dxDrawRectangle
Client-side
Server-side
Shared
This function draws a 2D rectangle across the screen - rendered for one frame. This should be used in conjunction with onClientRender in order to display continuously.
Syntax
bool dxDrawRectangle ( float startX, float startY, float width, float height, [ int color = white, bool postGUI = false, bool subPixelPositioning = false ] )Required Arguments
- startX: An float representing the absolute origin X position of the rectangle, represented by pixels on the screen.
- startY: An float representing the absolute origin Y position of the rectangle, represented by pixels on the screen.
- width: An float representing the width of the rectangle, drawn in a right direction from the origin.
- height: An float representing the height of the rectangle, drawn in a downwards direction from the origin.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.
- color (default: white): the hex color of the rectangle, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, GG = green, BB = blue).
- postGUI (default: false): A bool representing whether the line should be drawn on top of or behind any ingame GUI.
- subPixelPositioning (default: false): A bool representing whether the rectangle can be positioned sub-pixel-ly.
Returns
- bool: result
Returns true if the operation was successful, false otherwise.
Code Examples
client
Example of MOTD (message of the day), made using dxDrawText, dxDrawLine and dxDrawRectangle.
local x, y = guiGetScreenSize() -- Get players resolution.local playerName = getPlayerName(localPlayer) -- Get players name.local MOTDText = "Welcome to our server, this is a test MOTD script for MTA's Wiki." -- Example of MOTD message.
function drawStuff() dxDrawRectangle(x / 3.8, y / 3.8, x / 2.02, y / 2, tocolor(0, 0, 0, 150)) -- Create our black transparent MOTD background Rectangle. dxDrawText("Welcome " .. playerName, x / 3.5, y / 3.6, x, y, tocolor(255, 255, 255, 255), 1, "bankgothic") -- Create Welcome title. dxDrawText("Welcome " .. playerName, x / 3.48, y / 3.58, x, y, tocolor(0, 0, 0, 255), 1, "bankgothic") -- Create Welcome title shadow. dxDrawLine(x / 3.6, y / 3.3, x / 1.35, y / 3.3, tocolor(255, 255, 255, 255), 2) -- Create underline for title. dxDrawLine(x / 3.59, y / 3.275, x / 1.348, y / 3.275, tocolor(0, 0, 0, 255), 2) -- Create underline shadow. dxDrawText(MOTDText, x / 3.6, y / 3, x, y, tocolor(255, 255, 255, 255), 1, "clear") -- Create MOTD text.endaddEventHandler("onClientRender", root, drawStuff) -- Keep everything visible with onClientRender.Changelog
Added subPixelPositioning argument.
See Also
Drawing Functions
- dxConvertPixels
- dxCreateFont
- dxCreateRenderTargetUpdated
- dxCreateScreenSource
- dxCreateShader
- dxCreateTextureUpdated
- dxDrawCircle
- dxDrawImage
- dxDrawImageSection
- dxDrawLine
- dxDrawLine3D
- dxDrawMaterialLine3D
- dxDrawMaterialPrimitive
- dxDrawMaterialPrimitive3D
- dxDrawMaterialSectionLine3D
- dxDrawModel3DNew
- dxDrawPrimitive
- dxDrawPrimitive3D
- dxDrawRectangle
- dxDrawText
- dxDrawWiredSphere
- dxGetBlendMode
- dxGetFontHeight
- dxGetMaterialSize
- dxGetPixelColor
- dxGetPixelsFormat
- dxGetPixelsSize
- dxGetStatusUpdated
- dxGetTextSize
- dxGetTexturePixelsUpdated
- dxGetTextWidth
- dxIsAspectRatioAdjustmentEnabled
- dxSetAspectRatioAdjustmentEnabled
- dxSetBlendMode
- dxSetPixelColor
- dxSetRenderTarget
- dxSetShaderTessellation
- dxSetShaderTransform
- dxSetShaderValue
- dxSetTestMode
- dxSetTextureEdge
- dxSetTexturePixels
- dxUpdateScreenSource