DxDrawImage: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
Line 20: Line 20:
*'''rotationCenterOffsetX:''' the absolute X offset from the image center for which to rotate the image from.
*'''rotationCenterOffsetX:''' the absolute X offset from the image center for which to rotate the image from.
*'''rotationCenterOffsetY:''' the absolute Y offset from the image center for which to rotate the image from.
*'''rotationCenterOffsetY:''' the absolute Y offset from the image center for which to rotate the image from.
*'''color:''' the color of the image, a value produced by [[tocolor]].
*'''color:''' the color of the image, a value produced by [[tocolor]] or hexadecimal number in format: 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
*'''postgui :''' A bool representing whether the image should be drawn on top of or behind any ingame GUI (rendered by CEGUI).
*'''postgui :''' A bool representing whether the image should be drawn on top of or behind any ingame GUI (rendered by CEGUI).



Revision as of 20:44, 20 September 2009

Draws an image on the screen for a single frame. In order for the image to stay visible continuously, you need to call this function with the same parameters on each frame update (see onClientRender).

Syntax

bool dxDrawImage ( float posX, float posY, float width, float height, string filepath [, float rotation = 0, float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, int color = white, bool postGUI = false ] )

Required Arguments

  • posX: the absolute X coordinate of the top left corner of the image
  • posY: the absolute Y coordinate of the top left corner of the image
  • width: the absolute width of the image (must be a power of two or image might be blurry)
  • height: the absolute height of the image (must be a power of two or image might be blurry)
  • filepath: The filepath of the image which is going to be drawn.

Optional Arguments

  • rotation: the rotation, in degrees for the image.
  • rotationCenterOffsetX: the absolute X offset from the image center for which to rotate the image from.
  • rotationCenterOffsetY: the absolute Y offset from the image center for which to rotate the image from.
  • color: the color of the image, a value produced by tocolor or hexadecimal number in format: 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
  • postgui : A bool representing whether the image should be drawn on top of or behind any ingame GUI (rendered by CEGUI).

Returns

Returns true if successful, false otherwise.

Example

Click to collapse [-]
Client

Example of a pendulum swinging from the top of the screen, made using dxDrawImage.

local rootElement = getRootElement()
local screenWidth,screenHeight = guiGetScreenSize()  -- Get screen resolution.


function renderDisplay ( )
	local seconds = getTickCount() / 1000
	local angle = math.sin(seconds) * 80
	-- This will draw the graphic file 'arrow.png' at the top middle of the screen
	-- using the size of 100 pixels wide, and 240 pixels high.
	-- The center of rotation is at the top of the image.
	dxDrawImage ( screenWidth/2 - 50, 0, 100, 240, 'arrow.png', angle, 0, -120 )
end


function HandleTheRendering ( )
	addEventHandler("onClientRender",rootElement, renderDisplay)  -- Keep everything visible with onClientRender.
end
addEventHandler("onClientResourceStart",rootElement, HandleTheRendering)

See Also