DxDrawLine

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Revision as of 04:32, 22 January 2012 by John (talk | contribs) (Changed the example entirely, because I fail at editing.)
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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 [-]
Client

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)

See Also