ProgressBar
Definition
-- @/=[C]:-1
function ProgressBar(...)
Callers
@/lua/ge/extensions/flowgraph/nodes/logic/rateLimit.lua
if self.pinIn.input.value then
im.ProgressBar((self.pinIn.input.value - self.time) / self.pinIn.input.value, im.ImVec2(50, 0))
end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
im.Text(" no data")
im.ProgressBar(0, im.ImVec2(200, 0), "")
else
local progress = (proximityData.timer or 0) / math.max(1e-12, proximityData.duration or 1)
im.ProgressBar(progress, im.ImVec2(200, 0), string.format("%.1f/%.1fs", proximityData.timer or 0, proximityData.duration or 0))
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/vehicleStoppedNearPlane.lua
if self.pinIn.duration.value == nil then return end
im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
end
@/lua/ge/extensions/flowgraph/nodes/logic/frameDelay.lua
builder:Middle()
im.ProgressBar(self.pinIn.frames.value and (self.counter / self.pinIn.frames.value) or 0, im.ImVec2(50,0))
if im.SmallButton("Reset") then
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
local progress = math.max(0, math.min(1, waitedTime / totalWaitTime))
im.ProgressBar(progress, im.ImVec2(100,0))
else
else
im.ProgressBar(0, im.ImVec2(100,0))
end
elseif self.running then
im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
im.Text("Running")
else
im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
if self.done then
@/lua/ge/extensions/flowgraph/nodes/gameplay/countdown.lua
builder:Middle()
im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
if not self.running then
@/lua/ge/extensions/editor/assetManagementTool.lua
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
imgui.Text(message)
imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
imgui.Spacing()
@/lua/common/extensions/ui/imguiWire.lua
--known problems: swallows nil's: `c.ProgressBar(0.4, nil, "FOO")` > `c.ProgressBar(0.4, "FOO")`
--known problems: swallows nil's: `c.ProgressBar(0.4, nil, "FOO")` > `c.ProgressBar(0.4, "FOO")`
@/lua/ge/extensions/editor/resourceChecker.lua
if getProgress() then
im.ProgressBar(getProgress()/100, im.ImVec2(300* im.uiscale[0], 0))
im.SameLine()
im.PushStyleColor2(im.Col_PlotHistogram, colors[key])
im.ProgressBar(b/total, im.ImVec2(w, 0))
im.PopStyleColor(1)
local w = im.GetContentRegionAvailWidth()
im.ProgressBar(usedT/usedTotal, im.ImVec2(w, 0), "Textures")
im.Spacing()
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdown.lua
builder:Middle()
im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
if not self.running then
@/lua/ge/extensions/flowgraph/nodes/logic/wait.lua
im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
if im.SmallButton("Reset") then
@/lua/ge/extensions/flowgraph/nodes/debug/testDynamic.lua
builder:Middle()
im.ProgressBar(self.timer / 5, im.ImVec2(50, 0))
end
@/lua/ge/extensions/editor/biomeTool.lua
if errCode == 0 then
imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
end
if errCode == 0 then
imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
end
if errCode == 0 then
imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
end
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
im.ProgressBar(currTime / maxTime, im.ImVec2(im.GetContentRegionAvailWidth(), 0))
im.TableNextColumn()
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
end
function M.ProgressBar(float_fraction, ImVec2_size_arg, string_overlay)
if ImVec2_size_arg == nil then ImVec2_size_arg = M.ImVec2(-FLT_MIN,0) end
-- string_overlay is optional and can be nil
imgui.ProgressBar(float_fraction, ImVec2_size_arg, string_overlay)
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/vehicleStoppedNearPos.lua
if self.pinIn.duration.value == nil then return end
im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
end
@/lua/ge/extensions/flowgraph/nodes/logic/timedTrigger.lua
builder:Middle()
im.ProgressBar(self.timer / self.data.duration, im.ImVec2(50,0))
im.SameLine()
im.Text("%0.1f", self.data.duration-self.timer)
im.ProgressBar(self.reset / self.data.resetTimer, im.ImVec2(50,0))
im.SameLine()
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
if state == STATE_COUNTDOWN_RUNNING then
im.ProgressBar((duration - timer) / duration, im.ImVec2(100,0))
im.Text("Running")
elseif state == STATE_FINISHED then
im.ProgressBar(1, im.ImVec2(100,0))
im.Text("Done")
else
im.ProgressBar(0, im.ImVec2(100,0))
im.Text("Waiting")