so far i did not encounter other issues/anomalies. now it would be nice to have a gideros release with new imgui build, to be able to export to mac as well (and have a smaller windows dll). ty
hi, your workaround to position the triangles in the right corner also is a bit strange, on screenshot you can see that not all triangles are the same size/position.
or is it just a rounding issue? still seems strange.
edit: it happens e.g. when gui.imgui:setScale(1.2) is set, also bad at 1.25, 1.75, but indeed it is good when scaling is 1 or 2.
if this is due to rounding, is there any way to set a value so that all triangles end up to be the same size? e.g. at scaling 1.25 and triangle size 4 one would expect all triangles to have size 5. yet some of them have size 6.
i came up with this workaround, which looks a bit wasteful but at least works:
btw even with my latest version, although triangles are not getting bigger/smaller randomly, but just like without the clamping trick, in a long scrolling file browser the last item has usually a bigger triangle than the first one.
about my original issue with these triangles, it seems that they are drawn at the right place but for some reason some of their parts are not always visible. would it be possible to draw these triangles higher in the drawing order and then maybe they would be completely visible?
edit: perhaps with this in mind you could spotthe bug in the imgui source code?
(and sorry for spamming this topic with this issue, but would be great to resolve it properly)
i have the following crash report when i do something: [6636] ../Common/imgui_src/imgui.cpp: (g.WithinEndChild) && "Must call EndChild() and not End()!"
previously it worked fine, maybe i've changed something but as far as i remember i did not. can you check if it is somehow due to imgui code? ty
EDIT: i'm pretty sure that this is an error in my own code, so never mind.
Yes it jitters a bit when I scale the ui using "ImGui:setScale()", but I dont think I can do anything about that. The only thing I can suggest is to set scale back to 1, and scale the font instead. Or why do you have to scale it to 1.2 or something else?
i have the following crash report when i do something: [6636] ../Common/imgui_src/imgui.cpp: (g.WithinEndChild) && "Must call EndChild() and not End()!"
previously it worked fine, maybe i've changed something but as far as i remember i did not. can you check if it is somehow due to imgui code? ty
EDIT: i'm pretty sure that this is an error in my own code, so never mind.
Well, it tells you to use "ImGui:endChild()" instead of "ImGui:endWindow()", maybe messed up some calls?
@rrraptor , thanks. 1. for scaling, i need to allow the user to adjust the gui size if the dpi is too small/large. i will test the fixed dll and waiting for next gideros version to have it too. 2. yes, it was an error in my code, endChild() was hidden in a conditional part which was not always called. 3. the color picker is also my fault, i called colorlist[i]=imgui:colorPicker4("",colorlist[i], 1, ImGui.ColorEditFlags_NoAlpha, self.originalColor) but forgot to set the value of self.originalcolor first. (probably it was there earlier but i deleted the code at some point accidentally).
i've a table of selectables and i want to add a multiselect feature, i.e. pressing the mouse button on one of them and dragging the mouse should select a range of them. to implement this i thought to use isItemActive and isItemHovered for these selectables. is that not possible? (it seems so) in this case do i need to add invisible buttons over the selectables to make this work? ty
i've a table of selectables and i want to add a multiselect feature, i.e. pressing the mouse button on one of them and dragging the mouse should select a range of them. to implement this i thought to use isItemActive and isItemHovered for these selectables. is that not possible? (it seems so) in this case do i need to add invisible buttons over the selectables to make this work? ty
Still playing around with nodes Trying to use different programming patterns. Commands, observers, strategy, builder, facade. Also tried ECS, but struggling with understanding how to use it xD
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https://developer.roblox.com/en-us/api-reference/lua-docs
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or is it just a rounding issue? still seems strange.
edit:
it happens e.g. when gui.imgui:setScale(1.2) is set, also bad at 1.25, 1.75, but indeed it is good when scaling is 1 or 2.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
e.g. at scaling 1.25 and triangle size 4 one would expect all triangles to have size 5. yet some of them have size 6.
i came up with this workaround, which looks a bit wasteful but at least works:
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
edit: perhaps with this in mind you could spotthe bug in the imgui source code?
(and sorry for spamming this topic with this issue, but would be great to resolve it properly)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/ocornut/imgui/issues/5346
https://github.com/rokups/imgui/commit/6b4cad147c20f352e7e4c89c2173142e07d71ab0
Ill check it later
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
[6636] ../Common/imgui_src/imgui.cpp: (g.WithinEndChild) && "Must call EndChild() and not End()!"
previously it worked fine, maybe i've changed something but as far as i remember i did not. can you check if it is somehow due to imgui code? ty
EDIT: i'm pretty sure that this is an error in my own code, so never mind.
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
Yes it jitters a bit when I scale the ui using "ImGui:setScale()", but I dont think I can do anything about that. The only thing I can suggest is to set scale back to 1, and scale the font instead. Or why do you have to scale it to 1.2 or something else? Well, it tells you to use "ImGui:endChild()" instead of "ImGui:endWindow()", maybe messed up some calls? No problems for me, maybe you can record a gif aswell (Im using LiceCAP)?
1. for scaling, i need to allow the user to adjust the gui size if the dpi is too small/large.
i will test the fixed dll and waiting for next gideros version to have it too.
2. yes, it was an error in my code, endChild() was hidden in a conditional part which was not always called.
3. the color picker is also my fault, i called
colorlist[i]=imgui:colorPicker4("",colorlist[i], 1, ImGui.ColorEditFlags_NoAlpha, self.originalColor)
but forgot to set the value of self.originalcolor first. (probably it was there earlier but i deleted the code at some point accidentally).
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
Changed "require" function to
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"Exposed scalar versions of sliders/drags/number inputs into lua"
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LUA code looks ugly But there is one more variant:
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in this case do i need to add invisible buttons over the selectables to make this work?
ty
Fragmenter - animated loop machine and IKONOMIKON - the memory game
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Fragmenter - animated loop machine and IKONOMIKON - the memory game