.:HyPeX:. Posted November 3, 2014 Share Posted November 3, 2014 So i bet there's hardly anyone out there that has a perfect method for text scaling and drawing amongst all screen resolutions. (if anyone has it, please share, really.) After searching for lots of hours i decided the best way in theory is to get the pixels we are going to draw in and get the biggest scale that would fit in those pixels. The main point i found was this: https://wiki.multitheftauto.com/wiki/DxGetTextWidth My search was stomped to ask if there is a function to do what i'm looking for, wich is kind of the reverse of what this function does. A longer explanation would be something like this: local x,y = guiGetScreenSize() -- Screen size local width = x*0.05 -- Space to write in, for example, a dx rectangle local textScale = getScaleFromTextWidth( width, "Hello World") -- Get the biggest possible scale value that would fit "Hello World" in the said width addEventHandler("onClientRender", root, function() dxDrawText("Hello World", x*0.3, y*0.5, x*0.35,y*0.55, tocolor(255,255,255,255), textScale) end) Link to comment
Feche1320 Posted November 3, 2014 Share Posted November 3, 2014 local scale = (1 / 1080) * sy 1 = font size in your screen 1080 = your screen height That makes the font scaled. Link to comment
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