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gui_api [2019/08/19 08:20] fxfiregui_api [2020/04/17 07:03] – [Custom Drawing] fxfire
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   ***''GUI:Columns( //number// count, __//string// name__, __//bool// border__ )''**   ***''GUI:Columns( //number// count, __//string// name__, __//bool// border__ )''**
-    *setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).+    *setup number of columns. use an identifier to distinguish multiple column sets. **close with Columns(1)**.
  
   ***''GUI:NextColumn( )''**   ***''GUI:NextColumn( )''**
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   ***''GUI:InputTextMultiline( //string// label, //string// text, __//number// sizeX__, __//number// sizeY__ , __//[[gui_api#InputTextFlags|InputTextFlags]]// flags__)''**   ***''GUI:InputTextMultiline( //string// label, //string// text, __//number// sizeX__, __//number// sizeY__ , __//[[gui_api#InputTextFlags|InputTextFlags]]// flags__)''**
     *Returns: //string// text, //bool// changed     *Returns: //string// text, //bool// changed
 +
 +  ***''GUI:InputTextEditor( //string// label, //string// text, __//number// sizeX__, __//number// sizeY__ , __//[[gui_api#InputTextFlags|InputTextFlags]]// flags__)''**
 +    *Returns: //string// text, //bool// changed
 +    *Lua syntax highlighting version of GUI:InputTextMultiline
  
   ***''GUI:InputFloat( //string// label, //number// val, __//number// step__, __//number// step_fast__, __//number// decimal_precision__, __//[[gui_api#InputTextFlags|InputTextFlags]]// flags__)''**   ***''GUI:InputFloat( //string// label, //number// val, __//number// step__, __//number// step_fast__, __//number// decimal_precision__, __//[[gui_api#InputTextFlags|InputTextFlags]]// flags__)''**
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   ***''GUI:AddImage( //string// texturepath, //number// X1, //number// Y1, //number// X2, //number// Y2)''**   ***''GUI:AddImage( //string// texturepath, //number// X1, //number// Y1, //number// X2, //number// Y2)''**
 +
 +  ***''RenderManager:WorldToScreen(//table// worldpos, //bool// true)''**
 +    *Returns: //number// X1, //number// Y1, screenpos
 +    *USE THIS ONE IF POSSIBLE, it is A LOT FASTER than the one below! Converts a worldposition x,y,z to a screenposition x,y , IF that point is currently visible on the screen
  
   ***''RenderManager:WorldToScreen(//table// worldpos)''**   ***''RenderManager:WorldToScreen(//table// worldpos)''**
     *Returns: //table// screenpos     *Returns: //table// screenpos
     *Converts a worldposition x,y,z to a screenposition x,y , IF that point is currently visible on the screen     *Converts a worldposition x,y,z to a screenposition x,y , IF that point is currently visible on the screen
 +
 ===Enums & Flags=== ===Enums & Flags===
 These are registered values in the GUI metatable. //Usage: d(GUI.WindowFlags_NoMove)// will print "2" into the console. These are registered values in the GUI metatable. //Usage: d(GUI.WindowFlags_NoMove)// will print "2" into the console.
gui_api.txt · Last modified: 2023/04/21 07:34 by kali