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CollapsingHeader1

Definition


-- @/=[C]:-1
function CollapsingHeader1(...)

Callers

@/lua/ge/extensions/editor/api/genericInspector.lua
            imgui.PushStyleColor2(imgui.Col_Header, self.arrayHeaderBgColor)
            if imgui.CollapsingHeader1(val.name.."##Array" .. self.valueInspector.inspectorName, nodeFlags) then
              imgui.Indent(fieldIndent)
        imgui.PushStyleColor2(imgui.Col_Header, self.arrayHeaderBgColor)
        if imgui.CollapsingHeader1(val.arrayName, nodeFlags) then
          imgui.Indent(fieldIndent)
            imgui.PushID1(val.arrayName .. "_ARRAY_ITEMS_" .. i)
            if imgui.CollapsingHeader1("[" .. tostring(i - 1) .. "]", nodeFlags) then
              for _, arrayField in ipairs(val.sortedFields) do
    self.matchedFilterStaticFields = true
    local res = imgui.CollapsingHeader1(groupName, nodeFlags)
    if res then
@/lua/ge/extensions/editor/preferences.lua
  for _, subCat in ipairs(cat.subcategories) do
    if subCat.visibleOnSearch and imgui.CollapsingHeader1(subCat.label, nodeFlags) then
      imgui.Indent(15)
@/lua/ge/extensions/editor/trafficManager.lua
    local label = string.lower(key:gsub("Sorted", ""))
    if im.CollapsingHeader1(label.."##trafficManagerHeader", im.TreeNodeFlags_DefaultOpen) then
      im.Columns(2, key.."Columns##trafficManager", false)
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua

  if im.CollapsingHeader1("KD-Tree Tools", im.TreeNodeFlags_DefaultClosed) then
    if self.selectedPacenote then

  if im.CollapsingHeader1("Use Mouse as Vehicle", im.TreeNodeFlags_DefaultClosed) then
    boolPtr = im.BoolPtr(self.debug.useMouseRayCast)
@/lua/ge/extensions/editor/prefabInstanceEditor.lua
  local nodeFlags = imgui.TreeNodeFlags_DefaultOpen
  if imgui.CollapsingHeader1("PrefabInstance", nodeFlags) then
    if differsFromParent then
@/lua/ge/extensions/editor/rendererComponents.lua
local function renderPostFXGui()
  if im.CollapsingHeader1("Lighting", im.TreeNodeFlags_DefaultOpen) then
    local sortedHDRsettings = tableKeys(HDRsettings)
      if level == 1 then
        if im.CollapsingHeader1(tostring(s.title or s.name)) then -- newPath
          renderSettingsGui(s.settings, newPath, level)
@/lua/ge/extensions/editor/dynamicDecals/debugTextures.lua
  if textureSet then
    if im.CollapsingHeader1("Combined Textures") then
      api.drawTextureSet(textureSet, "Combined Textures", maxImageWidgetWidth)
  end
  if im.CollapsingHeader1("Dynamic Textures") then
    api.drawDynamicTextures(maxImageWidgetWidth)
  end
  if im.CollapsingHeader1("Baked Textures") then
    api.drawBakedTextures(maxImageWidgetWidth)
  end
  if im.CollapsingHeader1("Highlight Textures") then
    api.drawHighlightTextures(maxImageWidgetWidth)
  end
  if im.CollapsingHeader1("Decal Textures") then
    api.drawBrushInputTextures(maxImageWidgetWidth)
  end
  if im.CollapsingHeader1("Mask Textures") then
    api.drawMaskTextures(maxImageWidgetWidth)
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
    local headerText = debugState.load3x3 and "Active Tiles (3x3)" or "Active Tile (1x1)"
    if im.CollapsingHeader1("Cached Tiles###ActiveTilesHeader") then
      if im.BeginTable("ActiveTilesTable", 8, im.TableFlags_Borders + im.TableFlags_RowBg + im.TableFlags_Resizable) then
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
function M.GetTreeNodeToLabelSpacing() return imgui.GetTreeNodeToLabelSpacing() end
function M.CollapsingHeader1(string_label, ImGuiTreeNodeFlags_flags)
  if ImGuiTreeNodeFlags_flags == nil then ImGuiTreeNodeFlags_flags = 0 end
  if string_label == nil then log("E", "", "Parameter 'string_label' of function 'CollapsingHeader1' cannot be nil, as the c type is 'const char *'") ; return end
  return imgui.CollapsingHeader1(string_label, ImGuiTreeNodeFlags_flags)
end
@/lua/ge/extensions/editor/dynamicDecals/news.lua
      for _, version in pairs(news) do
        if im.CollapsingHeader1(string.format("%s", version.title), i == 1 and im.TreeNodeFlags_DefaultOpen or nil) then
          version.guiFn()
@/lua/ge/extensions/editor/materialEditor.lua

  if im.CollapsingHeader1("Material Info", im.TreeNodeFlags_DefaultOpen) then
    im.Columns(2, "Material Properties")
local function basicTextureMaps()
  if im.CollapsingHeader1("Basic Properties", im.TreeNodeFlags_DefaultOpen) then
    -- Color Map
local function advancedTextureMaps()
  if im.CollapsingHeader1("Advanced Properties") then
    -- Reflectivity Map
local function deprecatedFeatures()
  if im.CollapsingHeader1("Deprecated Features") then
    -- Vertex Lit
local function lightingProperties()
  if im.CollapsingHeader1("Lighting Properties") then
    -- Specular

  if im.CollapsingHeader1("Animation Properties" .. (layer and "##" .. tostring(layer) or "")) then
    -- Rotation Animation
local function advanced()
  if im.CollapsingHeader1("Advanced - All Layers") then
local function additionalInfo()
  if im.CollapsingHeader1("Additional Info") then
    im.Columns(2, "Material Properties")
    local lyr = i - 1
    if im.CollapsingHeader1("Layer " .. tostring(i), i == 1 and im.TreeNodeFlags_DefaultOpen or nil) then
      im.Indent()

      if im.CollapsingHeader1("Basic Properties##" .. tostring(lyr), im.TreeNodeFlags_DefaultOpen) then
        -- Color Map

      if im.CollapsingHeader1("Advanced Properties##" .. tostring(lyr)) then
        -- BaseColor Palette
    if editor.isWindowVisible(materialPreviewWindowName) == false then
      if im.CollapsingHeader1("Material Preview", im.TreeNodeFlags_DefaultOpen) then
        materialPreview()
@/lua/ge/extensions/editor/roadArchitect.lua
      im.PushItemWidth(-1)
      if im.CollapsingHeader1("Left Lanes:", im.TreeNodeFlags_DefaultOpen) then
        if im.BeginListBox('###107') then
      im.PushItemWidth(-1)
      if im.CollapsingHeader1("Right Lanes:", im.TreeNodeFlags_DefaultOpen) then
        if im.BeginListBox('###108') then
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua

  if im.CollapsingHeader1("Testing", im.TreeNodeFlags_DefaultClosed) then
    -- Test Mode toggle button
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
local function terrainMaterialPropertyTreeNode(name, textureMap, defaultOpen)
  if im.CollapsingHeader1(name, defaultOpen == true and im.TreeNodeFlags_DefaultOpen or nil) then
    widgetTexture(textureMap, "%sBaseTex", "Base Texture")
      end
      if im.CollapsingHeader1("Terrain Materials", im.TreeNodeFlags_DefaultOpen) then
        for id, mtl in pairs(editor_terrainEditor.getMaterialsInJson()) do
        else
          if im.CollapsingHeader1("Edit TerrainMaterialTextureSet Properties", im.TreeNodeFlags_DefaultOpen) then
            local obj = scenetree.findObject(editor_terrainEditor.getTerrainBlock():getField('materialTextureSet', 0))
@/lua/ge/extensions/editor/terrainEditor.lua

    if im.CollapsingHeader1("Texture Maps", im.TreeNodeFlags_DefaultOpen) then
      for k, map in ipairs(terrainImpExp.textureMaps) do
    -- TODO: apply to TerrainBlock if values have changed
    if im.CollapsingHeader1("Additional Data", im.TreeNodeFlags_DefaultOpen) then
      im.TextUnformatted("Apply Transform")
  if editor.beginWindow(terrainExportDialogName, "Export Terrain##Dialog") then
    if im.CollapsingHeader1("Select Terrain(s)", im.TreeNodeFlags_DefaultOpen) then
      for tbName, tbData in pairs(terrainBlockProxies) do
@/lua/ge/extensions/editor/biomeTool.lua
  for _, layer in ipairs(layers) do
    if imgui.CollapsingHeader1(layer.layerName..'##'..layer.layerID, setHeaderState(layer.layerName..'##'..layer.layerID, isLayerSelected(layer))) then
      if shouldUpdateAreasScroll then
@/lua/ge/extensions/editor/dynamicDecals/notification.lua

        if im.CollapsingHeader1(string.format("%s##NotificationSection", sectionName), im.TreeNodeFlags_DefaultOpen) then
          for k, notification in ipairs(sectionData) do
@/lua/ge/extensions/core/quickAccess.lua
      else
        if im.CollapsingHeader1(key) then
          im.Indent() -- Add indentation for child elements
@/lua/ge/extensions/editor/inspector.lua
            imgui.PushStyleColor2(imgui.Col_Header, arrayHeaderBgColor)
            if imgui.CollapsingHeader1(val.name, nodeFlags) then
              imgui.Indent(fieldIndent)
        imgui.PushStyleColor2(imgui.Col_Header, arrayHeaderBgColor)
        if imgui.CollapsingHeader1(fieldLabel, nodeFlags) then
          imgui.Indent(fieldIndent)
            imgui.PushID1(val.arrayName .. "_ARRAY_ITEMS_" .. i)
            if imgui.CollapsingHeader1("[" .. tostring(i) .. "]", nodeFlags) then
              for _, arrayField in ipairs(val.sortedFields) do
    ctx.matchedFilterStaticFields = true
    local res = imgui.CollapsingHeader1(groupName, nodeFlags)
    collapsingHeaderMenu(groupName, fields)
  -- show the dynamic fields editors
  if dynFields ~= nil and imgui.CollapsingHeader1("Dynamic Fields") then
    local arrayIndex = 0
local function customVehicleMetallicFieldEditor(objectIds, fieldValue, fieldName, fieldLabel, fieldDesc, fieldType, fieldTypeName, customData, pasteCallback, contextMenuUI)
  if imgui.CollapsingHeader1(fieldName) then
    local floatFormat = "%0." .. editor.getPreference("ui.general.floatDigitCount") .. "f"
@/lua/ge/extensions/ui/vehiclePaint.lua
  imgui.Begin('Metallic paint', showUI, imgui.WindowFlags_AlwaysAutoResize)
    if imgui.CollapsingHeader1("Paint 0", imgui.TreeNodeFlags_DefaultOpen) then
      data = stringToData(veh:getField('metallicPaintData', 0))

    if imgui.CollapsingHeader1("Paint 1", imgui.TreeNodeFlags_DefaultOpen) then
      data = stringToData(veh:getField('metallicPaintData', 1))

    if imgui.CollapsingHeader1("Paint 2", imgui.TreeNodeFlags_DefaultOpen) then
      data = stringToData(veh:getField('metallicPaintData', 2))
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
function C:draw()
  if im.CollapsingHeader1("Enumerate Text Compositors", im.TreeNodeFlags_DefaultClosed) then
    if not self.selectedCompositor then

  local sectionExpanded = im.CollapsingHeader1("Pacenotes Tools", im.TreeNodeFlags_DefaultOpen)
  self.pacenotesTools.sectionExpanded = sectionExpanded

  if im.CollapsingHeader1("Traffic", im.TreeNodeFlags_DefaultClosed) then
    local missionId = nil

  if im.CollapsingHeader1("Game Settings", im.TreeNodeFlags_DefaultClosed) then
    self:drawGameSettings()
@/lua/common/extensions/ui/imguiUtils.lua
        if level > 2 and tsize > 3 then
          if imgui.CollapsingHeader1(tostring(tsize)..' items##' .. fullpath) then
            renderSubTree(data, fullpath, highlightCallback, itemCallback)
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
-- imgui.SetMouseCursor(2)
-- if im.CollapsingHeader1("Material Preview"
-- im.ImDrawList_AddLine(dl, localToGlobalPos(x1, y1), localToGlobalPos(x1, my), whiteColor, lineThickness)
@/lua/ge/extensions/gameplay/crawl/debug.lua
  im.TextColored(im.ImVec4(1, 0, 1, 1), "=== EVENT LOG ===")
  if im.CollapsingHeader1("Recent Events", im.TreeNodeFlags_DefaultOpen) then
    local startIdx = math.max(1, #debugData.eventLog - 19)

    if im.CollapsingHeader1("Node Details", im.TreeNodeFlags_DefaultOpen) then
      for i, pathnode in ipairs(pathnodes) do
@/lua/ge/extensions/editor/flowgraph/references.lua
  if editor.getPreference("flowgraph.general.showAdvancedReferenceData") then
    if im.CollapsingHeader1("Advanced Data", im.TreeNodeFlags_DefaultOpen) then
      if im.BeginTable('', 5) then