#if defined _INC_omp_textdraw
	#endinput
#endif
#define _INC_omp_textdraw

/**
 * <library name="omp_textdraw" summary="open.mp text draw functions.">
 *   <license>
 *     This Source Code Form is subject to the terms of the Mozilla Public License,
 *     v. 2.0. If a copy of the MPL was not distributed with this file, You can
 *     obtain one at http://mozilla.org/MPL/2.0/.
 *    
 *     The original code is copyright (c) 2023, open.mp team and contributors.
 *   </license>
 *   <summary pawndoc="true">
 *     This library uses the enhanced <em>pawndoc.xsl</em> from
 *     <a href="https://github.com/pawn-lang/pawndoc">pawn-lang/pawndoc</a>.
 *     This XSL has features such as library and markdown support, and will not
 *     render this message when used.
 *   </summary>
 * </library>
 */

/// <p/>

#pragma tabsize 4

/**
 * <library>omp_textdraw</library>
 */
#if defined MAX_TEXT_DRAWS
	#if MAX_TEXT_DRAWS < Text:1 || MAX_TEXT_DRAWS > Text:2048
		#error MAX_TEXT_DRAWS must be >= 1 and <= 2048
	#endif

	const Text:__MAX_TEXT_DRAWS                = MAX_TEXT_DRAWS;
	#define __MAX_TEXT_DRAWS
#else
	const Text:MAX_TEXT_DRAWS                  = Text:2048;
	#define MAX_TEXT_DRAWS                     (Text:2048)
#endif

/**
 * <library>omp_textdraw</library>
 */
const Text:INVALID_TEXT_DRAW                   = Text:0xFFFF;
#define INVALID_TEXT_DRAW                      (Text:65535)

/**
 * <library>omp_textdraw</library>
 */
#if defined MAX_PLAYER_TEXT_DRAWS
	#if MAX_PLAYER_TEXT_DRAWS < PlayerText:1 || MAX_PLAYER_TEXT_DRAWS > PlayerText:256
		#error MAX_PLAYER_TEXT_DRAWS must be >= 1 and <= 256
	#endif

	const PlayerText:__MAX_PLAYER_TEXT_DRAWS   = MAX_PLAYER_TEXT_DRAWS;
	#define __MAX_PLAYER_TEXT_DRAWS
#else
	const PlayerText:MAX_PLAYER_TEXT_DRAWS     = PlayerText:256;
	#define MAX_PLAYER_TEXT_DRAWS              (PlayerText:256)
#endif

/**
 * <library>omp_textdraw</library>
 */
const PlayerText:INVALID_PLAYER_TEXT_DRAW      = PlayerText:0xFFFF;
#define INVALID_PLAYER_TEXT_DRAW               (PlayerText:65535)

/// <p/>
/**
 * <library>omp_textdraw</library>
 * <summary>Text draw font</summary>
 */
#define TEXT_DRAW_FONT: __TAG(TEXT_DRAW_FONT):
enum TEXT_DRAW_FONT:__TEXT_DRAW_FONT
{
	UNKNOWN_TEXT_DRAW_FONT                     = -1,
	// Numbers.
	TEXT_DRAW_FONT_0,
	TEXT_DRAW_FONT_1,
	TEXT_DRAW_FONT_2,
	TEXT_DRAW_FONT_3,
	TEXT_DRAW_FONT_SPRITE_DRAW,
	TEXT_DRAW_FONT_MODEL_PREVIEW,
	// From GTA.
	TEXT_DRAW_FONT_BANK = 0,
	TEXT_DRAW_FONT_STANDARD,
	TEXT_DRAW_FONT_SPACEAGE,
	TEXT_DRAW_FONT_HEADING,
	// From open.mp.
	TEXT_DRAW_FONT_BECKETT_REGULAR             = 0,
	TEXT_DRAW_FONT_AHARONI_BOLD,
	TEXT_DRAW_FONT_BANK_GOTHIC,
	TEXT_DRAW_FONT_PRICEDOWN,
	TEXT_DRAW_FONT_SPRITE,
	TEXT_DRAW_FONT_PREVIEW
}
static stock TEXT_DRAW_FONT:_@TEXT_DRAW_FONT() { return __TEXT_DRAW_FONT; }

#define UNKNOWN_TEXT_DRAW_FONT                 (TEXT_DRAW_FONT:-1)

// Numbers.
#define TEXT_DRAW_FONT_0                       (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_1                       (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_2                       (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_3                       (TEXT_DRAW_FONT:3)
#define TEXT_DRAW_FONT_SPRITE_DRAW             (TEXT_DRAW_FONT:4)
#define TEXT_DRAW_FONT_MODEL_PREVIEW           (TEXT_DRAW_FONT:5)

// From GTA.
#define TEXT_DRAW_FONT_BANK                    (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_STANDARD                (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_SPACEAGE                (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_HEADING                 (TEXT_DRAW_FONT:3)

// From open.mp.
#define TEXT_DRAW_FONT_BECKETT_REGULAR         (TEXT_DRAW_FONT:0)
#define TEXT_DRAW_FONT_AHARONI_BOLD            (TEXT_DRAW_FONT:1)
#define TEXT_DRAW_FONT_BANK_GOTHIC             (TEXT_DRAW_FONT:2)
#define TEXT_DRAW_FONT_PRICEDOWN               (TEXT_DRAW_FONT:3)
#define TEXT_DRAW_FONT_SPRITE                  (TEXT_DRAW_FONT:4)
#define TEXT_DRAW_FONT_PREVIEW                 (TEXT_DRAW_FONT:5)

/// <p/>
/**
 * <library>omp_textdraw</library>
 * <summary>Text draw alignment</summary>
 */
#define TEXT_DRAW_ALIGN: __TAG(TEXT_DRAW_ALIGN):
enum TEXT_DRAW_ALIGN:__TEXT_DRAW_ALIGN
{
	UNKNOWN_TEXT_DRAW_ALIGN                    = -1,
	TEXT_DRAW_ALIGN_LEFT                       = 1,
	TEXT_DRAW_ALIGN_CENTRE,
	TEXT_DRAW_ALIGN_CENTER = TEXT_DRAW_ALIGN_CENTRE,
	TEXT_DRAW_ALIGN_RIGHT
}
static stock TEXT_DRAW_ALIGN:_@TEXT_DRAW_ALIGN() { return __TEXT_DRAW_ALIGN; }

#define UNKNOWN_TEXT_DRAW_ALIGN                (TEXT_DRAW_ALIGN:-1)
#define TEXT_DRAW_ALIGN_LEFT                   (TEXT_DRAW_ALIGN:1)
#define TEXT_DRAW_ALIGN_CENTRE                 (TEXT_DRAW_ALIGN:2)
#define TEXT_DRAW_ALIGN_CENTER                 (TEXT_DRAW_ALIGN:2)
#define TEXT_DRAW_ALIGN_RIGHT                  (TEXT_DRAW_ALIGN:3)

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*/

/*
native # Global();
native              Global(
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*/

/**
 * <library>omp_textdraw</library>
 * <summary>Creates a textdraw.  Textdraws are, as the name implies, text (mainly - there can be boxes,
 * sprites and model previews (skins/vehicles/weapons/objects too) that is drawn on a player's screens.</summary>
 * <param name="x">The x (left/right) coordinate to create the textdraw at</param>
 * <param name="y">The y (up/down) coordinate to create the textdraw at</param>
 * <param name="format">The text that will appear in the textdraw.  May be optionally formatted.</param>
 * <remarks>
 *   If you choose values for y that are less than 1, the first text row will be invisible and only
 * the shadow is visible.<br />
 *   If part of the text is off-screen, the colour of the text will not show, only the shadow (if enabled)
 * will.
 * </remarks>
 * <remarks>
 *   Maximum length of textdraw is <b>800</b> characters.  Longer text will crash the legacy (SA:MP) client in older
 * versions.<br />
 *   If you use colour codes (such as <b><c>~R~ ~G~</c></b>) beyond 255th character the legacy (SA:MP) client will
 * crash trying to display the textdraw.
 * </remarks>
 * <remarks>
 *   The x, y coordinate is the top left coordinate for the text draw area based on a 640x480 "canvas"
 * (irrespective of screen resolution).  If you plan on using <a href="#TextDrawAlignment">TextDrawAlignment</a>
 * with alignment <b><c>3</c></b> (right), the x, y coordinate is the top right coordinate for the text
 * draw.<br />
 *   This function merely CREATES the textdraw, you must use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>
 * or <a href="#TextDrawShowForAll">TextDrawShowForAll</a> to show it.<br />
 *   It is recommended to use WHOLE numbers instead of decimal positions when creating textdraws to
 * ensure resolution friendly design.
 * </remarks>
 * <remarks>Keyboard key mapping codes (such as <b><c>~k~~VEHICLE_ENTER_EXIT~</c></b> don't work beyond
 * 255th character. </remarks>
 * <returns>The ID of the created textdraw.  Textdraw IDs start at <b><c>0</c></b>.</returns>
 */
native Text:TextDrawCreate(Float:x, Float:y, const format[], OPEN_MP_TAGS:...);

/**
 * <library>omp_textdraw</library>
 * <summary>Destroys a previously-created textdraw.</summary>
 * <param name="textid">The ID of the textdraw to destroy.  Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
 */
native bool:TextDrawDestroy(Text:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the width and height of the letters.</summary>
 * <param name="textid">The TextDraw to change</param>
 * <param name="width">Width of a char</param>
 * <param name="height">Height of a char</param>
 * <remarks>When using this function purely for the benefit of affecting the TextDraw box, multiply
 * 'y' by <b><c>0.135</c></b> to convert to <a href="#TextDrawTextSize">TextDrawTextSize</a>-like measurements.
 * <b>Hint</b>: it is easier and extremely precise to use <b><c>LD_SPAC:white</c></b> sprite for box-only
 * textdraws, <a href="#TextDrawTextSize">TextDrawTextSize</a> will have regular offsets.</remarks>
 * <remarks>If you want to change the letter size of a textdraw that is already shown, you don't have
 * to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible. </remarks>
 * <remarks>Fonts appear to look the best with an x to y ratio of <b><c>1</c></b> to <b><c>4</c></b>
 * (e.g.  if x is <b><c>0.5</c></b> then y should be <b><c>2</c></b>). </remarks>
 */
native bool:TextDrawLetterSize(Text:textid, Float:width, Float:height);

/**
 * <library>omp_textdraw</library>
 * <summary>Change the size of a textdraw (box if <a href="#TextDrawUseBox">TextDrawUseBox</a> is enabled
 * and/or clickable area for use with <a href="#TextDrawSetSelectable">TextDrawSetSelectable</a>).</summary>
 * <param name="textid">The TextDraw to set the size of</param>
 * <param name="width">The size on the x axis (left/right) following the same 640x480 grid as
 * <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <param name="height">The size on the y axis (up/down) following the same 640x480 grid as
 * <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <remarks>
 *   The x and y have different meanings with different TextDrawAlignment values:<br />
 *   <ul>
 *     <li><b><c>1</c></b> (left): they are the right-most corner of the box, absolute coordinates.</li>
 *     <li><b><c>2</c></b> (center): they need to inverted (switch the two) and the x value is the overall
 * width of the box.</li>
 *     <li><b><c>3</c></b> (right): the x and y are the coordinates of the left-most corner of the box
 * </li>
 *   </ul>
 * </remarks>
 * <remarks>
 *   Using font type <b><c>4</c></b> (sprite) and <b><c>5</c></b> (model preview) converts x and y of
 * this function from corner coordinates to WIDTH and HEIGHT (offsets).<br />
 *   The TextDraw box starts <b><c>10.0</c></b> units up and <b><c>5.0</c></b> to the left as the origin
 * (<a href="#TextDrawCreate">TextDrawCreate</a> coordinate).<br />
 *   This function defines the clickable area for use with <a href="#TextDrawSetSelectable">TextDrawSetSelectable</a>,
 * whether a box is shown or not.
 * </remarks>
 * <remarks>If you want to change the text size of a textdraw that is already shown, you don't have
 * to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
native bool:TextDrawTextSize(Text:textid, Float:width, Float:height);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the alignment of text in a text draw.</summary>
 * <param name="textid">The ID of the textdraw to set the alignment of</param>
 * <param name="alignment"><b><c>1</c></b>-left <b><c>2</c></b>-centered <b><c>3</c></b>-right</param>
 * <remarks>For alignment <b><c>2</c></b> (center) the x and y values of <a href="#TextSize">TextSize</a>
 * need to be swapped, see notes at <a href="#TextDrawTextSize">TextDrawTextSize</a>, also position
 * coordinate become position of center of textdraw and not left/top edges. </remarks>
 */
native bool:TextDrawAlignment(Text:textid, TEXT_DRAW_ALIGN:alignment);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the text colour of a textdraw.</summary>
 * <param name="textid">The ID of the textdraw to change the colour of.</param>
 * <param name="textColour">The colour to set the textdraw to</param>
 * <remarks>You can also use GameText colours in TextDraws.</remarks>
 * <remarks>If the TextDraw is already shown, it must be re-shown (<a href="#TextDrawShowForAll">TextDrawShowForAll</a>/<a
 * href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>) for the changes of this function to take
 * effect.</remarks>
 */
native bool:TextDrawColour(Text:textid, textColour) = TextDrawColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Toggle whether a textdraw uses a box or not.</summary>
 * <param name="textid">The ID of the text textdraw to toggle the box of</param>
 * <param name="enableBox"><b><c>1</c></b> to show a box or <b><c>0</c></b> to not show a box</param>
 * <remarks>If the textdraw is already shown, it must be re-shown (<a href="#TextDrawShowForAll">TextDrawShowForAll</a>/<a
 * href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>) to show the changes of this function.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  This means the textdraw specified does not exist.
 * </returns>
 */
native bool:TextDrawUseBox(Text:textid, bool:enableBox);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjusts the text box colour (only used if <a href="#TextDrawUseBox">TextDrawUseBox</a> 'use'
 * parameter is <b><c>1</c></b>).</summary>
 * <param name="textid">The TextDraw to change</param>
 * <param name="boxColour">The colour (<b>RGBA</b>)</param>
 * <remarks>If you want to change the boxcolour of a textdraw that is already shown, you don't have
 * to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
native bool:TextDrawBoxColour(Text:textid, boxColour) = TextDrawBoxColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the size of a textdraw's text's shadow.</summary>
 * <param name="textid">The ID of the textdraw to set the shadow size of</param>
 * <param name="shadowSize">The size of the shadow. <b><c>1</c></b> is generally used for a normal shadow
 * size. <b><c>0</c></b> disables the shadow completely</param>
 * <remarks>The shadow can be cut by the box area if the size is set too big for the area.</remarks>
 * <remarks>If you want to change the shadow of a textdraw that is already shown, you don't have to
 * recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  The textdraw does not exist.
 * </returns>
 */
native bool:TextDrawSetShadow(Text:textid, shadowSize);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the thickness of a textdraw's text's outline. <a href="#TextDrawBackgroundColor">TextDrawBackgroundColor</a>
 * can be used to change the colour.</summary>
 * <param name="textid">The ID of the text draw to set the outline thickness of</param>
 * <param name="outlineSize">The thickness of the outline, as an integer. <b><c>0</c></b> for no outline</param>
 * <remarks>If you want to change the outline of a textdraw that is already shown, you don't have to
 * recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
native bool:TextDrawSetOutline(Text:textid, outlineSize);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjusts the text draw area background colour (the outline/shadow - NOT the box.  For box
 * colour, see <a href="#TextDrawBoxColour">TextDrawBoxColour</a>).</summary>
 * <param name="textid">The ID of the textdraw to set the background colour of</param>
 * <param name="backgroundColour">The colour that the textdraw should be set to</param>
 * <remarks>If <a href="#TextDrawSetOutline">TextDrawSetOutline</a> is used with size &gt; <b><c>0</c></b>,
 * the outline colour will match the colour used in <a href="#TextDrawBackgroundColour">TextDrawBackgroundColour</a>.
 *  Changing the value of colour seems to alter the colour used in <a href="#TextDrawColour">TextDrawColour</a></remarks>
 * <remarks>If you want to change the background colour of a textdraw that is already shown, you don't
 * have to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
native bool:TextDrawBackgroundColour(Text:textid, backgroundColour) = TextDrawBackgroundColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Changes the text font.</summary>
 * <param name="textid">The TextDraw to change</param>
 * <param name="font">There are four font styles, see
 * <a href="https://open.mp/docs/scripting/functions/TextDrawFont">https://open.mp/docs/scripting/functions/TextDrawFont</a>.
 *  Font value <b><c>4</c></b> specifies that this is a txd sprite; <b><c>5</c></b> specifies that this
 * textdraw can display preview models.  A font value greater than 5 does not display, and anything
 * greater than 16 crashes the client</param>
 * <remarks>If you want to change the font of a textdraw that is already shown, you don't have to recreate
 * it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/<a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
native bool:TextDrawFont(Text:textid, TEXT_DRAW_FONT:font);

/**
 * <library>omp_textdraw</library>
 * <summary>Appears to scale text spacing to a proportional ratio.  Useful when using <a href="#TextDrawLetterSize">TextDrawLetterSize</a>
 * to ensure the text has even character spacing.</summary>
 * <param name="textid">The ID of the textdraw to set the proportionality of</param>
 * <param name="proportional"><b><c>1</c></b> to enable proportionality, <b><c>0</c></b> to disable</param>
 * <remarks>Proportionality is set to <b><c>1</c></b> by default, you might skip this function if you
 * don't want to disable it. </remarks>
 * <remarks>If you want to change the proportionality of a textdraw that is already shown, you don't
 * have to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible. </remarks>
 */
native bool:TextDrawSetProportional(Text:textid, bool:proportional);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets whether a textdraw can be selected (clicked on) or not.</summary>
 * <param name="textid">The ID of the textdraw to make selectable</param>
 * <param name="selectable"><b><c>1</c></b> to make it selectable, or <b><c>0</c></b> to make it not selectable</param>
 * <remarks><a href="#TextDrawSetSelectable">TextDrawSetSelectable</a> must be used BEFORE the textdraw
 * is shown to players for it to be selectable.</remarks>
 * <remarks>Use <a href="#TextDrawTextSize">TextDrawTextSize</a> to define the clickable area.</remarks>
 */
native bool:TextDrawSetSelectable(Text:textid, bool:selectable);

/**
 * <library>omp_textdraw</library>
 * <summary>Shows a textdraw for a specific player.</summary>
 * <param name="playerid">The ID of the player to show the textdraw for</param>
 * <param name="textid">The ID of the textdraw to show.  Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <remarks>If only a single player will see a textdraw, it might be wise to use player-textdraws instead.
 *  This is also useful for textdraws that need to show information specific for an individual player.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  This means either the player and/or textdraw
 * specified does not exist.
 * </returns>
 */
native bool:TextDrawShowForPlayer(playerid, Text:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Hides a textdraw for a specific player.</summary>
 * <param name="playerid">The ID of the player that the textdraw should be hidden for</param>
 * <param name="textid">The ID of the textdraw to hide</param>
 * <seealso name="TextDrawHideForAll" />
 * <seealso name="TextDrawShowForPlayer" />
 * <seealso name="TextDrawShowForAll" />
 */
native bool:TextDrawHideForPlayer(playerid, Text:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Shows a textdraw for all players.</summary>
 * <param name="textid">The ID of the textdraw to show.  Returned by <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <seealso name="TextDrawShowForPlayer" />
 * <seealso name="TextDrawHideForPlayer" />
 * <seealso name="TextDrawHideForAll" />
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.<br />
 *   <b><c>0</c></b>: The function failed to execute.  This means the textdraw specified does not exist.
 * </returns>
 */
native bool:TextDrawShowForAll(Text:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Hides a text draw for all players.</summary>
 * <param name="textid">The ID of the textdraw to hide (returned by <a href="#TextDrawCreate">TextDrawCreate</a>)</param>
 * <seealso name="TextDrawShowForPlayer" />
 * <seealso name="TextDrawHideForPlayer" />
 * <seealso name="TextDrawShowForAll" />
 */
native bool:TextDrawHideForAll(Text:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Changes the text on a textdraw.</summary>
 * <param name="textid">The TextDraw to change</param>
 * <param name="format">The new string for the TextDraw.  May be optionally formatted.</param>
 * <remarks>There are limits to the length of textdraw strings - see <a href="https://open.mp/docs/scripting/resources/limits">here</a>
 * for more info.</remarks>
 */
native bool:TextDrawSetString(Text:textid, const format[], OPEN_MP_TAGS:...);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the model for a textdraw model preview.</summary>
 * <param name="textid">The textdraw ID that will display the 3D preview</param>
 * <param name="model">The GTA SA or SA:MP model ID to display</param>
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
 * for this function to have effect.</remarks>
 * <remarks>Use <a href="#TextDrawBackgroundColor">TextDrawBackgroundColor</a> to set the background
 * colour behind the model.</remarks>
 */
native bool:TextDrawSetPreviewModel(Text:textid, model);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the rotation and zoom of a 3D model preview textdraw.</summary>
 * <param name="rotationX">The x rotation value</param>
 * <param name="rotationY">The y rotation value</param>
 * <param name="rotationZ">The z rotation value</param>
 * <param name="zoom">The zoom value, smaller values make the camera closer and larger values make the
 * camera further away (optional=<b><c>1.0</c></b>)</param>
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
 * for this function to have effect.</remarks>
 */
native bool:TextDrawSetPreviewRot(Text:textid, Float:rotationX, Float:rotationY, Float:rotationZ, Float:zoom = 1.0);

/**
 * <library>omp_textdraw</library>
 * <summary>If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for
 * that vehicle.</summary>
 * <param name="textid">The textdraw ID that is set to display a 3D vehicle model preview</param>
 * <param name="colour1">The primary Colour ID to set the vehicle to</param>
 * <param name="colour2">The secondary Colour ID to set the vehicle to</param>
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
 * for this function to have effect.</remarks>
 */
#if __namemax > 31
	native bool:TextDrawSetPreviewVehicleColours(Text:textid, colour1, colour2) = TextDrawSetPreviewVehCol;
#else
	static stock __TextDrawSetPreviewVehCol()
	{
	}
#endif

/**
 * <library>omp_textdraw</library>
 */
native bool:IsValidTextDraw(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:IsTextDrawVisibleForPlayer(playerid, Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawGetString(Text:textid, string[], stringSize = sizeof (string));

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawSetPos(Text:textid, Float:x, Float:y);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawGetLetterSize(Text:textid, &Float:width, &Float:height);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawGetTextSize(Text:textid, &Float:width, &Float:height);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawGetPos(Text:textid, &Float:x, &Float:y);

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetColour(Text:textid) = TextDrawGetColor;

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetBoxColour(Text:textid) = TextDrawGetBoxColor;

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetBackgroundColour(Text:textid) = TextDrawGetBackgroundColor;

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetShadow(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetOutline(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native TEXT_DRAW_FONT:TextDrawGetFont(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawIsBox(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawIsProportional(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawIsSelectable(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native TEXT_DRAW_ALIGN:TextDrawGetAlignment(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native TextDrawGetPreviewModel(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawGetPreviewRot(Text:textid, &Float:rotationX, &Float:rotationY, &Float:rotationZ, &Float:zoom);

/**
 * <library>omp_textdraw</library>
 */
#if __namemax > 31
	native bool:TextDrawGetPreviewVehicleColours(Text:textid, &colour1, &colour2) = TextDrawGetPreviewVehCol;
#else
	static stock __TextDrawGetPreviewVehCol()
	{
	}
#endif

/**
 * <library>omp_textdraw</library>
 */
native bool:TextDrawSetStringForPlayer(Text:textid, playerid, const format[], OPEN_MP_TAGS:...);

/*
                                                                                                                
    88888888ba                                    88888888ba   88                                                   
    88      "8b                                   88      "8b  88                                                   
    88      ,8P                                   88      ,8P  88                                                   
    88aaaaaa8P'  ,adPPYba,  8b,dPPYba,            88aaaaaa8P'  88  ,adPPYYba,  8b       d8   ,adPPYba,  8b,dPPYba,  
    88""""""'   a8P_____88  88P'   "Y8  aaaaaaaa  88""""""'    88  ""     `Y8  `8b     d8'  a8P_____88  88P'   "Y8  
    88          8PP"""""""  88          """"""""  88           88  ,adPPPPP88   `8b   d8'   8PP"""""""  88          
    88          "8b,   ,aa  88                    88           88  88,    ,88    `8b,d8'    "8b,   ,aa  88          
    88           `"Ybbd8"'  88                    88           88  `"8bbdP"Y8      Y88'      `"Ybbd8"'  88          
                                                                                   d8'                              
                                                                                  d8'                               

*/                                  

/*
native # Per-Player();
native           Per-Player(
native      ====================(
native
*/

/**
 * <library>omp_textdraw</library>
 * <summary>Creates a textdraw for a single player.  This can be used as a way around the <a href="#TextDrawCreate">global</a>
 * text-draw limit.</summary>
 * <param name="playerid">The ID of the player to create the textdraw for</param>
 * <param name="x">x-Coordinate</param>
 * <param name="y">y-Coordinate</param>
 * <param name="format">The text in the textdraw.  May be optionally formatted.</param>
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>
 *   If you choose values for y that are less than 1, the first text row will be invisible and only
 * the shadow is visible.<br />
 *   If part of the text is off-screen, the colour of the text will not show, only the shadow (if enabled)
 * will. <br />
 * </remarks>
 * <remarks>
 *   Maximum length of textdraw is <b><c>800</c></b> characters.<br />
 *   If you use colour codes (such as <b><c>~R~ ~G~</c></b>) beyond 255th character the legacy (SA:MP) client will
 * crash trying to display the textdraw. <br />
 * </remarks>
 * <remarks>Keyboard key mapping codes (such as <b><c>~k~~VEHICLE_ENTER_EXIT~</c></b> Doesn't work beyond
 * 255th character. </remarks>
 * <remarks>
 *   The x, y coordinate is the top left coordinate for the text draw area based on a <b><c>640x480</c></b>
 * "canvas" (irrespective of screen resolution).  If you plan on using <a href="#PlayerTextDrawAlignment">PlayerTextDrawAlignment</a>
 * with alignment <b><c>3</c></b> (right), the x, y coordinate is the top right coordinate for the text
 * draw.<br />
 *   This function merely CREATES the textdraw, you must use <a href="#PlayerTextDrawShow">PlayerTextDrawShow</a>
 * to show it to a player.<br />
 *   It is recommended to use WHOLE numbers instead of decimal positions when creating player textdraws
 * to ensure resolution friendly design. <br />
 * </remarks>
 * <remarks>Player-textdraws are automatically destroyed when a player disconnects.</remarks>
 * <returns>The ID of the created textdraw.</returns>
 */
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, const format[], OPEN_MP_TAGS:...);

/**
 * <library>omp_textdraw</library>
 * <summary>Destroy a player-textdraw.</summary>
 * <param name="playerid">The ID of the player who's player-textdraw to destroy</param>
 * <param name="textid">The ID of the textdraw to destroy</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawDestroy(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the width and height of the letters in a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the letter size of</param>
 * <param name="textid">The ID of the player-textdraw to change the letter size of</param>
 * <param name="width">Width of a char</param>
 * <param name="height">Height of a char</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>When using this function purely for the benefit of affecting the textdraw box, multiply
 * 'y' by <b><c>0.135</c></b> to convert to <a href="#TextDrawTextSize">TextDrawTextSize</a>-like measurements</remarks>
 * <remarks>Fonts appear to look the best with an x to y ratio of <b><c>1</c></b> to <b><c>4</c></b>
 * (e.g.  if x is <b><c>0.5</c></b> then y should be <b><c>2</c></b>).</remarks>
 */
native bool:PlayerTextDrawLetterSize(playerid, PlayerText:textid, Float:width, Float:height);

/**
 * <library>omp_textdraw</library>
 * <summary>Change the size of a player-textdraw (box if <a href="#PlayerTextDrawUseBox">PlayerTextDrawUseBox</a>
 * is enabled and/or clickable area for use with <a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a>).</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the size of</param>
 * <param name="textid">The ID of the player-textdraw to set the size of</param>
 * <param name="width">The size on the x axis (left/right) following the same 640x480 grid as
 * <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <param name="height">The size on the y axis (up/down) following the same 640x480 grid as
 * <a href="#TextDrawCreate">TextDrawCreate</a></param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>
 *   The x and y have different meanings with different PlayerTextDrawAlignment values:<br />
 *   <ul>
 *     <li><b><c>1</c></b> (left): they are the right-most corner of the box, absolute coordinates.</li>
 *     <li><b><c>2</c></b> (center): they need to inverted (switch the two) and the x value is the overall
 * width of the box.</li>
 *     <li><b><c>3</c></b> (right): the x and y are the coordinates of the left-most corner of the box
 * </li>
 *   </ul>
 * </remarks>
 * <remarks>
 *   Using font type <b><c>4</c></b> (sprite) and <b><c>5</c></b> (model preview) converts x and y of
 * this function from corner coordinates to WIDTH and HEIGHT (offsets).<br />
 *   The TextDraw box starts <b><c>10.0</c></b> units up and <b><c>5.0</c></b> to the left as the origin
 * (<a href="#TextDrawCreate">TextDrawCreate</a> coordinate).<br />
 *   This function defines the clickable area for use with <a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a>,
 * whether a box is shown or not.
 * </remarks>
 */
native bool:PlayerTextDrawTextSize(playerid, PlayerText:textid, Float:width, Float:height);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the text alignment of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the alignment of</param>
 * <param name="textid">The ID of the player-textdraw to set the alignment of</param>
 * <param name="alignment"><b><c>1</c></b>-left <b><c>2</c></b>-centered <b><c>3</c></b>-right</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>For alignment <b><c>2</c></b> (center) the x and y values of TextSize need to be swapped,
 * see notes at <a href="#PlayerTextDrawTextSize">PlayerTextDrawTextSize</a>. </remarks>
 */
native bool:PlayerTextDrawAlignment(playerid, PlayerText:textid, TEXT_DRAW_ALIGN:alignment);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the text colour of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player who's textdraw to set the colour of</param>
 * <param name="textid">The TextDraw to change</param>
 * <param name="textColour">The colour in hexadecimal format</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>You can also use Gametext colours in textdraws.</remarks>
 * <remarks>The textdraw must be re-shown to the player in order to update the colour.</remarks>
 */
native bool:PlayerTextDrawColour(playerid, PlayerText:textid, textColour) = PlayerTextDrawColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Toggle the box on a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose textdraw to toggle the box of</param>
 * <param name="textid">The ID of the player-textdraw to toggle the box of</param>
 * <param name="boxEnabled"><b><c>1</c></b> to use a box or <b><c>0</c></b> to not use a box</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawUseBox(playerid, PlayerText:textid, bool:boxEnabled);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the colour of a textdraw's box (<a href="#PlayerTextDrawUseBox">PlayerTextDrawUseBox</a>).</summary>
 * <param name="playerid">The ID of the player whose textdraw to set the box colour of</param>
 * <param name="textid">The ID of the player textdraw to set the box colour of</param>
 * <param name="boxColour">The colour to set.  Alpha (transparency) is supported</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawBoxColour(playerid, PlayerText:textid, boxColour) = PlayerTextDrawBoxColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Show a player-textdraw to the player it was created for.</summary>
 * <param name="playerid">The ID of the player to show the textdraw for</param>
 * <param name="textid">The ID of the textdraw to show</param>
 * <param name="shadowSize">The size of the shadow. <b><c>0</c></b> will hide the shadow</param>
 * <seealso name="PlayerTextDrawHide" />
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 */
native bool:PlayerTextDrawSetShadow(playerid, PlayerText:textid, shadowSize);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the outline of a player-textdraw.  The outline colour cannot be changed unless
 * <a href="#PlayerTextDrawBackgroundColor">PlayerTextDrawBackgroundColor</a>
 * is used.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the outline of</param>
 * <param name="textid">The ID of the player-textdraw to set the outline of</param>
 * <param name="outlineSize">The thickness of the outline</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawSetOutline(playerid, PlayerText:textid, outlineSize);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjust the background colour of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the background colour of</param>
 * <param name="textid">The ID of the player-textdraw to set the background colour of</param>
 * <param name="backgroundColour">The colour that the textdraw should be set to</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>If <a href="#PlayerTextDrawSetOutline">PlayerTextDrawSetOutline</a> is used with size &gt;
 * 0, the outline colour will match the colour used in <a href="#PlayerTextDrawBackgroundColour">PlayerTextDrawBackgroundColour</a>.
 *  Changing the value of colour seems to alter the colour used in <a href="#PlayerTextDrawColour">PlayerTextDrawColour</a></remarks>
 */
native bool:PlayerTextDrawBackgroundColour(playerid, PlayerText:textid, backgroundColour) = PlayerTextDrawBackgroundColor;

/**
 * <library>omp_textdraw</library>
 * <summary>Change the font of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to change the font of</param>
 * <param name="textid">The ID of the player-textdraw to change the font of</param>
 * <param name="font">There are four font styles.  A font value greater than <b><c>3</c></b> does not
 * display, and anything greater than <b><c>16</c></b> crashes the client.  See
 * <a href="https://open.mp/docs/scripting/functions/TextDrawFont">https://open.mp/docs/scripting/functions/TextDrawFont</a></param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawFont(playerid, PlayerText:textid, TEXT_DRAW_FONT:font);

/**
 * <library>omp_textdraw</library>
 * <summary>Appears to scale text spacing to a proportional ratio.  Useful when using
 * <a href="#PlayerTextDrawLetterSize">PlayerTextDrawLetterSize</a>
 * to ensure the text has even character spacing.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the proportionality of</param>
 * <param name="textid">The ID of the player-textdraw to set the proportionality of</param>
 * <param name="proportional"><b><c>1</c></b> to enable proportionality, <b><c>0</c></b> to disable</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
native bool:PlayerTextDrawSetProportional(playerid, PlayerText:textid, bool:proportional);

/**
 * <library>omp_textdraw</library>
 * <summary>Toggles whether a player-textdraw can be selected or not.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the selectability of</param>
 * <param name="textid">The ID of the player-textdraw to set the selectability of</param>
 * <param name="selectable">Set the player-textdraw selectable (<b><c>1</c></b>) or non-selectable (<b><c>0</c></b>).
 *  By default this is <b><c>0</c></b></param>
 * <seealso name="SelectTextDraw" />
 * <seealso name="CancelSelectTextDraw" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks><a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a> MUST be used BEFORE
 * the textdraw is shown to the player.</remarks>
 * <remarks>Use <a href="#PlayerTextDrawTextSize">PlayerTextDrawTextSize</a> to define the clickable
 * area.</remarks>
 */
native bool:PlayerTextDrawSetSelectable(playerid, PlayerText:textid, bool:selectable);

/**
 * <library>omp_textdraw</library>
 * <summary>Show a player-textdraw to the player it was created for.</summary>
 * <param name="playerid">The ID of the player to show the textdraw for</param>
 * <param name="textid">The ID of the textdraw to show</param>
 * <seealso name="PlayerTextDrawHide" />
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 */
native bool:PlayerTextDrawShow(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Hide a player-textdraw from the player it was created for.</summary>
 * <param name="playerid">The ID of the player to hide the textdraw for</param>
 * <param name="textid">The ID of the textdraw to hide</param>
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 */
native bool:PlayerTextDrawHide(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 * <summary>Change the text of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player who's textdraw string to set</param>
 * <param name="textid">The ID of the textdraw to change</param>
 * <param name="format">The new string for the TextDraw.  May be optionally formatted.</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>There are limits to the length of textdraw strings! See <a href="https://open.mp/docs/scripting/resources/limits">Limits</a>
 * for more info.</remarks>
 * <remarks>You don't have to show the TextDraw again in order to apply the changes.</remarks>
 */
native bool:PlayerTextDrawSetString(playerid, PlayerText:textid, const format[], OPEN_MP_TAGS:...);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets a player textdraw 2D preview sprite of a specified model ID.</summary>
 * <param name="playerid">The PlayerTextDraw player ID</param>
 * <param name="textid">The textdraw ID that will display the 3D preview</param>
 * <param name="model">The GTA SA or SA:MP model ID to display</param>
 * <seealso name="PlayerTextDrawSetPreviewRot" />
 * <seealso name="PlayerTextDrawSetPreviewVehCol" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
 * for this function to have effect.</remarks>
 * <returns>
 *   <b><c>1</c></b>: The function executed successfully.  If an invalid model is passed 'success' is
 * reported, but the model will appear as a yellow/black question mark.<br />
 *   <b><c>0</c></b>: The function failed to execute.  Player and/or textdraw do not exist.
 * </returns>
 */
native bool:PlayerTextDrawSetPreviewModel(playerid, PlayerText:textid, model);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the rotation and zoom of a 3D model preview player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to change</param>
 * <param name="textid">The ID of the player-textdraw to change</param>
 * <param name="rotX">The x rotation value</param>
 * <param name="rotY">The y rotation value</param>
 * <param name="rotZ">The z rotation value</param>
 * <param name="zoom">The zoom value, smaller values make the camera closer and larger values make the
 * camera further away (optional=<b><c>1.0</c></b>)</param>
 * <seealso name="TextDrawSetPreviewRot" />
 * <seealso name="PlayerTextDrawSetPreviewModel" />
 * <seealso name="PlayerTextDrawSetPreviewVehCol" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> and already
 * have a model set in order for this function to have effect.</remarks>
 */
native bool:PlayerTextDrawSetPreviewRot(playerid, PlayerText:textid, Float:rotX, Float:rotY, Float:rotZ, Float:zoom = 1.0);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the colour of a vehicle in a player-textdraw model preview (if a vehicle is shown).</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to change</param>
 * <param name="textid">The ID of the player's player-textdraw to change</param>
 * <param name="colour1">The <a href="https://open.mp/docs/scripting/resources/vehicleColourid">colour</a> to set
 * the vehicle's primary colour to</param>
 * <param name="colour2">The <a href="https://open.mp/docs/scripting/resources/vehicleColourid">colour</a> to set
 * the vehicle's secondary colour to</param>
 * <seealso name="PlayerTextDrawSetPreviewModel" />
 * <seealso name="PlayerTextDrawSetPreviewRot" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks>The textdraw MUST use the font <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> and be showing
 * a vehicle in order for this function to have effect.</remarks>
 */
#if __namemax > 31
	native bool:PlayerTextDrawSetPreviewVehicleColours(playerid, PlayerText:textid, colour1, colour2) = PlayerTextDrawSetPreviewVehCol;
#else
	static stock __PlayerTextDrawSetPreviewVehCo()
	{
	}
#endif

/**
 * <library>omp_textdraw</library>
 */
native bool:IsValidPlayerTextDraw(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:IsPlayerTextDrawVisible(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawGetString(playerid, PlayerText:textid, string[], stringSize = sizeof (string));

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawSetPos(playerid, PlayerText:textid, Float:x, Float:y);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawGetLetterSize(playerid, PlayerText:textid, &Float:width, &Float:height);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawGetTextSize(playerid, PlayerText:textid, &Float:width, &Float:height);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawGetPos(playerid, PlayerText:textid, &Float:x, &Float:y);

/**
 * <library>omp_textdraw</library>
 */
native PlayerTextDrawGetColour(playerid, PlayerText:textid) = PlayerTextDrawGetColor;

/**
 * <library>omp_textdraw</library>
 */
native PlayerTextDrawGetBoxColour(playerid, PlayerText:textid) = PlayerTextDrawGetBoxColor;

/**
 * <library>omp_textdraw</library>
 */
#if __namemax > 31
	native PlayerTextDrawGetBackgroundColour(playerid, PlayerText:textid) = PlayerTextDrawGetBackgroundCol;
#else
	static stock __PlayerTextDrawGetBackgroundCo()
	{
	}
#endif

/**
 * <library>omp_textdraw</library>
 */
native PlayerTextDrawGetShadow(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native PlayerTextDrawGetOutline(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native TEXT_DRAW_FONT:PlayerTextDrawGetFont(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawIsBox(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawIsProportional(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawIsSelectable(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native TEXT_DRAW_ALIGN:PlayerTextDrawGetAlignment(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native PlayerTextDrawGetPreviewModel(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
native bool:PlayerTextDrawGetPreviewRot(playerid, PlayerText:textid, &Float:rotationX, &Float:rotationY, &Float:rotationZ, &Float:zoom);

/**
 * <library>omp_textdraw</library>
 */
#if __namemax > 31
	native bool:PlayerTextDrawGetPreviewVehicleColours(playerid, PlayerText:textid, &colour1, &colour2) = PlayerTextDrawGetPreviewVehCol;
#else
	static stock __PlayerTextDrawGetPreviewVehCo()
	{
	}
#endif

/*
                                                                                            
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    d8"     "8b              88                            ,d     ""                            
    Y8,                      88                            88                                   
    `Y8aaaaa,     ,adPPYba,  88   ,adPPYba,   ,adPPYba,  MM88MMM  88   ,adPPYba,   8b,dPPYba,   
      `"""""8b,  a8P_____88  88  a8P_____88  a8"     ""    88     88  a8"     "8a  88P'   `"8a  
            `8b  8PP"""""""  88  8PP"""""""  8b            88     88  8b       d8  88       88  
    Y8a     a8P  "8b,   ,aa  88  "8b,   ,aa  "8a,   ,aa    88,    88  "8a,   ,a8"  88       88  
     "Y88888P"    `"Ybbd8"'  88   `"Ybbd8"'   `"Ybbd8"'    "Y888  88   `"YbbdP"'   88       88  
                                                                                            
                                                                                            

*/

/*
native # Selection();
native           Selection(
native      ====================(
native
*/

/**
 * <library>omp_textdraw</library>
 * <summary>Display the cursor and allow the player to select a textdraw.</summary>
 * <param name="playerid">The ID of the player that should be able to select a textdraw</param>
 * <param name="hoverColour">The colour of the textdraw when hovering over with mouse (<b>RGBA</b>)</param>
 * <seealso name="CancelSelectTextDraw" />
 * <seealso name="TextDrawSetSelectable" />
 * <seealso name="PlayerTextDrawSetSelectable" />
 * <seealso name="OnPlayerClickTextDraw" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks><a href="#TextDrawSetSelectable">TextDrawSetSelectable</a> or
 * <a href="#PlayerTextDrawSetSelectable">PlayerTextDrawSetSelectable</a>
 * MUST be used first, to allow a textdraw to be selectable.</remarks>
 * <remarks>It is the TEXT which will be highlighted when hovered over, NOT the box (if one is shown).</remarks>
 */
native SelectTextDraw(playerid, hoverColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Cancel textdraw selection with the mouse.</summary>
 * <param name="playerid">The ID of the player that should be the textdraw selection disabled</param>
 * <seealso name="SelectTextDraw" />
 * <seealso name="TextDrawSetSelectable" />
 * <seealso name="OnPlayerClickTextDraw" />
 * <remarks>This function calls <a href="#OnPlayerClickTextDraw">OnPlayerClickTextDraw</a> with <b><c>INVALID_TEXT_DRAW</c></b>
 * (<b><c>65535</c></b>).  Using this function inside <a href="#OnPlayerClickTextDraw">OnPlayerClickTextDraw</a>
 * without catching this case will cause clients to go into an infinite loop.</remarks>
 */
native CancelSelectTextDraw(playerid);

/*
                                                                                                                             
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    88      `"8b                                                                              ,d                         88  
    88        `8b                                                                             88                         88  
    88         88   ,adPPYba,  8b,dPPYba,   8b,dPPYba,   ,adPPYba,   ,adPPYba,  ,adPPYYba,  MM88MMM  ,adPPYba,   ,adPPYb,88  
    88         88  a8P_____88  88P'    "8a  88P'   "Y8  a8P_____88  a8"     ""  ""     `Y8    88    a8P_____88  a8"    `Y88  
    88         8P  8PP"""""""  88       d8  88          8PP"""""""  8b          ,adPPPPP88    88    8PP"""""""  8b       88  
    88      .a8P   "8b,   ,aa  88b,   ,a8"  88          "8b,   ,aa  "8a,   ,aa  88,    ,88    88,   "8b,   ,aa  "8a,   ,d88  
    88888888Y"'     `"Ybbd8"'  88`YbbdP"'   88           `"Ybbd8"'   `"Ybbd8"'  `"8bbdP"Y8    "Y888  `"Ybbd8"'   `"8bbdP"Y8  
                               88                                                                                            
                               88                                                                                            

*/

/*
native # Deprecated();
native           Deprecated(
native      ====================(
native
*/

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the text colour of a textdraw.</summary>
 * <param name="textid">The ID of the textdraw to change the colour of.</param>
 * <param name="textColour">The colour to set the textdraw to</param>
 * <remarks>You can also use GameText colours in TextDraws.</remarks>
 * <remarks>If the TextDraw is already shown, it must be re-shown (<a href="#TextDrawShowForAll">TextDrawShowForAll</a>/<a
 * href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>) for the changes of this function to take
 * effect.</remarks>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawColour`
#endif
native bool:TextDrawColor(Text:textid, textColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjusts the text box colour (only used if <a href="#TextDrawUseBox">TextDrawUseBox</a> 'use'
 * parameter is <b><c>1</c></b>).</summary>
 * <param name="textid">The TextDraw to change</param>
 * <param name="boxColour">The colour (<b>RGBA</b>)</param>
 * <remarks>If you want to change the boxcolour of a textdraw that is already shown, you don't have
 * to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawBoxColour`
#endif
native bool:TextDrawBoxColor(Text:textid, boxColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjusts the text draw area background colour (the outline/shadow - NOT the box.  For box
 * colour, see <a href="#TextDrawBoxColor">TextDrawBoxColor</a>).</summary>
 * <param name="textid">The ID of the textdraw to set the background colour of</param>
 * <param name="backgroundColour">The colour that the textdraw should be set to</param>
 * <remarks>If <a href="#TextDrawSetOutline">TextDrawSetOutline</a> is used with size &gt; <b><c>0</c></b>,
 * the outline colour will match the colour used in <a href="#TextDrawBackgroundColor">TextDrawBackgroundColor</a>.
 *  Changing the value of colour seems to alter the colour used in <a href="#TextDrawColor">TextDrawColor</a></remarks>
 * <remarks>If you want to change the background colour of a textdraw that is already shown, you don't
 * have to recreate it.  Simply use <a href="#TextDrawShowForPlayer">TextDrawShowForPlayer</a>/
 * <a href="#TextDrawShowForAll">TextDrawShowForAll</a>
 * after modifying the textdraw and the change will be visible.</remarks>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawBackgroundColour`
#endif
native bool:TextDrawBackgroundColor(Text:textid, backgroundColour);

/**
 * <library>omp_textdraw</library>
 * <summary>If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for
 * that vehicle.</summary>
 * <param name="textid">The textdraw ID that is set to display a 3D vehicle model preview</param>
 * <param name="colour1">The primary colour ID to set the vehicle to</param>
 * <param name="colour2">The secondary colour ID to set the vehicle to</param>
 * <remarks>The textdraw MUST use the font type <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> in order
 * for this function to have effect.</remarks>
 */
#pragma deprecated Use `TextDrawSetPreviewVehicleColours`
native bool:TextDrawSetPreviewVehCol(Text:textid, colour1, colour2);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the text colour of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player who's textdraw to set the colour of</param>
 * <param name="textid">The TextDraw to change</param>
 * <param name="textColour">The colour in hexadecimal format</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>You can also use Gametext colours in textdraws.</remarks>
 * <remarks>The textdraw must be re-shown to the player in order to update the colour.</remarks>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `PlayerTextDrawColour`
#endif
native bool:PlayerTextDrawColor(playerid, PlayerText:textid, textColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Sets the colour of a textdraw's box (<a href="#PlayerTextDrawUseBox">PlayerTextDrawUseBox</a>).</summary>
 * <param name="playerid">The ID of the player whose textdraw to set the box colour of</param>
 * <param name="textid">The ID of the player textdraw to set the box colour of</param>
 * <param name="boxColour">The colour to set.  Alpha (transparency) is supported</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBackgroundColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `PlayerTextDrawBoxColour`
#endif
native bool:PlayerTextDrawBoxColor(playerid, PlayerText:textid, boxColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Adjust the background colour of a player-textdraw.</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to set the background colour of</param>
 * <param name="textid">The ID of the player-textdraw to set the background colour of</param>
 * <param name="backgroundColour">The colour that the textdraw should be set to</param>
 * <seealso name="CreatePlayerTextDraw" />
 * <seealso name="PlayerTextDrawDestroy" />
 * <seealso name="PlayerTextDrawColour" />
 * <seealso name="PlayerTextDrawBoxColour" />
 * <seealso name="PlayerTextDrawAlignment" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="PlayerTextDrawLetterSize" />
 * <seealso name="PlayerTextDrawTextSize" />
 * <seealso name="PlayerTextDrawSetOutline" />
 * <seealso name="PlayerTextDrawSetShadow" />
 * <seealso name="PlayerTextDrawSetProportional" />
 * <seealso name="PlayerTextDrawUseBox" />
 * <seealso name="PlayerTextDrawSetString" />
 * <seealso name="PlayerTextDrawShow" />
 * <seealso name="PlayerTextDrawHide" />
 * <remarks>If <a href="#PlayerTextDrawSetOutline">PlayerTextDrawSetOutline</a> is used with size &gt;
 * 0, the outline colour will match the colour used in <a href="#PlayerTextDrawBackgroundColor">PlayerTextDrawBackgroundColor</a>.
 *  Changing the value of colour seems to alter the colour used in <a href="#PlayerTextDrawColor">PlayerTextDrawColor</a></remarks>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `PlayerTextDrawBackgroundColour`
#endif
native bool:PlayerTextDrawBackgroundColor(playerid, PlayerText:textid, backgroundColour);

/**
 * <library>omp_textdraw</library>
 * <summary>Set the colour of a vehicle in a player-textdraw model preview (if a vehicle is shown).</summary>
 * <param name="playerid">The ID of the player whose player-textdraw to change</param>
 * <param name="textid">The ID of the player's player-textdraw to change</param>
 * <param name="colour1">The <a href="https://open.mp/docs/scripting/resources/vehiclecolorid">colour</a> to set
 * the vehicle's primary colour to</param>
 * <param name="colour2">The <a href="https://open.mp/docs/scripting/resources/vehiclecolorid">colour</a> to set
 * the vehicle's secondary colour to</param>
 * <seealso name="PlayerTextDrawSetPreviewModel" />
 * <seealso name="PlayerTextDrawSetPreviewRot" />
 * <seealso name="PlayerTextDrawFont" />
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <remarks>The textdraw MUST use the font <b><c>TEXT_DRAW_FONT_MODEL_PREVIEW</c></b> and be showing
 * a vehicle in order for this function to have effect.</remarks>
 */
#pragma deprecated Use `PlayerTextDrawSetPreviewVehicleColours`
native bool:PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:textid, colour1, colour2);

/**
 * <library>omp_textdraw</library>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawGetColour`
#endif
native TextDrawGetColor(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawGetBoxColour`
#endif
native TextDrawGetBoxColor(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `TextDrawGetBackgroundColour`
#endif
native TextDrawGetBackgroundColor(Text:textid);

/**
 * <library>omp_textdraw</library>
 */
#pragma deprecated Use `TextDrawGetPreviewVehicleColours`
native bool:TextDrawGetPreviewVehCol(Text:textid, &colour1, &colour2);

/**
 * <library>omp_textdraw</library>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `PlayerTextDrawGetColour`
#endif
native PlayerTextDrawGetColor(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
#if !defined MIXED_SPELLINGS
	#pragma deprecated Use `PlayerTextDrawGetBoxColour`
#endif
native PlayerTextDrawGetBoxColor(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
#pragma deprecated Use `PlayerTextDrawGetBackgroundColour`
native PlayerTextDrawGetBackgroundCol(playerid, PlayerText:textid);

/**
 * <library>omp_textdraw</library>
 */
#pragma deprecated Use `PlayerTextDrawGetPreviewVehicleColours`
native bool:PlayerTextDrawGetPreviewVehCol(playerid, PlayerText:textid, &colour1, &colour2);

/*
                                                                                                  
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     d8"'    `"8b              88  88  88                                   88                    
    d8'                        88  88  88                                   88                    
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    88             ""     `Y8  88  88  88P'    "8a  ""     `Y8  a8"     ""  88 ,a8"    I8[    ""  
    Y8,            ,adPPPPP88  88  88  88       d8  ,adPPPPP88  8b          8888[       `"Y8ba,   
     Y8a.    .a8P  88,    ,88  88  88  88b,   ,a8"  88,    ,88  "8a,   ,aa  88`"Yba,   aa    ]8I  
      `"Y8888Y"'   `"8bbdP"Y8  88  88  8Y"Ybbd8"'   `"8bbdP"Y8   `"Ybbd8"'  88   `Y8a  `"YbbdP"'  
                                                                                                  
                                                                                                  

*/

/**
 * <summary>This callback is called when a player clicks on a textdraw or cancels the select mode with
 * the Escape key.</summary>
 * <param name="playerid">The ID of the player that clicked on the textdraw</param>
 * <param name="clickedid">The ID of the clicked textdraw. <b><c>INVALID_TEXT_DRAW</c></b> if selection
 * was cancelled</param>
 * <seealso name="OnPlayerClickPlayerTextDraw" />
 * <seealso name="OnPlayerClickPlayer" />
 * <remarks>The clickable area is defined by <a href="#TextDrawTextSize">TextDrawTextSize</a>.  The
 * x and y parameters passed to that function must not be zero or negative. </remarks>
 * <remarks>Do not use <a href="#CancelSelectTextDraw">CancelSelectTextDraw</a> unconditionally within
 * this callback.  This results in an infinite loop. </remarks>
 * <returns>
 *   Returning <b><c>1</c></b> in this callback will prevent it being called in other scripts.  This
 * should be used to signal that the textdraw on which they clicked was 'found' and no further processing
 * is needed.  You should return <b><c>0</c></b> if the textdraw on which they clicked wasn't found,
 * just like in <a href="#OnPlayerCommandText">OnPlayerCommandText</a>.<br />
 *   It is always called first in filterscripts so returning <b><c>1</c></b> there also blocks other
 * scripts from seeing it.
 * </returns>
 */
forward OnPlayerClickTextDraw(playerid, Text:clickedid);

/**
 * <summary>This callback is called when a player clicks on a player-textdraw.  It is not called when
 * player cancels the select mode (ESC) - however, <a href="#OnPlayerClickTextDraw">OnPlayerClickTextDraw</a>
 * is.</summary>
 * <param name="playerid">The ID of the player that selected a textdraw</param>
 * <param name="playertextid">The ID of the player-textdraw that the player selected</param>
 * <seealso name="PlayerTextDrawSetSelectable" />
 * <seealso name="OnPlayerClickTextDraw" />
 * <seealso name="OnPlayerClickPlayer" />
 * <remarks>When a player presses ESC to cancel selecting a textdraw, <a href="#OnPlayerClickTextDraw">OnPlayerClickTextDraw</a>
 * is called with a textdraw ID of <b><c>INVALID_TEXT_DRAW</c></b>. <a href="#OnPlayerClickPlayerTextDraw">OnPlayerClickPlayerTextDraw</a>
 * won't be called also.</remarks>
 * <returns>
 *   Returning <b><c>1</c></b> in this callback will prevent it being called in other scripts.  This
 * should be used to signal that the textdraw on which they clicked was 'found' and no further processing
 * is needed.  You should return <b><c>0</c></b> if the textdraw on which they clicked wasn't found,
 * just like in <a href="#OnPlayerCommandText">OnPlayerCommandText</a>.<br />
 *   It is always called first in filterscripts so returning <b><c>1</c></b> there also blocks other
 * scripts from seeing it.
 * </returns>
 */
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);

