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# vispy.visuals.text.text module

class vispy.visuals.text.text.FontManager(method='cpu')

  Bases: `object`

  Helper to create TextureFont instances and reuse them when possible

  get_font(face, bold=False, italic=False)

    Get a font described by face and size

class vispy.visuals.text.text.SDFRendererCPU

  Bases: `object`

  Render SDFs using the CPU.

  render_to_texture(data, texture, offset, size)

class vispy.visuals.text.text.TextVisual(text=None, color='black', bold=False, italic=False, face='OpenSans', font_size=12, pos=[0, 0, 0], rotation=0.0, anchor_x='center', anchor_y='center', method='cpu', font_manager=None, depth_test=False)

  Bases: `Visual`

  Visual that displays text

  Parameters:
    text str | list of str

      Text to display. Can also be a list of strings. Note: support for list of str might be removed soon in favor of text collections.

    color instance of Color

      Color to use.

    bold bool

      Bold face.

    italic bool

      Italic face.

    face str

      Font face to use.

    font_size float

      Point size to use.

    pos tuple | list of tuple

      Position (x, y) or (x, y, z) of the text. Can also be a list of tuple if text is a list.

    rotation float

      Rotation (in degrees) of the text clockwise.

    anchor_x str

      Horizontal text anchor.

    anchor_y str

      Vertical text anchor.

    method str

      Rendering method for text characters. Either ‘cpu’ (default) or ‘gpu’. The ‘cpu’ method should perform better on remote backends. The ‘gpu’ method should produce higher quality results.

    font_manager object | None

      Font manager to use (can be shared if the GLContext is shared).

    depth_test bool

      Whether to apply depth testing. Default False. If False, the text behaves like an overlay that does not get hidden behind other visuals in the scene.

  property anchors
  property bold
  property color

    The color of the text

  property face
  property font_size

    The font size (in points) of the text

  property italic
  property pos

    The position of the text anchor in the local coordinate frame

  property rotation

    The rotation of the text (clockwise, in degrees)

  property text

    The text string

class vispy.visuals.text.text.TextureFont(font, renderer)

  Bases: `object`

  Gather a set of glyphs relative to a given font name and size

  This currently stores characters in a TextureAtlas object which uses a 2D RGB texture to store unsigned 8-bit integer data. In the future this could be changed to a `GL_R8` texture instead of RGB when OpenGL ES 3.0+ is standard. Since VisPy tries to stay compatible with OpenGL ES 2.0 we are using an `RGB` texture. Using a single channel texture should improve performance by requiring less data to be sent to the GPU and to remote backends (jupyter notebook).

  Parameters:
    font dict

      Dict with entries “face”, “size”, “bold”, “italic”.

    renderer instance of SDFRenderer

      SDF renderer to use.

  property ratio

    Ratio of the initial high-res to final stored low-res glyph

  property slop

    Extra space along each glyph edge due to SDF borders