-- This file is an example of how to render to the screen local rainbow = 0 local function test_text() -- set text and scale local text = "This is example text in the bottom right." local scale = 1 -- render to native screen space, with the MENU font djui_hud_set_resolution(RESOLUTION_DJUI) djui_hud_set_font(FONT_MENU) -- get width of screen and text local screenWidth = djui_hud_get_screen_width() local width = djui_hud_measure_text(text) * scale -- get height of screen and text local screenHeight = djui_hud_get_screen_height() local height = 64 * scale -- set location local x = screenWidth - width local y = screenHeight - height -- set color and render djui_hud_set_color(255, 0, 255, 255) djui_hud_print_text(text, x, y, scale) end local function test_texture() -- render to N64's screen space djui_hud_set_resolution(RESOLUTION_N64) -- get player's character texture local tex = gMarioStates[0].character.hudHeadTexture -- color and render djui_hud_set_color(255, 0, 255, 255) djui_hud_render_texture(tex, 256, 64, 1, 1) end local function test_rect() -- render to native screen space djui_hud_set_resolution(RESOLUTION_DJUI) -- set location local x = 512 local y = 512 -- set width/height local w = 256 local h = 256 -- set color and render first rectangle djui_hud_set_color(255, 0, 0, 128) djui_hud_render_rect(x, y, w, h) -- adjust location and size x = x + 16 y = y + 16 w = w - 32 h = h - 32 -- set color and render second rectangle djui_hud_set_color(0, 255, 0, 128) djui_hud_render_rect(x, y, w, h) -- adjust location and size x = x + 16 y = y + 16 w = w - 32 h = h - 32 -- set color and render third rectangle djui_hud_set_color(0, 0, 255, 128) djui_hud_render_rect(x, y, w, h) end local function test_mouse() -- render to native screen space (recommended for this) djui_hud_set_resolution(RESOLUTION_DJUI) -- get mouse position local mouseX = djui_hud_get_mouse_x() local mouseY = djui_hud_get_mouse_y() local scale = 4 -- set color and render djui_hud_set_color(255, 255, 255, 255) djui_hud_render_texture(gTextures.arrow_up, mouseX, mouseY, scale, scale) end local function test_rainbow_text() -- this function is incredibly silly -- don't do anything like this local res = RESOLUTION_DJUI local text = "HELLO WORLD" local scale = 3 djui_hud_set_resolution(res) djui_hud_set_font(FONT_NORMAL) for i=0,255 do j = rainbow / 50 local r = math.sin(0.00 + i / 15 + j) * 127 + 127 local g = math.sin(0.33 + i / 33 + j) * 127 + 127 local b = math.sin(0.66 + i / 77 + j) * 127 + 127 local x = 64 + i local y = 64 + i + math.sin(i / 40 + j) * 64 if i == 255 then r = 0 g = 0 b = 0 end djui_hud_set_color(r, g, b, i) djui_hud_print_text(text, x, y, scale) end rainbow = rainbow + 1 end local function test_rotation() -- render to native screen space djui_hud_set_resolution(RESOLUTION_DJUI) -- get SM64 global timer local gt = get_global_timer() -- rotate object around pivot (center) djui_hud_set_rotation(gt * 512, 0.5, 0.5) -- color and render djui_hud_set_color(255, 255, 0, 128) djui_hud_render_rect(1280, 512, 64, 64) -- rotate object around pivot (top-left); color and render djui_hud_set_rotation(gt * 512, 0, 0) djui_hud_set_color(0, 255, 255, 128) djui_hud_render_rect(1280, 512, 64, 64) -- rotate object around pivot (bottom-right); color and render djui_hud_set_rotation(gt * 512, 1, 1) djui_hud_set_color(255, 0, 255, 128) djui_hud_render_rect(1280, 512, 64, 64) end local function test_filtering() local scale = 1 -- render to N64's screen space with the MENU font djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_HUD) djui_hud_set_color(255, 255, 255, 255) -- get height of screen and text local screenHeight = djui_hud_get_screen_height() local height = 16 * scale local y = screenHeight - height -- set filtering and render djui_hud_set_filter(FILTER_NEAREST) djui_hud_print_text("NEAREST", 0, y, scale) -- adjust position y = y - height -- set filtering and render djui_hud_set_filter(FILTER_LINEAR) djui_hud_print_text("LINEAR", 0, y, scale) end local function test_world_to_screen() -- render to N64's screen space (recommended for this) djui_hud_set_resolution(RESOLUTION_N64) -- reset rotation and filtering from earlier djui_hud_set_rotation(0, 0, 0) djui_hud_set_filter(FILTER_NEAREST) local out = {x = 0, y = 0, z = 0} djui_hud_world_pos_to_screen_pos(gMarioStates[0].pos,out) -- get player's character texture local tex = gMarioStates[0].character.hudHeadTexture djui_hud_set_color(255, 255, 255, 255) djui_hud_render_texture(tex, out.x, out.y, 1, 1) end local function on_hud_render() test_text() test_rect() test_texture() test_mouse() test_rainbow_text() test_rotation() test_filtering() test_world_to_screen() end -- HOOK_ON_HUD_RENDER_BEHIND will render behind SM64's hud local function on_hud_render_behind() local scale = 0.5 local text = "This text renders behind SM64's HUD!" djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_RECOLOR_HUD) local screenWidth = djui_hud_get_screen_width() local width = djui_hud_measure_text(text) * scale local x = screenWidth - width djui_hud_set_color(0, 255, 255, 255) djui_hud_print_text(text, x, 22, scale) end hook_event(HOOK_ON_HUD_RENDER, on_hud_render) hook_event(HOOK_ON_HUD_RENDER_BEHIND, on_hud_render_behind)