DgsCreateSelector

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This function allows creation of a DGS Selector.

Syntax

element dgsCreateSelector( float x, float y, float width, float height, bool relative [, element parent = nil, int textColor = 0xFFFFFFFF, float scaleX = 1, float scaleY = 1, float shadowOffsetX = nil, float shadowOffsetY = nil, int shadowColor = nil ] )

Required Arguments

  • x: A float of the 2D x position of the DGS selector on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the DGS selector on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the DGS selector. This is affected by the relative argument.
  • height: A float of the height of the DGS selector. This is affected by the relative argument.

Optional Arguments

  • relative: This is whether sizes and positioning are relative. If this is true, then all x, y, width and height floats must be between 0 and 1, representing sizes relative to the parent.
  • parent: This is the parent that the DGS selector 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.
  • textColor: An int of the text color of the text.
  • scaleX: A float of the 2D x scale of the text of the selector.
  • scaleY: A float of the 2D y scale of the text of the selector.
  • shadowOffsetX: A float of the shadow 2D x offset.
  • shadowOffsetY: A float of the shadow 2D y offset.
  • shadowColor: An int of the shadow color of the text.

Example

This example creates a selector on the screen.

DGS = exports.dgs 
addEventHandler("onClientResourceStart", resourceRoot, function()
    local selector = DGS:dgsCreateSelector(0, 100, 300, 100)
    DGS:dgsCenterElement(selector)
    showCursor(true) 
end)

See Also

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