✏️draw
This table describes the rendering system of the software.
All types and enums described in the child sections must be prefixed with draw.. This is done so specific types are not confused with others, such as the separate color types present in rendering and the game.
adapter
FieldRead only
Type: adapter
Rendering adapter.
frame_time
FieldRead only
Type: float
Rendering frame time. An alias to global_vars_t.frame_time.
time
FieldRead only
Type: float
Time, in seconds. An alias to global_vars_t.real_time.
scale
FieldRead only
Type: float
Global DPI scale.
display
FieldRead only
Type: vec2
Display area size (viewport dimensions). cengine_client:get_screen_size will return exactly the same values. Overriding any of this vector's values will lead to an undefined behavior.
textures
FieldRead only
Type: accessor<texture>
A string to texture map of all managed textures. You can query and push textures with custom IDs. When you add a texture to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
Built-in textures:
gui_loading: loading spinnergui_user_avatar: current user's profile picture. May benilif you don't have any avatar setgui_icon_up: up chevrongui_icon_down: down chevrongui_icon_copy: copy icongui_icon_paste: paste icongui_icon_add: add icongui_icon_search: search icongui_icon_settings: settings icon (a cogwheel)gui_icon_bug: bug icongui_icon_key.N: keyboard/mouse key icons. ReplaceNwith the char code of a required buttonicon_rage: RAGE tab iconicon_legit: LEGIT tab iconicon_visuals: VISUALS tab iconicon_misc: MISC tab iconicon_scripts: LUA tab iconicon_skins: SKINS tab iconicon_cloud: cloud iconicon_file: file iconicon_refresh: refresh iconicon_save: save iconicon_configs: "Configs" popup iconicon_keys: keyboard iconicon_info: "About" popup iconicon_close: close icon (cross)icon_load: load iconicon_import: import iconicon_export: export iconicon_delete: delete iconicon_autoload: "Autoload" iconicon_allow_insecure: "Allow insecure" iconicon_cloud_upd: cloud update iconplayer_texture: player preview texture
fonts
FieldRead only
Type: accessor<font_base>
A string to font_base map of all managed fonts. You can query and push fonts with custom IDs. When you add a font to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
Built-in fonts:
gui_debug: Verdana, 13pxgui_title: Figtree ExtraBold, 23pxgui_main: Figtree Medium, 14pxgui_main_shadow: Figree Medium, 14px, with shadowgui_main_fb: Segoe UI Semibold, 14pxgui_bold: Figtree ExtraBold, 14pxgui_bold_fb: Segoe UI Black, 14pxgui_semi_bold: Figtree SemiBold, 14pxgui_semi_bold_fb: Segoe UI Bold, 14px
shaders
FieldRead only
Type: accessor<shader>
A string to shader map of all managed shader. You can query and push shader with custom IDs. When you add a shader to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
Build-in shaders:
blur_f: gaussian blur shader
surface
FieldRead only
Type: layer
The layer you can render on.
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