GetTextLineHeight
Definition
-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:256
function M.GetTextLineHeight() return imgui.GetTextLineHeight() end
Callers
@/lua/ge/extensions/editor/decalSpline.lua
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.TextColored(cols.redB, ('[' ..selSpline.component1Material .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.TextColored(cols.redB, ('[' ..selSpline.component2Material .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.TextColored(cols.redB, ('[' ..selSpline.component3Material .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.TextColored(cols.redB, ('[' ..selSpline.component4Material .. ']') or '[Not Set]')
@/lua/ge/extensions/editor/api/gui.lua
local mStyle = imgui.GetStyle()
if lineHeight == nil then lineHeight = imgui.GetTextLineHeight() end
-- Somehow, using this approach seems working for height calculation ¯\_(ツ)_/¯
@/lua/ge/extensions/editor/assemblySpline.lua
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
local sourceCount = selSpline.importedKit and #selSpline.importedKit.sourceMeshPaths or 0
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
if selSpline.kitFolderPath then
@/lua/ge/extensions/util/groundModelDebug.lua
local textLineHeight = im.GetTextLineHeight()
@/lua/ge/extensions/editor/sidewalkSpline.lua
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
if selSpline.kitFolderPath then
@/lua/ge/extensions/editor/roadSpline.lua
im.SameLine()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsBig.y - im.GetTextLineHeight()) * 0.5))
im.Text('Material: [' .. (selectedLayer.material or 'Not Selected') .. ']')
@/lua/ge/extensions/editor/scriptAIManager.lua
local textLineHeight = im.GetTextLineHeight()
@/lua/ge/extensions/flowgraph/utils.lua
if color == nil then color = im.ImVec4(1, 0, 0, 0.4) end
im.SetCursorPosY(im.GetCursorPosY() - im.GetTextLineHeight())
local size = im.CalcTextSize(label)
@/lua/ge/extensions/editor/meshSpline.lua
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.centerMeshName .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.alias1MeshName .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.alias2MeshName .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.alias3MeshName .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.startCapMeshName .. ']') or '[Not Set]')
im.NextColumn()
im.SetCursorPosY(im.GetCursorPosY() + max(0, (iconsSmall.y - im.GetTextLineHeight()) * 0.5))
im.Text(('[' ..selSpline.endCapMeshName .. ']') or '[Not Set]')
@/lua/ge/extensions/editor/util/plotHelperUtil.lua
for i, line in ipairs(lines) do
im.SetCursorPos(im.ImVec2(pos.x + borderSize/3, pos.y +borderSize - im.GetTextLineHeight()/4 + im.GetTextLineHeight()*i ))
im.Text(line)
for i, line in ipairs(lines) do
im.SetCursorPos(im.ImVec2(pos.x + borderSize/3, pos.y +borderSize - im.GetTextLineHeight()/4 + im.GetTextLineHeight()*i ))
im.Text(line)
@/lua/ge/extensions/editor/mainMenu.lua
--TODO: cannot properly position status bar window, needs precise values. It will break on UI scale other than 1
imgui.SetNextWindowPos(imgui.ImVec2(winbounds.Pos.x + 15, winbounds.Pos.y + winbounds.Size.y - imgui.GetTextLineHeight()*3), imgui.Cond_Always)
imgui.Begin("StatusBar", opened,
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
im.TextColored(style.textColor, translateLanguage("ui.trackBuilder.saveLoad.description", "Description"))
im.InputTextMultiline("##description", saveSettings.description, im.GetLengthArrayCharPtr(saveSettings.description), im.ImVec2(-1.0, im.GetTextLineHeight() * 3))
im.Combo1(translateLanguage("ui.trackBuilder.saveLoad.difficulty", 'Difficulty'), saveSettings.difficulty, difficulty)
@/lua/ge/extensions/editor/materialEditor.lua
if createMaterialMessage and createMaterialMessage ~= "" and createMaterialError then
im.SetCursorPos(im.ImVec2(im.GetCursorPosX(), im.GetContentRegionAvail().y + im.GetCursorPosY() - im.GetTextLineHeight()))
im.TextColored(im.ImVec4(1, 1, 0, 1), createMaterialMessage)