public static void DxDrawTexture(int idx, string filename, float xPos, float yPos, float txdWidth, float txdHeight, float rot, int r, int g, int b, int a, bool centered = false) { const float height = 1080f; float ratio = (float)Main.screen.Width / Main.screen.Height; float width = height * ratio; float reduceX = xPos / width; float reduceY = yPos / height; float scaleX = txdWidth / width; float scaleY = txdHeight / height; if (!centered) { reduceX += scaleX * 0.5f; reduceY += scaleY * 0.5f; } var cF = Function.Call <int>(Hash.GET_FRAME_COUNT); if (cF != _lastframe) { _idX = 0; _lastframe = cF; } var customSprite = new GTA.UI.CustomSprite(filename, new SizeF(scaleX, scaleY / ratio), new PointF(reduceX, reduceY), Color.FromArgb(a, r, g, b), rot, centered); customSprite.Draw(); }
private Dictionary <GTA.UI.CustomSprite, Icon_Type_Final_enum> CustomSprite_Object_Creation(Dictionary <string, Icon_Type_Final_enum> dictionary, float y) { var InputDictionary = new Dictionary <GTA.UI.CustomSprite, Icon_Type_Final_enum>(); foreach (var item in dictionary) { if (item.Value == icon_Type_Final_Enum) { var new_obj = new GTA.UI.CustomSprite(item.Key, new SizeF(180, 30), new PointF(1100f, y)); InputDictionary.Add(new_obj, icon_Type_Final_Enum); } } return(InputDictionary); }
public GTA.UI.CustomSprite Update_Sprite(bool addition, bool substraction, Dictionary <GTA.UI.CustomSprite, Icon_Type_Final_enum> sprite_Collection_Dictionary, GTA.UI.CustomSprite current_Sprite) { int Max_Count = sprite_Collection_Dictionary.Count; int current_Index = Max_Count - 1; if (addition) { current_Index = sprite_Collection_Dictionary.Keys.ToList().IndexOf(current_Sprite); //temp = Base_UI_Handler.instance.Custom_Sprite_Collection_All.ElementAtOrDefault(tempCount).Key; if (current_Index < Max_Count - 1) { current_Index++; } } else if (substraction) { current_Index = sprite_Collection_Dictionary.Keys.ToList().IndexOf(current_Sprite); //temp = Base_UI_Handler.instance.Custom_Sprite_Collection_All.ElementAtOrDefault(tempCount).Key; if (current_Index > 1) { current_Index--; } } current_Sprite = sprite_Collection_Dictionary.ElementAtOrDefault(current_Index).Key; return(current_Sprite); }