DxDrawCircle
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This function draws a circle shape on the screen - rendered for one frame. This should be used in conjunction with onClientRender in order to display continuously.
Syntax
bool dxDrawCircle( float posX, float posY, float radius [, float startAngle = 0, float stopAngle = 360, color theColor = white, color theCenterColor = theColor, int segments = 32, int ratio = 1, bPostGUI = false ])
Required Arguments
- posX: An integer representing the absolute X position of the circle center, represented by pixels on the screen.
- posY: An integer representing the absolute Y position of the circle center, represented by pixels on the screen.
- radius: An integer representing the radius scale of the circle that is being drawn.
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.
- startAngle: An integer representing the angle of the first point of the circle.
- stopAngle: An integer representing the angle of the last point of the circle.
- theColor: An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
- theCenterColor: An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
- segments: An intiger representing from how many triangles is created circle, more = more smoothly.
- ratio: Ratio between width and height, 2 mean that circle is 2 times widther then higher.
- postGUI: A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).
Returns
Returns true if the creation of the 2D circle was successful, false otherwise.
Code
Click to collapse [-]
ClientThis function draw a rectangle with rounded corners.
function dxDrawRoundedRectangle(x,y,rx,ry,color,radius) rx = rx - radius * 2 ry = ry - radius * 2 x = x + radius y = y + radius if(rx >= 0 and ry >= 0)then dxDrawRectangle(x,y,rx,ry,color) dxDrawRectangle(x,y - radius,rx,radius,color) dxDrawRectangle(x,y + ry,rx,radius,color) dxDrawRectangle(x - radius,y,radius,ry,color) dxDrawRectangle(x + rx,y,radius,ry,color) dxDrawCircle(x,y,radius,180,270,color,color,7); dxDrawCircle(x + rx,y,radius,270,360,color,color,7); dxDrawCircle(x + rx,y + ry,radius,0,90,color,color,7); dxDrawCircle(x,y + ry,radius,90,180,color,color,7); end end dxDrawRoundedRectangle(350,50,100,100,tocolor(0,255,0,255), 20)
See Also
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTarget
- dxCreateScreenSource
- dxCreateShader
- dxCreateTexture
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsSize
- dxGetPixelsFormat
- dxGetStatus
- dxGetTextSize
- dxGetTextWidth
- dxGetTexturePixels
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderValue
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource