is there any way to update the buffer of an inputtext upon isItemActivated? that would be simplest. i tried more complicated stuff, e.g. have a callback with ImGui.InputTextFlags_CallbackAlways which checks a 'first' flag and if it is true then it sets buffer to full text and changes this flag, but for some reason it does not work:
@rrraptor , the latest dll seriously messed up something with textures....
EDIT: please reup the old one quickly as now i'm stuck, i cannot go back to gideros-version due to different syntax of functions while this latest version is also impossible to use.
I have no idea what happened It ok for me (single texture):
TextureRegion:
Check if you have extra parameters to any "scaledImageXXX" function at the end. Like this:
"Check if you have extra parameters to any "scaledImageXXX" function at the end. Like this:" -this helped, as i've overloaded it in my padded version. thanks (although it's strange that additional params mess it up)
" I guess its impossible to put cursor at end of text. " - strange.
about the suspend crash actually there is a gideros log too, i forgot to share: Assertion failed!
Program: C:\Program Files (x86)\Gideros\GiderosPlayer.exe File: refptr.cpp, Line 67
Expression: refcount_ == 1 AL lib: ALc.c:2325: exit(): closing 1 Device AL lib: ALc.c:2247: alcCloseDevice(): destroying 1 Context(s)
you've recommended to replace my image+text with ImageWithText. actually my items are selectables, can one make an imagewithtext (or an image) part of the selectable?
(now when i hover on my image+selectable it highlights the text part but not the image, ideally it would also highlight the image background too, so i'm not 100% with my current solution anyway). see screenshot.
"Check if you have extra parameters to any "scaledImageXXX" function at the end. Like this:" -this helped, as i've overloaded it in my padded version. thanks (although it's strange that additional params mess it up)
you've recommended to replace my image+text with ImageWithText. actually my items are selectables, can one make an imagewithtext (or an image) part of the selectable?
(now when i hover on my image+selectable it highlights the text part but not the image, ideally it would also highlight the image background too, so i'm not 100% with my current solution anyway). see screenshot.
Hold on. Now its image + selectable, but before it was ... ? Side question: is this in table or just:
You can use table and use "ImGui.SelectableFlags_SpanAllColumns" flag, so that entire row will be highlighted.
that sounds really good, for me setting the flag it immediately made the scaledimage in the beginning part of the selectable (i did not even need any tables), which i'm really happy about. on the other hand it also 'greys' the image (the text correcty remains white), is there a way to avoid this?
yes, that's how it should look like but i cannot achieve it. here is my code and endresult, perhaps you will realize what i'm doing wrong (is there perhaps some other style var which can introduce this artifact?):
imgui:pushStyleVar(ImGui.StyleVar_FramePadding,0,0)if(imgui:scaledImageButton(self.textureOrder, 12, 19, ImGui.ImageScaleMode_Stretch, false, 0, 0.5, 0.5, 0xffffff, 1, 0, 0, 0x3f3f3f, 0))then self.orderedByType=not self.orderedByType self.cachedDirs.isUpdated=falseend
imgui:popStyleVar()
self:showHelpText("order files first by type on/off")
imgui:sameLine(0,0)local newValue=imgui:checkbox("",self.orderedByType)
yes, that's how it should look like but i cannot achieve it. here is my code and endresult, perhaps you will realize what i'm doing wrong (is there perhaps some other style var which can introduce this artifact?):
imgui:pushStyleVar(ImGui.StyleVar_FramePadding,0,0)if(imgui:scaledImageButton(self.textureOrder, 12, 19, ImGui.ImageScaleMode_Stretch, false, 0, 0.5, 0.5, 0xffffff, 1, 0, 0, 0x3f3f3f, 0))then self.orderedByType=not self.orderedByType self.cachedDirs.isUpdated=falseend
imgui:popStyleVar()
self:showHelpText("order files first by type on/off")
imgui:sameLine(0,0)local newValue=imgui:checkbox("",self.orderedByType)
Have you tried to create empty project? Maybe something wrong with window scaling? Or another style var? And check ur atlas (text file) maybe?)
I tried both single texture and TextureRegion
Fixed issue with padding (values < 0), dll updated.
Have you tried to create empty project? Maybe something wrong with window scaling? Or another style var? And check ur atlas (text file) maybe?)
i checked empty project, it worked. single file/atlas both worked. then i've noticed your note about scaling and indeed ui:setScale(1.2) is which makes this mess. however, i'd be really happy if i could scale freely the gui, so i hope this can be corrected somehow.
i checked empty project, it worked. single file/atlas both worked. then i've noticed your note about scaling and indeed ui:setScale(1.2) is which makes this mess. however, i'd be really happy if i could scale freely the gui, so i hope this can be corrected somehow.
0*1/2=0 after all... seriously, i understand that rounding has to be applied when scaled but i think it's reasonable to expect that 0 becomes 0 whatever the scaling is.
I figured out the scaling problem. It happents because of image clipping. But it only works for FitWidth/FitHeight/KeepSize scale mode (technicaly it is alwasy on, but visualy there is no reason to apply it to Stretch/Letterbox modes). So the question is: how to resovle the problem? I can add extra parameter (ClipImage or something), or I can disable it completely, or I can add "ClippingOffset" so that you can manualy adjust it. Or maybe apply clipping to FitWidth/FitHeight/KeepSize modes only?
i don't really understand the differences, i guess what is simplest for you should be tried first. as far as i understand the last option you mentioned may be good enough. in any case let's try one of them. thanks
that sounds really good, for me setting the flag it immediately made the scaledimage in the beginning part of the selectable (i did not even need any tables), which i'm really happy about. on the other hand it also 'greys' the image (the text correcty remains white), is there a way to avoid this?
do you have any idea how not to grey out the images?
also let me recall two pending issues (hoping that in next gideros release all these may become fixed):
- crash on suspend when resetting keys/mouse
- ALT button registered wrongly by gideros functions
thanks a lot @rrraptor for making this priceless contribution called imgui plugin to gideros.
do you have any idea how not to grey out the images?
In your case it seems like there is a transparent rectangle on top, so try to use tables API, because it changes row background color, instead of overlapping rectangle
Honestly, I have no idea how to fix it. There is no errors in imgui code, only in gideros. But its ok if you do not call this reset functions?
it was supposed to be a fix for when one is ALT-TABBING back and forth and alt gets fixed in imgui (and e.g. some slider gets 'slow'). i think this issue is still present.
it was supposed to be a fix for when one is ALT-TABBING back and forth and alt gets fixed in imgui (and e.g. some slider gets 'slow'). i think this issue is still present.
I understand. I mean, from your logs I can see only gideros related code, but not imgui's.
what is the most efficient way to add a horizontal spacing? i can do indent (And then unindent) or i can add a dummy(), latter seems most easy but i wonder if there is anything more intelligent. altogether i don't understand why there is nothing like spacing() for horizontal space, or am i missing something?
btw a small inconsistency: colorEdit3 and colorPicker4 with no alpha look slightly differently, in one of them it is written 'current' next to the current color and in the other there is nothing written there. it would be nice to add the text 'current' to the other too (which is colorPicker4).
btw a small inconsistency: colorEdit3 and colorPicker4 with no alpha look slightly differently, in one of them it is written 'current' next to the current color and in the other there is nothing written there. it would be nice to add the text 'current' to the other too (which is colorPicker4).
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
It ok for me (single texture):
TextureRegion:
Check if you have extra parameters to any "scaledImageXXX" function at the end. Like this:
Note 0 as last param. I guess its impossible. Download this tool: https://docs.microsoft.com/en-us/sysinternals/downloads/debugview
and see what is written there at the time of the crash.
Should look something like this:
No problems for me aswell
Likes: MoKaLux
-this helped, as i've overloaded it in my padded version. thanks (although it's strange that additional params mess it up)
" I guess its impossible to put cursor at end of text. " - strange.
about the suspend crash actually there is a gideros log too, i forgot to share:
Assertion failed!
Program: C:\Program Files (x86)\Gideros\GiderosPlayer.exe
File: refptr.cpp, Line 67
Expression: refcount_ == 1
AL lib: ALc.c:2325: exit(): closing 1 Device
AL lib: ALc.c:2247: alcCloseDevice(): destroying 1 Context(s)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
(now when i hover on my image+selectable it highlights the text part but not the image, ideally it would also highlight the image background too, so i'm not 100% with my current solution anyway). see screenshot.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
http://forum.giderosmobile.com/discussion/comment/65421/#Comment_65421
So its now:
If its not set, then used default values (but its different for TextureRegions) ¯\_(ツ)_/¯ Hm, ok, I'll try to figure it out... That's all ? Hold on. Now its image + selectable, but before it was ... ?
Side question: is this in table or just:
Likes: SinisterSoft
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
[14144] 17:24:14.588 4 AudioDeviceSession OnStateChanged Inactive GiderosPlayer {0.0.0.00000000}.{c7c7e722-72dc-4179-9a88-f2b23710d84f}|\Device\HarddiskVolume4\Program Files (x86)\Gideros\GiderosPlayer.exe%b{00000000-0000-0000-0000-000000000000}|1%b16656
[14144] 17:24:14.607 5 ProcessWatcherService Quit: 16656
[14144] 17:24:14.607 5 AudioDeviceSession DisconnectSession GiderosPlayer {0.0.0.00000000}.{c7c7e722-72dc-4179-9a88-f2b23710d84f}|\Device\HarddiskVolume4\Program Files (x86)\Gideros\GiderosPlayer.exe%b{00000000-0000-0000-0000-000000000000}|1%b16656
[14144] 17:24:14.607 UI AudioDeviceSessionCollection RemoveSession GiderosPlayer {0.0.0.00000000}.{c7c7e722-72dc-4179-9a88-f2b23710d84f}|\Device\HarddiskVolume4\Program Files (x86)\Gideros\GiderosPlayer.exe%b{00000000-0000-0000-0000-000000000000}|1%b16656
[14144] 17:24:14.607 4 AudioDeviceSession OnStateChanged Expired GiderosPlayer {0.0.0.00000000}.{c7c7e722-72dc-4179-9a88-f2b23710d84f}|\Device\HarddiskVolume4\Program Files (x86)\Gideros\GiderosPlayer.exe%b{00000000-0000-0000-0000-000000000000}|1%b16656
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/ocornut/imgui/issues/4391
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I tried both single texture and TextureRegion
Fixed issue with padding (values < 0), dll updated.
ui:setScale(1.2) is which makes this mess. however, i'd be really happy if i could scale freely the gui, so i hope this can be corrected somehow.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
seriously, i understand that rounding has to be applied when scaled but i think it's reasonable to expect that 0 becomes 0 whatever the scaling is.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
So the question is: how to resovle the problem? I can add extra parameter (ClipImage or something), or I can disable it completely, or I can add "ClippingOffset" so that you can manualy adjust it. Or maybe apply clipping to FitWidth/FitHeight/KeepSize modes only?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/MultiPain/Gideros_ImGui#widgets-images
Likes: keszegh
also let me recall two pending issues (hoping that in next gideros release all these may become fixed):
- crash on suspend when resetting keys/mouse
- ALT button registered wrongly by gideros functions
thanks a lot @rrraptor for making this priceless contribution called imgui plugin to gideros.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Instead of "tableSetColumnIndex(i)" you can simply use "tableNextColumn()". Honestly, I have no idea how to fix it. There is no errors in imgui code, only in gideros.
But its ok if you do not call this reset functions? Im working on it
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I mean, from your logs I can see only gideros related code, but not imgui's.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
colorEdit3 and colorPicker4 with no alpha look slightly differently, in one of them it is written 'current' next to the current color and in the other there is nothing written there. it would be nice to add the text 'current' to the other too (which is colorPicker4).
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
Likes: MoKaLux