*Move helptext to Center on Screen, use TriggerEvent(renderHelpTextOnScreen,text) for future changes

This commit is contained in:
VegaZ
2021-02-20 17:20:46 +01:00
parent b86254a5ed
commit efff32d08d
9 changed files with 64 additions and 14 deletions

View File

@@ -24,10 +24,11 @@ export default function business(globalData: IGlobalData) {
var businessState: number;
mp.events.add('SERVER:Business_ShowMenuHelp', (bizName, bizMoney) => {
mp.game.ui.setTextComponentFormat('STRING');
/*mp.game.ui.setTextComponentFormat('STRING');
mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Businessmenü zu öffnen');
mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
*/
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Businessmenü ~s~zu öffnen")
mp.keys.bind(0x45, false, keyPressHandler);
keyBound = true;
});

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@@ -18,10 +18,11 @@ export default function (globalData: IGlobalData) {
var joblist: string[] = [];
mp.events.add("SERVER:CityHall_ShowHelpText", (joblista) => {
mp.game.ui.setTextComponentFormat('STRING');
/*mp.game.ui.setTextComponentFormat('STRING');
mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Stadthallen-Menü zu öffnen');
mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
*/
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Stadthallen-Menü ~s~zu öffnen")
joblist = JSON.parse(joblista);
if (!keyBound) {

View File

@@ -0,0 +1,39 @@
var renderedText = null;
var textTime = null;
var render = false;
var textString;
var stringLength = null;
var boxWidth;
function ClearText() {
render = false;
clearInterval(textTime);
textTime = null;
}
mp.events.add('render', () => {
if (render) {
mp.game.graphics.drawRect(0.5, 0, boxWidth, 0.07, 0, 0, 0, 183);
renderedText = mp.game.graphics.drawText(textString, [0.5, 0], {
font: 4,
centre: true,
color: [255, 255, 255, 255],
scale: [0.5, 0.5],
outline: true
});
}
});
mp.events.add('renderHelpTextOnScreen', (msg) => {
if (textTime != null) {
clearInterval(textTime);
textTime = null;
}
textString = msg;
stringLength = textString.length;
boxWidth = stringLength * 0.004 + 0.002;
render = true;
textTime = setInterval(ClearText, 7000)
});

View File

@@ -10,8 +10,8 @@ var houseState: number;
game.events.add("SERVER:ShowHouseMenu", () => {
game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um das Hausmenü öffnen');
//game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um das Hausmenü öffnen');
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Hausmenü ~s~öffnen");
game.events.bindKey(Key.E, false, keyPressHandler);
});

View File

@@ -3,6 +3,7 @@ import { Key } from "../game";
var interiorId = -1;
var enterExit = undefined;
var helpText;
game.events.add('SERVER:InteriorManager_ClearHelpText', () => {
game.ui.clearHelpText();
@@ -12,8 +13,9 @@ game.events.add('SERVER:InteriorManager_ClearHelpText', () => {
});
game.events.add('SERVER:InteriorManager_ShowHelpText', (interior, intId, entEx) => {
game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um ~b~' + interior + ' ~s~zu ' + (entEx === 0 ? 'betreten' : 'verlassen'));
//game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um ~b~' + interior + ' ~s~zu ' + (entEx === 0 ? 'betreten' : 'verlassen'));
helpText = "~s~Drücke ~g~E~s~ um ~b~" + interior + " ~s~zu " + (entEx === 0 ? "betreten" : "verlassen");
mp.events.call("renderHelpTextOnScreen", helpText)
interiorId = intId;
enterExit = entEx;

View File

@@ -22,8 +22,9 @@ menu.MenuClose.on(() => {
});
game.events.add("SERVER:PoliceDepartment_EnterColShape", () => {
game.ui.setHelpText("Drücke ~INPUT_CONTEXT~, um das Menü des Polizeireviers zu öffnen");
//game.ui.setHelpText("Drücke ~INPUT_CONTEXT~, um das Menü des Polizeireviers zu öffnen");
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das Menü des ~b~Polizeireviers ~s~zu öffnen")
game.events.bindKey(Key.E, false, keyPressHandler);
});

View File

@@ -115,9 +115,11 @@ export default function tuning(globalData: IGlobalData) {
var mainMenu: NativeUI.Menu;
mp.events.add('showTuningInfo', () => {
mp.game.ui.setTextComponentFormat('STRING');
mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um dein Fahrzeug zu modifizieren');
mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
//mp.game.ui.setTextComponentFormat('STRING');
//mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um dein Fahrzeug zu modifizieren');
//mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E ~s~um dein Fahrzeug zu modifizieren")
mp.keys.bind(0x45, false, keyPressHandler);
keyBound = true;

View File

@@ -250,6 +250,7 @@ import drivingschool from './Gui/drivingschool';
drivingschool(globalData);
require('./Gui/policedepartment');
require('./Gui/helptext');
interface VehicleData {
EngineState: boolean;

View File

@@ -26,9 +26,12 @@ export default function drivingSchoolHandle(globalData: IGlobalData) {
var kmh;
mp.events.add('drivingSchoolMenu', () => {
mp.game.ui.setTextComponentFormat('STRING');
/*mp.game.ui.setTextComponentFormat('STRING');
mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Fahrschulmenü zu öffnen');
mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
*/
mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E, ~s~um das ~b~Fahrschulmenü ~s~zu öffnen")
mp.keys.bind(0x45, false, keyPressHandler);
keyBound = true;