GE Lua Documentation

Press F to search!

NewLine

Definition


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

Callers

@/lua/ge/extensions/editor/dynamicDecals/brushes.lua
  im.SetCursorPos(im.ImVec2(cursorPos.x, cursorPos.y + size + im.GetStyle().ItemSpacing.y))
  im.NewLine()
end
        if im.GetContentRegionAvailWidth() < thumbnailSize then
          im.NewLine()
        end
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
end
function M.NewLine() imgui.NewLine() end
function M.Spacing() imgui.Spacing() end
end
function M.NewLine() imgui.NewLine() end
function M.Spacing() imgui.Spacing() end
@/lua/ge/extensions/editor/dynamicDecals/inspector/utils.lua
  im.SetCursorPos(im.ImVec2(cursorPos.x, cursorPos.y + size + im.GetStyle().ItemSpacing.y))
  im.NewLine()
end
@/lua/ge/extensions/editor/dragRaceEditor/lanes.lua

  im.NewLine()

  im.NewLine()
  im.Text("Waypoints: " .. #lane.waypointIds)

  im.NewLine()
  im.Text("Boundary ID: ")
@/lua/ge/extensions/editor/assetBrowser.lua
    if im.GetContentRegionAvailWidth() < childSize.x or (newLine and newLine == true) then
      im.NewLine()
    end
    if im.GetContentRegionAvailWidth() < childSize.x or (newLine and newLine == true) then
      im.NewLine()
    end
    if im.GetContentRegionAvailWidth() < childSize.x then
      im.NewLine()
    end
    if im.GetContentRegionAvailWidth() < childSize.x or (newLine and newLine == true) then
      im.NewLine()
    end
    if im.GetContentRegionAvailWidth() < childSize.x or (newLine and newLine == true) then
      im.NewLine()
    end
    im.Columns(1)
    im.NewLine()
    im.TextUnformatted("Mesh preview")
    else
      im.NewLine()
      pressed = editor.uiButtonRightAlign("Show in ShapeEditor")
@/lua/ge/extensions/editor/dynamicDecals/textures.lua
      if im.GetContentRegionAvailWidth() < thumbnailSize then
        im.NewLine()
      end
@/lua/ge/extensions/flowgraph/basenode.lua
          pin:draw(builder, style, nil, self:getPinInConstValue(pin.name), inPinWidth)
          --im.NewLine()
          inCount = inCount +1
@/lua/ge/extensions/editor/dragRaceEditor/facilities.lua

  im.NewLine()

  im.NewLine()
  im.Text("Main Strip:")

  im.NewLine()
  im.Text("Strips: " .. #facility.stripIds)
@/lua/ge/extensions/editor/visualization.lua
    for _, chip in ipairs(def.chips) do _colorChip(chip[1], chip[2]) end
    im.NewLine()
  end
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua
  im.Text("Height Limits:")
  im.NewLine()

  im.NewLine()
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/decal.lua
  im.TextUnformatted("Signed Distance Fields (SDF) brings a range of improvements, allowing you to create more complex decals with ease.")
  im.NewLine()
  im.TextUnformatted("What are Signed Distance Fields?")
  im.TextUnformatted("What are Signed Distance Fields?")
  im.NewLine()
  im.TextUnformatted("Signed Distance Fields are mathematical representations used in computer graphics to describe the shape of objects or regions. In the context of decals, SDF allows us to precisely define the boundaries and characteristics of decals.")
  im.TextUnformatted("Signed Distance Fields are mathematical representations used in computer graphics to describe the shape of objects or regions. In the context of decals, SDF allows us to precisely define the boundaries and characteristics of decals.")
  im.NewLine()
  im.TextUnformatted("Benefits of SDF for Decals:")

  im.NewLine()
  im.TextUnformatted("Experiment with these features by by enaling SDF and checking out the SDF properties in the 'Decal Properties' section.")
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  smallSetButtons("bank",{-75,-45,-15,15,45,75},im.ImVec2(40,0))
  im.NewLine()
  smallSetButtons("bank2",{-90,-60,-30,30,60,90},im.ImVec2(40,0))
  smallSetButtons("bank2",{-90,-60,-30,30,60,90},im.ImVec2(40,0))
  im.NewLine()
  smallSetButtons("height",{-25,-10,-5,5,10,25},im.ImVec2(35,0), true, {'-25','-10','-5','+5','+10','+25'})
  im.NewLine()
  im.SetCursorPosX(62)
  smallSetButtons("width",{0,1,2,5,10,15,20},im.ImVec2(30,0))
  im.NewLine()
@/lua/ge/extensions/gameplay/drag/debug.lua

      im.NewLine()
      im.Text("Phases: ")
      end
      im.NewLine()
      im.Text("Strip Data")
      im.NewLine()
      if dragData.strip.endCamera then

        im.NewLine()
        im.Text("Lane ".. dragData.racers[selectedVehicle].lane .. " Data :")
@/lua/ge/extensions/editor/dragRaceEditor/waypoints.lua
  if selectedWaypointIndex > 0 then
    im.NewLine()
    if im.Button("Remove") then

  im.NewLine()

  im.NewLine()
  im.Text("Transform:")
@/lua/ge/extensions/editor/missionEditor/conditions.lua
  index = index + 1
  im.NewLine()
  condition.nested = condition.nested or {}
@/lua/ge/extensions/editor/dynamicDecals/fonts.lua
            if im.GetContentRegionAvailWidth() < previewSize then
              im.NewLine()
            end
          if key == (fontData.header.first_char + fontData.header.glyph_count - 1) then
            im.NewLine()
          end
          if im.GetContentRegionAvailWidth() <= (glyphPreviewSize + im.GetStyle().ItemSpacing.x) then
            im.NewLine()
          end
          if im.GetContentRegionAvailWidth() <= (glyphPreviewSize + im.GetStyle().ItemSpacing.x) then
            im.NewLine()
          end
@/lua/ge/extensions/editor/dragRaceEditor/dragSettings.lua

  im.NewLine()

  im.NewLine()

    im.NewLine()
    im.Text("Prefab Path:")

  im.NewLine()
  if dragSettings.prefabs.displaySign.isUsed then
    im.NewLine()
    im.Text("Prefab Path:")

  im.NewLine()
  if dragSettings.prefabs.paths.isUsed then
    im.NewLine()
    im.Text("Prefab Path:")

  im.NewLine()
  if dragSettings.prefabs.decorations.isUsed then
    im.NewLine()
    im.Text("Prefab Path:")

  im.NewLine()
  if im.Button("Save Settings") then
@/lua/ge/extensions/editor/dragRaceEditor/strips.lua

  im.NewLine()

  im.NewLine()
  local laneCount = strip.lanes and #strip.lanes or 0
  if strip.lanes and #strip.lanes > 0 then
    im.NewLine()
    im.Text("Strip Lanes:")

  im.NewLine()
  im.Text("End Camera:")

  im.NewLine()
  local waypointCount = lane.waypoints and #lane.waypoints or 0
  if lane.waypoints and #lane.waypoints > 0 then
    im.NewLine()
    im.Text("Waypoints:")
      if selectedWaypoint then
        im.NewLine()
        im.Separator()

        im.NewLine()
        im.Text("Transform:")

  im.NewLine()
  im.Text("Boundary:")
    if selectedBoundaryIndex == selectedLaneIndex then
      im.NewLine()
      im.Separator()

      im.NewLine()
      im.Text("Transform:")
@/lua/ge/extensions/editor/fileDialog.lua
local function imagePreviewGui()
  im.NewLine()
  local imgSize = getTempTextureObj(selectedFile.path).size
@/lua/ge/extensions/ui/console.lua
      --   -- im.Separator()
      --   --im.NewLine()
      -- end
@/lua/ge/extensions/editor/crawlEditor/presets.lua

      im.NewLine()
              if im.Button("Save") then

      im.NewLine()
              if im.Button("Save") then

      im.NewLine()
              if im.Button("Save") then

      im.NewLine()
      im.Separator()
      im.Separator()
      im.NewLine()

      im.NewLine()
      im.Separator()
      im.Separator()
      im.NewLine()
@/lua/ge/extensions/editor/dynamicDecals/widgets.lua
        i = 1
        im.NewLine()
      end
  im.SetCursorPos(im.ImVec2(cursorPos.x, cursorPos.y + size + im.GetStyle().ItemSpacing.y))
  im.NewLine()
@/lua/ge/extensions/editor/util/transformUtil.lua
      prevRow = row
      --im.NewLine()
      im.SetCursorPosX(btnX)
@/lua/ge/extensions/editor/dynamicDecals/layerStack.lua
  if im.GetContentRegionAvailWidth() <= (im.GetStyle().ItemSpacing.x + 2*im.GetStyle().FramePadding.x + im.CalcTextSize("Add Texture Fill Layer").x - im.GetStyle().WindowPadding.x) then
    im.NewLine()
  end
  if im.GetContentRegionAvailWidth() <= (im.GetStyle().ItemSpacing.x + 2*im.GetStyle().FramePadding.x + im.CalcTextSize("Add Group").x - im.GetStyle().WindowPadding.x) then
    im.NewLine()
  end
  if im.GetContentRegionAvailWidth() <= (im.GetStyle().ItemSpacing.x + 2*im.GetStyle().FramePadding.x + im.CalcTextSize("Add Linked Set Layer").x - im.GetStyle().WindowPadding.x) then
    im.NewLine()
  end
  if im.GetContentRegionAvailWidth() < im.CalcTextSize(layerCountText).x then
    im.NewLine()
    im.TextUnformatted(layerCountText)