GuiGetScreenSize: Difference between revisions

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end
end


addEventHandler ( "onClientResourceStart", getRootElement(), DXtext )
addEventHandler ( "onClientRender", getRootElement(), DXtext )
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</syntaxhighlight>
Now if you want it to fit on all resolutions. Then follow these steps:
Now if you want it to fit on all resolutions. Then follow these steps:
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end
end


addEventHandler ( "onClientResourceStart", getRootElement(), DXtext )
addEventHandler ( "onClientRender", getRootElement(), DXtext )
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==See Also==
==See Also==
{{GUI_functions}}
{{GUI_functions}}

Revision as of 20:03, 25 December 2011

This function retrieves the local screen size according to the resolution they are using.

Syntax

float float guiGetScreenSize ()

Returns

This returns two floats representing the player's screen resolution, width and height.

Example

This example checks whether a player is using a low resolution, and warns them that GUI may appear incorrect.

--setup a function when the resource starts
function checkResolutionOnStart ( theResource )
	--if the resource started isnt this resource, don't bother initiating the function
	if theResource ~= getThisResource() then return end
	local x,y = guiGetScreenSize() --get their screen size
	if ( x <= 640 ) and ( y <= 480 ) then --if their resolution is lower or equal to 640x480
		--warn them about GUI problems.
		outputChatBox ( "WARNING: You are running on a low resolution.  Some GUI may be placed or appear incorrectly." )
	end
end
--attach the function to the event handler
addEventHandler ( "onClientResourceStart", getRootElement(), checkResolutionOnStart )


Using guiGetScreenSize to fit GUI & DX drawing in all resolutions

To get the precise coordinates of a GUI element or DX drawings, you need to decide which edges of the screen you want to have them positioned against, then you just need to find the difference between your screen size and your position values.

For example, there is a DX text. It fits on 1024x768 resolution.

function DXtext ()
dxDrawText(tostring "Hello World!",684.0,731.0,732.0,766.0,tocolor(0,255,255,175),1.0,"bankgothic","left","top",false,false,false)
end

addEventHandler ( "onClientRender", getRootElement(), DXtext )

Now if you want it to fit on all resolutions. Then follow these steps:

1. Add width and height variables to get GUI's screen size, here we use sWidth and sHeight.

local sWidth,sHeight = guiGetScreenSize() -- The variables
dxDrawText( "Hello World!",684.0,731.0,732.0,766.0,tocolor(0,255,255,175),1.0,"bankgothic","left","top",false,false,false)

2. Subtract each of the DX text's position values from the screen size manually (remembering the resolution is 1024x768):

  • Left position value is 684, 1024-684 = 340
  • Top position value is 731, 768-731 = 37
  • Right position values is 732, 1024-732 = 292
  • Bottom position value is 766, 768-766 = 2

You may want to use a calculator to help you count.

3. Now with the answer above remove all of the position values and replace it with the width or height variable subtract with the answer. Which would be:

local sWidth,sHeight = guiGetScreenSize() -- The variables
dxDrawText("Hello World!",sWidth-340, sHeight-37, sWidth-292, sHeight-2,tocolor(0,255,255,175),1.0,"bankgothic","left","top",false,false,false)

So the final results will be a DX text which will fit on all resolutions which will be:

function DXtext ()
local sWidth,sHeight = guiGetScreenSize() -- The variables
dxDrawText("Hello World!",sWidth-340, sHeight-37, sWidth-292, sHeight-2,tocolor(0,255,255,175),1.0,"bankgothic","left","top",false,false,false)
end

addEventHandler ( "onClientRender", getRootElement(), DXtext )

See Also

General functions

Browsers

Buttons

Checkboxes

Comboboxes

Edit Boxes

Gridlists

Memos

Progressbars

Radio Buttons

Scrollbars

Scrollpanes

Static Images

Tab Panels

Tabs

Text Labels

Windows