font.render: Difference between revisions
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(Fixed the params section; added an example) |
m (fixed the script example's spacing) |
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| Line 43: | Line 43: | ||
return; | return; | ||
if(sdl.ticks - gameMsgStart < gameMsgDuration ) { | if (sdl.ticks - gameMsgStart < gameMsgDuration ) { | ||
if(gameMsgFont != null) { | if (gameMsgFont != null) { | ||
gameMsgFont.render(gameMsgText, [0, gta.height-45], gta.width, 0.5, 0.0, gameMsgFont.size, gameMsgColour, true, true, false, true); | gameMsgFont.render(gameMsgText, [0, gta.height - 45], gta.width, 0.5, 0.0, gameMsgFont.size, gameMsgColour, true, true, false, true); | ||
} | } | ||
} | } | ||
}); | }); | ||
}} | }} | ||
Latest revision as of 15:21, 3 October 2021
render
Signature: void render(string text, Vec2 position, float width, float align, float justify, float size, int colour, [ bool wordWrap = false, bool colourCodes = true, bool ignoreColourCodes = false, bool shadow = false ])
Usage: draw text on the screen using a font
Parameters
- string text The text to draw.
- Vec2 position The 2D position for the text.
- float width The maximum width of the text, in pixels.
- float align The horizontal alignment of the text, as a float.
- float justify The justify alignment of the text, as a float.
- float size The size of the text, as a float.
- int colour The colour of the text, as an integer; visit the colour defines page for info.
- bool wordWrap optional false Whether word wrap is enabled.
- bool colourCodes optional true Whether colour codes are resolved.
- bool ignoreColourCodes optional false Whether colour codes are not resolved.
Return
void
On failure: void