Source code for arcade.text

"""
Drawing text with pyglet label
"""

from ctypes import c_int, c_ubyte
from pathlib import Path
from typing import Any

import pyglet

import arcade
from arcade.exceptions import PerformanceWarning, warning
from arcade.resources import resolve
from arcade.texture_atlas import TextureAtlasBase
from arcade.types import Color, Point, RGBOrA255

__all__ = ["load_font", "Text", "create_text_sprite", "draw_text"]


class _ArcadeTextLayoutGroup(pyglet.text.layout.TextLayoutGroup):
    """Create a text layout rendering group.

    Overrides pyglet blending handling to allow for additive blending.
    Furthermore, it resets the blend function to the previous state.
    """

    _prev_blend: bool
    _prev_blend_func: tuple[int, int, int, int]

    def set_state(self) -> None:
        self.program.use()
        self.program["scissor"] = False

        pyglet.gl.glActiveTexture(pyglet.gl.GL_TEXTURE0)
        pyglet.gl.glBindTexture(self.texture.target, self.texture.id)

        blend = c_ubyte()
        pyglet.gl.glGetBooleanv(pyglet.gl.GL_BLEND, blend)
        self._prev_blend = bool(blend.value)

        src_rgb = c_int()
        dst_rgb = c_int()
        src_alpha = c_int()
        dst_alpha = c_int()
        pyglet.gl.glGetIntegerv(pyglet.gl.GL_BLEND_SRC_RGB, src_rgb)
        pyglet.gl.glGetIntegerv(pyglet.gl.GL_BLEND_DST_RGB, dst_rgb)
        pyglet.gl.glGetIntegerv(pyglet.gl.GL_BLEND_SRC_ALPHA, src_alpha)
        pyglet.gl.glGetIntegerv(pyglet.gl.GL_BLEND_DST_ALPHA, dst_alpha)

        self._prev_blend_func = (src_rgb.value, dst_rgb.value, src_alpha.value, dst_alpha.value)

        pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
        pyglet.gl.glBlendFuncSeparate(
            pyglet.gl.GL_SRC_ALPHA,
            pyglet.gl.GL_ONE_MINUS_SRC_ALPHA,
            pyglet.gl.GL_ONE,
            pyglet.gl.GL_ONE,
        )

    def unset_state(self) -> None:
        if not self._prev_blend:
            pyglet.gl.glDisable(pyglet.gl.GL_BLEND)

        pyglet.gl.glBlendFuncSeparate(
            self._prev_blend_func[0],
            self._prev_blend_func[1],
            self._prev_blend_func[2],
            self._prev_blend_func[3],
        )
        self.program.stop()


pyglet.text.layout.TextLayout.group_class = _ArcadeTextLayoutGroup


[docs] def load_font(path: str | Path) -> None: """ Load fonts in a file (usually .ttf) adding them to a global font registry. A file can contain one or multiple fonts. Each font has a name. Open the font file to find the actual name(s). These names are used to select font when drawing text. Examples:: # Load a font in the current working directory # (absolute path is often better) arcade.load_font("Custom.ttf") # Load a font using a custom resource handle arcade.load_font(":font:Custom.ttf") Args: path: Path to the font file Raises: FileNotFoundError: if the font specified wasn't found """ file_path = resolve(path) pyglet.font.add_file(str(file_path))
FontNameOrNames = str | tuple[str, ...] def _attempt_font_name_resolution(font_name: FontNameOrNames) -> str: """Attempt to resolve a font name. Preserves the original logic of this section, even though it doesn't seem to make sense entirely. Comments are an attempt to make sense of the original code. If it can't resolve a definite path, it will return the original argument for pyglet to attempt to resolve. This is consistent with the original behavior of this code before it was encapsulated. Args: font_name: A font name, path to a font file, or list of names """ if font_name: # ensure if isinstance(font_name, str): font_list: tuple[str, ...] = (font_name,) elif isinstance(font_name, tuple): font_list = font_name else: raise TypeError( "font_name parameter must be a string, " "or a tuple of strings that specify a font name." ) for font in font_list: try: path = resolve(font) # print(f"Font path: {path=}") # found a font successfully! return path.name except FileNotFoundError: pass # failed to find it ourselves, hope pyglet can make sense of it # Note this is the best approximation of what I understand the old # behavior to have been. return pyglet.font.load(font_list).name raise ValueError(f"Couldn't find a font for {font_name!r}") def _draw_pyglet_label(label: pyglet.text.Label) -> None: """ Helper for drawing pyglet labels with rotation within arcade. Args: label: The pyglet label to draw """ assert isinstance(label, pyglet.text.Label) label.draw()
[docs] class Text: """ An object-oriented way to draw text to the screen. .. tip:: Use this class when performance matters! Unlike :py:func:`~arcade.draw_text`, this class does not risk wasting time recalculating and re-setting any text each time :py:meth:`~arcade.Text.draw` is called. This makes it faster while: - requiring you to manage instances and drawing yourself - using negligible extra RAM The speed advantage scales as more text needs to be drawn to the screen. .. tip:: Batch drawing larger amounts of text Text objects can also be assigned a pyglet batch for batch rendering small or large amounts of text instances. This is by far the most efficient way to draw text:: from pyglet.graphics import Batch batch = Batch() text_1 = Text("Hello, World 1", 0, 50, batch=batch) text_2 = Text("Hello, World 2", 0, 100, batch=batch) text_3 = Text("Hello, World 2", 0, 150, batch=batch) # Draw the batch batch.draw() # Remove a text instance from the batch text_2.batch = None The text instances an also be modified while in the batch such as changing the text value, position, or color. The constructor arguments work identically to those of :py:func:`~arcade.draw_text`. See its documentation for in-depth explanation for how to use each of them. For example code, see :ref:`drawing_text_objects`. Args: text: Initial text to display. Can be an empty string x: x position to align the text's anchor point with y: y position to align the text's anchor point with z: z position to align the text's anchor point with color: Color of the text as an RGBA tuple or a :py:class:`~arcade.types.Color` instance. font_size: Size of the text in points width: A width limit in pixels align: Horizontal alignment; values other than "left" require width to be set. Valid options: ``"left"``, ``"center"``, ``"right"``. font_name: A font name, path to a font file, or list of names bold: Whether to draw the text as bold, and if a string, how bold. See :py:attr:`.bold` to learn more. italic: Whether to draw the text as italic anchor_x: How to calculate the anchor point's x coordinate. Options: "left", "center", or "right" anchor_y: How to calculate the anchor point's y coordinate. Options: "top", "bottom", "center", or "baseline". multiline: Requires width to be set; enables word wrap rather than clipping rotation: rotation in degrees, clockwise from horizontal batch: The batch to add the text to (for batch rendering text) group: The specific group in a a batch to add the text to (for batch rendering text) All constructor arguments other than ``text`` have a corresponding property. To access the current text, use the ``value`` property instead. By default, the text is placed so that: - the left edge of its bounding box is at ``x`` - its baseline is at ``y`` The baseline is located along the line the bottom of the text would be written on, excluding letters with tails such as y: .. figure:: ../images/text_anchor_y.png :width: 40% The blue line is the baseline for the string ``"Python"`` ``rotation`` allows for the text to be rotated around the anchor point by the passed number of degrees. Positive values rotate clockwise from horizontal, while negative values rotate counter-clockwise: .. figure:: ../images/text_rotation_degrees.png :width: 55% Rotation around the default anchor ( ``anchor_y="baseline"`` and ``anchor_x="left"``) This class is a wrapper around pyglet's :py:class:`pyglet.text.Label`. More advanced users can use pyglet's label directly if preferred. """ def __init__( self, text: str, x: float, y: float, color: RGBOrA255 = arcade.color.WHITE, font_size: float = 12, width: int | None = None, align: str = "left", font_name: FontNameOrNames = ("calibri", "arial"), bold: bool | str = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", multiline: bool = False, rotation: float = 0, batch: pyglet.graphics.Batch | None = None, group: pyglet.graphics.Group | None = None, z: float = 0, **kwargs, ): self._arguments = dict( text=text, x=x, y=y, color=Color.from_iterable(color), font_size=font_size, width=width, align=align, font_name=font_name, weight=pyglet.text.Weight.BOLD if bold else pyglet.text.Weight.NORMAL, italic=italic, anchor_x=anchor_x, anchor_y=anchor_y, multiline=multiline, rotation=rotation, batch=batch, group=group, z=z, **kwargs, ) if align not in ("left", "center", "right"): raise ValueError("The 'align' parameter must be equal to 'left', 'right', or 'center'.") if multiline and not width: raise ValueError( f"The 'width' parameter must be set to a non-zero value when 'multiline' is True, " f"but got {width!r}." ) self._initialized = False try: self._init_deferred() except Exception: pass @property def label(self) -> pyglet.text.Label: """ The underlying pyglet.Label instance. """ if not self._initialized: self._init_deferred() return self._label
[docs] def initialize(self) -> None: """ Manually initialize the Text if it was lazy loaded. This has no effect if the Text was already initialized. """ if self._initialized: return self._init_deferred()
def _init_deferred(self): """ Deferred initialization when lazy loaded """ # NOTE: Give the user a clear error message stating that the window is not created yet arcade.get_window() self._arguments["font_name"] = _attempt_font_name_resolution(self._arguments["font_name"]) # type: ignore self._label = pyglet.text.Label(**self._arguments) # type: ignore self._initialized = True
[docs] def __enter__(self): """ Update multiple attributes of this text, using efficient update mechanism of the underlying ``pyglet.Label`` """ self.label.begin_update()
def __exit__(self, exc_type, exc_val, exc_tb): self.label.end_update() @property def batch(self) -> pyglet.graphics.Batch | None: """The batch this text is in, if any. Can be unset by setting to ``None``. """ return self.label.batch @batch.setter def batch(self, batch: pyglet.graphics.Batch): self.label.batch = batch @property def group(self) -> pyglet.graphics.Group | None: """ The specific group in a batch the text should belong to. This is normally not necessary to specify unless you are batching very large sets of text needing to separate into groups or even mix with other pyglet batch content. """ return self.label.group @group.setter def group(self, group: pyglet.graphics.Group): self.label.group = group @property def value(self) -> str: """ Get or set the current text string to display. The value assigned will be converted to a string. """ return self.label.text @value.setter def value(self, value: Any): value = str(value) if self.label.text == value: return self.label.text = value @property def text(self) -> str: """ Get or set the current text string to display. The value assigned will be converted to a string. This is an alias for :py:attr:`~arcade.Text.value` """ return self.label.text @text.setter def text(self, value: Any): value = str(value) if self.label.text == value: return self.label.text = value @property def x(self) -> float: """Get or set the x position of the label.""" return self.label.x @x.setter def x(self, x: float) -> None: if self.label.x == x: return self.label.x = x @property def y(self) -> float: """Get or set the y position of the label.""" return self.label.y @y.setter def y(self, y: float): if self.label.y == y: return self.label.y = y @property def z(self) -> float: """Get or set the z position of the label.""" return self.label.z @z.setter def z(self, z: float): if self.label.z == z: return self.label.z = z @property def font_name(self) -> FontNameOrNames: """Get or set the font name(s) for the label.""" if not isinstance(self.label.font_name, str): return tuple(self.label.font_name) else: return self.label.font_name @font_name.setter def font_name(self, font_name: FontNameOrNames) -> None: if isinstance(font_name, str): self.label.font_name = font_name else: self.label.font_name = list(font_name) @property def font_size(self) -> float: """Get or set the font size of the label.""" return self.label.font_size @font_size.setter def font_size(self, font_size: float): self.label.font_size = font_size @property def anchor_x(self) -> str: """ Get or set the horizontal anchor. Options: ``"left"``, ``"center"``, or ``"right"`` """ return self.label.anchor_x @anchor_x.setter def anchor_x(self, anchor_x: str): self.label.anchor_x = anchor_x # type: ignore @property def anchor_y(self) -> str: """ Get or set the vertical anchor. Options : ``"top"``, ``"bottom"``, ``"center"``, or ``"baseline"`` """ return self.label.anchor_y @anchor_y.setter def anchor_y(self, anchor_y: str): self.label.anchor_y = anchor_y # type: ignore @property def rotation(self) -> float: """Get or set the clockwise rotation""" return self.label.rotation @rotation.setter def rotation(self, rotation: float): self.label.rotation = rotation @property def color(self) -> Color: """Get or set the text color for the label.""" return Color.from_iterable(self.label.color) @color.setter def color(self, color: RGBOrA255): self.label.color = Color.from_iterable(color) @property def width(self) -> int | None: """ Get or set the width of the label in pixels. This value affects text flow when multiline text is used. If you are looking for the physical size if the text, see :py:attr:`~arcade.Text.content_width` """ return self.label.width @width.setter def width(self, width: int): self.label.width = width @property def height(self) -> int | None: """ Get or set the height of the label in pixels. This value affects text flow when multiline text is used. If you are looking for the physical size if the text, see :py:attr:`~arcade.Text.content_height` """ return self.label.height @height.setter def height(self, value: int): self.label.height = value @property def size(self): """Get the size of the label.""" return self.label.width, self.label.height @property def content_width(self) -> int: """Get the pixel width of the text contents.""" return self.label.content_width @property def content_height(self) -> int: """Get the pixel height of the text content.""" return self.label.content_height @property def left(self) -> float: """Pixel location of the left content border.""" return self.label.left @property def right(self) -> float: """Pixel location of the right content border.""" return self.label.right @property def top(self) -> float: """Pixel location of the top content border.""" return self.label.top @property def bottom(self) -> float: """Pixel location of the bottom content border.""" return self.label.bottom @property def content_size(self) -> tuple[int, int]: """Get the pixel width and height of the text contents.""" return self.label.content_width, self.label.content_height @property def align(self) -> str: """Horizontal alignment; values other than ``"left"`` require width to be set. Valid options: ``"left"``, ``"center"``, ``"right"``. """ return self.label.get_style("align") # type: ignore @align.setter def align(self, align: str): self.label.set_style("align", align) @property def bold(self) -> bool | str: """ Get or set bold state of the label. The supported values include: * ``"black"`` * ``"bold" (same as ``True``) * ``"semibold"`` * ``"semilight"`` * ``"light"`` """ return self.label.weight == pyglet.text.Weight.BOLD @bold.setter def bold(self, bold: bool | str): self.label.weight = pyglet.text.Weight.BOLD if bold else pyglet.text.Weight.NORMAL @property def italic(self) -> bool | str: """Get or set the italic state of the label.""" return self.label.italic @italic.setter def italic(self, italic: bool | str): self.label.italic = italic @property def multiline(self) -> bool: """Get or set the multiline flag of the label.""" return self.label.multiline @multiline.setter def multiline(self, multiline: bool): self.label.multiline = multiline @property def visible(self) -> bool: """ Whether the text is visible or not. This is a property of the underlying pyglet.Label. """ return self.label.visible @visible.setter def visible(self, visible: bool): """ Set the visibility of the text. This is a property of the underlying pyglet.Label. """ self.label.visible = visible
[docs] def draw(self) -> None: """ Draw the label to the screen at its current ``x`` and ``y`` position. .. warning:: Cameras affect text drawing! If you want to draw a custom GUI that doesn't move with the game world, you will need a second :py:class:`~arcade.Camera` instance. For information on how to do this, see :ref:`sprite_move_scrolling`. """ _draw_pyglet_label(self.label)
[docs] def draw_debug( self, anchor_color: RGBOrA255 = arcade.color.RED, background_color: RGBOrA255 = arcade.color.DARK_BLUE, outline_color: RGBOrA255 = arcade.color.WHITE, ) -> None: """ Draw test with debug geometry showing the content area, outline and the anchor point. Args: anchor_color: Color of the anchor point background_color: Color the content background outline_color: Color of the content outline """ left = self.left right = self.right top = self.top bottom = self.bottom # Draw background arcade.draw_lrbt_rectangle_filled(left, right, bottom, top, color=background_color) # Draw outline arcade.draw_lrbt_rectangle_outline(left, right, bottom, top, color=outline_color) # Draw anchor arcade.draw_point(self.x, self.y, color=anchor_color, size=6) _draw_pyglet_label(self.label)
@property def position(self) -> Point: """ The current x, y position as a tuple. This is faster than setting x and y position separately because the underlying geometry only needs to change position once. """ return self.label.x, self.label.y @position.setter def position(self, point: Point): # Starting with Pyglet 2.0b2 label positions take a z parameter. x, y, *z = point if z: self.label.position = x, y, z[0] else: self.label.position = x, y, self.label.z @property def tracking(self) -> float | None: """ Get/set the tracking amount for this text object, or rather, the added space between each character. The value is an amount in pixels and can be negative. To convert from the em unit, use Text.em_to_px(). Returns: a pixel amount, or None if the tracking is inconsistent. """ kerning = self.label.get_style("kerning") return kerning if kerning != pyglet.text.document.STYLE_INDETERMINATE else None @tracking.setter def tracking(self, value: float): self.label.set_style("kerning", value)
[docs] def em_to_px(self, em: float) -> float: """Convert from an em value to a pixel amount. 1em is defined as ``font_size`` pt. """ return (em * self.font_size) * (4 / 3)
[docs] def px_to_em(self, px: float) -> float: """Convert from a pixel amount to a value in ems. 1em is defined as ``font_size`` pt. """ return px / (4 / 3) / self.font_size
[docs] def create_text_sprite( text: str, color: RGBOrA255 = arcade.color.WHITE, font_size: float = 12.0, width: int | None = None, align: str = "left", font_name: FontNameOrNames = ("calibri", "arial"), bold: bool | str = False, italic: bool = False, anchor_x: str = "left", multiline: bool = False, texture_atlas: TextureAtlasBase | None = None, background_color: RGBOrA255 | None = None, ) -> arcade.Sprite: """ Creates a sprite containing text based off of :py:class:`~arcade.Text`. Internally this creates a Text object and an empty texture. It then uses either the provided texture atlas, or gets the default one, and draws the Text object into the texture atlas. It then creates a sprite referencing the newly created texture, and positions it accordingly, and that is final result that is returned from the function. If you are providing a custom texture atlas, something important to keep in mind is that the resulting Sprite can only be added to SpriteLists which use that atlas. If it is added to a SpriteList which uses a different atlas, you will likely just see a black box drawn in its place. Args: text: Initial text to display. Can be an empty string color: Color of the text as an RGBA tuple or a :py:class:`~arcade.types.Color` instance. font_size: Size of the text in points width: A width limit in pixels align: Horizontal alignment; values other than "left" require width to be set. Valid options: ``"left"``, ``"center"``, ``"right"``. font_name: A font name, path to a font file, or list of names bold: Whether to draw the text as bold, and if a string, how bold. See :py:attr:`arcade.gui.widgets.text.bold` to learn more. italic: Whether to draw the text as italic anchor_x: How to calculate the anchor point's x coordinate. Options: "left", "center", or "right" multiline: Requires width to be set; enables word wrap rather than clipping background_color: The background color of the text. If None, the background will be transparent. texture_atlas: The texture atlas to use for the newly created texture. The default global atlas will be used if this is None. """ text_object = Text( text, x=0, y=0, color=color, font_size=font_size, width=width, align=align, font_name=font_name, bold=bold, italic=italic, anchor_x=anchor_x, anchor_y="baseline", multiline=multiline, ) size = ( int(text_object.right - text_object.left), int(text_object.top - text_object.bottom), ) text_object.y = -text_object.bottom texture = arcade.Texture.create_empty(text, size) if not texture_atlas: texture_atlas = arcade.get_window().ctx.default_atlas texture_atlas.add(texture) with texture_atlas.render_into(texture) as fbo: fbo.clear(color=background_color or arcade.color.TRANSPARENT_BLACK) text_object.draw() return arcade.Sprite( texture, center_x=text_object.right - (size[0] / 2), center_y=text_object.top, )
[docs] @warning( message=( "draw_text is an extremely slow function for displaying text. " "Consider using Text objects instead." ), warning_type=PerformanceWarning, ) def draw_text( text: Any, x: float, y: float, color: RGBOrA255 = arcade.color.WHITE, font_size: float = 12.0, width: int | None = None, align: str = "left", font_name: FontNameOrNames = ("calibri", "arial"), bold: bool | str = False, italic: bool = False, anchor_x: str = "left", anchor_y: str = "baseline", multiline: bool = False, rotation: float = 0, z: float = 0, ): """ A simple way for beginners to draw text. .. warning:: Use :py:class:`arcade.Text` objects instead. This method of drawing text is very slow and might be removed in the near future. Text objects can be 10-100 times faster depending on the use case. .. warning:: Cameras affect text drawing! If you want to draw a custom GUI that doesn't move with the game world, you will need a second camera. For information on how to do this, see :ref:`sprite_move_scrolling`. This function lets you start draw text easily with better performance than the old pillow-based text. If you need even higher performance, consider using :py:class:`~arcade.Text`. Example code can be found at :ref:`drawing_text`. Args: text: Initial text to display. Can be an empty string x: x position to align the text's anchor point with y: y position to align the text's anchor point with z: z position to align the text's anchor point with color: Color of the text as an RGBA tuple or a :py:class:`~arcade.types.Color` instance. font_size: Size of the text in points width: A width limit in pixels align: Horizontal alignment; values other than "left" require width to be set. Valid options: ``"left"``, ``"center"``, ``"right"``. font_name: A font name, path to a font file, or list of names bold: Whether to draw the text as bold, and if a string, how bold. See :py:attr:`arcade.gui.widgets.text.bold` to learn more. italic: Whether to draw the text as italic anchor_x: How to calculate the anchor point's x coordinate. Options: "left", "center", or "right" anchor_y: How to calculate the anchor point's y coordinate. Options: "top", "bottom", "center", or "baseline". multiline: Requires width to be set; enables word wrap rather than clipping rotation: rotation in degrees, clockwise from horizontal By default, the text is placed so that: - the left edge of its bounding box is at ``x`` - its baseline is at ``y`` The baseline of text is the line it would be written on: .. figure:: ../images/text_anchor_y.png :width: 40% The blue line is the baseline for the string ``"Python"`` ``font_name`` can be any of the following: - a built-in font in the :ref:`Resources` - the name of a system font - a path to a font on the system - a `tuple` containing any mix of the previous three Each entry provided will be tried in order until one is found. If none of the fonts are found, a default font will be chosen (usually Arial). ``anchor_x`` and ``anchor_y`` specify how to calculate the anchor point, which affects how the text is: - Placed relative to ``x`` and ``y`` - Rotated By default, the text is drawn so that ``x`` is at the left of the text's bounding box and ``y`` is at the baseline. You can set a custom anchor point by passing combinations of the following values for ``anchor_x`` and ``anchor_y``: .. list-table:: Values allowed by ``anchor_x`` :widths: 20 40 40 :header-rows: 1 * - String value - Practical Effect - Anchor Position * - ``"left"`` `(default)` - Text drawn with its left side at ``x`` - Anchor point on the left side of the text's bounding box * - ``"center"`` - Text drawn horizontally centered on ``x`` - Anchor point at horizontal center of text's bounding box * - ``"right"`` - Text drawn with its right side at ``x`` - Anchor placed on the right side of the text's bounding box .. list-table:: Values allowed by ``anchor_y`` :widths: 20 40 40 :header-rows: 1 * - String value - Practical Effect - Anchor Position * - ``"baseline"`` `(default)` - Text drawn with baseline on ``y``. - Anchor placed at the text rendering baseline * - ``"top"`` - Text drawn with its top aligned with ``y`` - Anchor point placed at the top of the text * - ``"bottom"`` - Text drawn with its absolute bottom aligned with ``y``, including the space for tails on letters such as y and g - Anchor point placed at the bottom of the text after the space allotted for letters such as y and g * - ``"center"`` - Text drawn with its vertical center on ``y`` - Anchor placed at the vertical center of the text ``rotation`` allows for the text to be rotated around the anchor point by the passed number of degrees. Positive values rotate clockwise from horizontal, while negative values rotate counter-clockwise: .. figure:: ../images/text_rotation_degrees.png :width: 55% Rotation around the default anchor point ( ``anchor_y="baseline"`` and ``anchor_x="left"``) It can be helpful to think of this function working as follows: 1. Text layout and alignment are calculated: 1. The text's characters are laid out within a bounding box according to the current styling options 2. The anchor point on the text is calculated based on the text value, styling, as well as values for ``anchor_x`` and ``anchor_y`` 2. The text is placed so its anchor point is at ``(x, y))`` 3. The text is rotated around its anchor point before finally being drawn This function is less efficient than using :py:class:`~arcade.Text` because some steps above can be repeated each time a call is made rather than fully cached as with the class. """ # See : https://github.com/pyglet/pyglet/blob/ff30eadc2942553c9de96d6ce564ad1bc3128fb4/pyglet/text/__init__.py#L401 color = Color.from_iterable(color) # Cache the states that are expensive to change key = f"{font_size}{font_name}{bold}{italic}{anchor_x}{anchor_y}{align}{width}{rotation}" ctx = arcade.get_window().ctx label = ctx.label_cache.get(key) if align not in ("left", "center", "right"): raise ValueError("The 'align' parameter must be equal to 'left', 'right', or 'center'.") if multiline and not width: raise ValueError( f"The 'width' parameter must be set to a non-zero value when 'multiline' is True, " f"but got {width!r}." ) if not label: adjusted_font = _attempt_font_name_resolution(font_name) label = arcade.Text( text=str(text), x=x, y=y, z=z, font_name=adjusted_font, font_size=font_size, anchor_x=anchor_x, anchor_y=anchor_y, color=color, width=width, align=align, bold=bold, italic=italic, multiline=multiline, rotation=rotation, ) ctx.label_cache[key] = label # These updates are quite expensive if label.text != text: label.text = str(text) if label.x != x or label.y != y or label.z != z: label.position = x, y, z # type: ignore if label.color != color: label.color = color if label.rotation != rotation: label.rotation = rotation label.draw() # This is absolutely necessary to prevent the vertex buffers # to be altered while another one is drawing. If the same cached # label is used multiple times in a single frame it's a disaster. ctx.flush()