Revision Difference
surface.DrawText#526997
<function name="DrawText" parent="surface" type="libraryfunc">
<description>
Draw the specified text on the screen, using the previously set position, font and color.
<note>This function does not handle newlines properly</note>
<note>This function sets new text position at the end of the text length, this can be used to append to texts seamlessly.</note>⤶
<rendercontext hook="false" type="2D"></rendercontext>
</description>
<realm>Client and Menu</realm>
<args>
<arg name="text" type="string">The text to be rendered.</arg>
</args>
</function>
<example>
<description>Draws 'Hello World' on the screen. All functions in this example must be called for the draw to work flawlessly.</description>
<code>
hook.Add( "HUDPaint", "drawsometext", function()
surface.SetFont( "Default" )
surface.SetTextColor( 255, 255, 255 )
surface.SetTextPos( 128, 128 )
surface.DrawText( "Hello World" )
end )⤶
</code>⤶
⤶
</example>⤶
⤶
<example>⤶
<description>Draws rainbow text without using <page>surface.GetTextSize</page> (more efficient). Can be improved by using custom `HSV to separate RGB` function.</description>⤶
<code>⤶
local text = "Rainbow"⤶
hook.Add( "HUDPaint", "drawsometext", function()⤶
surface.SetFont( "DermaLarge" )⤶
surface.SetTextPos( 400, 128 )⤶
for char = 1, #text do⤶
surface.SetTextColor( HSVToColor( ( ( RealTime() * 100 ) - char * 15 ) % 360, 1, 1 ) )⤶
surface.DrawText( string.sub( text, char, char ) )⤶
end⤶
end )
</code>
</example>