TextCreateTextItem: Difference between revisions

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==Syntax==
==Syntax==
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  textitem textCreateTextItem ( [string text, float x, float y, string priority, int red = 255, int green = 0, int blue = 0, int alpha = 255, float scale = 1, string alignX = "left", string alignY = "top", int shadowAlpha = 0] )
  textitem textCreateTextItem ( string text, float x, float y, [string priority, int red = 255, int green = 0, int blue = 0, int alpha = 255, float scale = 1, string alignX = "left", string alignY = "top", int shadowAlpha = 0] )
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Revision as of 17:13, 19 January 2012

Dialog-information.png This article needs checking.

Reason(s): You can go through optional args assigning nil, but if you wanted red text for example you need to express G & B values as 0. Would it be good to put some brackets around these optional args to say they work in unison or not at all?


This function creates a text item. A text item represents a single area of text, much like a label does in standard GUI programming. A text item can only be seen by players if it is added to a textdisplay using textDisplayAddText. Each text item can be added to multiple displays, if need be.

Syntax

 textitem textCreateTextItem ( string text, float x, float y, [string priority, int red = 255, int green = 0, int blue = 0, int alpha = 255, float scale = 1, string alignX = "left", string alignY = "top", int shadowAlpha = 0] )

Required Arguments

None.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • text: A string of text you want to display
  • x: A floating point number between 0.0 and 1.0 indicating how far across the screen the text should be shown, as a percentage of the width, from the left hand side.
  • y: A floating point number between 0.0 and 1.0 indicating how far down the screen the text should be shown, as a percentage of the height, from the top.
  • priority: How important it is that this text should be up to date on client's screens. Valid values are: "low", "medium", "high" which are aliases for 0, 1 and 2 respectively.
  • red: A value between 0 and 255 indicating how red the text should be.
  • green: A value between 0 and 255 indicating how green the text should be.
  • blue: A value between 0 and 255 indicating how blue the text should be.
  • alpha: A value between 0 and 255 indicating how transparent the text should be, with 0 being fully transparent, and 255 being opaque.
  • scale: A floating point value indicating the scale of the text. The default is 1.0, which is around 12pt.
  • alignX: A string representing the X-alignment of the text. ("left", "center", "right")
  • alignY: A string representing the Y-alignment of the text. ("top", "center", "bottom")

Extra parameter from 1.0.2 onwards:

  • shadowAlpha: A value between 0 and 255 indicating how dark the drop shadow should be.

Returns

Returns a textitem object.

Example

myDisplay = textCreateDisplay ()                              -- create a display
textDisplayAddObserver ( myDisplay, myPlayer )                -- make it visible to a player
myTextItem = textCreateTextItem ( "Hello world!", 0.5, 0.5 )  -- create text item for the display
textDisplayAddText ( myDisplay, myTextItem )                  -- add created item to text display so it is displayed

See Also