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  • ...retrieves the theoretical width (in pixels) of a certain piece of text, if it were to be drawn using [[dxDrawText]]. float dxGetTextWidth ( string text, [float scale=1, mixed font="default", bool bColorCoded=false
    1 KB (204 words) - 14:27, 5 April 2020
  • {{Note|A line without any spaces in it will not break, meaning it may exceed ''maxwidth''.}} ...dth, it's scale or font, etc.) and caching the result, rather than calling it [[onClientRender]] or similarly frequent events.}}
    5 KB (670 words) - 16:32, 31 May 2020
  • dxDrawText(roundedFPS, sx - dxGetTextWidth(roundedFPS), 0) -- (We always have at least one frame rendered, so dividing by 0 it's not a problem)
    3 KB (378 words) - 01:17, 30 December 2020
  • ...he unit of the speed returned. If not specified, the unit will be ''m/s''. It can be specified as a ''[[string]]'' or ''number'' as follows: ...'' containing the [[element]]'s speed if the arguments provided are valid. It returns ''[[nil]]'' plus an ''error'' otherwise.
    4 KB (508 words) - 10:43, 3 June 2020
  • * If the player's map is showing, it returns four integers: ''minX'', ''minY'', ''maxX'', ''maxY''. These are ' local width = dxGetTextWidth("Center of SA map")
    7 KB (923 words) - 17:39, 2 July 2016
  • * Fix vehicle.handling and add [[setVehicleHandling|setter]] to it * Fixed [[dxGetTextWidth]] returns wrong width of text ([https://bugs.mtasa.com/view.php?id=9745 Man
    17 KB (2,101 words) - 19:39, 29 December 2022
  • * Added color coded argument to [[dxGetTextWidth]] * Made it able to set velocity on (dynamic) objects
    13 KB (1,667 words) - 08:55, 4 November 2017