DxDrawLine
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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, 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
Click to collapse [-]
ClientExample code for drawing crosshair for Tank.
local width, height = guiGetScreenSize ( ) -- Get player's screen resolution (width and height). local centerX, centerY = ( x / 2 ), ( y / 2 ) -- Get x and y co-ordinates of the center of the screen. local colGreen = tocolor ( 0, 255, 0, 255 ) -- Get green color. function create2DLine ( ) dxDrawLine ( centerX, centerY - 200, centerX, centerY - 170, colGreen, 1 ) -- Draw vertical crosshair line dxDrawLine ( centerY - 20, centerY - 185, centerX + 20, centerY - 185, colGreen, 1 ) -- Draw horizontal crosshair line end function HandleTheRendering ( ) addEventHandler ( "onClientRender", root, create2DLine) -- Keep the line visible with onClientRender event. end addEventHandler ( "onClientResourceStart", resourceRoot, 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