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Putting Text in a Specific Place?

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If you want help, please post more information. Don't put the onus on other people to contact you to help you. Post a code snippet and explain what you've tried and how it hasn't worked, or has worked differently than expected. 

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  • Author
6 minutes ago, PNWParksFan said:

If you want help, please post more information. Don't put the onus on other people to contact you to help you. Post a code snippet and explain what you've tried and how it hasn't worked, or has worked differently than expected. 

I have tried this:

  point.X = Rage.Game.Resolution.Width / 50;
  point.Y = Rage.Game.Resolution.Height / 50;

Which puts it around the top left corner. I want it right to the right of the minimap. I have tried making it 50 and -50, thinking of it as a graph, but when you put negative it disappears. Not really sure where to go from here.

1 hour ago, ToastinYou said:

Which puts it around the top left corner. I want it right to the right of the minimap. I have tried making it 50 and -50, thinking of it as a graph, but when you put negative it disappears. Not really sure where to go from here.

but then it'll overlap with Player Location Display :(

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In GTA V the screen coordinates are (0, 0) the top-left and (resolution.Width, resolution.Height) the bottom-right.

To draw on the screen you have two options use the DirectX wrapper from RPH or use the game natives.

For the DirectX option hook the Game.(Raw)FrameRender and use the passed GraphicsEventArgs to draw, e.j. eventArgs.Graphics.DrawText()

For the game natives option, I recommend using the RAGENativeUI Text and ResText classes. The ResText uses 1080 pixels height base system so you don't need to do extra calculation for different resolutions.

  • Author
25 minutes ago, alexguirre said:

In GTA V the screen coordinates are (0, 0) the top-left and (resolution.Width, resolution.Height) the bottom-right.

To draw on the screen you have two options use the DirectX wrapper from RPH or use the game natives.

For the DirectX option hook the Game.(Raw)FrameRender and use the passed GraphicsEventArgs to draw, e.j. eventArgs.Graphics.DrawText()

For the game natives option, I recommend using the RAGENativeUI Text and ResText classes. The ResText uses 1080 pixels height base system so you don't need to do extra calculation for different resolutions.

Thanks, got it working  :)

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