Overview
The Adafruit_CircuitPython_Display_Text library allows you to easily add text to your displayio based CircuitPython projects. If you have no prior experience with displayio, you should check out the Displayio Basics Guide first to learn the basic concepts.
This guide will show you how to install the library and go over all of the features and what they do.
Other Helpful Resources
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Setup
You should install the latest version of CircuitPython for your device as well as the newest versions of the libraries which will be used.
CircuitPython
The topics covered in this guide apply to many different devices. Follow the instructions here to get the newest version of for your device. Find the latest version for your device at circuitpython.org/downloads.
Libraries
Next you'll need to install the required libraries. Download the latest library bundle and then copy them into the lib folder on your device. This guide will be focusing on these two:
- adafruit_display_text
- adafruit_bitmap_font
You may have other libraries present on your device, but you must have at least these two.
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Types of Labels
The adafruit_display_text library currently has two different types of label functions in it. This guide goes over those label functions and the differences between them. If you are less concerned about the details and just want to know which to use for your new project, go with BitmapLabel.
Label
This is the original Label class. Each glyph within the text is stored in its own Bitmap and TileGrid objects, and those all get put into a single Group object. In prior versions of CircuitPython there was a parameter max_glyphs that enforced a limitation in the underlying Group that limited the number of items in the Group. In CircuitPython 7.0.0 this limitation has been removed from Group and therefore also no longer applies to Label.
If you set a background_color, then the background will get its own TileGrid and Bitmap as well. The diagram above depicts a Label with no background Bitmap in it.
BitmapLabel
This is a newer class that was introduced more recently after many features were added into the original Label class. In the BitmapLabel, all of the glyphs are stored inside of a single Bitmap and TileGrid. This tends to result in lower memory usage, especially for long strings.
BitmapLabel typically will use a little bit less RAM -- it can be helpful sometimes in larger projects to switch from Label to BitmapLabel to save more RAM for your projects other needs.
OutlinedLabel
Starting with the release version 3.1.0 the Adafruit_Display_Text Library supports an OutlinedLabel which lets you make text with an outline stroke of a specified size and color.
Here is a screenshot of an OutlinedLabel with pink text color and green outline_color. The code below is an example of this.
text_area = OutlinedLabel(
terminalio.FONT,
text="Outlined\nLabel",
color=0xFF00FF,
outline_color=0x00FF00,
outline_size=1,
scale=5,
)
Scrolling Label
Starting with the release version 2.22.0 the Adafruit_Display_Text library supports ScrollingLabel. The ScrollingLabel class is a label that can have a specified maximum number of characters showing at a time and will scroll through a larger message, like a marquee.
The ScrollingLabel depicted above is initialized with the following code:
text = "Hello world CircuitPython scrolling label"
my_scrolling_label = ScrollingLabel(
terminalio.FONT,
text=text,
max_characters=20,
animate_time=0.1,
scale=2
)
while True:
my_scrolling_label.update()
BitmapLabel can be used with None value for color and any opaque value for background_color to produce a transparent "cutout" of the text in the label. You can put rainbows or other interesting things in the background, and layer the BitmapLabel on top to produce fancy text graphics. See the example here.
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Label Placement
There are a few different ways to place your text with display_text labels. All of these settings are available for both Label and BitmapLabel.
x, y coordinates
The label can be placed using x, y coordinates. The default origin is located on the far left horizontally, and half the height vertically as shown in the image above.
Baseline Alignment
The base_alignment parameter can be set to True to change the vertical origin to point to the baseline of the text. This is helpful for lining up fonts of different sizes nicely next to each other. The default value is False.
Descenders
Many fonts have glyphs with descenders that drop down below the baseline. This image illustrates some of them:
Not all fonts use all of the same descenders on their glyphs. So your font may look different, but the concept should work the same for any that it does have. This example shows 'y' glyphs descending below the baseline and the effect of the base_alignment parameter on them.
Anchored Positioning
If you'd like more precise control over the placement of your text, you can use anchor_point and anchored_position instead of x and y coordinates. With this method, you can set the origin point anywhere you want within your Label. It's particularly useful for centering text within the display, or aligning it to the right edge of the display.
anchor_point is a tuple containing two float values. This is the point that your Label will get positioned relative to. 0.0 being left and top, and 1.0 being right and bottom with values between representing their location within the rectangle that makes up your label. The default is (0.0, 0.0) which is the top left corner.
Anchored Position
When you set the anchored_position, the label will move so that its anchor_point is aligned on top of the coordinates that you set for the anchored_position. The value is a tuple containing two integers that represent pixel coordinates on the display. There is a similar example in the library repository.
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Label Appearance
There are many parameters and properties you can use to control the way your text looks. This page will list them and show examples of each. All of these settings may be used on both BitmapLabel and Label.
Font
The font parameter is used to set the typeface for your text. The default value is terminalio.FONT, which is the built-in font for the system. Different builds of CircuitPython can have different built-in fonts, though many of them have the same one. Blinka_Displayio has a built-in font as well. You can load custom font files from pcf and bdf font files using the adafruit_circuitpython_bitmap_font library.
Scale
The scale parameter is inherited from Group. It can be used to make the label bigger. The default value is 1. Set it to a larger integer to make the text bigger by that scale factor.
Color
color is an optional parameter and property that controls the color of your text. The value should be a hex color value, and the default is 0xFFFFFF or white.
Background Color
The optional parameter and property background_color will cause a background box to be drawn containing your text. The default is None, which causes no background to be drawn. Set it to a color hex value to enable, i.e. 0xFF00FF.
Padding
There are 4 parameters that can be used to adding padding to the insides of your label: padding_top, padding_bottom, padding_left, and padding_right. You can use any single one, or any combination of them.
Background Tight
The background_tight parameter specifies that you want the background box to be drawn as small or tight as possible. When this is set to True, the padding values will be ignored. Also, if there are no glyphs used with descender sections, then the background won't include space for them. The default value is False, which will include space for the descender even if your text does not have any of them.
Line Spacing
The optional line_spacing parameter and matching property are used to specify how much space should appear between different lines of text. You can use "\n" in your text to make a new line. The default value is 1.25, which looks pretty good with the built-in font. You can go smaller to pack the lines closer, or bigger to add some extra blank room between lines.
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Advanced Font Customization
Custom fonts are achieved with the Adafruit_Circuitpython_Bitmap_Font library. There are two types of custom font files supported: pcf and bdf. You can find font files online and use converters to get them to the correct formats for use with display text labels. This guide covers the process:
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Overview
More Fonts
Are you looking to display new fonts on your PyPortal? You can use just about any font on your computer or downloaded from the internet. This guide will walk you through generating bitmap fonts using the FontForge open-source project.
Why Bitmaps?
PyPortal uses the CircuitPython Bitmap Font Library to render "live" text on the display. A bitmap font stores each character as an array of pixels. Bitmap fonts are simply groups of images. For each variant of the font, there is a complete set of images, with each set containing an image for each character.
Computers, on the other hand, use variable size 'TrueType' or 'Postscript' fonts, where there's a mathematical algorithm that defines each character, so it can be drawn at any size.
Font Forging
This is where FontForge comes into play. FontForge is an open-source font editor for Windows, Mac OS and GNU+Linux. It features tools for converting existing fonts into different font formats.
Getting Started with FontForge
Head on over to the fontforge page and download the app for your platform. You can choose to donate, subscribe via email or simply click the "Subscribe/Confirm and Download" button (no need to enter an email). Follow along with the detailed installation guide to get setup with FontForge.
Where Do I Get Fonts?
Here's a list of some neat places to obtain some fresh fonts.
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Use FontForge
Demo Walkthrough
In this example, we're going to convert a .TTF (TrueType Format) into a .BDF (Bitmap Distribution Format). I'm using an open licensed font downloaded from Google Font, Source Serif Pro.
Open Font
Use the file menu and choose Open Font from the list. Navigate to a directory where your desired font resides. Select the font and open it.
Set Font Size
From the element menu, select Bitmap Strikes Available. In this dialog, you will need to specific how large you want your font to be. The font size is fixed with Bitmap fonts, so if you want to use different sizes, you'll need to make separate files.
Generate Bits
From the element menu, select Regenerate Bitmap Glyphs. Similar to the previous dialog, enter the font size of your liking. You can make it smaller here. Be aware, values too small will not generate BDF's.Â
Export Converted Font
From the file menu, select Generate Fonts. In the dialog, select No Outline Font and BDF from the dropdown options. Use the navigation UI to save the file in your directory of choice. Click the generate button to save the file.Â
BDF Resolution
This dialog menu will pop up after clicking generate. You can choose one of the options from the list. If you'd like a different font size, you can enter that in the Other labeled input box. Click OK to save it!
Optimize File Size
If you take a look at the file size of the .bdf, it's roughly around 900K â That can be a bit larger than needed, especially if you plan to store a lot of image and sound assets. In cases where you need to save on every byte, you can optimize the file size of your fonts by selecting only the characters you want to use. If you scroll through the full list of glyphs, you'll see there's extra special characters â A whole bunch of them! If you don't need them in your project, just select "space" (the glyph just before "!") plus the basic set of upper/lower and alphanumeric characters. You can click + hold and drag to make selections easier. With them selected, go through these steps:
- Select the glyphs you want to keep
- Use EditâSelectâInvert Selection to change the selection to the unwanted glyphs.
- Use EncodingâDetach & Remove Glyphs... to remove the unwanted glyphs. (You'll have to re-load your original font file to undo this step)
- Use ElementâRegenerate Bitmap to reprocess the glyphs.
- Use FileâGenerate Font to save the reduced version of the file
Make sure your final font contains the letter capital M, which is used to estimate the height of letters in the font. Otherwise, the font will be incompatible with adafruit_display_text and give an error like AttributeError: 'NoneType' object has no attribute 'height'
Optimize File Size (Manually)
If you prefer, you can also use a text editor to remove glyphs from a .bdf file. BDF files are just text!
Open a BDF file and search for âasciitildeâ â this is usually the highest plain-ASCII-value glyph we want to preserve. A few lines down there will be an âENDCHARâ line.
Delete everything after the ENDCHAR line, then add a line containing ENDFONT. Thatâs it! Save the file, which is usually just a small fraction of the original size.
You wonât get any accented characters or special punctuation this way, so itâs not always the right thing for every situation. For the majority of plain-text programs though, this can really help stretch your CIRCUITPY drive space!
Font Colors
The color of the fonts can be setup in your code. The CircuitPython library uses HEX color codes. This is similar to web color pickers but formatted slightly different. Most HEX color pickers use a hashtag in the front of the value, like, #000000. In CircuitPython, instead of a hashtag, 0x is used. Here's a few examples.
- Black = 0x000000
- White = 0xFFFFFF
- Purple = 0x8f42f4
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Convert to PCF
CircuitPython supports two font formats: the textual .bdf format and the binary .pcf format. By taking the extra step of converting your font to .pcf you make fonts load faster and also typically save some storage space on the board CIRCUITPY flash drive.
The converter software is hosted on github.io. Thanks to technology called emscripten, it runs entirely in your web browserâthe font file is not uploaded to a server, which also makes it really quick. web-bdftopcf is derived from the classic font converter of the same name, a program for Unix/Linux systems. If you're interested, you can browse the C source on github.
Head to https://adafruit.github.io/web-bdftopcf/ and click the "Browse" button.
After a moment, the font will be prepared in .pcf format and depending on your browser settings it may be automatically downloaded or you may have to confirm that you want to download the file.
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Label Updating
Sometimes when you make labels, you will want to change the text that they are displaying at some point after they've been initialized. A common example of this would be showing the value being read from a sensor, then updating it as you make new readings from the sensor.
This example initializes a label before the main loop begins. Then inside the main loop it updates the text property on the label with the value it gets from time.monotonic(). This example can be run on any CircuitPython device with a built-in display.
Updating the text property will change what appears in the label on the display.
In the example below, click the Download Project Bundle button below to download the necessary libraries and the code.py file in a zip file. Extract the contents of the zip file, open the directory updating_text_example/ and then click on the directory that matches the version of CircuitPython you're using and copy the contents of that directory to your CIRCUITPY drive.
Your CIRCUITPY drive should now look similar to the following image:
# SPDX-FileCopyrightText: 2021 Tim C, written for Adafruit Industries
#
# SPDX-License-Identifier: MIT
"""
This examples shows how to update your label with new text.
"""
import time
import board
import displayio
import terminalio
from adafruit_display_text import label
# built-in display
display = board.DISPLAY
# Make the display context
main_group = displayio.Group()
display.root_group = main_group
# create the label
updating_label = label.Label(
font=terminalio.FONT, text="Time Is:\n{}".format(time.monotonic()), scale=2
)
# set label position on the display
updating_label.anchor_point = (0, 0)
updating_label.anchored_position = (20, 20)
# add label to group that is showing on display
main_group.append(updating_label)
# Main loop
while True:
# update text property to change the text showing on the display
updating_label.text = "Time Is:\n{}".format(time.monotonic())
time.sleep(1)
What NOT To Do
Be careful not to create new labels infinitely in the main loop. It can lead to a Memory Error caused by making too many new labels.
# SPDX-FileCopyrightText: 2020 Tim C, written for Adafruit Industries
#
# SPDX-License-Identifier: MIT
"""
This examples shows the WRONG way change your displayed text in the main loop.
"""
import time
import board
import displayio
import terminalio
from adafruit_display_text import label
# built-in display
display = board.DISPLAY
# Make the display context
main_group = displayio.Group()
display.root_group = main_group
# Main loop
while True:
# You should not create labels in an unrestriced manner like this.
#
# DONT DO THIS!!!
#
new_label = label.Label(
font=terminalio.FONT,
text="Time Is:\n{}".format(time.monotonic()),
scale=2,
x=20, y=50
)
main_group.append(new_label)
main_group.pop(0)
time.sleep(1)
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