DxDrawText
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Draws a string of text on the screen for one frame. In order for the text to stay visible continuously, you need to call this function with the same parameters on each frame update (see onClientRender).
Syntax
bool dxDrawText ( string text, int left, int top [, int right=left, int bottom=top, int color=white, float scale=1, mixed font="default", string alignX="left", string alignY="top", bool clip=false, bool wordBreak=false, bool postGUI ] )
Required Arguments
- text: the text to draw
- left: the absolute X coordinate of the top left corner of the text
- top: the absolute Y coordinate of the top left corner of the text
Optional Arguments
- right: the absolute X coordinate of the right side of the text bounding box. Used for text aligning, clipping and word breaking.
- bottom: the absolute Y coordinate of the bottom side of the text bounding box. Used for text aligning, clipping and word breaking.
- color: the color of the text, a value produced by tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
- scale: the size of the text.scale: can (optionally) be specified as two floats. i.e. scaleX, scaleY
- font: Either a custom DX font element or the name of a built-in DX font:
- "default": Tahoma
- "default-bold": Tahoma Bold
- "clear": Verdana
- "arial": Arial
- "sans": Microsoft Sans Serif
- "pricedown": Pricedown (GTA's theme text)
- "bankgothic": Bank Gothic Medium
- "diploma": Diploma Regular
- "beckett": Beckett Regular
- "unifont": Unifont
- alignX: horizontal alignment of the text within the bounding box. Can be "left", "center" or "right".
- alignY: vertical alignment of the text within the bounding box. Can be "top", "center" or "bottom".
- clip: if set to true, the parts of the text that don't fit within the bounding box will be cut off.
- wordBreak: if set to true, the text will wrap to a new line whenever it reaches the right side of the bounding box. If false, the text will always be completely on one line.
- postGUI: A bool representing whether the text 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 [-]
ClientThis example code will add current zone name in the lower left corner of player's screens.
local screenWidth, screenHeight = guiGetScreenSize ( ) -- Get the screen resolution (width and height) function createText ( ) local playerX, playerY, playerZ = getElementPosition ( localPlayer ) -- Get our player's coordinates. local playerZoneName = getZoneName ( playerX, playerY, playerZ ) -- Get name of the zone the player is in. -- Draw zone name text's shadow. dxDrawText ( playerZoneName, 44, screenHeight - 41, screenWidth, screenHeight, tocolor ( 0, 0, 0, 255 ), 1.02, "pricedown" ) -- Draw zone name text. dxDrawText ( playerZoneName, 44, screenHeight - 43, screenWidth, screenHeight, tocolor ( 255, 255, 255, 255 ), 1, "pricedown" ) end function HandleTheRendering ( ) addEventHandler ( "onClientRender", root, createText ) -- keep the text visible with onClientRender. 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