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GetMainViewport

Definition


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

Callers

@/lua/vehicle/bdebugImpl.lua

  obj:queueGameEngineLua("getObjectByID(" .. obj:getID() .. "):queueLuaCommand('bdebug.recieveViewportSize('.. ui_imgui.GetMainViewport().Size.x .. ',' .. ui_imgui.GetMainViewport().Size.y .. ')' )")

  obj:queueGameEngineLua("getObjectByID(" .. obj:getID() .. "):queueLuaCommand('bdebug.recieveViewportSize('.. ui_imgui.GetMainViewport().Size.x .. ',' .. ui_imgui.GetMainViewport().Size.y .. ')' )")
@/lua/ge/extensions/editor/main.lua
        imguiUtils.changeUIScale(1)
        local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
        if not splashImage then splashImage = imguiUtils.texObj("/core/art/gui/images/editorSplash.png") end
        imguiUtils.changeUIScale(1)
        local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
        if not splashImage then splashImage = imguiUtils.texObj("/core/art/gui/images/editorSplash.png") end
        imguiUtils.changeUIScale(1)
        local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
        if not splashImage then splashImage = imguiUtils.texObj("/core/art/gui/images/editorSplash.png") end
        imguiUtils.changeUIScale(1)
        local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
        if not splashImage then splashImage = imguiUtils.texObj("/core/art/gui/images/editorSplash.png") end
@/lua/ge/extensions/editor/windows.lua
local function windowPosCheck()
  local mainViewport = im.GetMainViewport()
  local mVPos = mainViewport.Pos
@/lua/ge/extensions/editor/api/valueInspector.lua
    local displaySize = imgui.GetIO().DisplaySize
    local mainViewPos = imgui.GetMainViewport().Pos
    mousePos.x = mousePos.x - mainViewPos.x
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
function M.GetItemRectSize() return imgui.GetItemRectSize() end
function M.GetMainViewport() return imgui.GetMainViewport() end
function M.GetBackgroundDrawList1() return imgui.GetBackgroundDrawList1() end
function M.GetItemRectSize() return imgui.GetItemRectSize() end
function M.GetMainViewport() return imgui.GetMainViewport() end
function M.GetBackgroundDrawList1() return imgui.GetBackgroundDrawList1() end
@/lua/ge/extensions/editor/visualization.lua

  local vp = im.GetMainViewport and im.GetMainViewport()
  local pos
@/lua/ge/extensions/editor/roadEditor.lua

  local viewportSizeIm = im.GetMainViewport().Size
  local viewportSize = vec3(viewportSizeIm.x, viewportSizeIm.y, 0)
@/lua/ge/extensions/core/metrics.lua
  if M.currentMode == 0 then return end
  local win = im.GetMainViewport()
  local imguiVisible = ui_visibility.getImgui()
@/lua/ge/extensions/editor/api/gui.lua
    -- this adds a transparent window we can dock into
    local viewport = imgui.GetMainViewport()
    imgui.SetNextWindowPos(viewport.Pos);
  if wnd.centered then
    local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
    imgui.SetNextWindowPos(pos, imgui.Cond_Appearing, imgui.ImVec2(0.5, 0.5))
  if wnd.centered then
    local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
    imgui.SetNextWindowPos(pos, imgui.Cond_Appearing, imgui.ImVec2(0.5, 0.5))
  if wnd.centered then
    local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
    imgui.SetNextWindowPos(pos, imgui.Cond_Appearing, imgui.ImVec2(0.5, 0.5))
  if wnd.centered then
    local pos = imgui.ImVec2(imgui.GetMainViewport().Pos.x + imgui.GetMainViewport().Size.x / 2, imgui.GetMainViewport().Pos.y + imgui.GetMainViewport().Size.y / 2)
    imgui.SetNextWindowPos(pos, imgui.Cond_Appearing, imgui.ImVec2(0.5, 0.5))
@/lua/ge/extensions/editor/api/object.lua
local function getObjectsByRectangle(rect, forestData)
  local viewportSizeIm = im.GetMainViewport().Size
  local viewportSize = vec3(viewportSizeIm.x, viewportSizeIm.y, 0)
@/lua/ge/extensions/ui/console.lua
  if fullscreen then
    local vspace = im.GetMainViewport()
    im.SetNextWindowPos(vspace.Pos, im.ImGuiCond_Always)
@/lua/ge/extensions/editor/mainMenu.lua
  if editor.statusText and editor.statusText ~= "" then
    local winbounds = imgui.GetMainViewport()
    --TODO: cannot properly position status bar window, needs precise values. It will break on UI scale other than 1
@/lua/ge/extensions/editor/resourceChecker.lua
local function popUp(name)
  local win = im.GetMainViewport()
  pos.x = win.Pos.x + win.Size.x / 2
local function warning(name, level, count, unusType, selected)
  local win = im.GetMainViewport()
  pos.x = win.Pos.x + win.Size.x / 2