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Libraries are not yet supported, but will be available soon.
In this section, the most common renderer types are listed, that are not particularly bound to a specific part of the renderer.
Now that you’ve covered the essentials, it’s time to start scripting.
Feel free to use any text editor you prefer: Visual Studio Code, Notepad++, or even a simple Notepad.
Local scripts are located here: <CS2_Directory>/game/csgo/fatality/scripts. You may notice there's also a lib directory, but we’ll get to that later.
Create a new file ending with .lua, and begin your work on the script.
A typical “Hello world!” example can be a bit trivial, so let’s try something slightly more advanced instead.
Now, let's break down this example script:
Most of your scripting will run within we provide. Each event has its own signature, so pay attention to the parameters your callback function should accept. present_queue doesn’t provide any parameters, so our function doesn’t need any either.
With the callback function defined, let’s actually render something on the screen!
To do this, you first need to access the . We provide a single drawing layer that’s safe to use within the game thread. Due to how the game functions internally, it’s strongly discouraged to call game functions in other threads. Luckily all of our events run in the game thread.
This setup allows you not only to draw but also to query information on player health or other entities.
To access the layer, simply reference the surface field in the draw table:
After retrieving the layer, you must set a font object before drawing any text on the screen. This is purely for performance reasons, so you don’t have to pass a heavy font object every time you draw text.
All fonts are stored in . To access a font, either use dot syntax, or treat it like a dictionary:
With the font set, it’s time to draw some text.
Invoke the method on the layer. Notice that it’s called using the colon syntax: obj:fn(), because it’s a method.
Now that you’ve created your first callback, you need to register it so Fatality knows to invoke it. This is done by calling the method on .
That's it! If you've done everything correctly, you should see something like this:
Now that you know the basics, let’s extend our script by allowing the user to toggle the text. We can do this by adding a control to the menu.
Let’s start by creating a simple checkbox:
Each control has a unique ID, which the UI framework uses to distinguish controls within containers. It’s very important that your control’s ID doesn’t conflict with others, as that could result in a broken state or worse.
To create the ID, call and pass the desired ID.
Then, create the checkbox by calling and passing the ID structure you've created.
By default, controls are typically placed in rows - layouts that stack elements in a specific manner. We provide a simple helper function - .
With the control and row ready, let’s add them to a group.
In this example, we'll use the lua>elements a group. First, locate that group in the global context:
Then call its method to include your row:
That's it!
Next, let’s modify our previous script so the text only appears if the checkbox is checked. Wrap your drawing code in an if statement before rendering the text:
and close it after.
The final script should look something like this:
And here's the result:
Fatality’s API is designed to mirror the software’s internal structure, giving you substantial control over its subsystems. Some features that could cause instability or damage are restricted.
Our scripting engine uses LuaJIT 2.1 (with minor customizations). It’s fully compatible with Lua 5.1 and includes some Lua 5.2 enhancements.
The standard libraries baselib, bit, ffi, math, string and table are available. Note that the ffi library is only available if the Allow insecure option is enabled. Refer to for more details.
If we ever modify any standard functions, we will document those changes to keep you informed.
Throughout the API reference, you’ll encounter various labels used to describe a certain method or a field.
Field Function Method Constructor Read only Insecure only
All the possible labels are listed above.
Field: this label indicates that the item is a standard field. It's type will be explained just below the name.
Function: this label indicates that the item is a function, which you call using a dot syntax (obj.fn()).
Arguments and return values are listed in the exact order you must supply or capture them. For instance, if a parameter is shown first, it is to be passed as the first argument to the function. The same goes for return values: the first listed value will be placed in the first variable you declare, and so on.
Some type descriptions have special symbols in place:
type? means that the type might be nil.
type<other> means that inner methods or fields will use other type.
<other> means that the type will be either other
To keep your scripts safe and easy to use, we have quite a lot of safety measures in place. But, due to how specific stuff works, we are unable to fully make it as safe as possible. Therefore, here are some notes you should know before writing scripts:
You may replace or override API functions, but you’re responsible for maintaining stable behavior. If you encounter any bugs in the default API (excluding FFI), please report them so we can address the issue.
Using FFI grants you extensive freedom. Keep in mind that scripts which could harm users in any way are disallowed and will be removed. Whenever possible, rely on the provided API or request additional functionality if you need something not currently offered. Custom “script loaders” are strictly disallowed.
Avoid hiding unrelated UI elements, obstructing user input, or interfering with the overall user experience. Scripts that disrupt functionality or harass users risk removal from the Workshop.
obj:fn()Constructor: this label indicates that the item is a constructor definition. You don't have to call any field in particular, but instead you must invoke the type itself (example: vector has __call, meaning you should invoke it like this: vector()).
Read Only: this label indicates that the item is read only, and it's value cannot be changed. Typically, this restriction does not extend to any child elements.
Insecure only: this label indicates that the item is only available if the insecure mode is turned on.
All items published on the Storefront must follow these guidelines to keep the Workshop safe, usable, and fair for everyone.
Your description should clearly explain what the item does, what it requires, and any limitations it may have. Do not use vague, misleading, or clickbait-style descriptions. End users should know exactly what they are getting before they subscribe to or purchase an item.
Trivial one-line scripts, spam items, or submissions with no meaningful functionality are not allowed. All items must undergo basic quality assurance to ensure they work as described and do not pollute the Workshop with junk content.
Always use the provided APIs and tools in a way that respects user choice of permissions. Do not attempt to bypass or override capability restrictions. If your item does not need filesystem access, for example, you must not request it.
Artificial price dumping, manipulative pricing strategies, or exploitative sales tactics are not allowed. The Workshop should remain a healthy, competitive, and sustainable marketplace for all developers.
This includes malware, exploits, spyware, or any script designed to harm users or their systems. While beta branches exist for unverified testing, all items submitted to live must be safe and secure. Any attempt to sneak in harmful code will result in removal and possible bans.
Scripts and configs must not intentionally disrupt core software features, other Workshop items, or the overall stability of the platform. If your item modifies functionality, it must do so safely and predictably.
Item names, descriptions, scripts, and configs must not contain harassment, hate speech, targeted attacks, or inappropriate material. All content must follow the same standards as the forum and community guidelines.
If your script or config breaks due to updates in the core software or APIs, you are responsible for updating it. If you choose to stop maintaining an item, you must clearly mark it as deprecated so users are not misled.
Paid items must disclose exactly what features are included. You may not hide critical functionality behind unexpected paywalls or release crippled versions that require additional payment to work as advertised.
If your item uses external code, libraries, or assets, you are responsible for ensuring that you follow their licensing terms. Proper credit must be given where required, and you may not repackage or sell work you do not have rights to.
Welcome to the Publishing Tool documentation.
Creating a script: Step By Step Guide
Using branches: Branches
Using libraries: Libraries & Dependencies
This enum is used to determine the outline mode for outlined shapes.
Field
Inset outlining. This means that the outline will be inside the shape (+1px from top-left, -1px from bottom-right).
Field
Outset outlining. This means that the outline will be outside of the shape (-1px from top-left, +1px from bottom-right).
Field
Center outlining. This means that the outline will match the shape size.
If you want to include additional files with your script (e.g. sounds, images, or data), you can bundle them inside a ZIP archive with a defined structure.
The archive must contain a script.lua file in the root.
The archive must not contain a scripts/remote/ directory or any files inside it.
All bundled assets are automatically installed to a directory chosen by the API engine. See ws for usage details.
In this section, the most common gui types are listed, that are not particularly bound to a specific part of the gui.

local cb = gui.checkbox(gui.control_id('my_checkbox'));local row = gui.make_control('My checkbox', cb);local group = gui.ctx:find('lua>elements a');group:add(row);if cb:get_value():get() thenlocal cb = gui.checkbox(gui.control_id('my_checkbox'));
local row = gui.make_control('My checkbox', cb);
local group = gui.ctx:find('lua>elements a');
group:add(row);
local function on_present_queue()
if cb:get_value():get() then
local d = draw.surface;
d.font = draw.fonts['gui_main'];
d:add_text(draw.vec2(50, 50),
'Hello drawing! My first script speaking.',
draw.color.white()
);
end
end
events.present_queue:add(on_present_queue);
In order to update an item you need to follow these steps:
Check on how to upload a build.
Navigate to Builds and find the approved build.
Click Set to branch
Select Default branch
Click Save
After these actions are complete, your new build will be available for users instantly.
Builds are NOT automatically set to the Default branch upon approval! Once you get the notification that your build has been approved, proceed to set its branch to Default.
Additionally, you may want to test upcoming builds before they hit the Live item. For that, we recommend looking into .
Branches let you create separate versions of your items so users can test upcoming builds before they are pushed to the live Default branch.
Open the Branches tab to manage existing branches or create new ones:
Click Add branch, enter a branch title, and confirm.
You can create as many branches as you need.
After a branch is created, you can:
Add users (they’ll be allowed to opt in).
Set a price (makes the branch public so anyone can purchase it).
Note: Adding users does not automatically enable the branch for them. It only gives them the option to join.
Branches can hold any builds - both verified and unverified.
To assign a build to a branch:
Go to the Builds tab.
Find the build you want to assign.
Click Set branch.
Select the branch and submit.
This immediately makes that build available to anyone using the branch.
Below is a list of all global functions. By “global”, we mean these functions do not require a preceding namespace - so you can call them directly, unlike other functions.
Function
Prints text to game's console.
Example
Function
Prints an error text to game's console, and shuts down the script. Try to avoid using this function - use it only if an error happens which you can't recover from.
Example
This type represents a managed object. You cannot create an instance of this type directly.
Every object, that inherits from this type, must be created before use. The rendering system will only create them automatically, if you happen to lose a device object (e.g. minimize the game window, and then restore it) and only if you add your objects to manage table in .
Field
This enum determines how to align the text when drawing it.
This module lets you manage custom in-game event listener.
Please note that the game server knows which events you are listening to. Internally, we only listen to events that will get sent to the client anyway in one way or another. If you decide to listen to something the server generally does not expect, it may cause issues on official servers.
local function on_present_queue()
local d = draw.surface;
d.font = draw.fonts['gui_main'];
d:add_text(draw.vec2(50, 50),
'Hello drawing! My first script speaking.',
draw.color.white()
);
end
events.present_queue:add(on_present_queue);local function on_present_queue()
endlocal d = draw.surface;d.font = draw.fonts['gui_main'];d:add_text(draw.vec2(50, 50),
'Hello drawing! My first script speaking brev.',
draw.color.white()
);events.present_queue:add(on_present_queue);intCharacter codepoint.
FieldRead only
Type: vec2
Glyph dimensions.
FieldRead only
Type: vec2
Glyph offset.
FieldRead only
Type: rect
UV rect on the texture atlas.
Field
Wireframe rendering. This means that the polygons will no longer be filled with color, nor texture sampling will ever work.
bottomField
Align left. It will mean that the text position's X coordinate is located at the left side of the text area.
Field
Align center. It will mean that the text position's X (or Y) coordinate is located at the center of the text area.
Field
Align right. It will mean that the text position's X coordinate is located at the right side of the text area.
Field
Align top. It will mean that the text position's Y coordinate is located at the top side of the text area.
Field
Align bottom. It will mean that the text position's Y coordinate is located at the bottom side of the text area.
Field
Adds a 1px outline to font glyphs.
Field
Enable antialiasing on font glyphs. This flag only works on GDI fonts.
Field
Disable DPI scaling on this font. By default, font glyphs will be scaled in accordance to the global DPI scale.
Field
Disable glyph kerning on this font.
Field
Enables a strong hinting algorithm for rasterization. Only works on FreeType fonts.
Field
Enables a light hinting algorithm for rasterization. Only works on FreeType fonts.
Field
Represents a fixed camera position.
Field
Represents observing from the perspective of the player being spectated.
Field
Represents a chase camera that follows the player being spectated.
Field
Represents a free-roaming camera.
Field
Represents an automatically directed camera, typically controlled by the game or server.
Field
Secondary mode (usually right mouse button).
Field
The darkest side of the shadow will be at the top.
Field
The darkest side of the shadow will be on the left side.
Field
The darkest side of the shadow will be on the right side.
Type: global_vars_t
This service exposes global variables used by the game, such as frame time or current server time.
Field
Type: cengine_client
This service exposes the engine client, which includes commonly used engine-related functions.
Field
Type: ccsgo_input
This service exposes the command input system.
Field
Type: cinput_system
This service exposes the control input system.
Field
Type: cgame_ui_funcs
This service exposes the game's UI functions.



Usage:
game.global_vars.{field}
An instance of this type provides a way to read several global variables that are used by the game. Changing any of the values is not and will never be supported.
Field
Type: float
Time passed since the game start, in seconds.
Field
Type: int
Amount of frames rendered since the game start.
Field
Type: float
Absolute (averaged) frame time. It is calculated over a set of previous frame times, and should not be used for anything that requires accurate frame time like animation.
Field
Type: int
Maximum amount of clients on the current server.
Field
Type: int
Amount of ticks passed during the currently rendered frame. Any value above 1 might indicate a stall during rendering.
Field
Type: float
Time, in which a previous frame was rendered. May be used for animation or by any other means that require accurate frame time.
Field
Type: float
Time passed since the server's game start. This does not indicate the accurate time on the server, although in several events it might be synced by the software.
Field
Type: float
Current tick's fractional value.
Field
Type: int
Ticks passed since the server's game start.
Field
Type: string
Relative path to current loaded map's file.
Field
Type: string
Name of the currently loaded map.
This enum represents the category classification for weapons in the game.
Field
Represents weapons or items that don't fit into any specific category.
Field
Represents melee weapons, such as knives or other close-combat tools.
Field
Represents secondary weapons, such as pistols.
Field
Represents submachine guns (SMGs).
Field
Represents rifles, including assault rifles and sniper rifles.
Field
Represents heavy weapons, such as machine guns and shotguns.
...
...
Values to print in the console.
text
string
Read print for documentation.
vk
int
Virtual key.
int
Button code.
local button = game.input_system:vk_to_button_code(0x41); -- 'A'Name
Type
Description
name
string
Var name.
Type
Description
Convar object.
local sv_quantize_movement_input = game.cvar:find('sv_quantize_movement_input')
if not sv_quantize_movement_input then
error('sv_quantize_movement_input not found')
endType: ptr
Pointer to a GPU object. If this object is not created, this field will be nil. You can use the value of this field to pass it to command directly for example, or if you (for whatever reason we don't recommend you doing) want to have a direct control over the pointer - cast it to FFI's cdata.
Method
Creates a managed object in GPU memory.
You should create() an object only once. Invoking this method after the object was created will be meaningless.
Arguments
None.
Returns
Nothing.
Example
Method
Destroys a managed object in GPU memory.
Never destroy a GPU object if it is being used in rendering (for example, when you have pushed some shape that uses a texture, and then destroyed that texture). This will lead to undefined behavior, and most likely, **crash the game **.
Arguments
None.
Returns
Nothing.
Example
Arguments
code
int
Button code.
Returns
string
Binding.
Example
local bind = game.game_ui_funcs:get_binding_for_button_code(code);Method
Adds a game event to the listener.
Internally we listen to the following events:
bullet_impact
weapon_fire
bomb_beginplant
bomb_abortplant
bomb_planted
bomb_defused
bomb_exploded
round_start
game_newmap
map_shutdown
Adding those events to the listener is not needed.
Arguments
name
string
Event name.
Returns
Nothing.
Example
print('Hello world!', 123); -- prints out "Hello world! 123" to the consoleerror('Can't recover from this one! Error: ' .. tostring(123));tex:create();font:destroy();mods.events:add_listener('round_end');Without it, other publishers cannot include your library as a dependency.
You can create and assign a Library ID in the General tab:
Once published and approved, your library becomes available for others to use as a dependency.
When your script references a library, the library is automatically loaded alongside your script at runtime.
To add a library dependency:
Go to the Dependencies tab.
Click Add dependency.
Find the library you want to reference and click Add.
The library will appear in your dependencies list.
It is recommended to reference a specific version of a library rather than always pulling the latest. This ensures your script continues to work even if the library author publishes breaking changes later.
Returns the absolute origin (the one that is used for rendering).
Arguments
None.
Returns
Type
Description
Origin.
Example
Method
Returns the grenade type.
Arguments
None.
Returns
Type
Description
int
Grenade type.
Example
Name
Type
Description
notif
Notification object.
Returns
Nothing.
Example
notif:add(my_notification);
Event usertype. An instance of this type can be found in events.
Method
Adds a callback to the event.
Arguments
Returns
Nothing.
Example
Method
Removes a callback from the event.
Arguments
Returns
Nothing.
Example
This type represents the game's command input system.
FieldRead only
Type: bool
true if currently in the third person.
Method
Returns current camera view angles.
Arguments
None.
Returns
Example
Method
Sets new camera view angles.
Arguments
Returns
Nothing.
Example
This type represents a special structure that references a certain field in the entity object.
Do not ever store an instance of this type anywhere but in a scope of an event because entity might be removed.
Method
Returns the value.
Arguments
None.
Returns
Example
Method
Sets the value.
Arguments
Returns
Nothing.
Example
Workshop allows you to publish, advertise, and earn from your items. It provides a broad set of features for both publishers and end users, making the storefront easy to use and reliable to manage.
Before publishing, it's important to understand the key concepts used in Workshop:
Storefront - the main Workshop UI where users search, view, subscribe to, or purchase items;
Publishing Tool - the area where item authors create, update, and manage their entries in the storefront;
Item - a single Workshop entry. This can be a script, a library, or a config;
Build - a specific version of an item that gets delivered to the end user;
Branch - a channel that holds a single build (e.g. stable, beta);
Dependency - a required library that an item relies on to function;
Capability - a permission that unlocks restricted API functions (e.g. filesystem access, clipboard).
Read the .
Complete a tutorial.
This type represents an entity list.
Never save any entities you get from this list if you don't know what you are doing! You may be left with dangling pointers, which will inevitably lead to a crash.
Method
Loops the entities.
Arguments
Returns
Nothing.
Example
Method
Loops the entities in the reverse order.
Arguments
Returns
Nothing.
Example
Represents an entity entry.
Field
Type: <type>
Entity instance. Type depends on the list you get it from.
Field
Type: bool
true if the client had received any updates to this entity at least once.
Field
Type:
Entity's handle. You may store this elsewhere if you need to have global access to an entity.
Field
Type:
This field is only available on entries that use cs2_player_controller type.
Player's profile picture. Will be nil if was yet to be initialized.
Usage:
gui.{func_or_field}
This table exposes the GUI system of the software.
local org = wep:get_abs_origin();local type = gren:get_grenade_type();Field
Represents a pistol-type weapon.
Field
Represents a submachine gun-type weapon.
Field
Represents a rifle-type weapon.
Field
Represents a shotgun-type weapon.
Field
Represents a sniper rifle-type weapon.
Field
Represents a machine gun-type weapon.
Field
Represents a C4 explosive.
Field
Represents a taser weapon.
Field
Represents a grenade-type weapon.
Field
Represents a stackable item-type weapon.
Field
Represents fists as a weapon type.
Field
Represents a breach charge-type weapon.
Field
Represents a bump mine-type weapon.
Field
Represents a tablet-type weapon.
Field
Represents a melee-type weapon.
Field
Represents a shield-type weapon.
Field
Represents a zone repulsor-type weapon.
Field
Represents an unknown weapon type.
Round top-left corner.
Field
Round top-right corner.
Field
Round bottom-left corner.
Field
Round bottom-right corner.
Field
Round both of the top corners. This produces the same result as using bit.bor(draw.rounding.tl, draw.rounding.tr).
Field
Round both of the left corners. This produces the same result as using bit.bor(draw.rounding.tl, draw.rounding.bl).
Field
Round both of the right corners. This produces the same result as using bit.bor(draw.rounding.tr, draw.rounding.br).
Field
Round both of the bottom corners. This produces the same result as using bit.bor(draw.rounding.bl, draw.rounding.br).
Field
Round all corners. This produces the same result as using bit.bor(draw.rounding.tl, draw.rounding.tr, draw.rounding.bl, draw.rounding.br).
Field
Right mouse button.
Field
Middle (scroll wheel) mouse button
Field
"Back" mouse button (side button 1).
Field
"Forward" mouse button (side button 2).


Name
Type
Description
sv
string
SVG text.
h
float
Target height. Defaults to 0, and 0 means that there will be no automatic downscale.
Type
Description
svg_texture
SVG texture object.
fn
function
Callback function. Arguments that are accepted by the function are dictated by the event instance.
fn
function
Callback function, that was earlier passed to the add() function.
View angles.
ang
View angles.
Type
Description
<type>
Value.
Name
Type
Description
value
<type>
Value.
Name
Type
Description
id
string
ID.
Type
Description
control_id
ID structure.
Name
Type
Description
fn
function(entity_entry_t)
Function callback.
Name
Type
Description
fn
function(entity_entry_t)
Function callback.
Name
Type
Description
name
string
Field name.
Type
Description
Accessor instance.
local price = wpn_data.m_nPrice;
local price = wpn_data['m_nPrice']; -- this also worksName
Type
Description
id
ID.
Type
Description
spacer
Spacer instance.
Name
Type
Description
id
Control ID.
str
string
Text string.
Type
Description
button
Button object.
Name
Type
Description
id
ID.
tex
Texture.
Type
Description
image
Image instance.
Name
Type
Description
id
Control ID.
str
string
Text string.
Type
Description
selectable
Selectable object.
accessor<texture>gettexturesettextureobjFunction
Returns an object by key.
Arguments
Name
Type
Description
key
string
Object key.
Returns
Type
Description
<type>
Object.
Example
Function
Sets an object by key.
Arguments
Name
Type
Description
key
string
Object key.
obj
<type>
Object.
Returns
Nothing.
Example
Name
Type
Description
id
string
Control ID.
Returns
Type
Description
<control>?
Casted control. Returns nil if the control was not found, or casting failed.
Example
Field
Type: user_t
User's basic information.
Returns the entity, or nil if nothing found.
Arguments
None.
Returns
Type
Description
<type>
Entity instance.
Example
Method
Returns true if the handle is valid.
Arguments
None.
Returns
Type
Description
bool
true if valid.
Example
Method
Returns true if the handle links to a client-side entity.
Arguments
None.
Returns
Type
Description
bool
true if client-sided.
Example
local lightning = draw.svg_texture([[
<svg width="800px" height="800px" viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<path d="M9.55563 13.3232L9.43584 13.3123C7.90803 13.1735 7.14412 13.104 6.90146 12.5814C6.65881 12.0588 7.09869 11.4304 7.97846 10.1736L11.5612 5.05544C12.1424 4.22517 12.433 3.81003 12.6836 3.89831C12.9342 3.98658 12.9005 4.4922 12.8331 5.50343L12.6299 8.55194C12.5685 9.47214 12.5379 9.93224 12.8023 10.2419C13.0667 10.5515 13.5259 10.5933 14.4444 10.6768L14.5642 10.6877C16.092 10.8265 16.8559 10.896 17.0985 11.4186C17.3412 11.9412 16.9013 12.5696 16.0215 13.8264L12.4388 18.9446C11.8576 19.7748 11.567 20.19 11.3164 20.1017C11.0658 20.0134 11.0995 19.5078 11.1669 18.4966L11.3701 15.4481C11.4315 14.5279 11.4621 14.0678 11.1977 13.7581C10.9333 13.4485 10.4741 13.4067 9.55563 13.3232Z" fill="#ffffff"/>
<path d="M18.5 4L17 6H19L17.5 8" stroke="#ffffff" stroke-opacity="0.6" stroke-linecap="round" stroke-linejoin="round"/>
<path d="M6.5 16L5 18H7L5.5 20" stroke="#ffffff" stroke-opacity="0.6" stroke-linecap="round" stroke-linejoin="round"/>
</svg>
]], 24);events.present_queue:add(function ()
-- will be called every time game queues a frame for rendering
end);local function on_present()
if some_condition then
events.present_queue:remove(on_present)
end
end
events.present_queue:add(on_present)local ang = game.input:get_view_angles();game.input:set_view_angles(math.vec3(0, 0, 0));local health = player.m_iHealth:get();player.m_iHealth:set(50); -- won't really do anything with the healthlocal id = gui.control_id('my_id');entities.players:for_each(function (entry)
-- ...
end);entities.players:for_each_z(function (entry)
-- ...
end);local sp = gui.spacer(gui.control_id('my_id'));local btn = gui.button(id, 'Hello!');local img = gui.image(gui.control_id('my_id'));local sel = gui.selectable(id, 'Hello!');local main_font = draw.fonts['gui_main'];
-- this also works
local main_font_2 = draw.fonts.gui_main;draw.fonts['my_font'] = my_font;
-- this also works
draw.fonts.my_font = my_font;local some_cb = ctx:find('some_cb');local ent = handle:get();if handle:valid() then
-- ...
endif handle:is_clientside() then
-- ...
endConstructs a font object.
Arguments
Name
Type
Description
name
string
System font name (example: 'Arial').
size
float
Font height, in pixels.
fl
Font flags. Use bit library to construct them. Defaults to 0.
mi
int
Starting codepoint. Defaults to 0.
Returns
Type
Description
font_gdi
Font object.
Example
Field
Type: context
GUI context.
Field
Type: notification_system
Notification system.
Field
Type: context_input
Input context.
Function
Wraps a control into a layout consisting of a label and that specific control. You should add this new control to groupboxes if you want your control to be displayed nicely. Additionally, you can add any extra controls to the returned one - those will get stacked to the left side of your initial control.
Arguments
Name
Type
Description
text
string
Label value.
c
Control object.
Returns
Type
Description
Layout object.
Example
Returns
Type
Description
Back buffer texture pointer.
Example
Method
Returns a 4x down sampled version of the back buffer texture.
Arguments
None.
Returns
Type
Description
Downsampled back buffer texture pointer.
Example
Method
Returns a shared texture. This texture usually replicates the down sampled back buffer texture, although it is updated automatically ONCE before the rendering on the layer starts.
Arguments
None.
Returns
Type
Description
Shared texture pointer.
Example
Constructs the color picker.
Arguments
Name
Type
Description
id
Control ID.
allow_alpha
bool
Whether to enable alpha channel. Defaults to true.
Returns
Type
Description
color_picker
Color picker object.
Example
Method
Returns color picker' value.
Arguments
None.
Returns
Type
Description
Value data.
Example
Name
Type
Description
hdr
string
Header (title).
txt
string
Text (body).
ico
Icon. Defaults to nil.
Returns
Type
Description
notification
Notification object.
Example
In this tutorial you’ll create and publish a script to the Storefront. The same flow applies to Libraries and Configs.
Go to Workshop -> Manage Items and click Create new item.
Fill out:
Title
Game (the supported title your script targets)
Item type (Script / Library / Config)
Warning: You cannot change the item type later.
Open the Builds tab and click Upload new build.
Fill out:
Version (use semantic versioning like 1.0.0 if possible)
Changelog (short, factual)
File upload (your .lua file or a .zip)
Click Save. The build is created in the Draft state.
Click Submit for review. The build state changes to Under review.
After moderation approves it, you’ll get a notification and the state changes to Approved.
Click Set to branch and choose Default.
This makes the approved build the version users receive when they add your script to their library.
If your script needs restricted APIs (e.g. FFI, filesystem, clipboard), enable the required Capabilities so users can grant permission.
In Builds -> Capabilities (right side), select only what you need and click Save.
Open the General tab and complete all fields in the Release Checklist.
When the checklist is complete, click Submit for review on the item. After moderation approves it, the item is automatically published on the Storefront and users can purchase or subscribe.
An instance of this type provides a way to interface with Source 2's Engine-to-Client service.
Method
Returns last timestamp, in seconds.
Arguments
None.
Returns
Example
Method
Returns last server tick number.
Arguments
None.
Returns
Example
Method
Returns whether the client is currently in game.
Arguments
None.
Returns
Example
Method
Returns whether the client is currently connected to a game server.
Arguments
None.
Returns
Example
Method
Returns the Network Channel used for network communication.
Arguments
None.
Returns
Example
Method
Executes a client-sided console command.
Arguments
Returns
Nothing.
Example
Method
Returns client window screen size.
Arguments
None.
Returns
Example
This type represents a CCSWeaponBase entity.
Method
Returns the absolute origin (the one that is used for rendering).
Arguments
None.
Returns
Example
Method
Returns the weapon ID.
Arguments
None.
Returns
Example
Method
Returns the weapon type.
Arguments
None.
Returns
Example
Method
Returns the weapon static data.
Arguments
None.
Returns
Example
This table represents an internal entity list.
Never store any entities in the global scope! Any entity might get deleted, and you will no longer have a valid instance of that entity, which will inevitably lead to a crash. If you need to globally store an entity somewhere, we strongly recommend you store an instance of chandle, and use it's get method to retrieve the entity again, when needed.
Field
Type:
Player pawns.
Field
Type:
Player controllers.
Field
Type:
Items (held).
Field
Type:
Dropped items.
Field
Type:
Grenade projectiles.
Function
Returns the local player's pawn.
Arguments
None.
Returns
Example
Function
Returns the local player's controller.
Arguments
None.
Returns
Example
This type represents a combo box control.
Value bits are toggled in order of selectables. That means if the first element is toggled, so will be the first bit, etc.
Constructor
Constructs the combo box.
Arguments
Returns
Example
Field
Type: bool
If set to true, the checkbox will be able to toggle multiple selectables.
Method
Returns combo box' value.
Arguments
None.
Returns
Example
There are a number of events that Fatality provides to use in the API - from various hooks, to in-game events. Each event entry is an object of . This table documents events to be used by your scripts.
This type represents a value data used by some control types.
local sys_font = draw.font_gdi('Calibri', 14);local row = gui.make_control('Hello checkbox!', my_cb);local bb = adapter:get_back_buffer();local ds = adapter:get_back_buffer_downsampled();local shared = adapter:get_shared_texture();local picker = gui.color_picker(id);local val = picker:get_value():get();local notif = gui.notification('Hello', 'Lua works!');Field
Draw top-right corner.
Field
Draw bottom-left corner.
Field
Draw bottom-right corner.
Field
Draw top line.
Field
Draw left line.
Field
Draw right line.
Field
Draw bottom line.
Field
Draw all the left side shapes. This includes both left corners and the line.
Field
Draw all the right side shapes. This includes both right corners and the line.
Field
Draw all the top side shapes. This includes both top corners and the line.
Field
Draw all the bottom side shapes. This includes both bottom corners and the line.
Field
Draw the entire glow around the shape.
Field
Draw glow except for the bottom line.
Field
Draw glow except for the top line.
Field
Draw glow except for the right line.
Field
Draw glow except for the left line.
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.
FieldRead only
Type: adapter
Rendering adapter.
FieldRead only
Type: float
Rendering frame time. An alias to global_vars_t.frame_time.
FieldRead only
Type: float
Time, in seconds. An alias to global_vars_t.real_time.
FieldRead only
Type: float
Global DPI scale.
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.
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).
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).
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).
FieldRead only
Type: layer
The layer you can render on.
ma
int
Ending codepoint. Defaults to 255 (entire ASCII code page).
weight
int
Font weight. Defaults to 400 (regular).







float
Timestamp, in seconds.
int
Server tick number.
bool
In-game status.
bool
true if connected.
Network channel, or nil if does not exist.
cmd
string
Command to execute.
bool
unrestricted
Whether should the execution preserve any restrictions. Defaults to false.
int
Width.
int
Height.
Type
Description
Origin.
Type
Description
Weapon ID.
Type
Description
Weapon type.
Type
Description
Weapon data.
Type
Description
Pawn.
Type
Description
Controller.
Name
Type
Description
id
ID.
Type
Description
checkbox
Checkbox instance.
Type
Description
Value data.
Name
Type
Description
val
bool
New value.
Name
Type
Description
ctrl
Control to add.
Name
Type
Description
ctrl
Control to remove.
Name
Type
Description
id
string
Control ID.
Type
Description
<control>?
Casted control. Returns nil if the control was not found, or casting failed.
Name
Type
Description
id
ID.
Type
Description
combo_box
Combo box instance.
Type
Description
Value data.
Method
Returns the value.
Arguments
None.
Returns
Type
Description
<type>
Value.
Example
Method
Returns the value disrgarding any active keybinds.
Arguments
None.
Returns
Type
Description
<type>
Value.
Example
Method
Sets the value.
Arguments
Name
Type
Description
val
<type>
Value.
Returns
Nothing.
Example
Method
Returns true if there's any active hotkeys.
Arguments
None.
Returns
Type
Description
bool
true if any hotkey is active.
Example
Method
Disables all active hotkeys. This allows you to override the value.
Arguments
None.
Returns
Nothing.
Example
null, this function will return nil instead.Returns address string of the remote machine.
Arguments
None.
Returns
Type
Description
string?
IP-address or Steam Server Address.
Example
Method
If the current channel is null, this function will return nil instead.
Returns whether the current channel is connected to the local machine (loopback address).
Arguments
None.
Returns
Type
Description
bool?
true if connected to the local machine.
Example
Method
Returns whether the channel is stubbed.
Arguments
None.
Returns
Type
Description
bool
true if current channel is a dummy channel.
Example
Method
If the current channel is null, this function will return nil instead.
Returns current latency to the remote server (in seconds).
Arguments
None.
Returns
Type
Description
float?
Latency (in seconds).
Example
local last_time = game.engine:get_last_timestamp();local server_tick = game.engine:get_last_server_tick();if game.engine:in_game() then
print("I'm in game!");
endif game.engine:is_connected() then
print("I'm connected!");
endlocal chan = game.engine:get_netchan();game.engine:client_cmd('say Hello!');local w, h = game.engine:get_screen_size();local org = wep:get_abs_origin();local wep_id = wep:get_id();local type = wep:get_type();local data = wep:get_data();local lp = entities.get_local_pawn();local lp_ctrl = entities.get_local_controller();local cb = gui.checkbox(gui.control_id('my_id'));local val = cb:get_value():get();cb:set_value(true);container:add(my_control);container:remove(my_control);local some_cb = container:find('some_cb');local cb = gui.combo_box(gui.control_id('my_id'));local val = cb:get_value():get();ctrl:get_value():get();ctrl:get_value():get_direct();ctrl:get_value():set(123);if ctrl:get_value():get_hotkey_state() then
-- ...
endctrl:get_value():disable_hotkeys();local chan = game.engine:get_netchan();
if chan and not chan:is_null() then
print(chan:get_address());
endlocal chan = game.engine:get_netchan();
if chan and not chan:is_null() and chan:is_loopback() then
print('Connected to localhost!');
endlocal chan = game.engine:get_netchan();
if not chan or chan:is_null() then
print('Not connected!');
endlocal chan = game.engine:get_netchan();
if chan and not chan:is_null() then
print('Current latency: ' .. tostring(math.round(chan:get_latency() * 1000.0)) .. 'ms');
endField
Invoked each time the game queues a frame for rendering. This is the only permitted location for drawing on screen.
Arguments
None.
Field
Invoked every time the game progresses onto another frame stage. This event is called before the game handles a new frame stage.
Arguments
stage
Current frame stage.
Field
Invoked every time game starts the scene rendering process. This event is called before the game's function runs.
Arguments
None.
Field
Invoked every time game starts scene rendering process. This event is called after the game's function runs.
Arguments
setup
View setup information.
Field
Invoked every time the game sets up the view. This event is called before the game's function runs.
Arguments
None.
Field
Invoked every time the game sets up the view information. This event is called after the game's function runs.
Arguments
None.
Field
Invoked every time the game internally overrides view information. You are free to change whatever you like in the provided view setup.
Arguments
Name
Type
Description
setup
View setup information.
Field
Invoked every time a game event fires.
Arguments
event
Game event.
Field
Invoked every time the game processes mouse/controller input. This is a good place to alter mouse movement, if needed.
Arguments
type
Type of the input.
value
Input value.
Field
Invoked every time the GUI processes input.
Arguments
msg
int
System message.
w
int
WPARAM.
l
int
LPARAM.
Constructs a font object.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
Name
Type
Description
path
string
Path to a ttf/otf file.
size
float
Font height, in pixels.
fl
Font flags. Use bit library to construct them. Defaults to 0.
mi
int
Starting codepoint. Defaults to 0.
1. From memory.
Name
Type
Description
mem
Pointer to a font file in memory.
sz
int
Font file size, in bytes.
size
float
Font height, in pixels.
fl
Font flags. Use bit library to construct them. Defaults to 0.
1. From memory, with codepoint pairs.
Name
Type
Description
mem
Pointer to a font file in memory.
sz
int
Font file size, in bytes.
size
float
Font height, in pixels.
fl
Font flags. Use bit library to construct them. Defaults to 0.
Returns
Type
Description
font
Font object.
Example
Constructs the label.
Arguments
Name
Type
Description
id
Control ID.
str
string
Label string.
col
Label color. Defaults to nil.
bold
bool
Whether to use bold font. Defaults to false.
Returns
Type
Description
label
Label object.
Example
Method
Sets the new text.
Arguments
Name
Type
Description
str
string
New text.
Returns
Nothing.
Example
Constructs the text input.
Arguments
Name
Type
Description
id
ID.
Returns
Type
Description
text_input
Text input instance.
Example
Field
Type: string
Placeholder text.
FieldRead only
Type: string
Value.
Method
Sets the new text.
Arguments
Name
Type
Description
str
string
New value.
Returns
Nothing.
Example
This type is an animated texture. This texture type only supports animated GIF types, and does not support APNG.
If you pass an unsupported type, it will instead work exactly like texture type, meaning controlling frames and looping will be meaningless.
Using this type for texture atlases is possible, although highly unrecommended. It will produce extra texture objects in memory, and overall will be much slower. Instead, it is advised to construct an actual texture atlas, use type, and use texture mapping.
Constructor
Constructs animated texture.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
2. From memory.
Returns
Example
Field
Type: bool
If set to false, will not loop the animation automatically. Defaults to true.
Method
Reset loop to run from the first frame.
Arguments
None.
Returns
Nothing.
Example
Method
Set a specific frame on the animation. If looping is enabled, will continue the cycle from the passed frame. Otherwise, will display a specific frame of the animation.
Arguments
Returns
Nothing.
Example
Method
Returns amount of frames in the animation.
Arguments
None.
Returns
Example
This type represents a slider control.
Constructor
Constructs the slider.
Arguments
Format Table
Formatting uses standard printf syntax.
Passing invalid format will lead to an undefined behavior.
1. Single Formatting.
2. Multi Formatting.
Returns
Example
Method
Returns slider' value.
Arguments
None.
Returns
Example
This type represents a texture object.
local cool_font = draw.font('myfont.ttf', 16);local lab = gui.label(id, 'Hello!');lab:set_text('New hello!');local sp = gui.text_input(gui.control_id('my_id'));input:set_value('Hello!');Default control. You are very unlikely to ever stumble upon this type.
Field
Button control.
Field
Checkbox control.
Field
Child tab control. Only possible to find within tab_layout controls.
Field
Color picker control.
Field
Combo box control.
Field
Default control with a container. You are very unlikely to ever stumble upon this type.
Field
Groupbox control.
Field
Hotkey input control.
Field
HSB slider (Saturation/Brightness box, Hue slider and Opacity slider).
Field
Label control.
Field
Layout control.
Field
Listbox control.
Field
Loading spinner.
Field
Notification item control. One of the types in the core UI framework, never actually used within Fatality.
Field
Basic popup window.
Field
Basic selectable item.
Field
Slider item. This type doesn't tell the internal value type used.
Field
Spacer control.
Field
Horizontal or vertical tab.
Field
A variant of layout that is used specifically to operate tabs.
Field
A variant of layout that is used specifically to operate weapon tabs.
Field
Text input control.
Field
A variant of button that looks like button, but works like a checkbox.
Field
Basic window control.
Field
Basic widget control.
Field
Settings control.
Field
Image control.
ma
int
Ending codepoint. Defaults to 255 (entire ASCII code page).
mi
int
Starting codepoint. Defaults to 0.
ma
int
Ending codepoint. Defaults to 255 (entire ASCII code page).
pairs
table[{int, int}...]
Min/max pairs. This is a standard array, consisting of {int, int} pairs.
Name
Type
Description
path
string
Path to the texture file.
Name
Type
Description
data
Pointer to texture file data in memory.
sz
int
Size of the texture file data.
Type
Description
animated_texture
Animated texture instance.
Name
Type
Description
frame
int
Frame number. Invalid frame numbers will be clamped.
Type
Description
int
Frame count.
float
Step value. Defaults to 1.0.
Name
Type
Description
id
Control ID.
low
float
Minimum value.
high
float
Maximum value.
fmt
table[...]
Format. Defaults to {'%.0f'}.
Type
Description
string
Format string.
Name
Type
Description
min
float?
Minimal value.
add
float?
Add step.
fmt
string
Format string.
Type
Description
slider
Slider object.
Type
Description
Value data.
step
local gif = draw.animated_texture('funny_gif.gif');gif:reset_loop();gif:set_frame(5);local frames = gif:get_frame_count();
gif:set_frame(frames - 2); -- set to the last framelocal slider = gui.slider(id, 0, 100, {'%.0f%%'});local val = slider:get_value():get();Returns true if this player is an enemy to the local player.
Arguments
None.
Returns
Type
Description
bool
true if an enemy.
Example
Method
Returns the sanitized player name.
Arguments
None.
Returns
Type
Description
string
Player's name.
Example
Method
Returns the pawn attached to this controller.
Arguments
None.
Returns
Type
Description
Pawn instance.
Example
Method
Returns the active weapon.
Arguments
None.
Returns
Type
Description
Weapon instance.
Example
Method
Returns the observer pawn used for this controller.
Arguments
None.
Returns
Type
Description
Entity.
Example
Method
Returns the pawn this controller is currently observing.
Arguments
None.
Returns
Type
Description
Entity.
Example
Method
Returns the current observer mode.
Arguments
None.
Returns
Type
Description
Observer mode.
Example
JPEG (.jpg, .jpeg) - 12 bpc/arithmetic are not supported.
PNG (.png)
TGA (.tga)
BMP (.bmp) - 1 bpp and RLE variants are not supported.
PSD (.psd) - composited view only, no extra channels, 8/16 bpc
GIF (.gif) - only first frame, for animated gifs use
HDR (.hdr)
PIC (.pic)
PNM (.pnm, .ppm, .pgm) - PPM and PGM are binary only
Constructor
Constructs an instance of this type.
Passing an invalid pointer, a or memory region that is smaller than the size will result in a crash.
Arguments
1. From file.
Name
Type
Description
path
string
Path to a valid texture file.
2. From memory.
Name
Type
Description
data
Pointer to texture file data in memory.
sz
int
Size of the texture file data.
3. From RGBA data.
Name
Type
Description
data
Pointer to RGBA data in memory.
w
int
Width.
h
int
Height (row count).
p
int
Pitch (row width). This is the amount of bytes per row.
Returns
Type
Description
texture
Texture object.
Example
FieldRead only
Type: bool
Set to true if this is an instance of animated_texture.
Method
Returns size of this texture.
Arguments
None.
Returns
Type
Description
Texture dimensions.
Example
This type is used to change render command parameters.
Be cautious when changing stuff in an instance of this type. Passing invalid data to texture or frag_shader, or not restoring some changes after you're done drawing can lead to undefined behavior, and more likely, a crash. If you are not sure how to operate this type, take a look into examples.
Field
Type:
Texture pointer. You can get one from an instance of texture type by accessing obj field. Passing invalid data to this field WILL result in a crash. For a safer way, please use .
Field
Type: Type:
Fragment shader (aka Pixel Shader in DirectX terms) pointer. You can get one from an instance of shader type by accessing obj field. Passing invalid data to this field WILL result in a crash. For a safer way, please use .
Field
Type:
Clip rectangle used for scissor testing. If this is set to nil, will not clip anything.
It is advised to instead use layer's override_clip_rect method. While you can pass custom rect to this field, you will lose information about previous clip rects set before. Using that method will make sure to intersect the previous rect with the one you pass and produce a probably more expected result.
Field
Type:
UV rect used for texture mapping. If this field is set to nil, will use 0, 0, 1, 1 rectangle to map the texture. You can learn more about texture mapping in the tutorial section.
Field
Type: float
Global opacity override. Defaults to 1, but if you set anything else - will modulate opacity of every next shape you will render.
Field
Type: float
Shape rotation. Not all shapes support this field. The value is set in degrees, not radians.
Field
Type: bool
If set to true, will apply tesselation to shapes.
Field
Type: bool
If set to true, will ignore global DPI scale. This is set to true by default, but you are free to change it to false if you are trying to render some custom UI elements.
Field
Type: bool
Only useful when using shaders. If set to true, will not update back buffer texture. This can be used if you need the very same texture data, as when applying several shaders to the back buffer.
Field
Type: bool
If set to true, will capture back buffer (as long as chained_call is set to false). The name of this field is quite misleading due to the fact that in the CS:GO version of Fatality, it was used to configure if the rendering system should also downsample the captured backbuffer into another texture. In DirectX11, this operation is much faster, so it is done regardless.
Field
Type: bool
An alias to only_downsampled.
Field
Type: bool
If set to true, will use a separate texture sampler that supports tiling. By default, all textures are stretched, but if you enable this option - their tiling and stretch will be fully configurable by the uv_rect field.
Field
Type:
Rendering mode. You can read more about it in the type's documentation.
Method
Sets a texture in a safe manner.
Arguments
Returns
Nothing.
Example
Method
Sets a fragment shader in a safe manner.
Arguments
Returns
Nothing.
Example
This type represents a bitset value.
Maximal bit number for this type is 63. Setting or getting any bits outside of that range will cause a crash.
Method
Resets the value.
Arguments
None.
Returns
Nothing.
Example
Method
Returns the raw value.
Arguments
None.
Returns
Example
Method
Sets the raw value.
Arguments
Returns
Nothing.
Example
Method
Returns true if no bits are set.
Arguments
None.
Returns
Example
Method
Enables a bit.
Arguments
Returns
Nothing.
Example
Method
Disables a bit.
Arguments
Returns
Nothing.
Example
Method
Returns bit state.
Arguments
Returns
Example
Method
Toggles bit state.
Arguments
Returns
Nothing.
Example
This type represents a shader.
if player:is_enemy() then
-- ...
endlocal name = player:get_name();local pawn = ctrl:get_pawn();local wep = player:get_active_weapon();local obs_pawn = ctrl:get_observer_pawn();local obs = ctrl:get_observer_target();local mode = ctrl:get_observer_mode();local tex = draw.texture('funny_meme.png');local sz = tex:get_size();Name
Type
Description
tex
Texture object.
Name
Type
Description
sh
[shader]
Shader object.
Type
Description
int
Raw value.
Name
Type
Description
val
int
Raw value.
Type
Description
bool
true if no bits are set.
Name
Type
Description
bit
int
Bit number.
Name
Type
Description
bit
int
Bit number.
Name
Type
Description
bit
int
Bit number.
Type
Description
bool
Bit status.
Name
Type
Description
bit
int
Bit number.
Name
Type
Description
value
float
X and Y coordinates.
3. XY values.
Name
Type
Description
x
float
X coordinate.
y
float
Y coordinate.
Returns
Type
Description
vec2
New vector.
Example
Field
Type: float
X coordinate.
Field
Type: float
Y coordinate.
Method
Returns floored variant of this vector.
Arguments
None.
Returns
Type
Description
vec2
Floored variant.
Example
Method
Returns ceiled variant of this vector.
Arguments
None.
Returns
Type
Description
vec2
Ceiled variant.
Example
Method
Returns rounded variant of this vector.
Arguments
None.
Returns
Type
Description
vec2
Rounded variant.
Example
Method
Returns length of this vector.
Arguments
None.
Returns
Type
Description
float
Length.
Example
Method
Returns squared length of this vector.
Arguments
None.
Returns
Type
Description
float
Length.
Example
Method
Returns distance to another vector.
Arguments
Name
Type
Description
other
vec2
Other vector.
Returns
Type
Description
float
Distance.
Example
Method
Returns squared distance to another vector.
Arguments
Name
Type
Description
other
vec2
Other vector.
Returns
Type
Description
float
Distance.
Example
intControl ID.
FieldRead only
Type: string
String representation of control's ID. This may be empty for some controls.
FieldRead only
Type: bool
Control's visibility state.
FieldRead only
Type: control?
Parent control. Might be nil on some controls.
FieldRead only
Type: control_type
Control's type.
Field
Type: bool
If set to true, will mark this control to the inactive state.
Field
Type: string
Tooltip replacement to show when control is inactive.
Field
Type: color
Label color override for inactive controls.
Field
Type: string
Tooltip text.
Field
Type: table[string]
Alias list for this control. Used in search box to support different naming (e.g. if a user searches for "Double tap", will find "Rapid fire" instead).
Method
Returns true if any of the control's hotkeys are active.
Arguments
None.
Returns
Type
Description
bool
true if any hotkey is active.
Example
Method
Changes visibility state for this control.
Calling this method on controls that are located in layouts with large amount of other controls will inevitably cause performance issues due to auto-stacking.
Arguments
Name
Type
Description
val
bool
Visibility state.
Returns
Nothing.
Example
Method
Adds a callback to this control.
Arguments
Name
Type
Description
cbk
function
Callback.
Returns
Nothing.
Example
Method
Attempts to downcast the control to the correct type.
Due to Lua engine's limitations, it is impossible to automatically downcast variables. Usually there is no need to call this method, unless you found some control that wasn't somehow already cast to the desired type. find() methods automatically perform the cast to the correct type.
Arguments
None.
Returns
Type
Description
<control>
New type, if any.
Example
Method
Resets control's state. This action is usually required if you change control's value directly by interacting with value_param.
You also should call this method on layouts if you add multiple controls into them.
Arguments
None.
Returns
Nothing.
Example
Rendering system uses Shader Version 4 (ps_4_0).
The constant buffer fields are the following:
Name
Type
Description
mvp
float4x4
Projection matrix.
tex
float2
Texture dimensions.
time
float
Render time (NOT the frame time).
alpha
float
Global opacity override.
The input fields are the following:
Name
Type
Description
pos
float4
Vertex position on screen (x,y,z over w). Register: SV_POSITION.
col
float4
Vertex color tint (r, g, b, a). Register: COLOR0.
uv
float2
UV coordinates (u, v). Register: TEXCOORD0.
The bound objects are the following:
Name
Type
Description
sampler0
sampler
Texture sampler.
texture0
Texture2D
Texture object.
Template:
Constructor
Constructs a shader.
Arguments
Name
Type
Description
src
string
Shader source code.
Returns
Type
Description
shader
Shader object.
Example
cmd:set_texture(my_tex);cmd:set_shader(my_shader);bits:reset();local raw = bits:get_raw();bits:set_raw(long_long_value);if bits:none() then
-- ...
endbits:set(5); -- set bit #5 (same as bit.bor(val, bit.lshift(1, 5)))bits:unset(5);if bits:get(5) then
-- ...
endbits:toggle(5);local vec = draw.vec2(5, 10);local fl = vec:floor();local ceiled = vec:ceil();local rounded = vec:round();local len = vec:len();local len = vec:len_sqr();local dist = vec1:dist(vec2);local dist = vec1:dist_sqr(vec2);if ctrl:get_hotkey_state() then
-- ...
endctrl:set_visible(false);ctrl:add_callback(function ()
print('Callback invoked!');
end);local checkbox = maybe_checkbox:cast();ctrl:reset();cbuffer cb : register(b0) {
float4x4 mvp;
float2 tex;
float time;
float alpha;
};
struct PS_INPUT {
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
sampler sampler0;
Texture2D texture0;local blur = draw.shader([[
// define constant buffer.
cbuffer cb : register(b0) {
float4x4 mvp;
float2 tex;
float time;
float alpha;
};
// define input.
struct PS_INPUT {
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
// use texture sampler and texture.
sampler sampler0;
Texture2D texture0;
float4 main(PS_INPUT inp) : SV_Target {
float radius = 2.0; // blur radius
float2 inv_size = 1.0 / tex.xy; // inversed size of the texture
float weight = 0.0; // total weight
float4 color = 0.0; // total color
// perform a gaussian blur
for (float x = -radius; x <= radius; x += 1.0)
{
for (float y = -radius; y <= radius; y += 1.0)
{
float2 coord = inp.uv + float2(x, y) * inv_size;
color += texture0.Sample(sampler0, coord) * exp(-((x * x + y * y) / (2.0 * radius * radius)));
weight += exp(-((x * x + y * y) / (2.0 * radius * radius)));
}
}
// average the color
color /= weight;
color.a *= inp.col.a; // apply alpha modulation
return color;
}
]]);This type is used to determine text alignment.
Function
Creates text_params instance with vertical alignment.
Arguments
Returns
Example
Function
Creates text_params instance with horizontal alignment.
Arguments
Returns
Example
Function
Creates text_params instance with line alignment.
Arguments
Returns
Example
Function
Creates text_params instance with vertical and horizontal alignments.
Arguments
Returns
Example
Function
Creates text_params instance with vertical alignment and line alignment.
Arguments
Returns
Example
Function
Creates text_params instance with horizontal alignment and line alignment.
Arguments
Returns
Example
Function
Creates text_params instance with vertical, horizontal and line alignments.
Arguments
Returns
Example
Name
Type
Description
v
Vertical alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
h
Horizontal alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
line
Line alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
v
Vertical alignment.
h
Horizontal alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
v
Vertical alignment.
line
Line alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
h
Horizontal alignment.
line
Line alignment.
Type
Description
text_params
Created text params.
Name
Type
Description
v
Vertical alignment.
h
Horizontal alignment.
line
Line alignment.
Type
Description
text_params
Created text params.
local align_top = draw.text_params.with_v(draw.text_alignment.top);local align_right = draw.text_params.with_h(draw.text_alignment.right);local lines_center = draw.text_params.with_line(draw.text_alignment.center);local align_bottom_right = draw.text_params.with_vh(draw.text_alignment.bottom, draw.text_alignment.right);local align = draw.text_params.with_vline(draw.text_alignment.bottom, draw.text_alignment.center);local align = draw.text_params.with_hline(draw.text_alignment.center, draw.text_alignment.center);local align = draw.text_params.with_vhline(draw.text_alignment.center, draw.text_alignment.center, draw.text_alignment.center);Function
Attemps to search for a field in this class.
Arguments
Name
Type
Description
name
string
Field name.
Returns
Type
Description
Accessor instance or pointer accessor instance
Example
Function
Returns schema class name.
Returns
Type
Description
string
Name. Returns nil when failed.
Example
Function
Safe-casts the entity to cs2_weapon_base_gun, returns nil if not a weapon_base_gun
Returns
Type
Description
cs2_weapon_base_gun?
Casted entity. Returns nil if the cast failed.
Example
Function
Safe-casts the entity to cs2_weapon_base, returns nil if not a weapon_base
Returns
Type
Description
cs2_weapon_base?
Casted entity. Returns nil if the cast failed.
Example
Function
Safe-casts the entity to cs2_player_pawn, returns nil if not a player_pawn
Returns
Type
Description
cs2_player_pawn?
Casted entity. Returns nil if the cast failed.
Example
Function
Safe-casts the entity to cs2_player_controller, returns nil if not a player_controller
Returns
Type
Description
cs2_player_controller?
Casted entity. Returns nil if the cast failed.
Example
This type represents a CCSWeaponBaseGun class.
Method
Returns the absolute origin (the one that is used for rendering).
Arguments
None.
Returns
Example
Method
Returns the maximal player speed when holding this weapon.
Arguments
None.
Returns
Example
Method
Returns the current inaccuracy value.
Arguments
Returns
Example
Method
Returns the current spread value.
Arguments
Returns
Example
Method
Returns the weapon ID.
Arguments
None.
Returns
Example
Method
Returns the weapon type.
Arguments
None.
Returns
Example
Method
Returns the weapon static data.
Arguments
None.
Returns
Example
Method
Returns true if this weapon is a firearm.
Arguments
None.
Returns
Example
Method
Returns true if you can attack with this weapon.
Arguments
None.
Returns
Example
Method
Returns true if this weapon has a secondary attack mode.
Arguments
None.
Returns
Example
Method
Returns true if this weapon has spread (e.g. knives do not have any spread).
Arguments
None.
Returns
Example
This type represents the base class for font types. You cannot create an instance of this type. Instead, use the children types.
local health = player.m_iHealth;
local health = player['m_iHealth']; -- this also workslocal name = entity:get_class_name()local gun = entity:to_weapon_base_gun()local wpn = entity:to_weapon_base()local pawn = entity:to_player_pawn()local controller = entity:to_player_controller()Type
Description
Origin.
Type
Description
float
Max speed, in UPS.
Name
Type
Description
mode
Weapon mode.
Type
Description
float
Inaccuracy value.
Name
Type
Description
mode
Weapon mode.
Type
Description
float
Inaccuracy value.
Type
Description
Weapon ID.
Type
Description
Weapon type.
Type
Description
Weapon data.
Type
Description
bool
true if a firearm.
Type
Description
bool
true if can attack.
Type
Description
bool
true if has the secondary attack mode.
Type
Description
bool
true if has spread.
local org = wep:get_abs_origin();local spd = wep:get_max_speed();local inacc = wep:get_inaccuracy(csweapon_mode.primary_mode);local spread = wep:get_spread(csweapon_mode.primary_mode);local wep_id = wep:get_id();local type = wep:get_type();local data = wep:get_data();if wep:is_gun() then
-- ...
endif wep:is_attackable() then
-- ...
endif wep:has_secondary_attack() then
-- ...
endif wep:has_spread() then
-- ...
endReturns true if the game will draw this player on screen.
Arguments
None.
Returns
Type
Description
bool
true if will.
Example
Method
Returns true if left-hand mode is enabled.
Arguments
None.
Returns
Type
Description
bool
true if left-handed.
Example
Method
Returns the absolute origin (the one that is used for rendering).
Arguments
None.
Returns
Type
Description
Origin.
Example
Method
Returns the absolute angles (the one that is used for rendering).
Arguments
None.
Returns
Type
Description
Angles.
Example
Method
Returns the absolute velocity.
Arguments
None.
Returns
Type
Description
Velocity.
Example
Method
Sets the new absolute origin.
Arguments
Name
Type
Description
vec
New origin.
Returns
Nothing.
Example
Method
Sets new absolute angles.
Arguments
Name
Type
Description
ang
New angles.
Returns
Nothing.
Example
Method
Sets new absolute velocity.
Arguments
Name
Type
Description
vel
New velocity.
Returns
Nothing.
Example
Method
Returns true if the player is alive.
Arguments
None.
Returns
Type
Description
bool
true if alive.
Example
Method
Returns true if this player is an enemy to the local player.
Arguments
None.
Returns
Type
Description
bool
true if an enemy.
Example
Method
Returns whether this player is an enemy to another entity.
Arguments
Name
Type
Description
ent
Other entity.
Returns
Type
Description
bool
true if an enemy.
Example
Method
Returns the active weapon.
Arguments
None.
Returns
Type
Description
Weapon instance.
Example
Method
Returns the sanitized player name.
Arguments
None.
Returns
Type
Description
string
Player's name.
Example
Method
Returns the player's view offset (eye location relative to the player's origin).
Arguments
None.
Returns
Type
Description
View offset.
Example
Method
Returns the player's eye position.
Arguments
None.
Returns
Type
Description
Eye position.
Example
codepoint: Unicode representation of the character.
kerning: a distance between two characters.
glyph: visual representation of a character.
FieldRead only
Type: float
Font height, in pixels.
Field
Type: float
Font ascent value, in pixels.
Field
Type: float
Font descent value, in pixels.
Field
Type: float
Font line gap, in pixels.
Field
Type: float
Font kerning gap, in pixels.
Field
Type: float
Font outline opacity (0 to 1). Defaults to 0.45.
FieldRead only
Type: font_flags
Font flags. Use bit library to read flags.
Field
Type: int
Glyph Y offset, in pixels. Will alter the location of a glyph in the atlas. Changing this value after the font was created is meaningless.
Field
Type: int
Glyph X offset, in pixels. Will alter the location of a glyph in the atlas. Changing this value after the font was created is meaningless.
Field
Type: font_base
Fallback font to use, in case a glyph is not found in this font. Is it useful when one font does not have codepoints for specific symbols, that are present in another font, but you still want to prefer this font's glyphs over other font.
Field
Type: color
Shadow color. Only R, G, B values are used.
Method
Returns character width, included with kerning.
Arguments
Name
Type
Description
left
int
Previous character codepoint.
right
int
Current character codepoint.
Returns
Type
Description
float
Distance, in pixels.
Example
Method
Returns kerning value for a single character. If kerning is disabled, will instead return kerning gap.
Arguments
Name
Type
Description
cp
int
Codepoint.
Returns
Type
Description
float
Kerning value, in pixels.
Example
Method
Returns text area size.
Arguments
Name
Type
Description
text
string
Text.
skip_scaling
bool
If set to true, will skip global DPI scaling. Defaults to false.
til_newline
bool
Calculate size only until a line break is met. Defaults to false.
Returns
Type
Description
Text area size.
Example
Method
Wraps text to meet the desired width. Wrapping is done by breaking text by words and inserting line breaks in between. If one of the words is longer than the target width, will instead use that word's width.
Arguments
Name
Type
Description
text
string
Text to wrap.
width
float
Target width.
Returns
Type
Description
string
Wrapped text.
Example
Method
Returns glyph information for a character.
Arguments
Name
Type
Description
codepoint
int
Codepoint.
Returns
Type
Description
Glyph information.
Example
Method
Returns a texture atlas that contains the provided glyph.
Arguments
Name
Type
Description
gl
Character glyph.
Returns
Type
Description
int
Texture pointer, or nil if not found.
Example
This table extends the existing math table that is a part of Lua.
Function
Calculates angles between 2 vectors.
Arguments
Returns
Example
Function
Normalizes an angle.
Arguments
Returns
Example
Function
Approaches an angle over time.
Arguments
Returns
Example
Function
Returns a point on the edge of a box.
Arguments
Returns
Example
Function
Linear interpolation.
Arguments
Returns
Example
Function
Calculates angles from a vector.
Arguments
Returns
Example
Function
Transforms a point in the game world onto the viewport.
Arguments
Returns
Example
Function
Clamps a value between min and max.
Arguments
Returns
Example
Function
Maps the value from one range to another range.
Arguments
Returns
Example
Function
Maps the value from one range to another range. Additionally, clamps the value based on the source range.
Arguments
Returns
Example
Function
An alias to .
Example
Function
An alias to .
Example
if player:should_draw() then
-- ...
endif player:is_left_handed() then
-- ...
endlocal org = player:get_abs_origin();local ang = player:get_abs_angles();local vel = player:get_abs_velocity();player:set_abs_origin(my_vec);player:set_abs_angles(my_ang);player:set_abs_velocity(my_vel);if player:is_alive() then
-- ...
endif player:is_enemy() then
-- ...
endif player:is_enemy_to(other_player) then
-- ...
endlocal wep = player:get_active_weapon();local name = player:get_name();local vo = player:get_view_offset();local eyes = player:get_eye_pos();local w = font:get_kerned_char_width(prev_cp, cp);local k = font:get_kerning(cp);local sz = font:get_text_size('Hello!');local shorter = font:wrap_text('This is some very long text!', 50);local glyph = font:get_glyph(cp);local atlas = font:get_texture(glyph);d
float
Highest destination value.
d
float
Highest destination value.
src
Source vector.
dst
Destination vector.
Angles.
angle
float
Input angle.
float
Normalized angle.
from
Start angle.
to
End angle.
speed
float
Approach speed.
Delta angle.
mins
Box mins.
maxs
Box maxs.
dir
Point direction (angle).
radius
float
Area radius.
Point.
t1
float
Start value.
t2
float
End value.
progress
float
Interpolation amount.
Type
Description
float
Interpolated value.
forward
Source vector.
up
Up vector. Defaults to nil.
Angles.
xyz
Point in the world.
round
bool
Whether should round the output. Defaults to true.
Point on the viewport.
n
float
Value.
lower
float
Lowest value.
upper
float
Highest value.
float
Clamped value.
val
float
Value.
a
float
Lowest source value.
b
float
Highest source value.
c
float
Lowest destination value.
float
Mapped value.
val
float
Value.
a
float
Lowest source value.
b
float
Highest source value.
c
float
Lowest destination value.
float
Mapped value.
local ang = math.calc_angle(vec1, vec2);local norm = math.angle_normalize(560);local ang = math.approach_angles(from, to, 1.0 / game.global_vars.frametime);local point = math.edge_point(mins, maxs, dir, 5);local mid = math.lerp(0, 100, 0.5);local ang = math.vector_angles(fw);local point = math.world_to_screen(game_point);local x = math.clamp(50, 5, 25); -- 25local mapped = math.remap_val(0.5, 0, 1, 0, 100); -- 50local mapped = math.remap_val_clamped(5, 0, 1, 0, 100); -- 100local vec = math.vec2(5, 5);local vec = math.vec3(5, 12, 5);This type represents the GUI input context.
Method
Returns current cursor position.
Arguments
None.
Returns
Example
Method
Returns previous cursor position.
Arguments
None.
Returns
Example
Method
Delta value between previous and current cursor positions.
Arguments
None.
Returns
Example
Method
Returns true if the cursor did move since the last input.
Arguments
None.
Returns
Example
Method
Returns true if mouse scroll wheel did move since the last input.
Arguments
None.
Returns
Example
Method
Returns true if any mouse key's state had changed.
Arguments
None.
Returns
Example
Method
Returns true if any key was released since the last input.
Arguments
None.
Returns
Example
Method
Returns the amount of rows scrolled this input.
Arguments
None.
Returns
Example
Method
Returns true if the mouse key is up (depressed).
Arguments
Returns
Example
Method
Returns true if the mouse key is down (pressed).
Arguments
Returns
Example
Method
Returns true if the mouse key is clicked (switched from depressed to pressed state).
Arguments
Returns
Example
Method
Returns true if the mouse key is released (switched from pressed to depressed state).
Arguments
Returns
Example
Method
Returns true if any key's state had changed.
Arguments
None.
Returns
Example
Method
Returns true if a key is up (depressed).
Arguments
Returns
Example
Method
Returns true if a key is down (pressed).
Arguments
Returns
Example
Method
Returns true if a key is clicked (switched from depressed to pressed state).
Arguments
Returns
Example
Method
Returns true if a key is released (switched from pressed to depressed state).
Arguments
Returns
Example
Field
Represents a Desert Eagle.
Field
Represents the Dual Berettas.
Field
Represents a Five-SeveN.
Field
Represents a Glock-18.
Field
Represents an AK-47.
Field
Represents an AUG.
Field
Represents an AWP.
Field
Represents a FAMAS.
Field
Represents a G3SG1.
Field
Represents a Galil AR.
Field
Represents an M249.
Field
Represents an M4A4.
Field
Represents a MAC-10.
Field
Represents a P90.
Field
Represents a zone repulsor device.
Field
Represents an MP5-SD.
Field
Represents a UMP-45.
Field
Represents an XM1014.
Field
Represents a PP-Bizon.
Field
Represents a MAG-7.
Field
Represents a Negev.
Field
Represents a Sawed-Off.
Field
Represents a Tec-9.
Field
Represents a Zeus x27 taser.
Field
Represents a P2000.
Field
Represents an MP7.
Field
Represents an MP9.
Field
Represents a Nova.
Field
Represents a P250.
Field
Represents a shield.
Field
Represents a SCAR-20.
Field
Represents an SG 553.
Field
Represents an SSG 08.
Field
Represents the Golden Knife.
Field
Represents the default knife.
Field
Represents a flashbang.
Field
Represents an HE grenade.
Field
Represents a smoke grenade.
Field
Represents a Molotov.
Field
Represents a decoy grenade.
Field
Represents an incendiary grenade.
Field
Represents a C4 explosive.
Field
Represents a health shot.
Field
Represents the Terrorist knife.
Field
Represents the M4A1-S.
Field
Represents the USP-S.
Field
Represents a CZ75-Auto.
Field
Represents an R8 Revolver.
Field
Represents a tactical awareness grenade.
Field
Represents fists.
Field
Represents a breach charge.
Field
Represents a tablet.
Field
Represents a generic melee weapon.
Field
Represents an axe.
Field
Represents a hammer.
Field
Represents a spanner (wrench).
Field
Represents a ghost knife.
Field
Represents a firebomb grenade.
Field
Represents a diversion device.
Field
Represents a fragmentation grenade.
Field
Represents a snowball.
Field
Represents a bump mine.
Field
Represents a Bayonet.
Field
Represents the Classic Knife.
Field
Represents a Flip Knife.
Field
Represents a Gut Knife.
Field
Represents a Karambit.
Field
Represents an M9 Bayonet.
Field
Represents a Huntsman Knife.
Field
Represents a Falchion Knife.
Field
Represents a Bowie Knife.
Field
Represents a Butterfly Knife.
Field
Represents a Shadow Daggers.
Field
Represents a Paracord Knife.
Field
Represents a Survival Knife.
Field
Represents an Ursus Knife.
Field
Represents a Navaja Knife.
Field
Represents a Nomad Knife.
Field
Represents a Stiletto Knife.
Field
Represents a Talon Knife.
Field
Represents a Skeleton Knife.
Field
Represents a Kukri Knife.
Type
Description
Cursor position.
Type
Description
Previous cursor position.
Type
Description
Cursor delta.
Type
Description
bool
true if moved.
Type
Description
bool
true if moved.
Type
Description
bool
true if processed.
Type
Description
bool
true if released.
Type
Description
float
Rows scrolled.
Name
Type
Description
mb
Mouse button.
Type
Description
bool
true if depressed.
Name
Type
Description
mb
Mouse button.
Type
Description
bool
true if pressed.
Name
Type
Description
mb
Mouse button.
Type
Description
bool
true if clicked.
Name
Type
Description
mb
Mouse button.
Type
Description
bool
true if released.
Type
Description
bool
true if state changed.
Name
Type
Description
k
int
Virtual key.
Type
Description
bool
true if depressed.
Name
Type
Description
k
int
Virtual key.
Type
Description
bool
true if pressed.
Name
Type
Description
k
int
Virtual key.
Type
Description
bool
true if clicked.
Name
Type
Description
k
int
Virtual key.
Type
Description
bool
true if released.
local cur = gui.input:cursor();local prev = gui.input:cursor_prev();local delta = gui.input:cursor_delta();if gui.input:did_cursor_move() then
-- ...
endif gui.input:did_wheel_move() then
-- ...
endif gui.input:did_process_mouse() then
-- ...
endif gui.input:button_released() then
-- ...
endlocal scroll = gui.input:wheel_delta();if gui.input:is_mouse_up(gui.mouse_button.left) then
-- ...
endif gui.input:is_mouse_down(gui.mouse_button.left) then
-- ...
endif gui.input:is_mouse_clicked(gui.mouse_button.left) then
-- ...
endif gui.input:is_mouse_released(gui.mouse_button.left) then
-- ...
endif gui.input:did_process_key() then
-- ...
endif gui.input:is_key_up(0x41) then -- 0x41 = "A"
-- ...
endif gui.input:is_key_down(0x41) then -- 0x41 = "A"
-- ...
endif gui.input:is_key_clicked(0x41) then -- 0x41 = "A"
-- ...
endif gui.input:is_key_released(0x41) then -- 0x41 = "A"
-- ...
endLast modified: 03 January 2025
This type is a color used within the rendering system.
Do not mistake this type with color that is used in game! While these types are interchangeable internally, they are NOT in the API.
Constructor
Creates a new color instance.
Arguments
1. Default color (translucent black).
None.
2. Integer colors.
3. Hex string.
Returns
Example
Function
Returns a white, opaque color.
Arguments
None.
Returns
Example
Function
Returns a white, transparent color.
Arguments
None.
Returns
Example
Function
Returns a black, opaque color.
Arguments
None.
Returns
Example
Function
Returns a black, transparent color.
Arguments
None.
Returns
Example
Function
Returns a red-to-green color, depending on the provided percent.
Arguments
Returns
Example
Function
Returns a black-to-white color, depending on the provided percent.
Arguments
Returns
Example
Function
Interpolates two colors.
Arguments
Returns
Example
Method
Returns integer representation of this color (RGBA format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (ARGB format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (BGRA format)
Arguments
None.
Returns
Example
Method
Returns integer representation of this color (ABGR format)
Arguments
None.
Returns
Example
Method
Returns darker variant of this color.
Arguments
Returns
Example
Method
Modulate opacity of the color. This will take existing opacity, and multiply it by whatever value you provide. It is useful if you want to modulate same color in steps, instead of setting the accurate opacity number.
Arguments
1. Float variant.
2. Integer variant.
Returns
Example
Method
Override red and return new color.
Arguments
Returns
Example
Method
Override green and return new color.
Arguments
Returns
Example
Method
Override blue and return new color.
Arguments
Returns
Example
Method
Override opacity and return new color.
Arguments
Returns
Example
Method
Returns red color value.
Arguments
None.
Returns
Example
Method
Returns green color value.
Arguments
None.
Returns
Example
Method
Returns blue color value.
Arguments
None.
Returns
Example
Method
Returns opacity color value.
Arguments
None.
Returns
Example
Method
Return hue value of the color.
Arguments
None.
Returns
Example
Method
Returns saturation value of the color.
Arguments
None.
Returns
Example
Method
Returns brightness value of the color.
Arguments
None.
Returns
Example
Method
Construct new color from provided HSB values.
Arguments
Returns
Example
Constructor
Creates a new rectangle.
Arguments
1. Default rectangle (0, 0 position; 0, 0 size).
None.
2. Single value.
3. Single vector.
4. Double value.
5. Double vector.
6. Four values.
Returns
Example
Field
Type:
Mins (top-left) vector.
Field
Type:
Maxs (bottom-right) vector.
Method
Either returns rectangle's width, or sets a new width.
Arguments
1. Get width.
None.
2. Set width.
Returns
1. Get width.
2. Set width.
Example
Method
Either returns rectangle's height, or sets a new height.
Arguments
1. Get height.
None.
2. Set height.
Returns
1. Get height.
2. Set height.
Example
Method
Either returns rectangle's size, or sets a new size.
Arguments
1. Get size.
None.
2. Set size.
Returns
1. Get size.
2. Set size.
Example
Method
Explodes the rectangle by given vector (increase size from center into all directions by coordinates in the vector).
Arguments
Returns
Example
Method
Returns a rectangle with half of the width of this rectangle.
Arguments
None.
Returns
Example
Method
Translates (moves) this rectangle by vector coordinates.
Arguments
Returns
Example
Method
Move rectangle from the left by given amount.
Arguments
Returns
Example
Method
Move rectangle from the right by given amount.
Arguments
Returns
Example
Method
Move rectangle from the top by given amount.
Arguments
Returns
Example
Method
Move rectangle from the bottom by given amount.
Arguments
Returns
Example
Method
Adds the value to the left side of the rectangle.
Arguments
Returns
Example
Method
Adds the value to the right side of the rectangle.
Arguments
Returns
Example
Method
Adds the value to the top side of the rectangle.
Arguments
Returns
Example
Method
Adds the value to the bottom side of the rectangle.
Arguments
Returns
Example
Method
Shrinks (implodes) the rectangle by given amount.
Arguments
Returns
Example
Method
Expands (explodes) the rectangle by given amount.
Arguments
Returns
Example
Method
Returns true if this rectangle contains either vector or another rectangle.
Arguments
1. Vector variant.
2. Rectangle variant.
Returns
Example
Method
Returns true if the other rectangle overlaps with this rectangle.
Arguments
Returns
Example
Method
Intersects this rectangle with another rectangle.
Arguments
Returns
Example
Method
Returns top-left vector.
Arguments
None.
Returns
Example
Method
Returns top-right vector.
Arguments
None.
Returns
Example
Method
Returns bottom-right vector.
Arguments
None.
Returns
Example
Method
Returns bottom-left vector.
Arguments
None.
Returns
Example
Method
Returns center point of this rectangle.
Arguments
None.
Returns
Example
Method
Treats this rectangle as an ellipsis and returns point on it. Note, that this "ellipsis" will be perfect with no modified curvature (basically if this rectangle is a box - you will get a point on a perfect circle).
Arguments
Returns
Example
Method
Returns floored rectangle.
Arguments
None.
Returns
Example
Method
Returns ceiled rectangle.
Arguments
None.
Returns
Example
Method
Returns rounded rectangle.
Arguments
None.
Returns
Example
Method
Returns true if both mins and maxs are equal to 0.
Arguments
None.
Returns
Example
Name
Type
Description
r
int
Red color (0 to 255).
g
int
Green color (0 to 255).
b
int
Blue color (0 to 255).
a
int
Opacity (0 to 255). Defaults to 255.
Name
Type
Description
hex
string
Hex string. Formats are: #rrggbbaa, #rrggbb, #rgba and #rgb.
Type
Description
color
Color object.
Type
Description
color
Color object.
Type
Description
color
Color object.
Type
Description
color
Color object.
Type
Description
color
Color object.
Name
Type
Description
p
float
Percentile (0 to 1).
a
float
Opacity. Defaults to 1.
Type
Description
color
Color object.
Name
Type
Description
b
float
Percentile (0 to 1).
a
float
Opacity. Defaults to 1.
Type
Description
color
Color object.
Name
Type
Description
a
color
Starting color.
b
color
Ending color.
t
float
Interpolation percentile.
Type
Description
color
Color object.
Type
Description
int
RGBA color.
Type
Description
int
ARGB color.
Type
Description
int
BGRA color.
Type
Description
int
ABGR color.
Name
Type
Description
value
float
Modulation amount (0 to 1).
Type
Description
color
Darker color.
Name
Type
Description
value
float
Opacity modulation (0 to 1).
Name
Type
Description
value
int
Opacity modulation (0 to 255).
Type
Description
color
Modulated color.
Name
Type
Description
value
float
New value.
Type
Description
color
New color.
Name
Type
Description
value
float
New value.
Type
Description
color
New color.
Name
Type
Description
value
float
New value.
Type
Description
color
New color.
Name
Type
Description
value
float
New value.
Type
Description
color
New color.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Color value.
Type
Description
int
Hue (0 to 359).
Type
Description
float
Saturation (0 to 1).
Type
Description
float
Brightness (0 to 1).
Name
Type
Description
hue
int
Hue (0 to 359).
saturation
float
Saturation (0 to 1).
brightness
float
Brightness (0 to 1).
alpha
float
Override opacity of the source color. Must be either left out, or provided 0 to 1 value.
Type
Description
color
New color.
value
float
Mins XY, maxs XY value.
value
Mins vector, maxs vector.
x
float
Mins/maxs X coordinate.
y
float
Mins/maxs Y coordinate.
mins
Mins vector.
maxs
Maxs vector.
x0
float
Mins X coordinate.
y0
float
Mins Y coordinate.
x1
float
Maxs X coordinate.
y1
float
Maxs Y coordinate.
rect
New rectangle.
value
float
New width.
float
Width.
rect
New rectangle with changed width.
value
float
New height.
float
Height.
rect
New rectangle with changed height.
value
New size.
Size.
rect
New rectangle with changed size.
value
Explode size.
rect
Exploded rectangle.
rect
Rectangle with halved width.
value
Translation amount.
rect
Translated rectangle.
value
float
Margin amount.
rect
Moved rectangle.
value
float
Margin amount.
rect
Moved rectangle.
value
float
Margin amount.
rect
Moved rectangle.
value
float
Margin amount.
rect
Moved rectangle.
value
float
Padding amount.
rect
Resized rectangle.
value
float
Padding amount.
rect
Resized rectangle.
value
float
Padding amount.
rect
Resized rectangle.
value
float
Padding amount.
rect
Resized rectangle.
value
float
Shrink value.
rect
Resized rectangle.
value
float
Expand value.
rect
Resized rectangle.
other
Vector to check against.
other
rect
Rectangle to check against.
bool
true if other object is in bounds of this rectangle.
other
rect
Rectangle to check against.
bool
true if other rectangle overlaps with this rectangle.
other
rect
Rectangle to intersect with.
rect
Intersected rectangle.
Top-left vector.
Top-right vector.
Bottom-right vector.
Bottom-left vector.
Center point.
r
float
Radians value.
Point on the ellipsis.
rect
Floored rectangle.
rect
Ceiled rectangle.
rect
Rounded rectangle.
bool
true if this is a zero rectangle.
local white = draw.color(255, 255, 255);local white = draw.color.white();local white_t = draw.color.white_transparent();local black = draw.color.black();local black_t = draw.color.black_transparent();local yellow = draw.color.percent(0.5);local gray = draw.color.gray(0.5);local a = draw.color.white();
local b = draw.color.black();
local i = draw.color.interpolate(a, b, 0.5); -- graylocal num = col:rgba();local num = col:argb();local num = col:bgra();local num = col:abgr();local darker = col:darken(0.5);local half_opacity = col:mod_a(0.5);local full_red = col:r(1);local full_green = col:g(1);local full_blue = col:b(1);local full_opacity = col:a(1);local r = col:get_r();local g = col:get_g();local b = col:get_b();local a = col:get_a();local hue = col:h();local saturation = col:s();local brightness = col:v();local new_col = col:hsv(250, 0.5, 0.1);local my_rect = draw.rect(50, 50, 150, 150);local half_width = rect:width(rect:width() * 0.5);local half_height = rect:height(rect:height() * 0.5);local half_size = rect:size(rect:size() * draw.vec2(0.5, 0.5));local exp = rect:explode(draw.vec2(6, 6)); -- will subtract -3,-3 from mins and add 3,3 to maxslocal half = rect:half_width();local rect = draw.rect(50, 50, 150, 150);
local translated = rect:translate(draw.vec2(5, 5)); -- mins/maxs will be 55,55 and 155,155local new = rect:margin_left(5); -- moves to the right by 5pxlocal new = rect:margin_right(5); -- moves to the left by 5pxlocal new = rect:margin_top(5); -- moves to the bottom by 5pxlocal new = rect:margin_bottom(5); -- moves to the top by 5pxlocal new = rect:padding_left(5); -- adds 5 to mins xlocal new = rect:padding_right(5); -- adds 5 to maxs xlocal new = rect:padding_top(5); -- adds 5 to mins ylocal new = rect:padding_bottom(5); -- adds 5 to maxs ylocal shrinked = rect:shrink(5); -- adds 5,5 to mins and subtracts 5,5 from maxslocal expanded = rect:expand(5); -- subtracts 5,5 from mins and adds 5,5 to maxsif rect:contains(cursor_pos) then
-- ...
endif rect:overlaps(another_rect) then
-- ...
endlocal intersected = rect:intersect(another_rect);local tl = rect:tl();local tr = rect:tr();local br = rect:br();local bl = rect:bl();local center = rect:center();local point = rect:circle(rad(250)); -- returns point on the 250th degreelocal floored = rect:floor();local ceiled = rect:ceil();local rounded = rect:round();if rect:is_zero() then
-- ...
endA layer is a type that is used to store render commands, as well as vertex and index data. This is the only way to push shapes and control rendering state.
FieldRead only
Type:
The next render command to be pushed to the queue. This is the object you want to change to, for example, set a texture, or change rendering modes.
Field
Type:
Font to use with add_text. If nothing has been set, no text will get rendered.
Field
Type:
Texture dimensions. This value is only required if you are trying to render rounded shapes with a texture, so the rendering system will correctly map your UV coordinates to whatever shape you are rendering.
Field
Type: bool
If set to true, will skip global DPI scale. Defaults to true.
Method
Adds a filled triangle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled quad with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled rectangle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled circle with a single color.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor triangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor circle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor quad.
Arguments
Returns
Nothing.
Example
Method
Adds a multicolor pill shape.
Arguments
Returns
Nothing.
Example
Method
Adds a shadow line.
Arguments
Returns
Nothing.
Example
Method
Adds a shadowed rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a glow box.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, rounded rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a filled, multicolor rounded rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked triangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked quad.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds a stroked circle.
Arguments
Returns
Nothing.
Example
Method
Adds a line.
Arguments
Returns
Nothing.
Example
Method
Adds a multicolor line.
Arguments
Returns
Nothing.
Example
Method
Adds a rounded, filled rectangle.
Arguments
Returns
Nothing.
Example
Method
Adds text.
Arguments
Returns
Nothing.
Example
Method
Overrides clip rectangle with support of intersection.
Arguments
Returns
Nothing.
Example
Shape color.
float
Fill amount (clockwise, 0 to 1). Defaults to 1.
float
The portion of the circle to fill, where 1.0 is a full circle. Defaults to 1.0.
table[color, color]
Colors for the gradient, applied from bottom to top.
table[color, color]
Colors for the gradient, applied from bottom to top.
segments
int
The number of segments for approximating rounded edges. Defaults to 16.
float
Line thickness. Defaults to 1.0.
mode
Outline mode. Defaults to inset.
Line color.
thickness
float
Line thickness. Defaults to 1.0.
mode
Outline mode. Defaults to inset.
float
Fill amount. Defaults to 1.0.
thickness
float
Line thickness. Defaults to 1.0.
mode
Outline mode. Defaults to inset.
float
Line thickness. Defaults to 1.0.
float
Line thickness. Defaults to 1.0.
mode
Outline mode. Defaults to inset.
Name
Type
Description
a
A point.
b
B point.
c
C point.
col
Shape color.
Name
Type
Description
tl
Top left point.
tr
Top right point.
br
Bottom right point.
bl
Bottom left point.
Name
Type
Description
r
Rectangle.
col
Shape color.
Name
Type
Description
center
Center point.
radius
float
Circle radius.
c
Shape color.
segments
int
Circle segments. If set to 0, will attempt automatic segment deduction. Defaults to 0.
Name
Type
Description
a
A point.
b
B point.
c
C point.
cols
table[color, color, color]
Colors for each point. Colors go in the very same order as the parameter list.
Name
Type
Description
r
Rectangle.
cols
table[color, color, color, color]
Colors for each corner of the rectangle, in clockwise order starting from top-left.
Name
Type
Description
center
Center point.
radius
float
Circle radius.
cols
table[color, color]
Colors for the gradient, starting with the inner and ending with the outer color.
segments
int
The number of segments to approximate the circle. Defaults to 36.
Name
Type
Description
tl
Top left point.
tr
Top right point.
br
Bottom right point.
bl
Bottom left point.
Name
Type
Description
mins
Top left point of the pill.
maxs
Bottom right point of the pill.
radius_min
float
The minimum radius of the pill's rounded edges.
radius_max
float
The maximum radius of the pill's rounded edges.
Name
Type
Description
r
Bounding box for the shadow line.
dir
Shadow direction.
a
float
Max opacity. Defaults to 0.25.
Name
Type
Description
r
Rectangle.
radius
float
Shadow distance, in pixels, outwards.
bg
bool
Whether to draw a background for the rectangle. Defaults to true.
a
float
Max opacity of the shadow. Defaults to 0.25.
Name
Type
Description
r
Box rectangle.
radius
float
Glow distance, in pixels, outwards.
c
Glow color.
parts
Parts of the glow to enable. Defaults to all.
Name
Type
Description
r
Rectangle.
c
Fill color.
amount
float
Rounding amount.
rnd
Rounding mode. Defaults to all.
Name
Type
Description
r
Rectangle.
c
table[color, color, color, color]
Fill colors. Used clockwise, starting from top left.
amount
float
Rounding amount.
rnd
Rounding mode. Defaults to all.
Name
Type
Description
a
Point A.
b
Point B.
c
Point C.
col
Line color.
Name
Type
Description
tl
Top-left point.
tr
Top-right point.
br
Bottom-right point.
bl
Bottom-left point.
Name
Type
Description
r
Rectangle.
c
Line color.
thickness
float
Line thickness. Defaults to 1.0.
mode
Outline mode. Defaults to inset.
Name
Type
Description
center
Center point.
radius
float
Circle radius.
c
Line color.
segments
int
Circle segments. Defaults to 36.
Name
Type
Description
a
Start point.
b
End point.
c
Line color.
thickness
float
Line thickness. Defaults to 1.0
Name
Type
Description
a
Start point.
b
End point.
c
Start color.
c2
End color.
Name
Type
Description
r
Rectangle.
c
Line color.
amount
float
Rounding amount.
rnd
Rounding mode. Defaults to all.
Name
Type
Description
p
Text origin point.
text
string
Text.
c
Text color.
params
Text aligning parameters. Defaults to nil.
Name
Type
Description
r
New clip rect.
intersect
bool
Whether this function should intersect previous rect with the new one. Defaults to true.
col
fill
fill
cols
cols
thickness
c
fill
thickness
thickness
layer:add_triangle_filled(
draw.vec2(50, 50), draw.vec2(25, 75),
draw.vec2(75, 75), draw.color(255, 255, 255));layer:add_quad_filled(
draw.vec2(50, 50), draw.vec2(100, 60),
draw.vec2(100, 100), draw.vec2(30, 70),
draw.color(255, 255, 255));layer:add_rect_filled(draw.rect(50, 50, 150, 150), draw.color(255, 255, 255));layer:add_circle_filled(draw.vec2(50, 50), 10, draw.color(255, 255, 255));layer:add_triangle_filled_multicolor(
draw.vec2(50, 50), draw.vec2(25, 75),
draw.vec2(75, 75), {
draw.color(255, 0, 0),
draw.color(0, 255, 0),
draw.color(0, 0, 255)
});layer:add_rect_filled_multicolor(
draw.rect(50, 50, 150, 150), {
draw.color(255, 0, 0),
draw.color(0, 255, 0),
draw.color(0, 0, 255),
draw.color(255, 255, 0)
});layer:add_circle_filled_multicolor(
draw.vec2(100, 100), 50, {
draw.color(255, 0, 0),
draw.color(0, 0, 255)
}, 36, 1.0);layer:add_quad_filled_multicolor(
draw.vec2(50, 50), draw.vec2(150, 50),
draw.vec2(150, 150), draw.vec2(50, 150), {
draw.color(255, 0, 0),
draw.color(0, 0, 255)
});layer:add_pill_multicolor(
draw.vec2(50, 50), draw.vec2(150, 100),
10, 20, {
draw.color(255, 0, 0),
draw.color(0, 0, 255)
}, 16);layer:add_shadow_line(
draw.rect(50, 50, 150, 150), draw.shadow_dir.down, 0.25);layer:add_shadow_rect(
draw.rect(50, 50, 150, 150), 15, true, 0.25);layer:add_glow(draw.rect(50, 50, 150, 150), 15, draw.color(255, 0, 0));layer:add_rect_filled_rounded(
draw.rect(50, 50, 150, 150),
draw.color(255, 0, 0),
10,
draw.rounding.all
);layer:add_rect_filled_rounded_multicolor(
draw.rect(50, 50, 150, 150), {
draw.color(255, 0, 0),
draw.color(0, 255, 0),
draw.color(0, 0, 255),
draw.color(255, 255, 0)
},
10,
draw.rounding.all
);layer:add_triangle(
draw.vec2(50, 50),
draw.vec2(25, 75),
draw.vec2(75, 75),
draw.color(255, 0, 0),
1.0,
draw.outline_mode.inset
);layer:add_quad(
draw.vec2(50, 50),
draw.vec2(150, 50),
draw.vec2(150, 150),
draw.vec2(50, 150),
draw.color(255, 0, 0),
1.0,
draw.outline_mode.inset
);layer:add_rect(
draw.rect(50, 50, 150, 150),
draw.color(255, 0, 0),
1.0,
draw.outline_mode.inset
);layer:add_circle(
draw.vec2(100, 100),
50,
draw.color(255, 0, 0),
36,
1.0,
1.0,
draw.outline_mode.inset
);layer:add_line(
draw.vec2(50, 50),
draw.vec2(150, 150),
draw.color(255, 0, 0)
);layer:add_line_multicolor(
draw.vec2(50, 50),
draw.vec2(150, 150),
draw.color(255, 0, 0),
draw.color(0, 0, 255),
2.0
);layer:add_rect_rounded(draw.rect(50, 50, 150, 150),
draw.color(255, 255, 255), 14);layer:add_text(draw.vec2(50, 50), 'Hello world!', draw.color(255, 255, 255));layer:override_clip_rect(draw.rect(50, 50, 150, 150));