DgsCreateImage: Difference between revisions

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{{Client function}}
{{Client function}}
This function creates an image using image elements ( render target, texture element, shader and screen source and so on, even nothing just color ).
This function creates an image using image elements ( render target, texture element, shader and screen source and so on, even nothing just color ).
'''Note:'''
*If you pass '''path''' into this function, path will be converted into '''texture element''' handled by dgs.
*If you want to control the '''texture''' by yourself, please pass a '''texture element''' into this function.
*If you '''don't''' want to use '''texture element''', please use ''dgsSetProperty ( yourImage, "image" ,yourPath )''


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element dgsDxCreateImage ( float x, float y, float width, float height, element image = nil, bool relative, [element parent = nil, int color = 0xFFFFFFFF ] )
element dgsCreateImage ( float x, float y, float width, float height, element/string image = nil, bool relative [, element parent = nil, int color = 0xFFFFFFFF ] )
</syntaxhighlight>  
</syntaxhighlight>  


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*'''width:''' A float of the width of the image. This is affected by the ''relative'' argument.
*'''width:''' A float of the width of the image. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the image. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the image. This is affected by the ''relative'' argument.
*'''image:''' An texture element such as texture, render target, screen source, shader and so on. Or nil (color only).
*'''image:''' An texture element such as texture, render target, screen source, shader and so on. Or texture path. Ornil (color only).
*'''relative:''' This is whether sizes and positioning are relative. If this is ''true'', then all x,y,width,height floats must be between 0 and 1, representing measures relative to the parent.
*'''relative:''' This is whether sizes and positioning are relative. If this is ''true'', then all x,y,width,height floats must be between 0 and 1, representing measures relative to the parent.


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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
DGS = exports.dgs
DGS = exports.dgs
local image = DGS:dgsDxCreateImage(100,100,200,200,_,false,_,tocolor(255,255,255,255))
local image = DGS:dgsCreateImage(100,100,200,200,_,false,_,tocolor(255,255,255,255))
setTimer(function()
setTimer(function()
DGS:dgsDxGUISetProperty(image,"color",tocolor(math.random(0,255),math.random(0,255),math.random(0,255),255)
DGS:dgsSetProperty(image,"color",tocolor(math.random(0,255),math.random(0,255),math.random(0,255),255))
end,100,0)
end,100,0)
local image1 = DGS:dgsCreateImage(100,100,200,200,"test.png",false,_,tocolor(255,255,255,255))  --If you don't add the external perfix, it will also work.
local image2 = DGS:dgsCreateImage(100,100,200,200,":yourResource/test.png",false,_,tocolor(255,255,255,255))  --If you don't add the external perfix, it will also work.
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Latest revision as of 09:25, 17 January 2021

This function creates an image using image elements ( render target, texture element, shader and screen source and so on, even nothing just color ).

Note:

  • If you pass path into this function, path will be converted into texture element handled by dgs.
  • If you want to control the texture by yourself, please pass a texture element into this function.
  • If you don't want to use texture element, please use dgsSetProperty ( yourImage, "image" ,yourPath )

Syntax

element dgsCreateImage ( float x, float y, float width, float height, element/string image = nil, bool relative [, element parent = nil, int color = 0xFFFFFFFF ] )

Required Arguments

Example image .
  • x: A float of the 2D x position of the image on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the image on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the image. This is affected by the relative argument.
  • height: A float of the height of the image. This is affected by the relative argument.
  • image: An texture element such as texture, render target, screen source, shader and so on. Or texture path. Ornil (color only).
  • relative: This is whether sizes and positioning are relative. If this is true, then all x,y,width,height floats must be between 0 and 1, representing measures relative to the parent.

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.

  • parent: This is the parent that the image is attached to. If the relative argument is true, sizes and positioning will be made relative to this parent. If the relative argument is false, positioning will be the number of offset pixels from the parent's origin. If no parent is passed, the parent will become the screen - causing positioning and sizing according to screen positioning.
  • color: A integer of the color of the image.

Returns

Returns element if image was created successfully, false otherwise.

Example

This example will display a rectangle on the player's screen.

Click to collapse [-]
Client-side
DGS = exports.dgs
local image = DGS:dgsCreateImage(100,100,200,200,_,false,_,tocolor(255,255,255,255))
setTimer(function()
	DGS:dgsSetProperty(image,"color",tocolor(math.random(0,255),math.random(0,255),math.random(0,255),255))
end,100,0)
local image1 = DGS:dgsCreateImage(100,100,200,200,"test.png",false,_,tocolor(255,255,255,255))  --If you don't add the external perfix, it will also work.
local image2 = DGS:dgsCreateImage(100,100,200,200,":yourResource/test.png",false,_,tocolor(255,255,255,255))  --If you don't add the external perfix, it will also work.

See Also

Custom Cursor Functions

Multi Language Supports

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