch.draw(shader) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:9,代码来源:draw.py

示例15: draw_triangle_equilateral

# 需要导入模块: import blf [as 别名]
# 或者: from blf import color [as 别名]
def draw_triangle_equilateral(shader, center, radius, rotation=0.0, color=(1.0, 1.0, 1.0, 1.0)):
    points = []
    for i in range(3):
        angle = i * math.pi * 2 / 3 + rotation
        offset = Vector((radius * math.cos(angle), radius * math.sin(angle)))
        points.append(center + offset)
    draw_triangle(shader, *points, color) 
开发者ID:GDQuest,项目名称:blender-power-sequencer,代码行数:9,代码来源:draw.py


注:本文中的blf.color方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。