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dxDrawText

Client-side
Server-side
Shared

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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).

Note

The function is known to optimize certain drawing scenarios related to scaling and opacity (so called text on raster optimisation ). You can find out more about it here .

Syntax

dxDrawText ( )

Code Examples

client

This example code will add the current zone name in the lower left corner of the players' screens.

local screenX, screenY = guiGetScreenSize() -- get the screen resolution (width and height)
local shadowColor = tocolor(0, 0, 0, 255) -- define shadow color outside render scope and use it afterwards (for performance reasons)
local textColor = tocolor(255, 255, 255, 255) -- define color outside render scope and use it afterwards (for performance reasons)
function renderPlayerZone()
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, screenY - 41, screenX, screenY, shadowColor, 1.02, "pricedown")
-- draw zone name text
dxDrawText(playerZoneName, 44, screenY - 43, screenX, screenY, textColor, 1, "pricedown")
end
addEventHandler("onClientRender", root, renderPlayerZone)