DxDrawLine: Difference between revisions

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This example draws a couple of circles
This example draws a couple of circles
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function drawCircle( x,y, radius, color )
function drawCircle(x,y, radius, color)
     local numPoints = math.floor( math.pow( radius, 0.4 ) * 5 )    -- Calculate number of points to make it look good
     local numPoints = math.floor(math.pow(radius, 0.4) * 5)    -- Calculate number of points to make it look good
     local step = math.pi * 2 / numPoints
     local step = math.pi * 2 / numPoints
     local sx,sy
     local sx,sy
     for p=0,numPoints do
     for p=0,numPoints do
         local ex = math.cos ( p * step ) * radius
         local ex = math.cos(p * step) * radius
         local ey = math.sin ( p * step ) * radius
         local ey = math.sin(p * step) * radius
         if sx then
         if sx then
             dxDrawLine( x+sx, y+sy, x+ex, y+ey, color )
             dxDrawLine(x+sx, y+sy, x+ex, y+ey, color)
         end
         end
         sx,sy = ex,ey
         sx,sy = ex,ey
Line 51: Line 51:
end
end


addEventHandler( "onClientRender", root,
addEventHandler("onClientRender", root, function()
    function()
    drawCircle(350, 350, 10, tocolor(255,0,255))
        drawCircle( 350, 350, 10, tocolor(255,0,255) )
    drawCircle(350, 350, 50, tocolor(255,0,255))
        drawCircle( 350, 350, 50, tocolor(255,0,255) )
end)
    end
)
</syntaxhighlight>
</syntaxhighlight>
==See Also==
==See Also==
{{Drawing_functions}}
{{Drawing_functions}}


[[hu:dxDrawLine]]
[[hu:dxDrawLine]]

Latest revision as of 14:00, 28 March 2025

This function draws a 2D line across the screen - rendered for one frame. This should be used in conjunction with onClientRender in order to display continuously.

Syntax

bool dxDrawLine ( int startX, int startY, int endX, int endY, int color [, float width = 1.0, bool postGUI = false ] )

Required Arguments

  • startX: An integer representing the absolute start X position of the line, represented by pixels on the screen.
  • startY: An integer representing the absolute start Y position of the line, represented by pixels on the screen.
  • endX: An integer representing the absolute end X position of the line, represented by pixels on the screen.
  • endY: An integer representing the absolute end Y position of the line, represented by pixels on the screen.
  • color: An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).

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.

  • width: The width/thickness of the line
  • postGUI: A bool representing whether the line should be drawn on top of or behind any ingame GUI (rendered by CEGUI).

Returns

Returns a true if the operation was successful, false otherwise.

Example

This example draws an 'X' across the screen.

local screenWidth, screenHeight = guiGetScreenSize() 
local lineColor = tocolor(255, 0, 0)
function drawLinesAcrossScreen()
	dxDrawLine(0, 0, screenWidth, screenHeight, lineColor)
	dxDrawLine(screenWidth, 0, 0, screenHeight, lineColor)
end
addEventHandler("onClientRender", root, drawLinesAcrossScreen)

This example draws a couple of circles

function drawCircle(x,y, radius, color)
    local numPoints = math.floor(math.pow(radius, 0.4) * 5)     -- Calculate number of points to make it look good
    local step = math.pi * 2 / numPoints
    local sx,sy
    for p=0,numPoints do
        local ex = math.cos(p * step) * radius
        local ey = math.sin(p * step) * radius
        if sx then
            dxDrawLine(x+sx, y+sy, x+ex, y+ey, color)
        end
        sx,sy = ex,ey
    end
end

addEventHandler("onClientRender", root, function()
    drawCircle(350, 350, 10, tocolor(255,0,255))
    drawCircle(350, 350, 50, tocolor(255,0,255))
end)

See Also