DxDrawImage
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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
- height: the absolute height of the image
- 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 text, a value produced by tocolor.
- 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 [-]
ClientExample 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
- 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