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OnPlayerClickTextDraw

Description

This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.

NameDescription
playeridThe ID of the player that clicked on the textdraw.
Text:clickedidThe ID of the clicked textdraw. INVALID_TEXT_DRAW if selection was cancelled.

Returns

It is always called first in filterscripts so returning 1 there also blocks other scripts from processing it.

Examples

new Text:gTextDraw;

public OnGameModeInit()
{
gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
TextDrawTextSize(gTextDraw, 60.000000, 20.000000);
TextDrawAlignment(gTextDraw, TEXT_DRAW_ALIGN_LEFT);
TextDrawBackgroundColor(gTextDraw, 0x000000FF);
TextDrawFont(gTextDraw, TEXT_DRAW_FONT_1);
TextDrawLetterSize(gTextDraw, 0.250000, 1.000000);
TextDrawColor(gTextDraw, -1);
TextDrawSetProportional(gTextDraw, true);
TextDrawSetShadow(gTextDraw, 1);
TextDrawSetSelectable(gTextDraw, true);
return 1;
}

public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
{
if (newkeys == KEY_SUBMISSION)
{
TextDrawShowForPlayer(playerid, gTextDraw);
SelectTextDraw(playerid, 0xFF4040AA);
}
return 1;
}

public OnPlayerClickTextDraw(playerid, Text:clickedid)
{
if (clickedid == gTextDraw)
{
SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
CancelSelectTextDraw(playerid);
return 1;
}
return 0;
}

Notes

vigyázat
  • The clickable area is defined by TextDrawTextSize.
  • The x and y parameters passed to that function must not be zero or negative.
  • Do not use CancelSelectTextDraw unconditionally within this callback. This results in an infinite loop.

The following callbacks might be useful, as they're related to this callback in one way or another.

The following functions might be useful, as they're related to this callback in one way or another.