DxDrawGifImage

From Multi Theft Auto: Wiki

Jump to: navigation, search

This function simulates the effect of a GIF image by using image sprites.

Syntax

element dxDrawGifImage ( float x, float y, float width, float height, string path, float startImageID, string fileExtension, float effectSpeed )

Required Arguments

  • x: A float of the 2D x position of the GUI button on a player's screen.
  • y: A float of the 2D y position of the GUI button on a player's screen.
  • width: A float of the width of the GUI button.
  • height: A float of the height of the GUI button.
  • path: The filepath of the image files will be loaded. A "%s" is required to denote where the "id" is placed.
   "%snyancat.png" would be read as "1nyancat.png" "2nyancat.png" etc
   "a%sbcdefghe" would read the images "a1sbcdefghe" "a2sbcdefghe" "a3sbcdefghe" etc.
  • startImageID: The image ID that will be loaded in the first place.
  • fileExtension: The image extension ( e.g: png, jpg, etc. ).
  • effectSpeed: The speed between the change of the images.

Code

Click to collapse [-]
Clientside Script

function dxDrawGifImage ( x, y, w, h, path, iStart, iType, effectSpeed )
	local gifElement = createElement ( "dx-gif" )
	if ( gifElement ) then
		setElementData (
			gifElement,
			"gifData",
			{
				x = x,
				y = y,
				w = w,
				h = h,
				imgPath = path,
				startID = iStart,
				imgID = iStart,
				imgType = iType,
				speed = effectSpeed,
				tick = getTickCount ( )
			},
			false
		)
		return gifElement
	else
		return false
	end
end
 
addEventHandler ( "onClientRender", root,
	function ( )
		local currentTick = getTickCount ( )
		for index, gif in ipairs ( getElementsByType ( "dx-gif" ) ) do
			local gifData = getElementData ( gif, "gifData" )
			if ( gifData ) then
				if ( currentTick - gifData.tick >= gifData.speed ) then
					gifData.tick = currentTick
					gifData.imgID = ( gifData.imgID + 1 )
					if ( fileExists ( gifData.imgPath .."".. gifData.imgID ..".".. gifData.imgType ) ) then
						gifData.imgID = gifData.imgID
						setElementData ( gif, "gifData", gifData, false )
					else
						gifData.imgID = gifData.startID
						setElementData ( gif, "gifData", gifData, false )
					end
				end
				dxDrawImage ( gifData.x, gifData.y, gifData.w, gifData.h, gifData.imgPath .."".. gifData.imgID ..".".. gifData.imgType )
			end
		end
	end
)

Example

Click to collapse [-]
Client

This example will create a "gif" image and a command to destroy it.

gif = dxDrawGifImage ( 769, 175, 193, 145, "images/flag_arg", 0, "png", 120 )
 
addCommandHandler ( "destroygif",
	function ( )
		destroyElement ( gif )
	end
)

Author: Castillo

See Also

  • callClientFunction » This function allows you to call any clientside function from the server's side.
  • callServerFunction » This function allows you to call any server-side function from the client's side.
  • centerWindow » This function center the window in any resolution.
  • Check » This function checks if it's arguments are of the right types and calls the error-function if one isn't.
  • convertNumber » This function converts large numbers and adds commas to it. (Example: 100000 -> 100,000)
  • coroutine.resume » Fix for hidden coroutine error messages
  • dxDrawColorText » This function draws a dx text with #RRGGBB color codes support.
  • dxDrawGifImage » This function simulates the effect of a GIF image by using image sprites.
  • dxDrawImage3D » This function draws a 3D image.
  • dxDrawRectangle3D » This function draws a 3D rectangle.
  • dxGetFontSizeFromHeight » This function calculate a font size from given height for dxDraw.
  • dxGetRealFontHeight » Accurately measures the pixel height of a font.
  • findRotation » Takes two points and returns the direction from point A to point B.
  • FormatDate » Formats a date on the basis of a format string and returns it.
  • GenerateString » With this function you can generate a random string with any characters.
  • getAge » This function calculates the age of a birthday.
  • getAlivePlayers » This function returns all the alive players by a client side, so you can store them into a Gridlist or something like that, faster.
  • getAlivePlayersInTeam » This function returns a table of the alive players in a team.
  • getCursorMoveOn » This function checks in which way the cursor is currently moving.
  • getDistanceBetweenPointAndSegment2D » Takes point coordinates and line (a segment) starting and ending coordinates. It returns the shortest distance between the point and the line.
  • getElementSpeed » This function allows you to get element speed in kph or mph units.
  • getJetpackWeaponsEnabled » This function returns a table of enabled weapons usable on a jetpack.
  • getOffsetFromXYZ » This function allows you to take an entity and a position and calculate the relative offset between them accounting for rotations.
  • getOnlineAdmins » This function will give the online admins.
  • getOnlineStaff » Returns all online staff, names separated by two spaces.
  • getPlayersByData » This function gets players who have data name you passed to it.
  • getPlayerFromNamePart » This function allows you to get player From his Name part.
  • getPlayersInPhotograph » This function gets all the players in a photograph.
  • getPlayerFromSerial » This function gets an online player from their serial.
  • getPointFromDistanceRotation » Finds a point based on a starting point, direction and distance.
  • getResourceSettings » This function returns a table of the resource settings.
  • getTeamFromColor » This function gets a team from it's color. (Related to: getTeamFromName)
  • getTimestamp » With this function you can get the UNIX timestamp.
  • getXMLNodes » Returns all children of a node
  • getVehicleRespawnPosition » This function allows you to get the spawn position of a vehicle.
  • guiComboBoxAdjustHeight » Adjusts the combobox to have a correct height.
  • IfElse » Returns one of two values based on a boolean expression.
  • isElementInPhotograph » This function checks if an element was in the player's camera picture.
  • isElementInRange » This function allows you to check is the element's range to the main point is smaller than (or as big as) the maximum range.
  • isElementMoving» This function checks if an element is moving.
  • isPedAiming» This function checks if a ped is aiming.
  • isPlayerInTeam » This function check if the player in the team.
  • isLeapYear » Checks if the given year is a leap year.
  • isVehicleOnRoof » This function checks whether vehicle is on roof.
  • iterElements » Returns an iterator for your for loops saving time typing ipairs( getElementsByType( type ) ), instead you type: iterElements( type ).
  • mathNumber » This function is a workaround for the clientside floating-point precision of 24-bits
  • math.round » Rounds a number whereas the number of decimals to keep and the method may be set.
  • multi_check » This function checks one element to many, handy and clean.
  • onVehicleWeaponFire » This code implements an event that is triggered when a player in a vehicle fires a vehicles weapon.
  • RGBToHex » This function returns a string representing the color in hexadecimal.
  • setElementSpeed » This function allows you to set moving element speed in kph or mph units.
  • setTableProtected » Protects a table and makes it read-only.
  • setVehicleGravityPoint » This clientside function sets a vehicle's gravity in the direction of a 3 dimensional coordinate with the strength specified.
  • smoothMoveCamera » This clientside function allows you to create a cinematic camera flight.
  • string.count » This function counts a text from a text.
  • string.explode » This function splits a string at a given separator pattern and returns a table with the pieces.
  • switch » This function allow the value of a variable or expression to control the flow of program execution via a multiway branch.
  • table.copy » This function copies a whole table and all the tables in that table.
  • table.compare » This function check if both tables is equal.
  • table.empty » This function check is empty table or not.
  • table.map » This function goes through a table and replaces every field with the return of the passed function, where the field's value is passed as first argument and optionally more arguments.
  • table.random » This function retrieves a random variable from a table.
  • table.size » Finds the absolute size of a table.
  • toHex » This function converts a decimal number to a hexadecimal number, as a fix to be used clientside.
  • var dump » This function outputs information about one or more variables using outputConsole()
  • wavelengthToRGBA » This function converts a phisical wavelength of light to a RGBA color.