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omp_textdraw.inc
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omp_textdraw.inc
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#if defined _INC_omp_textdraw
#endinput
#endif
#define _INC_omp_textdraw
/**
* <library name="omp_textdraw" summary="open.mp text draw functions.">
* <license>
* This Source Code Form is subject to the terms of the Mozilla Public License,
* v. 2.0. If a copy of the MPL was not distributed with this file, You can
* obtain one at http://mozilla.org/MPL/2.0/.
*
* The original code is copyright (c) 2023, open.mp team and contributors.
* </license>
* <summary pawndoc="true">
* This library uses the enhanced <em>pawndoc.xsl</em> from
* <a href="https://github.com/pawn-lang/pawndoc">pawn-lang/pawndoc</a>.
* This XSL has features such as library and markdown support, and will not
* render this message when used.
* </summary>
* </library>
*/
/// <p/>
#pragma tabsize 4
/**
* <library>omp_textdraw</library>
*/
#if defined MAX_TEXT_DRAWS
#if MAX_TEXT_DRAWS < Text:1 || MAX_TEXT_DRAWS > Text:2048
#error MAX_TEXT_DRAWS must be >= 1 and <= 2048
#endif
const Text:__MAX_TEXT_DRAWS = MAX_TEXT_DRAWS;
#define __MAX_TEXT_DRAWS
#else
const Text:MAX_TEXT_DRAWS = Text:2048;
#define MAX_TEXT_DRAWS (Text:2048)
#endif
/**
* <library>omp_textdraw</library>
*/
const Text:INVALID_TEXT_DRAW = Text:0xFFFF;
#define INVALID_TEXT_DRAW (Text:65535)
/**
* <library>omp_textdraw</library>
*/
#if defined MAX_PLAYER_TEXT_DRAWS
#if MAX_PLAYER_TEXT_DRAWS < PlayerText:1 || MAX_PLAYER_TEXT_DRAWS > PlayerText:256
#error MAX_PLAYER_TEXT_DRAWS must be >= 1 and <= 256
#endif
const PlayerText:__MAX_PLAYER_TEXT_DRAWS = MAX_PLAYER_TEXT_DRAWS;
#define __MAX_PLAYER_TEXT_DRAWS
#else
const PlayerText:MAX_PLAYER_TEXT_DRAWS = PlayerText:256;
#define MAX_PLAYER_TEXT_DRAWS (PlayerText:256)
#endif
/**
* <library>omp_textdraw</library>
*/
const PlayerText:INVALID_PLAYER_TEXT_DRAW = PlayerText:0xFFFF;
#define INVALID_PLAYER_TEXT_DRAW (PlayerText:65535)
/// <p/>
/**
* <library>omp_textdraw</library>
* <summary>Text draw font</summary>
*/
#define TEXT_DRAW_FONT: __TAG(TEXT_DRAW_FONT):
enum TEXT_DRAW_FONT:__TEXT_DRAW_FONT
{
UNKNOWN_TEXT_DRAW_FONT = -1,
// Numbers.
TEXT_DRAW_FONT_0,
TEXT_DRAW_FONT_1,
TEXT_DRAW_FONT_2,
TEXT_DRAW_FONT_3,
TEXT_DRAW_FONT_SPRITE_DRAW,
TEXT_DRAW_FONT_MODEL_PREVIEW,
// From GTA.
TEXT_DRAW_FONT_BANK = 0,
TEXT_DRAW_FONT_STANDARD,
TEXT_DRAW_FONT_SPACEAGE,
TEXT_DRAW_FONT_HEADING,
// From open.mp.
TEXT_DRAW_FONT_BECKETT_REGULAR = 0,
TEXT_DRAW_FONT_AHARONI_BOLD,
TEXT_DRAW_FONT_BANK_GOTHIC,
TEXT_DRAW_FONT_PRICEDOWN,
TEXT_DRAW_FONT_SPRITE,
TEXT_DRAW_FONT_PREVIEW
}
static stock TEXT_DRAW_FONT:_@TEXT_DRAW_FONT() { return __TEXT_DRAW_FONT; }
#define UNKNOWN_TEXT_DRAW_FONT (TEXT_DRAW_FONT:-1)
// Numbers.
#define TEXT_DRAW_FONT_0 (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_1 (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_2 (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_3 (TEXT_DRAW_FONT:3)
#define TEXT_DRAW_FONT_SPRITE_DRAW (TEXT_DRAW_FONT:4)
#define TEXT_DRAW_FONT_MODEL_PREVIEW (TEXT_DRAW_FONT:5)
// From GTA.
#define TEXT_DRAW_FONT_BANK (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_STANDARD (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_SPACEAGE (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_HEADING (TEXT_DRAW_FONT:3)
// From open.mp.
#define TEXT_DRAW_FONT_BECKETT_REGULAR (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_AHARONI_BOLD (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_BANK_GOTHIC (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_PRICEDOWN (TEXT_DRAW_FONT:3)
#define TEXT_DRAW_FONT_SPRITE (TEXT_DRAW_FONT:4)
#define TEXT_DRAW_FONT_PREVIEW (TEXT_DRAW_FONT:5)
/// <p/>
/**
* <library>omp_textdraw</library>
* <summary>Text draw alignment</summary>
*/
#define TEXT_DRAW_ALIGN: __TAG(TEXT_DRAW_ALIGN):
enum TEXT_DRAW_ALIGN:__TEXT_DRAW_ALIGN
{
UNKNOWN_TEXT_DRAW_ALIGN = -1,
TEXT_DRAW_ALIGN_LEFT = 1,
TEXT_DRAW_ALIGN_CENTRE,
TEXT_DRAW_ALIGN_CENTER = TEXT_DRAW_ALIGN_CENTRE,
TEXT_DRAW_ALIGN_RIGHT
}
static stock TEXT_DRAW_ALIGN:_@TEXT_DRAW_ALIGN() { return __TEXT_DRAW_ALIGN; }
#define UNKNOWN_TEXT_DRAW_ALIGN (TEXT_DRAW_ALIGN:-1)
#define TEXT_DRAW_ALIGN_LEFT (TEXT_DRAW_ALIGN:1)
#define TEXT_DRAW_ALIGN_CENTRE (TEXT_DRAW_ALIGN:2)
#define TEXT_DRAW_ALIGN_CENTER (TEXT_DRAW_ALIGN:2)
#define TEXT_DRAW_ALIGN_RIGHT (TEXT_DRAW_ALIGN:3)
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*/
/*
native # Global();
native Global(
native ====================(
native
*/
/**
* <library>omp_textdraw</library>
* <summary>Creates a textdraw. Textdraws are, as the name implies, text (mainly - there can be boxes,
* sprites and model previews (skins/vehicles/weapons/objects too) that is drawn on a player's screens.</summary>
* <param name="x">The x (left/right) coordinate to create the textdraw at</param>
* <param name="y">The y (up/down) coordinate to create the textdraw at</param>
* <param name="format">The text that will appear in the textdraw. May be optionally formatted.</param>
* <remarks>
* If you choose values for y that are less than 1, the first text row will be invisible and only
* the shadow is visible.<br />
* If part of the text is off-screen, the colour of the text will not show, only the shadow (if enabled)
* will.
* </remarks>
* <remarks>
* Maximum length of textdraw is <b>800</b> characters. Longer text will crash the legacy (SA:MP) client in older
* versions.<br />
* If you use colour codes (such as <b><c>~R~ ~G~</c></b>) beyond 255th character the legacy (SA:MP) client will
* crash trying to display the textdraw.
* </remarks>
* <remarks>
* The x, y coordinate is the top left coordinate for the text draw area based on a 640x480 "canvas"
* (irrespective of screen resolution). If you plan on using <a href="#TextDrawAlignment">TextDrawAlignment</a>
* with alignment <b><c>3</c></b> (right), the x, y coordinate is the top right coordinate for the text
* draw.<br />
* This function merely CREATES the textdraw, you must use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>
* or <a href="#TextDrawShowForAll">TextDrawShowForAll</a> to show it.<br />
* It is recommended to use WHOLE numbers instead of decimal positions when creating textdraws to
* ensure resolution friendly design.
* </remarks>
* <remarks>Keyboard key mapping codes (such as <b><c>~k~~VEHICLE_ENTER_EXIT~</c></b> don't work beyond
* 255th character. </remarks>
* <returns>The ID of the created textdraw. Textdraw IDs start at <b><c>0</c></b>.</returns>
*/
native Text:TextDrawCreate(Float:x, Float:y, const format[], OPEN_MP_TAGS:...);
/**
* <library>omp_textdraw</library>
* <summary>Destroys a previously-created textdraw.</summary>
* <param name="textid">The ID of the textdraw to destroy. Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
*/
native bool:TextDrawDestroy(Text:textid);
/**
* <library>omp_textdraw</library>
* <summary>Sets the width and height of the letters.</summary>
* <param name="textid">The TextDraw to change</param>
* <param name="width">Width of a char</param>
* <param name="height">Height of a char</param>
* <remarks>When using this function purely for the benefit of affecting the TextDraw box, multiply
* 'y' by <b><c>0.135</c></b> to convert to <a href="#TextDrawTextSize">TextDrawTextSize</a>-like measurements.
* <b>Hint</b>: it is easier and extremely precise to use <b><c>LD_SPAC:white</c></b> sprite for box-only
* textdraws, <a href="#TextDrawTextSize">TextDrawTextSize</a> will have regular offsets.</remarks>
* <remarks>If you want to change the letter size of a textdraw that is already shown, you don't have
* to recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
* <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible. </remarks>
* <remarks>Fonts appear to look the best with an x to y ratio of <b><c>1</c></b> to <b><c>4</c></b>
* (e.g. if x is <b><c>0.5</c></b> then y should be <b><c>2</c></b>). </remarks>
*/
native bool:TextDrawLetterSize(Text:textid, Float:width, Float:height);
/**
* <library>omp_textdraw</library>
* <summary>Change the size of a textdraw (box if <a href="#TextDrawUseBox">TextDrawUseBox</a> is enabled
* and/or clickable area for use with <a href="#TextDrawSetSelectable">TextDrawSetSelectable</a>).</summary>
* <param name="textid">The TextDraw to set the size of</param>
* <param name="width">The size on the x axis (left/right) following the same 640x480 grid as
* <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <param name="height">The size on the y axis (up/down) following the same 640x480 grid as
* <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <remarks>
* The x and y have different meanings with different TextDrawAlignment values:<br />
* <ul>
* <li><b><c>1</c></b> (left): they are the right-most corner of the box, absolute coordinates.</li>
* <li><b><c>2</c></b> (center): they need to inverted (switch the two) and the x value is the overall
* width of the box.</li>
* <li><b><c>3</c></b> (right): the x and y are the coordinates of the left-most corner of the box
* </li>
* </ul>
* </remarks>
* <remarks>
* Using font type <b><c>4</c></b> (sprite) and <b><c>5</c></b> (model preview) converts x and y of
* this function from corner coordinates to WIDTH and HEIGHT (offsets).<br />
* The TextDraw box starts <b><c>10.0</c></b> units up and <b><c>5.0</c></b> to the left as the origin
* (<a href="#TextDrawCreate">TextDrawCreate</a> coordinate).<br />
* This function defines the clickable area for use with <a href="#TextDrawSetSelectable">TextDrawSetSelectable</a>,
* whether a box is shown or not.
* </remarks>
* <remarks>If you want to change the text size of a textdraw that is already shown, you don't have
* to recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
* <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
*/
native bool:TextDrawTextSize(Text:textid, Float:width, Float:height);
/**
* <library>omp_textdraw</library>
* <summary>Set the alignment of text in a text draw.</summary>
* <param name="textid">The ID of the textdraw to set the alignment of</param>
* <param name="alignment"><b><c>1</c></b>-left <b><c>2</c></b>-centered <b><c>3</c></b>-right</param>
* <remarks>For alignment <b><c>2</c></b> (center) the x and y values of <a href="#TextSize">TextSize</a>
* need to be swapped, see notes at <a href="#TextDrawTextSize">TextDrawTextSize</a>, also position
* coordinate become position of center of textdraw and not left/top edges. </remarks>
*/
native bool:TextDrawAlignment(Text:textid, TEXT_DRAW_ALIGN:alignment);
/**
* <library>omp_textdraw</library>
* <summary>Sets the text colour of a textdraw.</summary>
* <param name="textid">The ID of the textdraw to change the colour of.</param>
* <param name="textColour">The colour to set the textdraw to</param>
* <remarks>You can also use GameText colours in TextDraws.</remarks>
* <remarks>If the TextDraw is already shown, it must be re-shown (<a href="#TextDrawShowForAll">TextDrawShowForAll</a>/<a
* href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>) for the changes of this function to take
* effect.</remarks>
*/
native bool:TextDrawColour(Text:textid, textColour) = TextDrawColor;
/**
* <library>omp_textdraw</library>
* <summary>Toggle whether a textdraw uses a box or not.</summary>
* <param name="textid">The ID of the text textdraw to toggle the box of</param>
* <param name="enableBox"><b><c>1</c></b> to show a box or <b><c>0</c></b> to not show a box</param>
* <remarks>If the textdraw is already shown, it must be re-shown (<a href="#TextDrawShowForAll">TextDrawShowForAll</a>/<a
* href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>) to show the changes of this function.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. This means the textdraw specified does not exist.
* </returns>
*/
native bool:TextDrawUseBox(Text:textid, bool:enableBox);
/**
* <library>omp_textdraw</library>
* <summary>Adjusts the text box colour (only used if <a href="#TextDrawUseBox">TextDrawUseBox</a> 'use'
* parameter is <b><c>1</c></b>).</summary>
* <param name="textid">The TextDraw to change</param>
* <param name="boxColour">The colour (<b>RGBA</b>)</param>
* <remarks>If you want to change the boxcolour of a textdraw that is already shown, you don't have
* to recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
* <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
*/
native bool:TextDrawBoxColour(Text:textid, boxColour) = TextDrawBoxColor;
/**
* <library>omp_textdraw</library>
* <summary>Sets the size of a textdraw's text's shadow.</summary>
* <param name="textid">The ID of the textdraw to set the shadow size of</param>
* <param name="shadowSize">The size of the shadow. <b><c>1</c></b> is generally used for a normal shadow
* size. <b><c>0</c></b> disables the shadow completely</param>
* <remarks>The shadow can be cut by the box area if the size is set too big for the area.</remarks>
* <remarks>If you want to change the shadow of a textdraw that is already shown, you don't have to
* recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The textdraw does not exist.
* </returns>
*/
native bool:TextDrawSetShadow(Text:textid, shadowSize);
/**
* <library>omp_textdraw</library>
* <summary>Sets the thickness of a textdraw's text's outline. <a href="#TextDrawBackgroundColor">TextDrawBackgroundColor</a>
* can be used to change the colour.</summary>
* <param name="textid">The ID of the text draw to set the outline thickness of</param>
* <param name="outlineSize">The thickness of the outline, as an integer. <b><c>0</c></b> for no outline</param>
* <remarks>If you want to change the outline of a textdraw that is already shown, you don't have to
* recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
*/
native bool:TextDrawSetOutline(Text:textid, outlineSize);
/**
* <library>omp_textdraw</library>
* <summary>Adjusts the text draw area background colour (the outline/shadow - NOT the box. For box
* colour, see <a href="#TextDrawBoxColour">TextDrawBoxColour</a>).</summary>
* <param name="textid">The ID of the textdraw to set the background colour of</param>
* <param name="backgroundColour">The colour that the textdraw should be set to</param>
* <remarks>If <a href="#TextDrawSetOutline">TextDrawSetOutline</a> is used with size > <b><c>0</c></b>,
* the outline colour will match the colour used in <a href="#TextDrawBackgroundColour">TextDrawBackgroundColour</a>.
* Changing the value of colour seems to alter the colour used in <a href="#TextDrawColour">TextDrawColour</a></remarks>
* <remarks>If you want to change the background colour of a textdraw that is already shown, you don't
* have to recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
* <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
*/
native bool:TextDrawBackgroundColour(Text:textid, backgroundColour) = TextDrawBackgroundColor;
/**
* <library>omp_textdraw</library>
* <summary>Changes the text font.</summary>
* <param name="textid">The TextDraw to change</param>
* <param name="font">There are four font styles, see
* <a href="https://open.mp/docs/scripting/functions/TextDrawFont">https://open.mp/docs/scripting/functions/TextDrawFont</a>.
* Font value <b><c>4</c></b> specifies that this is a txd sprite; <b><c>5</c></b> specifies that this
* textdraw can display preview models. A font value greater than 5 does not display, and anything
* greater than 16 crashes the client</param>
* <remarks>If you want to change the font of a textdraw that is already shown, you don't have to recreate
* it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible.</remarks>
*/
native bool:TextDrawFont(Text:textid, TEXT_DRAW_FONT:font);
/**
* <library>omp_textdraw</library>
* <summary>Appears to scale text spacing to a proportional ratio. Useful when using <a href="#TextDrawLetterSize">TextDrawLetterSize</a>
* to ensure the text has even character spacing.</summary>
* <param name="textid">The ID of the textdraw to set the proportionality of</param>
* <param name="proportional"><b><c>1</c></b> to enable proportionality, <b><c>0</c></b> to disable</param>
* <remarks>Proportionality is set to <b><c>1</c></b> by default, you might skip this function if you
* don't want to disable it. </remarks>
* <remarks>If you want to change the proportionality of a textdraw that is already shown, you don't
* have to recreate it. Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
* <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
* after modifying the textdraw and the change will be visible. </remarks>
*/
native bool:TextDrawSetProportional(Text:textid, bool:proportional);
/**
* <library>omp_textdraw</library>
* <summary>Sets whether a textdraw can be selected (clicked on) or not.</summary>
* <param name="textid">The ID of the textdraw to make selectable</param>
* <param name="selectable"><b><c>1</c></b> to make it selectable, or <b><c>0</c></b> to make it not selectable</param>
* <remarks><a href="#TextDrawSetSelectable">TextDrawSetSelectable</a> must be used BEFORE the textdraw
* is shown to players for it to be selectable.</remarks>
* <remarks>Use <a href="#TextDrawTextSize">TextDrawTextSize</a> to define the clickable area.</remarks>
*/
native bool:TextDrawSetSelectable(Text:textid, bool:selectable);
/**
* <library>omp_textdraw</library>
* <summary>Shows a textdraw for a specific player.</summary>
* <param name="playerid">The ID of the player to show the textdraw for</param>
* <param name="textid">The ID of the textdraw to show. Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <remarks>If only a single player will see a textdraw, it might be wise to use player-textdraws instead.
* This is also useful for textdraws that need to show information specific for an individual player.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. This means either the player and/or textdraw
* specified does not exist.
* </returns>
*/
native bool:TextDrawShowForPlayer(playerid, Text:textid);
/**
* <library>omp_textdraw</library>
* <summary>Hides a textdraw for a specific player.</summary>
* <param name="playerid">The ID of the player that the textdraw should be hidden for</param>
* <param name="textid">The ID of the textdraw to hide</param>
* <seealso name="TextDrawHideForAll" />
* <seealso name="TextDrawShowForPlayer" />
* <seealso name="TextDrawShowForAll" />
*/
native bool:TextDrawHideForPlayer(playerid, Text:textid);
/**
* <library>omp_textdraw</library>
* <summary>Shows a textdraw for all players.</summary>
* <param name="textid">The ID of the textdraw to show. Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <seealso name="TextDrawShowForPlayer" />
* <seealso name="TextDrawHideForPlayer" />
* <seealso name="TextDrawHideForAll" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. This means the textdraw specified does not exist.
* </returns>
*/
native bool:TextDrawShowForAll(Text:textid);
/**
* <library>omp_textdraw</library>
* <summary>Hides a text draw for all players.</summary>
* <param name="textid">The ID of the textdraw to hide (returned by <a href="#TextDrawCreate">TextDrawCreate</a>)</param>
* <seealso name="TextDrawShowForPlayer" />
* <seealso name="TextDrawHideForPlayer" />
* <seealso name="TextDrawShowForAll" />
*/
native bool:TextDrawHideForAll(Text:textid);
/**
* <library>omp_textdraw</library>
* <summary>Changes the text on a textdraw.</summary>
* <param name="textid">The TextDraw to change</param>
* <param name="format">The new string for the TextDraw. May be optionally formatted.</param>
* <remarks>There are limits to the length of textdraw strings - see <a href="https://open.mp/docs/scripting/resources/limits">here</a>
* for more info.</remarks>
*/
native bool:TextDrawSetString(Text:textid, const format[], OPEN_MP_TAGS:...);
/**
* <library>omp_textdraw</library>
* <summary>Set the model for a textdraw model preview.</summary>
* <param name="textid">The textdraw ID that will display the 3D preview</param>
* <param name="model">The GTA SA or SA:MP model ID to display</param>
* <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
* for this function to have effect.</remarks>
* <remarks>Use <a href="#TextDrawBackgroundColor">TextDrawBackgroundColor</a> to set the background
* colour behind the model.</remarks>
*/
native bool:TextDrawSetPreviewModel(Text:textid, model);
/**
* <library>omp_textdraw</library>
* <summary>Sets the rotation and zoom of a 3D model preview textdraw.</summary>
* <param name="rotationX">The x rotation value</param>
* <param name="rotationY">The y rotation value</param>
* <param name="rotationZ">The z rotation value</param>
* <param name="zoom">The zoom value, smaller values make the camera closer and larger values make the
* camera further away (optional=<b><c>1.0</c></b>)</param>
* <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
* for this function to have effect.</remarks>
*/
native bool:TextDrawSetPreviewRot(Text:textid, Float:rotationX, Float:rotationY, Float:rotationZ, Float:zoom = 1.0);
/**
* <library>omp_textdraw</library>
* <summary>If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for
* that vehicle.</summary>
* <param name="textid">The textdraw ID that is set to display a 3D vehicle model preview</param>
* <param name="colour1">The primary Colour ID to set the vehicle to</param>
* <param name="colour2">The secondary Colour ID to set the vehicle to</param>
* <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
* for this function to have effect.</remarks>
*/
#if __namemax > 31
native bool:TextDrawSetPreviewVehicleColours(Text:textid, colour1, colour2) = TextDrawSetPreviewVehCol;
#else
static stock __TextDrawSetPreviewVehCol()
{
}
#endif
/**
* <library>omp_textdraw</library>
*/
native bool:IsValidTextDraw(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:IsTextDrawVisibleForPlayer(playerid, Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawGetString(Text:textid, string[], stringSize = sizeof (string));
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawSetPos(Text:textid, Float:x, Float:y);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawGetLetterSize(Text:textid, &Float:width, &Float:height);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawGetTextSize(Text:textid, &Float:width, &Float:height);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawGetPos(Text:textid, &Float:x, &Float:y);
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetColour(Text:textid) = TextDrawGetColor;
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetBoxColour(Text:textid) = TextDrawGetBoxColor;
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetBackgroundColour(Text:textid) = TextDrawGetBackgroundColor;
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetShadow(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetOutline(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native TEXT_DRAW_FONT:TextDrawGetFont(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawIsBox(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawIsProportional(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawIsSelectable(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native TEXT_DRAW_ALIGN:TextDrawGetAlignment(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native TextDrawGetPreviewModel(Text:textid);
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawGetPreviewRot(Text:textid, &Float:rotationX, &Float:rotationY, &Float:rotationZ, &Float:zoom);
/**
* <library>omp_textdraw</library>
*/
#if __namemax > 31
native bool:TextDrawGetPreviewVehicleColours(Text:textid, &colour1, &colour2) = TextDrawGetPreviewVehCol;
#else
static stock __TextDrawGetPreviewVehCol()
{
}
#endif
/**
* <library>omp_textdraw</library>
*/
native bool:TextDrawSetStringForPlayer(Text:textid, playerid, const format[], OPEN_MP_TAGS:...);
/*
88888888ba 88888888ba 88
88 "8b 88 "8b 88
88 ,8P 88 ,8P 88
88aaaaaa8P' ,adPPYba, 8b,dPPYba, 88aaaaaa8P' 88 ,adPPYYba, 8b d8 ,adPPYba, 8b,dPPYba,
88""""""' a8P_____88 88P' "Y8 aaaaaaaa 88""""""' 88 "" `Y8 `8b d8' a8P_____88 88P' "Y8
88 8PP""""""" 88 """""""" 88 88 ,adPPPPP88 `8b d8' 8PP""""""" 88
88 "8b, ,aa 88 88 88 88, ,88 `8b,d8' "8b, ,aa 88
88 `"Ybbd8"' 88 88 88 `"8bbdP"Y8 Y88' `"Ybbd8"' 88
d8'
d8'
*/
/*
native # Per-Player();
native Per-Player(
native ====================(
native
*/
/**
* <library>omp_textdraw</library>
* <summary>Creates a textdraw for a single player. This can be used as a way around the <a href="#TextDrawCreate">global</a>
* text-draw limit.</summary>
* <param name="playerid">The ID of the player to create the textdraw for</param>
* <param name="x">x-Coordinate</param>
* <param name="y">y-Coordinate</param>
* <param name="format">The text in the textdraw. May be optionally formatted.</param>
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>
* If you choose values for y that are less than 1, the first text row will be invisible and only
* the shadow is visible.<br />
* If part of the text is off-screen, the colour of the text will not show, only the shadow (if enabled)
* will. <br />
* </remarks>
* <remarks>
* Maximum length of textdraw is <b><c>800</c></b> characters.<br />
* If you use colour codes (such as <b><c>~R~ ~G~</c></b>) beyond 255th character the legacy (SA:MP) client will
* crash trying to display the textdraw. <br />
* </remarks>
* <remarks>Keyboard key mapping codes (such as <b><c>~k~~VEHICLE_ENTER_EXIT~</c></b> Doesn't work beyond
* 255th character. </remarks>
* <remarks>
* The x, y coordinate is the top left coordinate for the text draw area based on a <b><c>640x480</c></b>
* "canvas" (irrespective of screen resolution). If you plan on using <a href="#PlayerTextDrawAlignment">PlayerTextDrawAlignment</a>
* with alignment <b><c>3</c></b> (right), the x, y coordinate is the top right coordinate for the text
* draw.<br />
* This function merely CREATES the textdraw, you must use <a href="#PlayerTextDrawShow">PlayerTextDrawShow</a>
* to show it to a player.<br />
* It is recommended to use WHOLE numbers instead of decimal positions when creating player textdraws
* to ensure resolution friendly design. <br />
* </remarks>
* <remarks>Player-textdraws are automatically destroyed when a player disconnects.</remarks>
* <returns>The ID of the created textdraw.</returns>
*/
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, const format[], OPEN_MP_TAGS:...);
/**
* <library>omp_textdraw</library>
* <summary>Destroy a player-textdraw.</summary>
* <param name="playerid">The ID of the player who's player-textdraw to destroy</param>
* <param name="textid">The ID of the textdraw to destroy</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
*/
native bool:PlayerTextDrawDestroy(playerid, PlayerText:textid);
/**
* <library>omp_textdraw</library>
* <summary>Sets the width and height of the letters in a player-textdraw.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the letter size of</param>
* <param name="textid">The ID of the player-textdraw to change the letter size of</param>
* <param name="width">Width of a char</param>
* <param name="height">Height of a char</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>When using this function purely for the benefit of affecting the textdraw box, multiply
* 'y' by <b><c>0.135</c></b> to convert to <a href="#TextDrawTextSize">TextDrawTextSize</a>-like measurements</remarks>
* <remarks>Fonts appear to look the best with an x to y ratio of <b><c>1</c></b> to <b><c>4</c></b>
* (e.g. if x is <b><c>0.5</c></b> then y should be <b><c>2</c></b>).</remarks>
*/
native bool:PlayerTextDrawLetterSize(playerid, PlayerText:textid, Float:width, Float:height);
/**
* <library>omp_textdraw</library>
* <summary>Change the size of a player-textdraw (box if <a href="#PlayerTextDrawUseBox">PlayerTextDrawUseBox</a>
* is enabled and/or clickable area for use with <a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a>).</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the size of</param>
* <param name="textid">The ID of the player-textdraw to set the size of</param>
* <param name="width">The size on the x axis (left/right) following the same 640x480 grid as
* <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <param name="height">The size on the y axis (up/down) following the same 640x480 grid as
* <a href="#TextDrawCreate">TextDrawCreate</a></param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>
* The x and y have different meanings with different PlayerTextDrawAlignment values:<br />
* <ul>
* <li><b><c>1</c></b> (left): they are the right-most corner of the box, absolute coordinates.</li>
* <li><b><c>2</c></b> (center): they need to inverted (switch the two) and the x value is the overall
* width of the box.</li>
* <li><b><c>3</c></b> (right): the x and y are the coordinates of the left-most corner of the box
* </li>
* </ul>
* </remarks>
* <remarks>
* Using font type <b><c>4</c></b> (sprite) and <b><c>5</c></b> (model preview) converts x and y of
* this function from corner coordinates to WIDTH and HEIGHT (offsets).<br />
* The TextDraw box starts <b><c>10.0</c></b> units up and <b><c>5.0</c></b> to the left as the origin
* (<a href="#TextDrawCreate">TextDrawCreate</a> coordinate).<br />
* This function defines the clickable area for use with <a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a>,
* whether a box is shown or not.
* </remarks>
*/
native bool:PlayerTextDrawTextSize(playerid, PlayerText:textid, Float:width, Float:height);
/**
* <library>omp_textdraw</library>
* <summary>Set the text alignment of a player-textdraw.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the alignment of</param>
* <param name="textid">The ID of the player-textdraw to set the alignment of</param>
* <param name="alignment"><b><c>1</c></b>-left <b><c>2</c></b>-centered <b><c>3</c></b>-right</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>For alignment <b><c>2</c></b> (center) the x and y values of TextSize need to be swapped,
* see notes at <a href="#PlayerTextDrawTextSize">PlayerTextDrawTextSize</a>. </remarks>
*/
native bool:PlayerTextDrawAlignment(playerid, PlayerText:textid, TEXT_DRAW_ALIGN:alignment);
/**
* <library>omp_textdraw</library>
* <summary>Sets the text colour of a player-textdraw.</summary>
* <param name="playerid">The ID of the player who's textdraw to set the colour of</param>
* <param name="textid">The TextDraw to change</param>
* <param name="textColour">The colour in hexadecimal format</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>You can also use Gametext colours in textdraws.</remarks>
* <remarks>The textdraw must be re-shown to the player in order to update the colour.</remarks>
*/
native bool:PlayerTextDrawColour(playerid, PlayerText:textid, textColour) = PlayerTextDrawColor;
/**
* <library>omp_textdraw</library>
* <summary>Toggle the box on a player-textdraw.</summary>
* <param name="playerid">The ID of the player whose textdraw to toggle the box of</param>
* <param name="textid">The ID of the player-textdraw to toggle the box of</param>
* <param name="boxEnabled"><b><c>1</c></b> to use a box or <b><c>0</c></b> to not use a box</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
*/
native bool:PlayerTextDrawUseBox(playerid, PlayerText:textid, bool:boxEnabled);
/**
* <library>omp_textdraw</library>
* <summary>Sets the colour of a textdraw's box (<a href="#PlayerTextDrawUseBox">PlayerTextDrawUseBox</a>).</summary>
* <param name="playerid">The ID of the player whose textdraw to set the box colour of</param>
* <param name="textid">The ID of the player textdraw to set the box colour of</param>
* <param name="boxColour">The colour to set. Alpha (transparency) is supported</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
*/
native bool:PlayerTextDrawBoxColour(playerid, PlayerText:textid, boxColour) = PlayerTextDrawBoxColor;
/**
* <library>omp_textdraw</library>
* <summary>Show a player-textdraw to the player it was created for.</summary>
* <param name="playerid">The ID of the player to show the textdraw for</param>
* <param name="textid">The ID of the textdraw to show</param>
* <param name="shadowSize">The size of the shadow. <b><c>0</c></b> will hide the shadow</param>
* <seealso name="PlayerTextDrawHide" />
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
*/
native bool:PlayerTextDrawSetShadow(playerid, PlayerText:textid, shadowSize);
/**
* <library>omp_textdraw</library>
* <summary>Set the outline of a player-textdraw. The outline colour cannot be changed unless
* <a href="#PlayerTextDrawBackgroundColor">PlayerTextDrawBackgroundColor</a>
* is used.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the outline of</param>
* <param name="textid">The ID of the player-textdraw to set the outline of</param>
* <param name="outlineSize">The thickness of the outline</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
*/
native bool:PlayerTextDrawSetOutline(playerid, PlayerText:textid, outlineSize);
/**
* <library>omp_textdraw</library>
* <summary>Adjust the background colour of a player-textdraw.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the background colour of</param>
* <param name="textid">The ID of the player-textdraw to set the background colour of</param>
* <param name="backgroundColour">The colour that the textdraw should be set to</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawFont" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
* <remarks>If <a href="#PlayerTextDrawSetOutline">PlayerTextDrawSetOutline</a> is used with size >
* 0, the outline colour will match the colour used in <a href="#PlayerTextDrawBackgroundColour">PlayerTextDrawBackgroundColour</a>.
* Changing the value of colour seems to alter the colour used in <a href="#PlayerTextDrawColour">PlayerTextDrawColour</a></remarks>
*/
native bool:PlayerTextDrawBackgroundColour(playerid, PlayerText:textid, backgroundColour) = PlayerTextDrawBackgroundColor;
/**
* <library>omp_textdraw</library>
* <summary>Change the font of a player-textdraw.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to change the font of</param>
* <param name="textid">The ID of the player-textdraw to change the font of</param>
* <param name="font">There are four font styles. A font value greater than <b><c>3</c></b> does not
* display, and anything greater than <b><c>16</c></b> crashes the client. See
* <a href="https://open.mp/docs/scripting/functions/TextDrawFont">https://open.mp/docs/scripting/functions/TextDrawFont</a></param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />
* <seealso name="PlayerTextDrawAlignment" />
* <seealso name="PlayerTextDrawLetterSize" />
* <seealso name="PlayerTextDrawTextSize" />
* <seealso name="PlayerTextDrawSetOutline" />
* <seealso name="PlayerTextDrawSetShadow" />
* <seealso name="PlayerTextDrawSetProportional" />
* <seealso name="PlayerTextDrawUseBox" />
* <seealso name="PlayerTextDrawSetString" />
* <seealso name="PlayerTextDrawShow" />
* <seealso name="PlayerTextDrawHide" />
*/
native bool:PlayerTextDrawFont(playerid, PlayerText:textid, TEXT_DRAW_FONT:font);
/**
* <library>omp_textdraw</library>
* <summary>Appears to scale text spacing to a proportional ratio. Useful when using
* <a href="#PlayerTextDrawLetterSize">PlayerTextDrawLetterSize</a>
* to ensure the text has even character spacing.</summary>
* <param name="playerid">The ID of the player whose player-textdraw to set the proportionality of</param>
* <param name="textid">The ID of the player-textdraw to set the proportionality of</param>
* <param name="proportional"><b><c>1</c></b> to enable proportionality, <b><c>0</c></b> to disable</param>
* <seealso name="CreatePlayerTextDraw" />
* <seealso name="PlayerTextDrawDestroy" />
* <seealso name="PlayerTextDrawColour" />
* <seealso name="PlayerTextDrawBoxColour" />
* <seealso name="PlayerTextDrawBackgroundColour" />