direct.gui.OnscreenText

from direct.gui.OnscreenText import OnscreenText

OnscreenText module: contains the OnscreenText class.

See the OnscreenText page in the programming manual for explanation of this class.

Inheritance diagram

Inheritance diagram of direct.gui.OnscreenText

class OnscreenText(text='', style=1, pos=(0, 0), roll=0, scale=None, fg=None, bg=None, shadow=None, shadowOffset=(0.04, 0.04), frame=None, align=None, wordwrap=None, drawOrder=None, decal=0, font=None, parent=None, sort=0, mayChange=True, direction=None)[source]

Bases: panda3d.core.NodePath

__init__(self, text='', style=1, pos=(0, 0), roll=0, scale=None, fg=None, bg=None, shadow=None, shadowOffset=(0.04, 0.04), frame=None, align=None, wordwrap=None, drawOrder=None, decal=0, font=None, parent=None, sort=0, mayChange=True, direction=None)[source]

Make a text node from string, put it into the 2d sg and set it up with all the indicated parameters.

Parameters
  • text – the actual text to display. This may be omitted and specified later via setText() if you don’t have it available, but it is better to specify it up front.

  • style – one of the pre-canned style parameters defined at the head of this file. This sets up the default values for many of the remaining parameters if they are unspecified; however, a parameter may still be specified to explicitly set it, overriding the pre-canned style.

  • pos – the x, y position of the text on the screen.

  • scale – the size of the text. This may either be a single float (and it will usually be a small number like 0.07) or it may be a 2-tuple of floats, specifying a different x, y scale.

  • fg – the (r, g, b, a) foreground color of the text. This is normally a 4-tuple of floats or ints.

  • bg – the (r, g, b, a) background color of the text. If the fourth value, a, is nonzero, a card is created to place behind the text and set to the given color.

  • shadow – the (r, g, b, a) color of the shadow behind the text. If the fourth value, a, is nonzero, a little drop shadow is created and placed behind the text.

  • frame – the (r, g, b, a) color of the frame drawn around the text. If the fourth value, a, is nonzero, a frame is created around the text.

  • align – one of TextNode.ALeft, TextNode.ARight, or TextNode.ACenter.

  • wordwrap – either the width to wordwrap the text at, or None to specify no automatic word wrapping.

  • drawOrder – the drawing order of this text with respect to all other things in the ‘fixed’ bin within render2d. The text will actually use drawOrder through drawOrder + 2.

  • decal – if this is True, the text is decalled onto its background card. Useful when the text will be parented into the 3-D scene graph.

  • font – the font to use for the text.

  • parent – the NodePath to parent the text to initially.

  • mayChange – pass true if the text or its properties may need to be changed at runtime, false if it is static once created (which leads to better memory optimization).

  • direction – this can be set to ‘ltr’ or ‘rtl’ to override the direction of the text.

property align
appendText(self, text)[source]
property bg
cget(self, option)[source]
cleanup(self)[source]
clearText(self)[source]
configure(self, option=None, **kw)[source]
property decal
destroy(self)[source]
property fg
property font
property frame
freeze(self)[source]
getDecal(self)[source]
getFont(self)[source]
getPos(self)[source]
getRoll(self)[source]
getScale(self)[source]
getText(self)[source]
getWordwrap(self)[source]
property pos
property roll
property scale
setAlign(self, align)[source]
setBg(self, bg)[source]
setDecal(self, decal)[source]
setFg(self, fg)[source]
setFont(self, font)[source]
setFrame(self, frame)[source]
setPos(self, float, float)[source]

Position the onscreen text in 2d screen space

setRoll(self, float)[source]

Rotate the onscreen text around the screen’s normal

setScale(self, float, float)[source]

Scale the text in 2d space. You may specify either a single uniform scale, or two scales, or a tuple of two scales.

setShadow(self, shadow)[source]
setText(self, text)[source]
setWordwrap(self, wordwrap)[source]
setX(self, x)[source]
setY(self, y)[source]
property shadow
property text
thaw(self)[source]
updateTransformMat(self)[source]
property wordwrap