@rrraptor , for the mirrored filled slider i need that the values are also reversed (that is, it goes from 100 to 0). i can set the range to 100,0 but strangely then i cannot pull it to to 0, the filledslider stops at 1.
Same for regular "sliderInt", so that is a bug in original ImGui code. I'll try to fix it.
i see in docs that textinput is still pending. i'm not even sure i need it urgently. i want to be able to click on a text and edit it (but otherwise it should not 'look' as editable like a regular textinput).
@rraptor, what is the current status of your imgui plugin ? I made scripts to compile it for all platforms and I am almost ready to build Gideros 2020.9
@hgy29 well, I was very busy last week, so not that much has changed. Ive updated ImGui to 1.78 and made some changes to readme on my github page and that is it. Also I created a bug report (?) on github. Current TODO list:
Fonts API (io.Fonts related methods)
Text input
Finish custom drawing
Touch support
Fix some functions with overloads (e.g. different amount of arguments)
thanks @rrraptor , no background is pretty cool, now i don't need to add a popup to do this. is there a flag to make the title appear before (i.e., left to) the inputtext area?
thanks @rrraptor , no background is pretty cool, now i don't need to add a popup to do this. is there a flag to make the title appear before (i.e., left to) the inputtext area?
Hmm, seems like there is no way Solution is simply use widget combination like this:
@hgy29 I can switch to VS too I just need to know how to setup everything ))) Also I tried to switch to FreeType instead of TrueType font lib (to fix "sharp edges" problem), but no success xD It requires dynamic (?) library which I dont know how to "connect"/"include" to the project.
@rrraptor , yes the ImGui.WindowFlags_XXXX actually worked for me using them as you suggested, the issue is that there is no flag to prevent the window from closing (or i haven't found).
Comments
Btw its ok for float slider
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i'm not even sure i need it urgently.
i want to be able to click on a text and edit it (but otherwise it should not 'look' as editable like a regular textinput).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
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https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html
i wish there was a lua equivalent, but even this way it's a big help.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
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Current TODO list:
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Originaly textbox can have a callback to controll user input. I have no idea how to implement this, sorry
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/MultiPain/Gideros_ImGui#api
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Also, I added custom flag for text inputs that alows you to ignore background drawing
Code:
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
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ImGui.InputTextFlags_Password | ImGui.InputTextFlags_CharsUppercase
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
In standard C++, you can't write:
http://www.fredosaurus.com/notes-cpp/newdelete/50dynamalloc.html
https://stackoverflow.com/questions/39334435/variable-length-array-vla-in-c-compilers
Solution is simply use widget combination like this:
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@keszegh
You can detect if enter pressed like that:
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Also I tried to switch to FreeType instead of TrueType font lib (to fix "sharp edges" problem), but no success xD It requires dynamic (?) library which I dont know how to "connect"/"include" to the project.
https://github.com/ocornut/imgui/issues/1305
but can't translate it to what it would mean in lua.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Now you can simply do that:
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
But hold on I messed up something...
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game