Quick Links: Download Gideros Studio | Gideros Documentation | Gideros Development Center | Gideros community chat
rrraptor - Gideros Forum

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Top Posters

rrraptor

About

Username
rrraptor
Joined
Visits
2,132
Last Active
Roles
Member

Comments

  • @rrraptor if you share here or in pm your paypal friend account, then i'd be happy to donate some to show my gratitude. thanks for your work. I dont need it xd
  • @hgy29 I used same font as on wiki page and UVs are different? (on the left is original image)
  • A few things that may/will go wrong with the code above: - you assume that the item array given from lua has numerical keys (length returned by lua_objlen), but you traverse it as a generic table, with lua_next. You should use lua_rawgeti instead of…
  • @hgy29 question for you How to correctly pass array to "Combo" or any other function that accepts "const ANY_TYPE* items[]"? I kinda know how to work with "const ANY_TYPE* items" but not with this one... bool ImGui::Combo(const char* label, int* cu…
  • @keszegh I just found out this: Basically its that simple: imgui:pushButtonRepeat(true) -- any button related code imgui:popButtonRepeat()
  • next gideros release If I have time to finish :P
  • Edit: multiple post, sorry. I guess ImGui does not have this abilty out of the box, so I did this: imgui:button("my button") -- can be any windget if (imgui:isItemHovered()) then local seconds = imgui:mouseDownSec(KeyCode.MOUSE_LEFT) if (seconds…
  • Heh, there is atleast a 100 functions to port
  • API list for now: ImGui:onMouseHover(event) ImGui:onMouseMove(event) ImGui:onMouseDown(event) ImGui:onMouseUp(event) ImGui:onMouseWheel(event) -- Touch inputs TODO -- Keyboard ImGui:onKeyUp(event) ImGui:onKeyDown(event) ImGui:onKeyChar(event) --…
  • Gideros when exporting glues all lua files into one file. So don't be afraid to do local functions in different files Files aren't concatenated, they are merged into a single file but each original file keep its own scope. Under the hood luac adds a…
  • Where is that "--!NEEDS:file.lua" documented? According to a source code I guess that gideros rearanges you file loading. Like if you have 2 files: "file1.lua" and "file2.lua". And lets say "file1" have --!NEEDS:file2 tag, then file2 always loads be…
  • On the left is GTEXTURE_NEAREST, on the right - GTEXTURE_LINEAR. The are all 13px "Courier new" with different oversampling value (1, 2, 4 and 8).
  • In gideros lua side, there was a third parameter filtering which was antialising as far as i remembered, maybe something related with it. It is just a wild guess and nothing related with cpp code . https://wiki.giderosmobile.com/index.php/Font.new …
  • Ive added fonts support, but they look terrible... And they dont have names. @hgy29 can you see whats wrong? Font loading in "initImGui". --API: local imgui = ImGui.new(application:getContentWidth(),application:getContentHeight(), { -- { fontPa…
  • the number of values is at most 4 and always determined by the function called, right? in this case i vote for "value1, value2, value3, value4, activeFlag" order. Yes, they called "DragFloat", "DragFloat2", "DragFloat3", "DragFloat4" and etc.
  • @keszegh @antix @SinisterSoft @totebo @talis @hgy29 I want to ask everyone who is interested. ImGui changes values by passing pointer to a function. in other words, if I do that: float *v = 0.0f; ImGui::DragFloat("my slider", v) then value of "v"…
  • Usual way used in plugins is to invoke lua from C code, using the appliction instance, such as: lua_getglobal(L,"application"); lua_getfield(L,-1,"getKeyboardModifiers"); lua_getglobal(L,"application"); lua_call(L,1,1); int modifiers=lu…
  • For Sprite instead of Texture, it could be possible with a lot of restrictions and trouble: you'll have to keep refs to the sprites so that they don't get destroyed (garbage collected), they won't be part of the hierarchy from Gideros point of view,…
  • My guess local log = math.log local function myLog(v, base) return log(v) / log(base) end cost = b * (r ^ k * (r ^ n - 1)) / (r - 1) max = ( myLog( (c * (r - 1)) / (b * (r ^ k)) + 1, r ) ) // 1 \frac: And log_r is a regular log with "r" base.
  • Ah, ok, so if I calculate uvs, then it will be ok. Another question reladed to "image" method. We could allow to pass actual Sprite objects, but in this case renderer shoud be fixed. like "IF pcmd->TextureId IS g_id then engine->bindTexture(…
  • Is it problem from my side or renderer side? Texture is streched on the edges. Code: void* getTexture(lua_State *L, int idx = 1) { Binder binder(L); if (binder.isInstanceOf("TextureBase", idx)) { TextureBase* textureBase = sta…
  • @hgy29 how can I get keyboard modifiers? I dont see any method in "LuaApplication" or "Application" that can help me. Also, can I add callback to detect if window is resized/lose focus without using lua?
  • btw guys, how does this 'immediate' mode affect performance? there is a lot of lua code that needs to be run at each enterframe. I cant tell you right now, because the entire lua code looks like that: require "ImGui" local imgui = ImGui.new() stage…
  • Yay, so much better
  • 1 more question. Lines are sharp, but in original they are smooth. I don't know for that one Premultiplied alpha maybe?
  • Clipping does not work corectly. Now you say that, I didn't pay much attention to clipping values, and assumed they were x,y,w,h while they seem to be x1,y1,x2,y2 instead. Try to change engine->pushClip((int)(pcmd->ClipRect.x - pos.x), (int)(…
  • Something went wrong Light theme does not work corectly (is just me, nevermind ). Clipping does not work corectly. P.S. Fixed mouse.
  • @rraptor, here is your main.cpp modified for rendering. Whoa, amazing
  • i see imGui is not following the sprite hierarchy philosophy, instead the 'redraw on each frame' philosophy. that's a bit inconvenient, in gideros code it will look strange, but i guess we can live with it. It is called "Immediate" mode. http://for…
  • @hgy29 I'll try. I made simpliest version, and seems like it works. Now its time to create drawing stuff? Plugin source is attached. There is a "MyImGuiRenderFunction" function that handles the drawing stuff. ImGui initialization in "initImGui" fu…