GetPlayerMapBoundingBox
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This function gets the GUI bounding box of the radar map texture.
Syntax
int, int, int, int getPlayerMapBoundingBox ()
Returns
- If the player's map is showing, it returns four integers: minX, minY, maxX, maxY. These are absolute position coordinates of where the player's map is drawn on the screen.
- minX, minY represent the world coordinates -3000, -3000.
- maxX, maxY represent the world coordinates 3000, 3000.
- Negative values may be returned if these coordinates are off screen.
- If the map is not showing, a false boolean value is returned.
Example
This example draws the text "Center of SA map" in the F11 map screen where the center of world coordinates is.
local centerPos = Vector2(0, 0) -- Somewhere in Blueberry Acres local screenSize = Vector2(guiGetScreenSize()) local function drawCenterPosMapText() local mapMin, mapMax do -- We do these operations inside a block to delete intermediate variables automatically local mx, my, Mx, My = getPlayerMapBoundingBox() if mx then mapMin = Vector2(mx, my) mapMax = Vector2(Mx, My) else -- Do not continue if the screen coordinates could not be calculated (i.e. map is not showing) return end end -- Calculate a factor in range [0, 1] which represents the relative distance to the max coords point from the min coords point of the given coordinates (centerPos) -- 0 means that the given point is in mapMin in a certain direction -- 1 means that the given point is in mapMax in a certain direction -- Assumes the world map is a square whose side is 6000 units long local fMx, fMy = (centerPos.x + 3000) / 6000, (centerPos.y + 3000) / 6000 -- Do the opposite thing for the min coords point local fmx, fmy = 1 - fMx, 1 - fMy -- Use the factors and given screen points to calculate the final screen coords of our world position in the map local screenMapPos = Vector2((fmx * mapMin.x) + (fMx * mapMax.x), (fmy * mapMin.y) + (fMy * mapMax.y)) -- Check whether our screen position is within the viewable screen area (this is not necessary when working with dxDrawText anyway) if screenMapPos.x > 0 and screenMapPos.y > 0 and screenMapPos.x <= screenSize.x and screenMapPos.y <= screenSize.y then -- Finally, draw our desired text local width = dxGetTextWidth("Center of SA map") dxDrawText("Center of SA map", screenMapPos.x - (width / 2), screenMapPos.y, screenMapPos.x + (width / 2), screenMapPos.y, tocolor(255, 255, 0), 1, "default", "center") end end addEventHandler("onClientRender", root, drawCenterPosMapText)
See also
- getLocalPlayer
- getPlayerMapBoundingBox
- getPlayerMapOpacity
- isPlayerMapVisible
- resetBlurLevel
- isPlayerHudComponentVisible
- Shared
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState