@MoKaLux thank you, this might be related, but I am not using Texture directly. I guess that ImGui does something similar when it builds the FontAtlas, unfortunately I didn't see an exposed setting to extend its texture to a power of two (or to not do it)
for all my imagebuttons padding was set to 0 but now it is impossible or much more complicated to set it with pushstyle before each of them (if that works, i did not check).
for all my imagebuttons padding was set to 0 but now it is impossible or much more complicated to set it with pushstyle before each of them (if that works, i did not check).
i've replaced all occurrence with my padded variant of scaledimagebutton, yet it takes like 10 more arguments so much less clean (i could remove them from my variant though, as i anyway don't use them). all in all for me it does not matter much anymore.
It cant be an option. Its either freetype or truetype.
you mean it has to be set when gideros is built?
Yes. Maybe we can have 2 versions of imgui and in plugin options (inside gideros) choose what you need. But I dont know how to implement this feature... @hgy29 can tell us
i've replaced all occurrence with my padded variant of scaledimagebutton, yet it takes like 10 more arguments so much less clean (i could remove them from my variant though, as i anyway don't use them). all in all for me it does not matter much anymore.
I am also thinking of changing custom "scaledImageButton" functions the same way. What do you think?)
@rrraptor is it possibile to wrap this workaround to scroll on touch in imgui gideros without breaking everything else? I think it is a nice feature for mobile, but I am not sure about its implications
@rrraptor is it possibile to wrap this workaround to scroll on touch in imgui gideros without breaking everything else? I think it is a nice feature for mobile, but I am not sure about its implications
i see, won't it be more consistent in this case with the rest of the function syntaxes to exchange first two parameters? (checkboxes are like that too i think, where their label is also shown and is the first parameter)
Hi @rrraptor I am trying ImGuiTextFilter for the first time, and I wonder how (if it's possible) to avoid fuzzy search and approach the filter as "beginning of word"+wildcard (or the word itself). ie. search for "ti" should get: time, timing, timetable, titan, tito... but shouldn't get: monotime, pathetic, antithetic ... do I make sense? thank you
Hi @rrraptor I am trying ImGuiTextFilter for the first time, and I wonder how (if it's possible) to avoid fuzzy search and approach the filter as "beginning of word"+wildcard (or the word itself). ie. search for "ti" should get: time, timing, timetable, titan, tito... but shouldn't get: monotime, pathetic, antithetic ... do I make sense? thank you
@rrraptor is it possibile to wrap this workaround to scroll on touch in imgui gideros without breaking everything else? I think it is a nice feature for mobile, but I am not sure about its implications
Since its just a function, I can add this. Edit: Or you want to add this into "endWindow"/"endChild" functions?
I finally managed to try it and I have a question: I am writing this inside a beginWindow, before EndWindow
local mouse_delta_x, mouse_delta_y = IO:getMouseDelta()
ui:scrollWhenDragging(0, -mouse_delta_y)--the first is 0 because I want only vertical scrolling
based on the documentation I should put only 2 parameters (x, y) but as soon as my app reach that point I get this error:
missing argument #4 to 'scrollWhenDragging' (number expected) which number should I give it? Thank you again @rrraptor
ui:beginChild('as')-- any begin statefor i =1, 100do
ui:text(`Item #{i}`)end-- 0: horizontal speed-- -1: vertical speed (+1 to reverse scrolling)-- 1: LMB (2 for RMB and I guess 4 for MMB, I dont have enums for these in ImGui for some reason...)
ui:scrollWhenDragging(0, -1, 1)
ui:endChild()-- any end state
ui:beginChild('as')-- any begin statefor i =1, 100do
ui:text(`Item #{i}`)end-- 0: horizontal speed-- -1: vertical speed (+1 to reverse scrolling)-- 1: LMB (2 for RMB and I guess 4 for MMB, I dont have enums for these in ImGui for some reason...)
ui:scrollWhenDragging(0, -1, 1)
ui:endChild()-- any end state
While it works perfectly on pc I have a small issue on android, like as if it won't take the current screen offset, and reset the screen scroll-position on every new touch.
See this in action on android player: I've added a big scrollbar to see it better.
dear all, using imgui i want to send a table as a payload on drag'n'drop. is that possible? as far as i see one can send a single number or a string (am i right? can we send multiple values for example?), so some lua way to convert a table to a number and back would also be fine.
dear all, using imgui i want to send a table as a payload on drag'n'drop. is that possible? as far as i see one can send a single number or a string (am i right? can we send multiple values for example?), so some lua way to convert a table to a number and back would also be fine.
I tried to make it accept any data, but no luck. It is possible, I just dont know how to do it from C++ side...
@rrraptor , thanks, at the end i've rewritten my code so that the relevant tables can be referred to by an id as well and then i'm sending the id only and looking up the respective table by its id when needed.
but overall it is strange that one can only send one number or string, even if sending tables is obviously only a lua specific possibility, so it is not that surprising that imgui does not handle it by default.
gideros+imgui is still amazing. i just spent 2 days on doing drag'n'drop reordering of lists and at the end i gave up on putting something 'between' to other things, as apparently imgui can do that only in a messy way. but still i'm happy with how i managed to do it.
Comments
I guess that ImGui does something similar when it builds the FontAtlas, unfortunately I didn't see an exposed setting to extend its texture to a power of two (or to not do it)
https://github.com/ocornut/imgui/tree/master/misc/freetype
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@rrraptor why was the padding option removed from imageButton?
"Changed ImGui:imageButton(texture, w, h [, padding = -1, tint_color = 0xffffff, tint_alpha = 1, border_color = 0xffffff, border_alpha = 0]) to ImGui:imageButton(str_id, texture, w, h [, tint_color = 0xffffff, tint_alpha = 1, border_color = 0xffffff, border_alpha = 0])"
for all my imagebuttons padding was set to 0 but now it is impossible or much more complicated to set it with pushstyle before each of them (if that works, i did not check).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
setting bg color does not work for me in imageButtonScaled, can you check it?never mind, my args where on the wrong place.
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/ocornut/imgui/releases/tag/v1.89
Maybe I can bring it back...?
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Before:
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/ocornut/imgui/issues/3379
Thank you
Edit:
Or you want to add this into "endWindow"/"endChild" functions?
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
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(checkboxes are like that too i think, where their label is also shown and is the first parameter)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
ie. search for "ti" should get: time, timing, timetable, titan, tito... but shouldn't get: monotime, pathetic, antithetic ... do I make sense?
thank you
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I am writing this inside a beginWindow, before EndWindow
missing argument #4 to 'scrollWhenDragging' (number expected)
which number should I give it?
Thank you again @rrraptor
https://github.com/gideros/gideros/blob/6265acd33ab1163b13dbce06bed91bfa0b74904c/plugins/imgui/source/Common/imgui_user.h#L71
https://github.com/gideros/gideros/blob/6265acd33ab1163b13dbce06bed91bfa0b74904c/plugins/imgui/source/Common/imgui_user.cpp#L547
Sorry I cannot help further
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While it works perfectly on pc I have a small issue on android, like as if it won't take the current screen offset, and reset the screen scroll-position on every new touch.
See this in action on android player: I've added a big scrollbar to see it better.
Thank you again!
EDIT: I guess this is the same issue: https://github.com/ocornut/imgui/issues/3379#issuecomment-879900513
Likes: MoKaLux
using imgui i want to send a table as a payload on drag'n'drop. is that possible? as far as i see one can send a single number or a string (am i right? can we send multiple values for example?), so some lua way to convert a table to a number and back would also be fine.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
but overall it is strange that one can only send one number or string, even if sending tables is obviously only a lua specific possibility, so it is not that surprising that imgui does not handle it by default.
gideros+imgui is still amazing. i just spent 2 days on doing drag'n'drop reordering of lists and at the end i gave up on putting something 'between' to other things, as apparently imgui can do that only in a messy way. but still i'm happy with how i managed to do it.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
do you know a way to have the ability for a slider (dragInt) to have exact input option on ctrl+click but not on double-click? thanks
Fragmenter - animated loop machine and IKONOMIKON - the memory game