GetColorFromString: Difference between revisions
No edit summary |
mNo edit summary |
||
Line 3: | Line 3: | ||
This function will extract Red, Green, Blue and Alpha values from a hex string you provide it. These strings follow the same format as used in HTML, with addition of the Alpha values. | This function will extract Red, Green, Blue and Alpha values from a hex string you provide it. These strings follow the same format as used in HTML, with addition of the Alpha values. | ||
{{New feature|3| | {{New feature|3|1.0|From 1.0, this will be supported client-side as well as server-side. Lowercase strings will also be accepted}} | ||
==Syntax== | ==Syntax== |
Revision as of 01:09, 25 November 2008
This function will extract Red, Green, Blue and Alpha values from a hex string you provide it. These strings follow the same format as used in HTML, with addition of the Alpha values.
From 1.0, this will be supported client-side as well as server-side. Lowercase strings will also be accepted
Syntax
int int int int getColorFromString ( string theColor )
Required Arguments
- theColor: A string containing a valid color code.
- Valid strings are:
- #RRGGBB: Colors specified, Alpha assumed to be 255.
- #RRGGBBAA: All values specified.
- #RGB: Shortened form, will be expanded internally to RRGGBB, as such it provides a smaller number of colors.
- #RGBA: As above, shortened - each character is duplicated.
- For example:
- #FF00FF is Red: 255, Green: 0, Blue: 255, Alpha: 255
- #F0F is Red: 255, Green: 0, Blue: 255, Alpha: 255 (the same as the example above)
- #34455699 is Red: 52, Green: 69, Blue: 86, Alpha: 153
All colors used must begin with a # sign.
Returns
Returns four integers in RGBA format, with a maximum value of 255 for each. Each stands for red, green, blue, and alpha. Alpha decides transparancy where 255 is opaque and 0 is transparent. false is returned if the string passed is invalid (for example, is missing the preceeding # sign).
Example
This example will set the blip attached to a player to a color they specify by typing set_my_color [color] in the console.
function setPlayerBlipColor ( playerSource, commandName, colorString ) local red, green, blue, alpha = getColorFromString ( colorString ) -- convert the color string to numbers local playerBlip = getBlipAttachedTo ( playerSource ) -- find the blip attached to the player if ( playerBlip and red ) then -- check a blip is attached to the player and that a valid color was specified setBlipColor ( playerBlip, red, green, blue, alpha ) -- set the player's blip color end end addCommandHandler ( "set_my_color", setPlayerBlipColor ) -- specify the getBlipAttachedTo function function getBlipAttachedTo( thePlayer ) local blips = getElementsByType( "blip" ) for k, theBlip in ipairs( blips ) do if getElementAttachedTo( theBlip ) == thePlayer then return theBlip end end return false end
See Also
- addDebugHook
- base64Decode
- base64Encode
- debugSleep
- decodeString
- encodeString
- fromJSON
- generateKeyPair
- getColorFromString
- getDevelopmentMode
- getDistanceBetweenPoints2D
- getDistanceBetweenPoints3D
- getEasingValue
- getNetworkStats
- getNetworkUsageData
- getPerformanceStats
- getRealTime
- getTickCount
- getTimerDetails
- getTimers
- getFPSLimit
- getUserdataType
- getVersion
- gettok
- isTransferBoxVisible
- setTransferBoxVisible
- hash
- inspect
- interpolateBetween
- iprint
- isOOPEnabled
- isTimer
- killTimer
- md5
- passwordHash
- passwordVerify
- pregFind
- pregMatch
- pregReplace
- removeDebugHook
- resetTimer
- setDevelopmentMode
- setFPSLimit
- setTimer
- ref
- deref
- sha256
- split
- teaDecode
- teaEncode
- toJSON
- tocolor
- getProcessMemoryStats
- utfChar
- utfCode
- utfLen
- utfSeek
- utfSub
- bitAnd
- bitNot
- bitOr
- bitXor
- bitTest
- bitLRotate
- bitRRotate
- bitLShift
- bitRShift
- bitArShift
- bitExtract
- bitReplace