✏️draw

Usage: draw.{func_or_field}

This table describes the rendering system of the software.

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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.


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).

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Built-in textures:

  • gui_loading: loading spinner

  • gui_user_avatar: current user's profile picture. May be nil if you don't have any avatar set

  • gui_icon_up: up chevron

  • gui_icon_down: down chevron

  • gui_icon_copy: copy icon

  • gui_icon_paste: paste icon

  • gui_icon_add: add icon

  • gui_icon_search: search icon

  • gui_icon_settings: settings icon (a cogwheel)

  • gui_icon_bug: bug icon

  • gui_icon_key.N: keyboard/mouse key icons. Replace N with the char code of a required button

  • icon_rage: RAGE tab icon

  • icon_legit: LEGIT tab icon

  • icon_visuals: VISUALS tab icon

  • icon_misc: MISC tab icon

  • icon_scripts: LUA tab icon

  • icon_skins: SKINS tab icon

  • icon_cloud: cloud icon

  • icon_file: file icon

  • icon_refresh: refresh icon

  • icon_save: save icon

  • icon_configs: "Configs" popup icon

  • icon_keys: keyboard icon

  • icon_info: "About" popup icon

  • icon_close: close icon (cross)

  • icon_load: load icon

  • icon_import: import icon

  • icon_export: export icon

  • icon_delete: delete icon

  • icon_autoload: "Autoload" icon

  • icon_allow_insecure: "Allow insecure" icon

  • icon_cloud_upd: cloud update icon

  • player_texture: player preview texture


fonts

FieldRead only

Type: Accessor<FontBase>

A string to FontBase 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).

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Built-in fonts:

  • gui_debug: Verdana, 13px

  • gui_title: Figtree ExtraBold, 23px

  • gui_main: Figtree Medium, 14px

  • gui_main_shadow: Figree Medium, 14px, with shadow

  • gui_main_fb: Segoe UI Semibold, 14px

  • gui_bold: Figtree ExtraBold, 14px

  • gui_bold_fb: Segoe UI Black, 14px

  • gui_semi_bold: Figtree SemiBold, 14px

  • gui_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).

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Build-in shaders:

  • blur_f: gaussian blur shader


surface

FieldRead only

Type: Layer

The layer you can render on.


GetTime

Method

Returns current render time, alias to m_flRealTime .

Arguments

None.

Returns

Type

Description

float

The current time

Example


GetFrameTime

Method

Returns current frame time, alias to m_flFrameTime.

Arguments

None.

Returns

Type

Description

float

The frame time

Example


GetScale

Method

Returns current render DPI scaling multiplier.

Arguments

None.

Returns

Type

Description

float

The multiplier

Example


GetDisplay

Method

Returns current render screen size, similar to GetScreenSize() .

Arguments

None.

Returns

Type

Description

The screen size

Example


CreatePanoramaSvgTexture

Method

Finds and retrieves SVG data from Panorama and creates a new texture. Useful for retrieving icons (e.g. weapons and utilities) from the game.

Arguments

Name

Type

Description

path

string

Path to the SVG

height

number

Height of the texture, in pixels

Returns

Type

Description

The created texture

Example

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