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surface.DrawText#528395

<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 previous drawn text length - this can be used to change text properties (such as font or color) without recalculating and resetting text position. See example #2 for example use of this behavior.</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> <arg name="forceAdditive" type="boolean" default="nil">(Next Update)`true` to force text to render additive, `false` to force not additive, `nil` to use font's value.</arg> <arg name="forceAdditive" type="boolean" default="nil">`true` to force text to render additive, `false` to force not additive, `nil` to use font's value.</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> and <page>surface.SetTextPos</page> for every character (more efficient).</description> <code> local text = "~Rainbow~" hook.Add( "HUDPaint", "drawsometext", function() surface.SetFont( "DermaLarge" ) surface.SetTextPos( 400, 128 ) for char = 1, #text do local col = HSVToColor( ( ( RealTime() * 100 ) - char * 15 ) % 360, 1, 1 ) surface.SetTextColor( col.r, col.g, col.b ) -- Providing 3 numbers to surface.SetTextColor rather surface.DrawText( string.sub( text, char, char ) ) -- than a single color is faster end end ) </code> </example>